Project ORAS OU Core Building Competition V2 (Round 30: Stalkers) Results

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Banette @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Will-O-Wisp
- Shadow Claw
- Gunk Shot
- Destiny Bond

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Stone Edge

This is a priority core using two mons who aren't as common in the current metagame. Mega Banette is a very cool pokemon in OU. Its priority WoW allows it to cripple many physical attackers that can threaten it or its teammates, and its enormous attack stat after mega evolving allows it to deal serious damage if need be with STAB shadow claw, hitting many Psychic types in the tier that Conkeldurr hates as well as denting anything that doesn't resist ghost. Gunk Shot hits fairy types such as Clefable, Sylveon, Gardevoir, Azumarill and M-Altaria that also threaten Conkeldurr due to their super effective STAB attacks. Destiny Bond allows you to take out something that could potentially sweep your team if your opponent KOs you, removing pressure off of your other teammates.

Conkeldurr complements Banette very well, checking dark types and absorbing status that Banette despises, meaning it can become a very threatening tank. Set is standard, Drain Punch for STAB and recovery, Mach Punch for priority and killing off weakened pokes, Ice Punch for Ground, Flying and Dragon types and Stone Edge for mons such as Charizard, M-Pinsir and Talonflame.

Taunt can be used on Banette if you feel the need to stop opponents from setting up hazards, inflicting status on you or trying to set up on you. Poison Jab is an option on Conkeldurr, but I would personally only use this if you aren't running Gunk Shot on Banette, though it can lure fairy types rather well. Knock Off can be run on either or both of these two if you want to get rid of your opponents items.
 
Reserving CB Azu + NP Thundy


Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower or Knock Off


Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice] or [Flying] (Run 4 HP EVs with that BC IV drop)
- Thunder Wave or Focus Blast

More or less a textbook example of two 'mons that beat each others checks and counters. CB Azu can come in on and break most grounds (In terms of support, most notably Hippo and Excadrill). Furthermore, it can revenge kill Latis, lure in and cripple Ferrothorn, smack T-Tar and even KO slow Specs Mag if push comes to shove. It also hard checks Weavile as a cherry on top.

In return, Thundy can immediately threaten bulky waters that wall Azu - which doesn't mean Quag or Swampert as Azu can 2HKO both. Additionally, it can break Ferrothorn if carrying Focus Blast, and past bulky grasses if running HP Flying, or possibly being able to paralyze set-up sweepers so Azumarill can RK them.

However, this core is heavily threatened by fast electrics, along with having to balance utility and coverage. Also, it's not notably air tight on the defensive spectrum, so teammates will be appreciated.

Azumarill's EVs allow it to speed creep things speed creeping defensive Tyranitar - yes, the latter is not reliable and will rarely come into use, but IMO there's not real reason to not run more speed as more HP will just result in a non-SR number. If you don't want such a speed creep and want a spread that does a bit more, then run 160 HP / 252 Atk / 4 SpD / 92 Spe for Download Porygon2s, but IMO that's even less relevant than things speed creeping defensive T-Tar.
 
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Azumarill + Talonflame

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

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


This is a nice-priority core. Azumarill is a good wallbraker and take down the Ground/Rock checks of Talonflame and do some decent damage in things like rotom-w and slowbro to talonflame use his ability of late game cleaner. Talonflame, in the other side, takes down the bulky grass type that checks azumarill.
The sets used are usual so i think i do not need to explain.
 

MANNAT

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Disclaimer: 90% of this post was stolen from ArchPhantom in good cores since he came up with the core originally.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick / Pursuit / Poison Jab
- Icicle Crash
- Knock Off
- Ice Shard

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
This is a pretty cool core that resembles birdspam in that 2 or more mons with a shared typing beat down on their shared check(s), eventually breaking them. Weavile tends to lure in stuff like Keldeo, Azumarill, Ferrothorn, etc, which it can damage so that Bisharp can finish (and vice versa ofc). The advantage of using Weavile over, say, Crawdaunt atm, is Weavile's speed tier and that it can beat Mega Altaria and grasses like Serperior and Breloom. These two do not offer anything to eachother defensively so don't expect VenuTran, but they have noice offensive synergy. Partners to this should take on Talonflame (pain in the ass), M-Gyarados, and M-Lopunny. The stuff that shreds offense shreds this core (M Garde KB etc) so be prepared.
 

Martin

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Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Focus Blast / Grass Knot
- Thunder Wave

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Thunder Wave
- Spikes
- Play Rough / Dazzling Gleam / Flash Cannon
- Magnet Rise
Shoutouts to Creator of Chaos for inspiring me to build this cancer with his T-Wave spam teams
Thunder wave is clearly everyone's favorite move, and the only thing that's better than one t-wave is two! Hell, if you're ballzy you can also carry Stun Spore Whimsicott for extra salt. Anyway, the aim here is to completely f*ck with offense by crippling everything. Thundurus dumps on offense already and is a pretty powerful presence in general, meanwhile Klefki supports it with Spikes to help it net extra KOs.
 
