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

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jpw234

Catastrophic Event Specialist

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Whirlpool
- Reflect Type
- Hidden Power [Fire]
- Roost

Serperior @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Taunt
- Knock Off


Latias lures and kills Steels - Ferrothorn, Heatran, Scizor, and sometimes even Mega-Metagross - which gives Serperior a chance to sweep. This particular Serperior set is built to mess with fatter teams really hard (since Latias is pretty useless there), but the point is that Latias frees up the third slot (which is typically reserved for HP Fire or HP Ground), so you can pick a two-move combination that you like out of Taunt, Leech Seed, Substitute, Glare, Knock Off, and Giga Drain. Having access to two of these moves instead of one can seriously help in breaking down fat teams. Needs support in the form of Flying checks/counters (Torn-T, Talonflame, Pinsir etc). Thunder Wave is also an option on Latias over RType/HP Fire, but you're losing the ability to beat either Bisharp/Tyranitar or Ferro/Scizor.
 

p2

Banned deucer.
+

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Ice Beam
- Thunder Wave
- Magic Coat

Keldeo @ Rocky Helmet
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Rest
- Sleep Talk


this core is flames. p2 is one of the biggest knock off baits in the tier, and using resttalk keldeo helps this because it's one of the better knock off absorbers in the tier. because p2 has insane bulk after being boosted by eviolite, it basically lives a bunch of hits from keldeos answers and cripples them with twave. (a healthy p2 just barely beats latios if it switches into psyshock + draco with rocks up.) it also takes advantage of mons that can try to spike on keldeo knowing that it's resttalk, ie chople ferrothorn because p2 switches in easily and as long as it doesn't catch a leech seed when it comes in, it completely walls ferrothorn and usually gets a couple spikes up against it with magic coat. i really like mega altaria with this core because it gives you a decent safety net against opposing keldeo and fighting types, which are really annoying.

basically, i just really wanted to use my favourite mon in ou and patched up its biggest weakness.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
So yea posting to say voting closes in a little under 24 hours. Last minute cores need to be in by then.

Also happy end-of-easter-sunday to everyone!
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Submissions are now closed. Here are your options:
mfw you stole what i was saving for week ten
Imo Happy Hour or Free-For-All is a better name :p


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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP
- Earthquake
- Reversal
- Stealth Rock
- Memento

Straightforward core. Glanced over Good Cores and didn't spot it, but I've slashed in NG Ice/Grass to appease people in case I missed it. Dugtrio traps Tyranitar, Heatran etc. and eliminates them for Talonflame, and Talonflame tears through the opponent. Memento gives setup opportunities, and 21 HP IVs ensure two Seismic Tosses/Night Shades bring Dugtrio down to 1 HP. Talon's filler moveslots allow for any two of Flare Blitz, Roost and Natural Gift to be used, and your choice of NG Ice v.s. NG Grass comes down to whether you want to lure Lando/Chomp/Gliscor or whether you want to lure Washtom/Quagsire. I slashed it with both Roost and Flare Blitz because I've seen non-Blitz Talon work on a handful of teams, although I wouldn't recommend it with NG Grass because otherwise you're complete Thundurus bait.
This is MY time.

Mega Diancie + Ludicolo



Here's a nice little offensive rain core that I came up with the other day (shout-out Creator of Chaos of saying it's good n_n). Anways, this core is prety cool because Mega Diancie and Ludicolo take care of each others checks and couners pretty well. One thing to note is that I went with 252 Attack so that Mega Diancie has a slght chance of 2HKOing Chansey, SpDef Clefable, and some variants of with Diamond Storm with Diamond Storm with prior damage. Anyhow, Diancie also takes care of Talonflame & Chary-Y with Diamond Storm. In return, Ludicolo beats Steel types such as Scizor, Skarm, and Ferrothorn with its STAB & Focus Blast, bulky Water types such as Manaphy and Suicune and revenge killers like Serperior and Landorus-T relatively well. Diancie also takes care of phasers, entry hazard setters, and status spreaders thanks to Magic Bounce.

Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Giga Drain
- Ice Beam
- Focus Blast


Enjoy ~
Double Bunny Offense

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Baton Pass
- Power-Up Punch
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Call me stupid,but this is just a core I figured out when I was looking at the viability rankings to find a good core and realized that Azumarill is actually a bunny. So onto the explanation.This core is a massive pain for all physical defensive Pokemon's to wall.To give it a twist,I added batton pass on lopunny to evade from Rocky helmet and intimidate users.I also added power Punch so that lopunny can also pass a attack boost to Azumarill, so it can spam aqua jrmet easily.Superpower on Azumarill to lure ferrothorn.Although the core has weakness(both bunny hates skarmory)but the team will have it covered if build by an experienced team builder.


