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

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Behold, the triumphant return of Black/White's HP Ice Landorus-Therian, with it's new best friend, Mega-Beedrill.

Landorus-Therian (M) @ Leftovers/Earth Plate/Rocky Helmet
Ability: Intimidate
EVs: 56 HP / 252 Atk / 16 SpA / 184 Spe
Naughty Nature
- Stealth Rock/Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Knock Off/Drill Run

Every Mega-Beedrill team has to have a way of dealing with bulky Ground-types, especially the omnipresent TankChomp and Lando-T, because they resist both of its STAB options and take little to nothing from Knock Off and Drill Run. Thankfully, Lando-T effectively counters itself and Garchomp... now, if only it had something to hit them with...

Enter HP Ice: with just 16 SpA EVs, it's enough to guaranteed 2hko TankChomp and Defensive Lando-T. It also provides slow U-Turn to help Beedrill get it, helps Beedrill against Steel-types by way of its powerful ground STAB. Finally, in the last moveslot, I've slashed Rocks and Stone Edge. The EVs given are enough to survive a hit from +1 Brave Bird Talonflame (after SD and Intimidate), and as Talon counters the shit out of Beedrill, removing it with Edge can be very important. However, if Talonflame isn't an issue, Rocks are the best move in the game and you should definitely use them. The speed EVs are enough to outspeed standard TankChomp, and a Naughty nature is used because POOOWER - and because SpD is your least important stat, everything else is used to cover something specific.

Beedrill's set is just standard Mega-Beedrill. The choice between Knock Off and Drill Run is team dependent, but on this kind of set up I prefer Knock because you already have Ground coverage and don't want to get destroyed over by Gengar - or any other Levitate/Flying-type/Air Balloon mons.
16 SpA Landorus-T Hidden Power Ice vs. 240 HP / 0 SpD Garchomp: 212-252 (50.8 - 60.4%) -- guaranteed 2HKO
252+ Atk Landorus-T Earthquake vs. 240 HP / 176+ Def Garchomp: 154-183 (36.9 - 43.8%) -- guaranteed 3HKO
16 SpA Landorus-T Hidden Power Ice vs. 252 HP / 28 SpD Landorus-T: 216-256 (56.5 - 67%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Sharp Beak Talonflame Brave Bird vs. 56 HP / 0 Def Landorus-T: 280-330 (84 - 99%) -- guaranteed 2HKO

Note:
16 SpA Landorus-T Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 168-200 (47.7 - 56.8%) -- 2% chance to 2HKO after Poison Heal
16 SpA Landorus-T Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 168-200 (47.7 - 56.8%) -- 90.2% chance to 2HKO after Stealth Rock and Poison Heal
Running a bit more SpA can increase the chance of 2hkoing Gliscor, but requires EVs from either HP or Atk. HP reduces overall bulk, and for example, Lando no longer guaranteed takes a hit from SD Talon. Atk reduces the amount of power Lando can hit with on STAB Earthquakes, for example, reducing the chance of an OHKO on Mega-Metagross (base form Metagross is outsped with the given EV spread.
252+ Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Metagross: 272-324 (90.3 - 107.6%) -- 43.8% chance to OHKO
252+ Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Metagross: 272-324 (90.3 - 107.6%) -- 81.3% chance to OHKO after Stealth Rock
 

Terrakion @ Salac Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Substitute
- Swords Dance
- Close Combat

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Earthquake
- Outrage
- Swords Dance

If you want some easy points on the ladder use SubSalac Terrakion and watch all the rage quits or 6-0's that come your way. SubSalac Terrakion is really good since you dodge status, have a buffer against priority, and setup pretty easily since Rock resists consist of Slowbro and Landorus-T. That's about it. Life Orb Garchomp is insanely good anyway and it hits obscenely hard. Fire Fang is for Skarmory if anyone is wondering.
 

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 submissions are now closed. Here are your options:
+

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

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.

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.

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.
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.


@

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

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.
Behold, the triumphant return of Black/White's HP Ice Landorus-Therian, with it's new best friend, Mega-Beedrill.