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Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Return
- Feint
- Close Combat

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Earthquake
- Icicle Crash
- Ice Shard
- Freeze-Dry

Pinsir is absolutely awesome right now with all of the bulky grasses running around, which Pinsir eats up for breakfast. But we all know what it does, I use Feint because if you're spamming priority, it better be that +2 priority! But really, Feint is a nice move that comes in clutch when that Weavile/Talonflame is weakened enough so that you outprioritize their Ice Shard/Brave Bird and kill, and with an Adamant nature, the minor loss of power from choosing Feint over Quick Attack is never really noticeable.

Now Mamoswine is a pokemon that synergizes SO well with Pinsir. It deals with so many of the problematic pokemon that Pinsir hates, such as electrics and bulky grounds which while Pinsir can break past them, he doesn't want to get hurt too much in the process by killing them, so Mamo takes care of them with ease. Freeze-Dry is the 4th move of choice to hit Rotom, Slowbro, and Quagsire hard who are all thorns in Pinsir's side. You can run a Naughty nature if you like to ensure that juicy OHKO on Torn after Rocks with Ice Shard which is awesome. Overall these two are awesome, and with a partner that assists them in their wallbreaking goal, they can really be a force to reckon with. I personally use Magneton with these two, as it takes care of Starmie, Weavile, Tornadus, and Talonflame who can all be a pain for this core, especially if Weavile's running Low Kick. But Pinsir + Mamoswine is a core that I personally believe is one of the very best cores to use if you want to build a great Pinsir team.
 
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Aragorn the King

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Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Bullet Punch
- Meteor Mash
- Zen Headbutt / Earthquake / Hammer Arm

Breloom and Metagross are both great Pokemon in the current metagame, and together they form a nice core. Breloom alone is super valuable for teams because it can revenge-kill offensive threats such as Excadrill, Tyranitar, and Mega Lopunny with Mach Punch, put switch-ins (like Landorus-T) to sleep with Spore, and kill bulky waters with Bullet Seed; however, it, namely after having already used Spore, finds itself tormented by fasters foes that resist Mach Punch (examples including Lati@s, Alakazam, and Mega Gardevoir) and those that can take an unboosted Mach Punch and KO (example: Mega Diancie). That's where AV Metagross comes in. Because of its really solid Special Bulk, fair power, and great move selection, it's able to switch into various threats to Breloom and handle them accordingly. It takes any attack from Lati@s (although LO EQ isn't fun) and can Pursuit trap them, it can take a Psyshock/Focus Miss from Zam and Pursuit trap it (or it can B Punch/Meteor Mash if you predict a shadow ball), it switches into a STAB move from Mega Diancie and can Bullet Punch (it won't have to take an EP [it can though] unless it switches into it), and it can switch into any attack (WoW is terrible, however) from Gardevoir and Bullet Punch (again circumventing its poor speed) or Pursuit trap. (Also worth noting is that thanks to its priority move Bullet Punch, Metagross is a slow Psychic that isn't plagued by Weavile; this is very helpful considering that it is paired with Breloom, which can get picked off easily by Ice Shard.) However, Metagross isn't the only one doing the supporting – Metagross finds itself annoyed by Dark-types (Bisharp and Mega Gyarados especially) as well as Ground-types (examples: Hippowdon, Quagsire, Gastrodon). Breloom, as mentioned earlier, can rk these dark-types with Mach Punch and break these slow ground-types with Bullet Seed, altogether allowing Breloom and Metagross to support each other enough to form a nice core. The core isn't without weaknesses, of course; Gengar, Landorus-T, Mega Scizor, and Mandibuzz all come to mind as Pokemon you should keep in mind if you find yourself building around this core.
 

Martin

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I'm going to make a note of something here for reference, as what -Magic- edited into his reserved post may lead to a lack of clarity with regards to what constitutes a bad submission.

While we do encourage creativity and innovation for submissions, we don't completely outlaw the sibmission of well known cores. If a core is so well known that noone can really lay claim to the creation of the core, it is fair game provided you have put your own twist on it. To paraphrase a few lines from ERASED, "you've got to put more of yourself into your work" and "the readers can't see your face in your work." If I look at a core that everyone uses, I want to be able to see what sets you apart from every other Tom, Dick and Harry who is using the same core. These can just be done as slashes if you want, but make sure it is there. For example, if I submitted the darkspam core that littlelucario has submitted, I could have submitted it with Grass Knot Bisharp so that people can see my very power-inclined playstyle in the core. Similarly, when I submitted the Bisharp+Lopunny core for round one I slashed in Shuca Berry and deliberately opted for Quick Attack Lopunny as opposed to the Healing Wish or Ice Punch variants which usually get used in the core. These are both acceptable ways to submit standard cores, and shows that innovation doesn't always mean coming up with something 100% new.

LL did the right thing by crediting the initial submitter too, so if you do decide to submit something from good cores make sure credit the original poster.

I hope that this has cleared up any misconceptions/confusion that may arise. I'm loving the good response we've had so far on this week and hope that it keeps up both for this week and for future weeks.
 
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Infernal

Banned deucer.