Breloom @ Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Natural Gift
- Mach Punch
- Bullet Seed

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Protect
- Moonblast
- Diamond Storm
- Hidden Power [Fire]


I think this core is pretty neat offensively, SD Natural Gift Lansat Breloom lures in and can OHKO things that really annoy Diancie like Mega Venusaur and Amoonguss, basically guaranteed after hazards. It also beats Chansey, Hippowdon, Azumarill and the like and can soften up other Diancie answers for it like Ferrothorn. Breloom also deals particularly well with sand cores, especially Sand Rush Excadrill which really threatens Diancie and its priority is just nice in general. In turn Diancie beats Talonflame, Tornadus and 'Zard as well as Latis.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Bulldoze
- Stone Edge

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



The idea of this core is that Entei + Exca overload common checks like Hippos, Slowbro, Lando-T and other stuff. TTar's job in this core is to set up the sand for Exca, check birds and pressure Slowbro on the Recover. I think Bandtar could also be a option because then it pressures the checks as much as Entei and Exca but the possibilty to check Hoopa-U and have a offensive Bish check is to huge imo.

252+ Atk Choice Band Entei Sacred Fire vs. 252 HP / 144+ Def Hippowdon: 172-204 (40.9 - 48.5%) -- 10.5% chance to 2HKO after Leftovers recovery and burn damage

252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 144+ Def Hippowdon: 168-199 (40 - 47.3%) -- 1.2% chance to 2HKO after Leftovers recovery and burn damage (when its burned it is a 2hko bc its at 88 on the swich-in)


252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 232+ Def Slowbro: 165-195 (41.8 - 49.4%) -- 25.8% chance to 2HKO after Leftovers recovery and burn damage


Life Orb Restalk Keldeo helps with the Bisharp/Weavile weak and it adds a Heatran swich-in.
SpD Jirachie helps with the Kyurem-B weak and adds a Steath Rock user.

Scarf or a bulky DD Lando helps with Zard-X and adds a ground immunity.

swich-ins:
,
,
,
,
...






Stunfisk+Venusaur

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

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 168 Def / 88 SpD
Bold Nature
- Stealth Rock
- Discharge
- Earth Power/ Rest
- Toxic / Rest

so this core is pretty cool as a lot of stuff on offense are walled by the core. The core has near-perfect synergy in typing. Talonflame, Pinsir, and Heatran are all threatened with paralysis from Discharge, and Venusaur walls Mega Gyarados, Excadrill, Azumarill, and Weavile, among other things.

Exploud @ Choice Specs
Ability: Scrappy
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
- Boomburst
- Surf
- Fire Blast
- Flamethrower

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm


Basically, Diancie sets up TR and Stealth Rocks for Exploud, and also checks Talonflame. In TR, Exploud basically kills everything that isn't a sturdy Normal resist. Pretty simple and somewhat effective core.
Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave/Hyper Beam
- Roost
- U-turn

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
This is a pretty neat core that I have used a ton in the past and is really fun to use. Pidgeot is troubled by steel types that don't get blown back by heat wave and rock types, namely heatran and ttar. U-Turn is there so that you can pivot out vs those threats, go into duggie and trap them, then OHKO the mons with eq quite easily. Mega Pidgeot can be a huge threat with those mons gone, although electric types that aren't fucked by duggie like rotom-w and thundy can still be an issue. Obviously pidgeot is still liable to priority and scarfers after its counters are taken out, but it is still a really neat mon to use and this core can blow through unprepared teams. Banded Duggie actually hits quite hard and can get some surprise kills vs mons like specs Keldeo and the Lati Twins that think they can 1v1 duggie on a blind switch. It is a really solid set that is really cool while not as common as the sash set. The thing that I really like about banded duggie is that you don't have to rely on having your sash broken to do any damage to these threats.

The idea of this core is simple. The goal of the core is to keep hazards on the enemies side while keeping them off of mine. M-Sableye is a magic bouncer that can consistently switch-in to the stealth rockers in the tier. Diancie dies to Earthquake from both Landorus and Garchomp which is why I opted for Sableye. Sableye auto-loses to fairies so I chose Skarmory for it's defensive synergy with Sableye. It also provided a hazard stacker and a backup to bulky grounds that happen to carry SD since it can Whirlwind them out. Starmie provides hazard removal if they get up. Overall this core functions well with a really strong wallbreaker that can take advantage of the stacking damage (I prefer Dragonite for it's ability Multiscale) Since Sableye functions as a spinblocker a Defiant user like Thundurus or Bisharp can work well to pressure Defog. I don't know tbh I think the concept is nice. n_n

Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Roost
- Iron Head

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

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Whirlpool
- Reflect Type
- Hidden Power [Fire]
- Roost

Serperior @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Taunt
- Knock Off


Latias lures and kills Steels - Ferrothorn, Heatran, Scizor, and sometimes even Mega-Metagross - which gives Serperior a chance to sweep. This particular Serperior set is built to mess with fatter teams really hard (since Latias is pretty useless there), but the point is that Latias frees up the third slot (which is typically reserved for HP Fire or HP Ground), so you can pick a two-move combination that you like out of Taunt, Leech Seed, Substitute, Glare, Knock Off, and Giga Drain. Having access to two of these moves instead of one can seriously help in breaking down fat teams. Needs support in the form of Flying checks/counters (Torn-T, Talonflame, Pinsir etc). Thunder Wave is also an option on Latias over RType/HP Fire, but you're losing the ability to beat either Bisharp/Tyranitar or Ferro/Scizor.
+

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Ice Beam
- Thunder Wave
- Magic Coat

Keldeo @ Rocky Helmet
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Rest
- Sleep Talk


this core is flames. p2 is one of the biggest knock off baits in the tier, and using resttalk keldeo helps this because it's one of the better knock off absorbers in the tier. because p2 has insane bulk after being boosted by eviolite, it basically lives a bunch of hits from keldeos answers and cripples them with twave. (a healthy p2 just barely beats latios if it switches into psyshock + draco with rocks up.) it also takes advantage of mons that can try to spike on keldeo knowing that it's resttalk, ie chople ferrothorn because p2 switches in easily and as long as it doesn't catch a leech seed when it comes in, it completely walls ferrothorn and usually gets a couple spikes up against it with magic coat. i really like mega altaria with this core because it gives you a decent safety net against opposing keldeo and fighting types, which are really annoying.

basically, i just really wanted to use my favourite mon in ou and patched up its biggest weakness.
Voting closes on Wednesday. You get 2 votes. Best of luck!
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
OK so the winner of this round is p2 with his Porygon2+Keldeo core. Congratulations on getting into the hall of fame!
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Week 8: Revival
Building condition:
At least one Pokémon must have a set which is on a previous generation's analysis which is not present on its most recent generation 6 analysis.
Additional notes: They don't have to follow the sets rigidly; just so long as the premise is the same its fine (e.g. Tyraniboah could carry Chople Berry over Leftovers; coverage better suited to the current generation's OU which is not listed on the analysis is also fine). Also if an item was a top choice in a previous generation but fell out of favor in/before generation six, it is fine to list (e.g. Babiri Berry Tyranitar). In addition, Pokémon which had analyses in past generations but did not receive one in generation six are valid for use.

I like ERASED much more than I should, and I'm not going to lie when I say that it was the inspiration for this week. As generations come and go, different sets phase in and out of popularity--as they should--due to the introduction of new threats. However, oftentimes I find myself using a set which I used in a previous generation because it is fun or because it fills a niche on the team. This week we're turning back the clock and giving those sets a chance to shine. I'm looking forward to seeing what you can all do with this, and I'm expecting lots of creativity here :)
 
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p2

Banned deucer.
i was gonna vote for core 10 if that made any difference i was being a john and forgot to vote :(

+

specsspam is hot. heatran's choice specs set hasn't had a lot of usage at all since dpp, but i think its a nice wallbreaker because a ton of stuff gets blown back by it.

so the synergy between heatran and keldeo is that they both beat each others counters in grass types and opposing fire/grounds respectively while also luring checks they share in common, starmie in particular because heatran ohkos it with dark pulse. my keyboard is being a bitch right now so its pretty annoying to type more than a couple sentences, but yeah i feel this core is pretty self explanatory.
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk /
- Overheat
- Dark Pulse
- Flash Cannon
- Earth Power

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
i was gonna vote for core 10 if that made any difference i was being a john and forgot to vote :(

ill see if i come up with anything but idk
It wouldn't make a difference to the outcome if you had. You had six votes as opposed to core 10's four (the strike-through is imitating the diagonal line used in a written tally to signify five), so you not voting didn't end up impacting the result.
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Moonblast
- Softboiled

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 140 Def / 116 Spe OR 252 HP / 160 Def / 96 SpD
Bold / Timid Nature
IVs: 0 HP
- Substitute
- Calm Mind
- Flash Cannon
- Thunderbolt / Psyshock / Hidden Power Ground / Signal Beam