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

Thundurus
@ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Thunder Wave
Mega Cham is a force, and there are very few Pokemon able to stomach its attacks reliably. While Mega Cham is mainly known as a wallbreaker, running double priority allows this monster to function well against offense too. Fake Out is reasonably strong coming from Mega Cham, and is super helpful to mega evolve safely, deal chip damage, and pick off weakened threats. After using Fake Out, Mega Cham would normally be vulnerable to revenge kills from threats like Mega Diancie, Mega Gardevoir, and Weavile. Bullet Punch makes this less of a problem, doing impressive damage to these Pokemon. Fake Out + Bullet Punch has the potential to outright kill threats like LO Torn-T after SR, and is an overall useful combination to make up for Mega Cham's lackluster speed.​

Although Mega Cham hits like a truck, Pokemon like Slowbro are still annoying to deal with. Offensive threats like Talon and Mega Pinsir are also pesky, being able to revenge kill Mega Cham with their own priority moves. Chomp is also a pain due to recoil. This is where Thund comes in, threatening all of these Pokemon well. Thanks to NP, Thund is also able to heavily pressure Mega Cham's #1 counter: Mega Sableye. With Thunder Wave, Thund further assists Mega Cham by slowing down faster threats. For example, assume Thund-I paralyzes something like a +1 Charizard-X and dies. Mega Cham is then able to come in afterwards and use its sheer strength to revenge kill. Thund has a hard time breaking through Pokemon like Mega Venu and Chansey, and these are things Mega Cham is able to pressure easily. Hippo is yet another wall that Mega Cham is able to weaken significantly for Thund-I to break more easily later on.

To add an additional spin here, it's worth mentioning that Klefki actually pairs well with this core, all while fitting the theme for this week. It sets up hazards, making it harder for defensive Pokemon like Slowbro to directly switch into Mega Cham. Klefki provides further speed control with Thunder Wave and can switch into the attacks the core otherwise hates, like Latios' Draco Meteor. This aside, the offensive power Mega Cham and Thund-I bring to a team is awesome, easily overwhelming threats like Clefable. Mega Cham isn't terribly common nowadays, and this core makes good use of its strengths.
 
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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance

Lucario @ Life Orb
Ability: Inner Focus
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 29 HP / 0 Atk
Modest Nature
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave


Likely not the best core you could be using, but its definitely fun to use. Mega Pinsir is pretty monstrous in a meta where most teams still aren't preparing for it. It does have some pretty hard stops: Pokemon like Skarmory, Hippowdon, Rotom-W and Quagsire are all good defensive answers; while Weavile, Scarftar, Mega Manectric and Excadrill in sand are all good offensive answers because of their Flying resistance. Nasty Plot Lucario can lure in all the former and nearly OHKO with Aura Sphere, and put Pinsir's offensive checks closer to +2 Quick Attack range with Vacuum Wave.

Mega Pinsir supports Lucario back, with its Flying STAB hitting a fair amount of Pokemon that either outspeed or resist fighting: none of Keldeo, Latios, Starmie, Tornadus-T, and Mega Alakazam can take a boosted (or neutral in Keldeo's case) Quick Attack comfortably. The strength of this core lies not only in it's decent matchup vs offense, but it's unmatched wallbreaking prowess: There are few defensive cores that can reliably take on the two of the mons in tandem.

Of course, all cores have their flaws; far be it from me to withold them from you. This core has pretty poor defensive capabilities beyond Lucario's Rock resist and Pinsir's Ground immunity, but that isn't a particular fault for a core that really is best used on Hyper Offense. In particular, however, Mega Metagross, Mega Diancie, Mega Latias, and Thundurus all threaten this core immensely due to their bulk / typing allowing them to shrug off even boosted priority. Mega Latias can take any priority hit with its immense bulk and either fire off an Ice Beam or a paralyze its foes. Mega Metagross similarly can take a boosted Vacuum Wave in conjunction with Quick Attack and OHKO Lucario and Pinsir (the latter after rocks damage in normal form). Thundurus relies on its typing to deal with unboosted priority, as does Mega Diancie; but both have to watch out for boosted priority.
 

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Sucker Punch
- Superpower

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Iron Tail
- Extreme Speed
- Swords Dance

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Snatch
- Volt Switch
- Will-O-Wisp
- Hydro Pump


Spaaaam. All the classic stuff is taken so I'm gonna steal jpw234's baby. Cacturne + Lucario makes a lot of sense from an offensive point of view, being able to put a lot of pressure on mutual checks while being able to beat some of each other's counters. Cacturne can deal with a lot of the stuff Lucario struggles with, namely bulky Water and Ground types like Hippowdon, Gastrodon, Quagsire, Slowbro, and Azumarill. It can also help out against Psychic mons like Mega Metagross, Scarf Jirachi, and Starmie, though it struggles to switch into those. Lucario is able to beat Fairy types, though it can't exactly switch in either, and can outrun faster priority such as Talonflame's Brave Bird and Weavile's Ice Punch. These two also put huge amounts of pressure onto Pokemon such as Skarmory, Landorus-T, and Gliscor, as having one of them take too much damage can allow either to push past them and break open the opponent's defensive core. Offensive checks struggle against these two as well, as typical Dark checks such as Keldeo, Diancie, TankChomp, and Mega Lopunny have to be wary of taking too much damage and getting picked off by Lucario's Extremespeed in the lategame. These two can't switch into anything so something like Rotom-W that can get them in for free is really sweet. Rotom-W switches into a lot of problem mons that need to be worn down before either can take them out, such as Landorus-T, Talonflame, Skarmory, etc. We're running Snatch Washer in order to fit the theme of the core, plus Snatch can really help out in beating defensive cores by robbing them of their healing (obviously this isn't needed and you can run whatever you like here, but Washer is too good to ignore with these two).
 
LO Weavile + SD Talonflame + CB Azumarill

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

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: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower


This powerful HO core is able to hit 13 types between the three members, with just their stab moves, for super effective damage. The combination of their priority STABs alone of flying, ice, and water can hit faster threats such as scarf Lando, the uncommon Hawlucha, and even that Mega Pinsir that has been giving you so many problems. c: LO Weavile can out prioritize an opposing Thundurus brave enough to attempt a T-wave. Azumarill can break Mega Sableye is half for the other two members of the core And finally, Talonflame can handle the speedy Mega Alakazam. Aside from just having priority, this core has two of the fastest mons in the entire meta, which makes it that much more dangerous. This core does, however, have a bit of a weakness to mega Manectric and the opposing Talonflame, so you may want to keep that in mind while finding partners for it. I would suggest ground types such as Lando-T or Hippo if you fear no weather. Speaking of which, Hippo can be a good partner because Azu fears no weather and can straight body the opposing Drill with one aqua jet and it's GG for that sand team. Also, be sure to bring hazard removal due to using Talon and Weavile; a good mon to use would be Latios to get that nice psychic stab for poison types, or Starmie for that analytic carnage. Anyway, these three cover each other's weaknesses pretty well and there aren't many mons with the typing or speed to avoid their dangerous synergy.
 
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Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Earthquake
- Icicle Crash
- Freeze-Dry
- Ice Shard


Pretty nice core. Basic synergy is that megalop kills offense and mamo breaks apart fatter builds, but there's also the fact that mamo beats stuff like defensive lando, hippowdon, garchomp, and even clefable that all give lopunny some trouble. It also lures in slowbro and quagsire with freeze dry. Meanwhile, lopunny threatens fast attackers that can hurt mamoswine like starmie, gengar, zam, and non scarf keldeo. The priority on lop is fake out btw, hope that counts :p
 

Klefki Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Thunder Wave
- Light Screen
- Foul Play
- Spikes

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spd
- Trick Room
- Psyshock
- Scald
- Flamethrower

You may be skeptical at first, but I went and looked over the rule post, and it didn't say it had to be positive priority...

This squad is all about speed control. Klefki can run around and T-Wave everything and set up Light Screen to patch up M-Slowbro's lackluster SpD. Slowbro is designed to do a lot of the damage output, because I think people over look the fact that it has as much SpA as Garchomp and Scizor do Atk. Type-wise, Klefki's Fire weakness is checkmated, but its ground weaknesses can only be stop by a Slowbro's attack and not its switch in. Klefki stops Grass, Bug, and Dark attacks, leaving only ghost and electric to run free. These two just match up very well all things considered. You just have to accept the negative priority. :-P
 

Double bunnies = Huge power

These two have near perfect defensive synergy with each other (arguably Diggersby isn't taking hits) and with huge power and decent priority - they're going to tear teams apart.

Azumarill destroys fighting types which Diggersby does not like, while Diggersby destroys or dents most steel types (Skarm smh).

This core is slow, so adding something like Klefki is great

Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Quick Attack
- Wild Charge

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

 
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Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Light Screen
- Thunder Wave
- Reflect
- Foul Play

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

The type synergy is similar to my Klefki/Slowbro set ^^. This one just follows the imaginary rules that the priority must be positive. Crawdaunt hits like a truck, but doesn't have the speed or bulk to compensate for it. Klefki has the ability to provide both of those in T-Wave and Screens. Crawdaunt is underrated, and Klefki gives it the support it needs to truly shine.
 
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Martin

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Klefki @ Light Ball
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Light Screen
- Thunder Wave
- Reflect
- Foul Play

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

The type synergy is similar to my Klefki/Slowbro set ^^. This one just follows the imaginary rules that the priority must be positive. Crawdaunt hits like a truck, but doesn't have the speed or bulk to compensate for it. Klefki has the ability to provide both of those in T-Wave and Screens. Crawdaunt is underrated, and Klefki gives it the support it needs to truly shine.
Looking at the core, it looks like it would benefit a lot more from Spikes Klefki as opposed to dual screens. Dual Screens is pretty booty as is, but Crawdaunt benefits hugely from the utility of spikes and forces enough switches v.s. jet-weak/defensive mons to get up SDs somewhat consistently
 

SketchUp

Don't let your memes be dreams
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance
Offensive core that can give opposing offensive teams much trouble. The idea behind the core is really simple: the one defeats what the other one can't defeat: Toxicroak has issues with bulky ground types, some steel types and psychic types (with moves like Sub and Wisp and whatever they have) and Weavile supports Toxicroak because it beats almost every ground type Toxicroak struggles with, as well as outspeeding every psychic type bar Mega Alakazam. Skarmory, Quagsire, Mega Scizor, Mega Sableye and Mega Slowbro are examples of pokemon where Weavile still struggles with, but in some situations like Mega Slowbro and Offensive Mega Scizor, Toxicroak can weaken them with a +2 Gunk Shot or Drain Punch so Weavile can finish them off later. Toxicroak helps Weavile with Keldeo, Clefable, Azumarill, Alomomola and Mega Venusaur. Offensive checks such as Breloom and Conkeldurr also lose to Toxicroak, after it switched in on their Mach Punch.
Good partners include Keldeo, Manaphy, Serperior, Volcarona and Mega Charizard-Y.
 