Ban T-wave
This core functions on two premises: that CM spam is powerful and that Thunder Wave is broken. Pair this with a second T-waver such as SpD Gyarados and you're all set to cheese your way to +6 behind a sub using Jirachi. Fairy+Steel/Psychic covers a lot of its weaknesses (rachi covers steel and poison for clef, fable covers Pursuit), and due to T-wave being broken you can spread paralysis all over the opp's team and then cheese your way to massive boosts while your opponent rages at his computer screen. I guess the speed control is nice too, but the key thing here is that you can abuse T-Wave's uncompetitive nature. HP Ground allows Rachi to beat Magnezone (who is on basically every other team on the suspect ladder for some reason...)--stopping this core from beaping completely abused by it--T-bolt provides a solid neutral hit versus stuff (plus 20% para rate), Signal Beam bodies Hoopa-U (use the second spread and timid with this) and Psyshock lets you win CM wars versus Flash Cannon neutralities/resistances (barring steels). First spread plus bold outpaces tankchomp, second spread plus timid beats timid hoopa-u.
 
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Cheryl.

Celesteela is Life

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore / Substitute / Knock Off


SubSplit Gengar is really cool, being able to threaten almost all team archetypes, even stall, due to it's power and Pain Split screwing over Chansey on stall builds. Mega Alakazam appreciates Gengar handling Chansey and wearing down teams, so it can clean up easily late-game. Also helps the core against weather teams, which is nice. Overall, with some support to handle Dark-types, I think this core can really shine, as SubSplit Gengar is really underrated and decent imo.
 

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Recover
- Will-O-Wisp
- Knock Off
- Foul Play

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Torment
- Protect
- Lava Plume

The classic Tormentran, a set designed around pure fun annoyance from the DPP days. This set makes it so that pokemon who usually only have one move to touch Heatran are effectively walled by a combination of Torment and Substitute/Protect. This set synergizes well with Sableye, as this Heatran set will force switches very often, which works well with Sableye's ability to control the hazard game. Overall cool core that can fit well on semi-stall builds, try it out, it's a pretty damn "fun" set to use.
 
So I guess I should probably start posting again at some point
Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Focus Blast
- Thunderbolt
- Hidden Power [Ice] / Hidden Power [Flying]

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind / Hidden Power [Flying]
Neat dual-choice core featuring scarf Thundurus-T from BW days. Pretty basic breaker+cleaner concept, specs Keldeo breaks down fat walls ie Hippowdon, Chansey etc for Thundy to clean up, Thundy beats faster threats for Keldeo such as Talonflame and bulky waters such as Slowbro. Volt switch is also great to safely bring Keldeo in to smash something. Thundy actually makes a surprisingly decent scarf user, being able to outspeed most other scarfers most notably Jirachi who happens to be really good rn. Plus he has excellent base 145 SpA, along with the possibility of boosting with volt absorb, which not many scarfers can boast. Keldeo handily lures electric attacks for the volt absorb boost, the possibility of which can create mind games in your favour.
Hidden power flying can be used on either mon to help with M-Venu. A pursuit trapper such as Bisharp makes a good partner to help vs Latios which can tank a HP ice from Thundy, though it can't switch in to Keldeo's icy wind. Hazard removal is also a must as Thundurus will be switching in and out a lot and can't afford to take 25% each time.
 

Sobi

Banned deucer.


@

Ability: Swift Swim
EVs: 144 HP / 160 Atk / 40 SpD / 164 Spe
Adamant Nature
- Rest
- Dragon Dance
- Outrage
- Waterfall

Ah, the good ol' Chesto Rest Kingdra. I have to say, this set was pretty common back in DPP, because Kingdra had the ability to set-up once, twice, or even three times, without fainting, and then Rest, and repeat the cycle all over again, turning it into a vicious wall-breaker. The given EV spread is used for three reasons - to give Kingdra the needed bulk, the firepower to dent physically defensive mons, and the Speed to outspeed most non-Scarfed base <85 mons. Here is how you would use this set. First, set-up with Dragon Dance--thanks to its typing, Kingdra has little to no major weaknesses, so enduring attacks should be easy--, and attack the foe with either Outrage or Waterfall. If you don't suspect a threat, feel free to set-up again, and do the same. Once Kingdra reaches around 20% HP, surprise your opponent, and Rest, repeating the cycle all over again!