Martin

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Submissions end in 13 to 14 hours so any last-minute cores don't have long to be posted. I'm utterly astounded at how amazing the response to this week has been so I thank you for all of the support you are all showing for the thread. If this keeps up for future weeks that'd be amazing, so here's to the future of the thread! Good luck to you all in the voting stage!
 

bludz

a waffle is like a pancake with a syrup trap
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Breloom + Bisharp


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

Bisharp @ Life Orb / Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance


We know all Fighting + Dark is a solid core makeup. Breloom pressures bulky grounds that can check Bisharp and checks Mega Lop as well as being able to weaken Keldeo. Bisharp beats up Psychic types that can attempt to wall or check Breloom, as well as dealing hefty amounts to Mega Venu and Amoonguss after a Swords Dance. Between the two there is plenty of power and good coverage in their priority meaning you have a chance to weaken or pick off most faster threats. Core is still weak to some things of course like Talonflame, but most things lose the ability to check both members of this core if they've been worn down some.
 
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We have a ton of choices to choose from today! We're absolutely astounded by the amount of participation! This week you may vote for 2 cores. These are your choices:

Core 1
Talonflame @ Apicot Berry
Ability: Gale Wings
EVs: 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Natural Gift
- Flare Blitz

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore

This core has pretty good synergy. Talonflame is a powerful priority abuser, checking Keldeo, Tornadus, Venusaur, Amoongus, and Mega Heracross for Breloom. Apicot Berry+ Natural gift beats Heatran, which otherwise is a problem for the core and Flare Blitz beats Scizor. Breloom checks Landorus, Hippowdon, and Tyranitar, and beats most Steel types for Talonflame. Double SD helps this even further, as Breloom is then able to KO Diancie and Tank Chomp, and Talonflame can sweep.


Core 2
Banette @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Will-O-Wisp
- Shadow Claw
- Gunk Shot
- Destiny Bond

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Stone Edge

This is a priority core using two mons who aren't as common in the current metagame. Mega Banette is a very cool pokemon in OU. Its priority WoW allows it to cripple many physical attackers that can threaten it or its teammates, and its enormous attack stat after mega evolving allows it to deal serious damage if need be with STAB shadow claw, hitting many Psychic types in the tier that Conkeldurr hates as well as denting anything that doesn't resist ghost. Gunk Shot hits fairy types such as Clefable, Sylveon, Gardevoir, Azumarill and M-Altaria that also threaten Conkeldurr due to their super effective STAB attacks. Destiny Bond allows you to take out something that could potentially sweep your team if your opponent KOs you, removing pressure off of your other teammates.

Conkeldurr complements Banette very well, checking dark types and absorbing status that Banette despises, meaning it can become a very threatening tank. Set is standard, Drain Punch for STAB and recovery, Mach Punch for priority and killing off weakened pokes, Ice Punch for Ground, Flying and Dragon types and Stone Edge for mons such as Charizard, M-Pinsir and Talonflame.

Taunt can be used on Banette if you feel the need to stop opponents from setting up hazards, inflicting status on you or trying to set up on you. Poison Jab is an option on Conkeldurr, but I would personally only use this if you aren't running Gunk Shot on Banette, though it can lure fairy types rather well. Knock Off can be run on either or both of these two if you want to get rid of your opponents items.


Core 3
Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower / Knock Off

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

More or less a textbook example of two 'mons that beat each others checks and counters. CB Azu can come in on and break most grounds (In terms of support, most notably Hippo and Excadrill). Furthermore, it can revenge kill Latis, lure in and cripple Ferrothorn, smack T-Tar and even KO slow Specs Mag if push comes to shove. It also hard checks Weavile as a cherry on top.

In return, Thundy can immediately threaten bulky waters that wall Azu - which doesn't mean Quag or Swampert as Azu can 2HKO both. Additionally, it can break Ferrothorn if carrying Focus Blast, and past bulky grasses if running HP Flying, or possibly being able to paralyze set-up sweepers so Azumarill can RK them.

However, this core is heavily threatened by fast electrics, along with having to balance utility and coverage. Also, it's not notably air tight on the defensive spectrum, so teammates will be appreciated.

Azumarill's EVs allow it to speed creep things speed creeping defensive Tyranitar - yes, the latter is not reliable and will rarely come into use, but IMO there's not real reason to not run more speed as more HP will just result in a non-SR number. If you don't want such a speed creep and want a spread that does a bit more, then run 160 HP / 252 Atk / 4 SpD / 92 Spe for Download Porygon2s, but IMO that's even less relevant than things speed creeping defensive T-Tar.


Core 4
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

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

This is a nice-priority core. Azumarill is a good wallbraker and take down the Ground/Rock checks of Talonflame and do some decent damage in things like rotom-w and slowbro to talonflame use his ability of late game cleaner. Talonflame, in the other side, takes down the bulky grass type that checks azumarill.


Core 5
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick / Pursuit / Poison Jab
- Icicle Crash
- Knock Off
- Ice Shard

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

This is a pretty cool core that resembles birdspam in that 2 or more mons with a shared typing beat down on their shared check(s), eventually breaking them. Weavile tends to lure in stuff like Keldeo, Azumarill, Ferrothorn, etc, which it can damage so that Bisharp can finish (and vice versa ofc). The advantage of using Weavile over, say, Crawdaunt atm, is Weavile's speed tier and that it can beat Mega Altaria and grasses like Serperior and Breloom. These two do not offer anything to eachother defensively so don't expect VenuTran, but they have noice offensive synergy. Partners to this should take on Talonflame (pain in the ass), M-Gyarados, and M-Lopunny. The stuff that shreds offense shreds this core (M Garde KB etc) so be prepared.


Core 6
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Focus Blast / Grass Knot
- Thunder Wave

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Thunder Wave
- Spikes
- Play Rough / Dazzling Gleam / Flash Cannon
- Magnet Rise

Thunder wave is clearly everyone's favorite move, and the only thing that's better than one t-wave is two! Hell, if you're ballzy you can also carry Stun Spore Whimsicott for extra salt. Anyway, the aim here is to completely f*ck with offense by crippling everything. Thundurus dumps on offense already and is a pretty powerful presence in general, meanwhile Klefki supports it with Spikes to help it net extra KOs.


Core 7
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Return
- Feint
- Close Combat

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Earthquake
- Icicle Crash
- Ice Shard
- Freeze-Dry

Pinsir is absolutely awesome right now with all of the bulky grasses running around, which Pinsir eats up for breakfast. But we all know what it does, I use Feint because if you're spamming priority, it better be that +2 priority! But really, Feint is a nice move that comes in clutch when that Weavile/Talonflame is weakened enough so that you outprioritize their Ice Shard/Brave Bird and kill, and with an Adamant nature, the minor loss of power from choosing Feint over Quick Attack is never really noticeable.

Now Mamoswine is a pokemon that synergizes SO well with Pinsir. It deals with so many of the problematic pokemon that Pinsir hates, such as electrics and bulky grounds which while Pinsir can break past them, he doesn't want to get hurt too much in the process by killing them, so Mamo takes care of them with ease. Freeze-Dry is the 4th move of choice to hit Rotom, Slowbro, and Quagsire hard who are all thorns in Pinsir's side. You can run a Naughty nature if you like to ensure that juicy OHKO on Torn after Rocks with Ice Shard which is awesome. Overall these two are awesome, and with a partner that assists them in their wallbreaking goal, they can really be a force to reckon with. I personally use Magneton with these two, as it takes care of Starmie, Weavile, Tornadus, and Talonflame who can all be a pain for this core, especially if Weavile's running Low Kick. But Pinsir + Mamoswine is a core that I personally believe is one of the very best cores to use if you want to build a great Pinsir team.



Core 8
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Bullet Punch
- Meteor Mash
- Zen Headbutt / Earthquake / Hammer Arm

Breloom and Metagross are both great Pokemon in the current metagame, and together they form a nice core. Breloom alone is super valuable for teams because it can revenge-kill offensive threats such as Excadrill, Tyranitar, and Mega Lopunny with Mach Punch, put switch-ins (like Landorus-T) to sleep with Spore, and kill bulky waters with Bullet Seed; however, it, namely after having already used Spore, finds itself tormented by fasters foes that resist Mach Punch (examples including Lati@s, Alakazam, and Mega Gardevoir) and those that can take an unboosted Mach Punch and KO (example: Mega Diancie). That's where AV Metagross comes in. Because of its really solid Special Bulk, fair power, and great move selection, it's able to switch into various threats to Breloom and handle them accordingly. It takes any attack from Lati@s (although LO EQ isn't fun) and can Pursuit trap them, it can take a Psyshock/Focus Miss from Zam and Pursuit trap it (or it can B Punch/Meteor Mash if you predict a shadow ball), it switches into a STAB move from Mega Diancie and can Bullet Punch (it won't have to take an EP [it can though] unless it switches into it), and it can switch into any attack (WoW is terrible, however) from Gardevoir and Bullet Punch (again circumventing its poor speed) or Pursuit trap. (Also worth noting is that thanks to its priority move Bullet Punch, Metagross is a slow Psychic that isn't plagued by Weavile; this is very helpful considering that it is paired with Breloom, which can get picked off easily by Ice Shard.) However, Metagross isn't the only one doing the supporting – Metagross finds itself annoyed by Dark-types (Bisharp and Mega Gyarados especially) as well as Ground-types (examples: Hippowdon, Quagsire, Gastrodon). Breloom, as mentioned earlier, can rk these dark-types with Mach Punch and break these slow ground-types with Bullet Seed, altogether allowing Breloom and Metagross to support each other enough to form a nice core. The core isn't without weaknesses, of course; Gengar, Landorus-T, Mega Scizor, and Mandibuzz all come to mind as Pokemon you should keep in mind if you find yourself building around this core.