@

Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Solar Beam

However, whilst this does look like a fine and dandy strategy, Pokemon like Magnezone and Skarmory take little damage from +1 Waterfall, so in these cases, Kingdra needs support. There are many Pokemon to choose from, but Heatran is the perfect Pokemon to use, as it can take out Steel-types, which resist Kingdra's STAB moves. The set I'm using is one of my personal favourite, and isn't very commonly used. When your opponent sees Heatran out, they'll most likely send out a bulky Water-type, something Kingdra struggles against, such as Swampert. They'll think you're foolish when you keep Heatran on the field, but what they don't realise is that Heatran is going to OHKO their Water-types with Solar Beam. The perfect Water-type lure. Magma Storm and Taunt helps Heatran stall-break, whilst also doing decent damage to the earlier mentioned Steel-types. Earth Power can also be used, and does fair damage against neutral foes.

This core is very effective, and utilises Kingdra's impressive wallbreaking capabilities and Heatran's fantastic luring potential to create a successful core that can threaten a lot of the offensive mons in the tier.


+1 160+ Atk Kingdra Waterfall vs. 0 HP / 4 Def Excadrill: 480-566 (132.9 - 156.7%) -- guaranteed OHKO
+1 160+ Atk Kingdra Outrage vs. 240 HP / 176+ Def Garchomp: 380-450 (91.1 - 107.9%) -- 43.8% chance to OHKO
+1 160+ Atk Kingdra Outrage vs. 0 HP / 4 Def Manaphy: 238-282 (69.7 - 82.6%) -- guaranteed 2HKO after Leftovers recovery
+1 160+ Atk Kingdra Outrage vs. 248 HP / 252+ Def Rotom-W: 165-195 (54.4 - 64.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Heatran Solar Beam vs. 0 HP / 0 SpD Mega Swampert: 484-572 (141.9 - 167.7%) -- guaranteed OHKO
252 SpA Heatran Solar Beam vs. 252 HP / 0 SpD Manaphy: 262-310 (64.8 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Heatran Magma Storm vs. 0 HP / 0 SpD Magnezone: 356-422 (126.6 - 150.1%) -- guaranteed OHKO
252 SpA Heatran Magma Storm vs. 252 HP / 4 SpD Skarmory: 438-516 (131.1 - 154.4%) -- guaranteed OHKO
 
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Infernal

Banned deucer.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 208 HP / 240 Def / 60 Spe
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost


Venusaur @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Earthquake

Here is a core I tried recently that fits the building conditions~ Although Bulky QD Volcarona isn't as immediately threatening as standard offensive variants, there are several advantages held. For starters, the increased bulk gives Volc noticeably more durability and longevity, and this is useful in several ways. For example, with this spread, you are able to stomach hits from Pokemon like LO Kyurem-B and Mega Gardevoir much more comfortably. The former can only manage 39.6 - 46.8% with Fusion Bolt, while the latter fails to 2HKO you with Psyshock (40.4 - 47.9%). Things like Latios are also unable to 2HKO you with Psyshock (45.1 - 52.8%), which is crucial when you are trying to grab some boosts in its face. With the added bulk and recovery, you are also able to handle Pokemon like Mega Scizor, Mega Sableye, and Mew much more consistently through the course of a battle. Added staying power and ability to act as a defensive answer to more threats is the main difference between this Volc and standard offensive sets. The 60 EVs in speed make you faster than Torn-T after +1, who you can actually potentially set up on assuming it switches in as Volc uses QD.

Mega Venu is here to help with some of Volc's issues. This includes handling threats like Azu, Mega Diancie, and Keldeo, which is important considering Volc's lack of Giga Drain here. Another is luring Heatran with an unexpected EQ. Although it doesn't KO (64.2 - 75.6%), it goes a long way in terms of wearing Heatran down with SR up, and this helps pave the way for an eventual Volc sweep. In exchange, Volc takes advantage of the steel types Mega Venu can't threaten as much due to the lack of HP Fire, such as Mega Scizor, Ferro, and Skarm. It's also able to scare a few psychic types Mega Venu dislikes running into, such as Mega Alakazam, Reuniclus, and Mega Metagross.

Like any Volc core, partners like Starmie are good here to provide hazard control. Having responses to Talonflame and other threatening flying types like Mega Pinsir is crucial when using this core. Overall, this is a rather cool combo and makes use of Volc in a different way than usual, all while maintaining the scary offensive presence of standard QD sets. Instead of setting up and running through teams after +1 with your usual Volc coverage moves, this variant aims to outlast its usual answers and sweep in the long run. While this does necessitate quite a bit of support, the results can be devastating.
 
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