Core 9
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Zen Headbutt

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Thunder Wave

Mega Cham is a force, and there are very few Pokemon able to stomach its attacks reliably. While Mega Cham is mainly known as a wallbreaker, running double priority allows this monster to function well against offense too. Fake Out is reasonably strong coming from Mega Cham, and is super helpful to mega evolve safely, deal chip damage, and pick off weakened threats. After using Fake Out, Mega Cham would normally be vulnerable to revenge kills from threats like Mega Diancie, Mega Gardevoir, and Weavile. Bullet Punch makes this less of a problem, doing impressive damage to these Pokemon. Fake Out + Bullet Punch has the potential to outright kill threats like LO Torn-T after SR, and is an overall useful combination to make up for Mega Cham's lackluster speed.

Although Mega Cham hits like a truck, Pokemon like Slowbro are still annoying to deal with. Offensive threats like Talon and Mega Pinsir are also pesky, being able to revenge kill Mega Cham with their own priority moves. Chomp is also a pain due to recoil. This is where Thund comes in, threatening all of these Pokemon well. Thanks to NP, Thund is also able to heavily pressure Mega Cham's #1 counter: Mega Sableye. With Thunder Wave, Thund further assists Mega Cham by slowing down faster threats. For example, assume Thund-I paralyzes something like a +1 Charizard-X and dies. Mega Cham is then able to come in afterwards and use its sheer strength to revenge kill. Thund has a hard time breaking through Pokemon like Mega Venu and Chansey, and these are things Mega Cham is able to pressure easily. Hippo is yet another wall that Mega Cham is able to weaken significantly for Thund-I to break more easily later on.

To add an additional spin here, it's worth mentioning that Klefki actually pairs well with this core, all while fitting the theme for this week. It sets up hazards, making it harder for defensive Pokemon like Slowbro to directly switch into Mega Cham. Klefki provides further speed control with Thunder Wave and can switch into the attacks the core otherwise hates, like Latios' Draco Meteor. This aside, the offensive power Mega Cham and Thund-I bring to a team is awesome, easily overwhelming threats like Clefable. Mega Cham isn't terribly common nowadays, and this core makes good use of its strengths.


Core 10
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance

Lucario @ Life Orb
Ability: Inner Focus
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 29 HP / 0 Atk
Modest Nature
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave

Likely not the best core you could be using, but its definitely fun to use. Mega Pinsir is pretty monstrous in a meta where most teams still aren't preparing for it. It does have some pretty hard stops: Pokemon like Skarmory, Hippowdon, Rotom-W and Quagsire are all good defensive answers; while Weavile, Scarftar, Mega Manectric and Excadrill in sand are all good offensive answers because of their Flying resistance. Nasty Plot Lucario can lure in all the former and nearly OHKO with Aura Sphere, and put Pinsir's offensive checks closer to +2 Quick Attack range with Vacuum Wave.

Mega Pinsir supports Lucario back, with its Flying STAB hitting a fair amount of Pokemon that either outspeed or resist fighting: none of Keldeo, Latios, Starmie, Tornadus-T, and Mega Alakazam can take a boosted (or neutral in Keldeo's case) Quick Attack comfortably. The strength of this core lies not only in it's decent matchup vs offense, but it's unmatched wallbreaking prowess: There are few defensive cores that can reliably take on the two of the mons in tandem.

Of course, all cores have their flaws; far be it from me to withold them from you. This core has pretty poor defensive capabilities beyond Lucario's Rock resist and Pinsir's Ground immunity, but that isn't a particular fault for a core that really is best used on Hyper Offense. In particular, however, Mega Metagross, Mega Diancie, Mega Latias, and Thundurus all threaten this core immensely due to their bulk / typing allowing them to shrug off even boosted priority. Mega Latias can take any priority hit with its immense bulk and either fire off an Ice Beam or a paralyze its foes. Mega Metagross similarly can take a boosted Vacuum Wave in conjunction with Quick Attack and OHKO Lucario and Pinsir (the latter after rocks damage in normal form). Thundurus relies on its typing to deal with unboosted priority, as does Mega Diancie; but both have to watch out for boosted priority.


Core 11
Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Seed Bomb
- Sucker Punch
- Superpower

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Iron Tail
- Extreme Speed
- Swords Dance

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Snatch
- Volt Switch
- Will-O-Wisp
- Hydro Pump

Cacturne + Lucario makes a lot of sense from an offensive point of view, being able to put a lot of pressure on mutual checks while being able to beat some of each other's counters. Cacturne can deal with a lot of the stuff Lucario struggles with, namely bulky Water and Ground types like Hippowdon, Gastrodon, Quagsire, Slowbro, and Azumarill. It can also help out against Psychic mons like Mega Metagross, Scarf Jirachi, and Starmie, though it struggles to switch into those. Lucario is able to beat Fairy types, though it can't exactly switch in either, and can outrun faster priority such as Talonflame's Brave Bird and Weavile's Ice Punch. These two also put huge amounts of pressure onto Pokemon such as Skarmory, Landorus-T, and Gliscor, as having one of them take too much damage can allow either to push past them and break open the opponent's defensive core. Offensive checks struggle against these two as well, as typical Dark checks such as Keldeo, Diancie, TankChomp, and Mega Lopunny have to be wary of taking too much damage and getting picked off by Lucario's Extremespeed in the lategame. These two can't switch into anything so something like Rotom-W that can get them in for free is really sweet. Rotom-W switches into a lot of problem mons that need to be worn down before either can take them out, such as Landorus-T, Talonflame, Skarmory, etc. We're running Snatch Washer in order to fit the theme of the core, plus Snatch can really help out in beating defensive cores by robbing them of their healing (obviously this isn't needed and you can run whatever you like here, but Washer is too good to ignore with these two).


Core 12
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

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: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

This powerful HO core is able to hit 13 types between the three members, with just their stab moves, for super effective damage. The combination of their priority STABs alone of flying, ice, and water can hit faster threats such as scarf Lando, the uncommon Hawlucha, and even that Mega Pinsir that has been giving you so many problems. c: LO Weavile can out prioritize an opposing Thundurus brave enough to attempt a T-wave. Azumarill can break Mega Sableye is half for the other two members of the core And finally, Talonflame can handle the speedy Mega Alakazam. Aside from just having priority, this core has two of the fastest mons in the entire meta, which makes it that much more dangerous. This core does, however, have a bit of a weakness to mega Manectric and the opposing Talonflame, so you may want to keep that in mind while finding partners for it. I would suggest ground types such as Lando-T or Hippo if you fear no weather. Speaking of which, Hippo can be a good partner because Azu fears no weather and can straight body the opposing Drill with one aqua jet and it's GG for that sand team. Also, be sure to bring hazard removal due to using Talon and Weavile; a good mon to use would be Latios to get that nice psychic stab for poison types, or Starmie for that analytic carnage. Anyway, these three cover each other's weaknesses pretty well and there aren't many mons with the typing or speed to avoid their dangerous synergy.


Core 13
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Earthquake
- Icicle Crash
- Freeze-Dry
- Ice Shard

Pretty nice core. Basic synergy is that megalop kills offense and mamo breaks apart fatter builds, but there's also the fact that mamo beats stuff like defensive lando, hippowdon, garchomp, and even clefable that all give lopunny some trouble. It also lures in slowbro and quagsire with freeze dry. Meanwhile, lopunny threatens fast attackers that can hurt mamoswine like starmie, gengar, zam, and non scarf keldeo. The priority on lop is fake out btw, hope that counts :p


Core 14
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Thunder Wave
- Light Screen
- Foul Play
- Spikes

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Crawdaunt hits like a truck, but doesn't have the speed or bulk to compensate for it. Klefki has the ability to provide both of those in T-Wave and Screens. Crawdaunt is underrated, and Klefki gives it the support it needs to truly shine.


Core 15
Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Quick Attack
- Wild Charge

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

These two have near perfect defensive synergy with each other (arguably Diggersby isn't taking hits) and with huge power and decent priority - they're going to tear teams apart.

Azumarill destroys fighting types which Diggersby does not like, while Diggersby destroys or dents most steel types (Skarm smh).


Core 16
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick

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

Offensive core that can give opposing offensive teams much trouble. The idea behind the core is really simple: the one defeats what the other one can't defeat: Toxicroak has issues with bulky ground types, some steel types and psychic types (with moves like Sub and Wisp and whatever they have) and Weavile supports Toxicroak because it beats almost every ground type Toxicroak struggles with, as well as outspeeding every psychic type bar Mega Alakazam. Skarmory, Quagsire, Mega Scizor, Mega Sableye and Mega Slowbro are examples of pokemon where Weavile still struggles with, but in some situations like Mega Slowbro and Offensive Mega Scizor, Toxicroak can weaken them with a +2 Gunk Shot or Drain Punch so Weavile can finish them off later. Toxicroak helps Weavile with Keldeo, Clefable, Azumarill, Alomomola and Mega Venusaur. Offensive checks such as Breloom and Conkeldurr also lose to Toxicroak, after it switched in on their Mach Punch.
Good partners include Keldeo, Manaphy, Serperior, Volcarona and Mega Charizard-Y.


Core 17
Breloom @ Life Orb / Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance / Rock Tomb / Focus Punch

Bisharp @ Life Orb / Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

We know all Fighting + Dark is a solid core makeup. Breloom pressures bulky grounds that can check Bisharp and checks Mega Lop as well as being able to weaken Keldeo. Bisharp beats up Psychic types that can attempt to wall or check Breloom, as well as dealing hefty amounts to Mega Venu and Amoonguss after a Swords Dance. Between the two there is plenty of power and good coverage in their priority meaning you have a chance to weaken or pick off most faster threats. Core is still weak to some things of course like Talonflame, but most things lose the ability to check both members of this core if they've been worn down some.
 
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Martin

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Don't forget that you can vote for up to 2 cores. The first week was a one-off cause of the low number of submissions, and its back to normal nopw.
 
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