Landorus-Therian (M) @ Leftovers/Earth Plate/Rocky Helmet
Ability: Intimidate
EVs: 56 HP / 252 Atk / 16 SpA / 184 Spe
Naughty Nature
- Stealth Rock/Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Knock Off/Drill Run

Every Mega-Beedrill team has to have a way of dealing with bulky Ground-types, especially the omnipresent TankChomp and Lando-T, because they resist both of its STAB options and take little to nothing from Knock Off and Drill Run. Thankfully, Lando-T effectively counters itself and Garchomp... now, if only it had something to hit them with...

Enter HP Ice: with just 16 SpA EVs, it's enough to guaranteed 2hko TankChomp and Defensive Lando-T. It also provides slow U-Turn to help Beedrill get it, helps Beedrill against Steel-types by way of its powerful ground STAB. Finally, in the last moveslot, I've slashed Rocks and Stone Edge. The EVs given are enough to survive a hit from +1 Brave Bird Talonflame (after SD and Intimidate), and as Talon counters the shit out of Beedrill, removing it with Edge can be very important. However, if Talonflame isn't an issue, Rocks are the best move in the game and you should definitely use them. The speed EVs are enough to outspeed standard TankChomp, and a Naughty nature is used because POOOWER - and because SpD is your least important stat, everything else is used to cover something specific.

Beedrill's set is just standard Mega-Beedrill. The choice between Knock Off and Drill Run is team dependent, but on this kind of set up I prefer Knock because you already have Ground coverage and don't want to get destroyed over by Gengar - or any other Levitate/Flying-type/Air Balloon mons.
16 SpA Landorus-T Hidden Power Ice vs. 240 HP / 0 SpD Garchomp: 212-252 (50.8 - 60.4%) -- guaranteed 2HKO
252+ Atk Landorus-T Earthquake vs. 240 HP / 176+ Def Garchomp: 154-183 (36.9 - 43.8%) -- guaranteed 3HKO
16 SpA Landorus-T Hidden Power Ice vs. 252 HP / 28 SpD Landorus-T: 216-256 (56.5 - 67%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Sharp Beak Talonflame Brave Bird vs. 56 HP / 0 Def Landorus-T: 280-330 (84 - 99%) -- guaranteed 2HKO

Note:
16 SpA Landorus-T Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 168-200 (47.7 - 56.8%) -- 2% chance to 2HKO after Poison Heal
16 SpA Landorus-T Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 168-200 (47.7 - 56.8%) -- 90.2% chance to 2HKO after Stealth Rock and Poison Heal
Running a bit more SpA can increase the chance of 2hkoing Gliscor, but requires EVs from either HP or Atk. HP reduces overall bulk, and for example, Lando no longer guaranteed takes a hit from SD Talon. Atk reduces the amount of power Lando can hit with on STAB Earthquakes, for example, reducing the chance of an OHKO on Mega-Metagross (base form Metagross is outsped with the given EV spread.
252+ Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Metagross: 272-324 (90.3 - 107.6%) -- 43.8% chance to OHKO
252+ Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Metagross: 272-324 (90.3 - 107.6%) -- 81.3% chance to OHKO after Stealth Rock

Terrakion @ Salac Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Substitute
- Swords Dance
- Close Combat

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Earthquake
- Outrage
- Swords Dance

If you want some easy points on the ladder use SubSalac Terrakion and watch all the rage quits or 6-0's that come your way. SubSalac Terrakion is really good since you dodge status, have a buffer against priority, and setup pretty easily since Rock resists consist of Slowbro and Landorus-T. That's about it. Life Orb Garchomp is insanely good anyway and it hits obscenely hard. Fire Fang is for Skarmory if anyone is wondering.
Voting closes on Wednesday. You can vote for up to two cores. Best of luck to you all!
 
Voting has ended and our winner is p2 with the classic Specs Heatran and Specs Keldeo core!

core 1: 5
core 2: 2
core 3:
core 4: 2
core 5: 1
core 6: 1
core 7: 3
core 8: 1
core 9: 3

Round 9
The Right Choice!
building conditions: One partner in your core has to be holding either a Choice Band, Choice Specs, or Choice Scarf.
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This week we'll be basing cores around Choice Items, we're expecting quite a few cores to go around so have fun and let your creativity flow!
 
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The core is based off the idea that these two mons work together to beat a common trouble. This core is pretty nice for teams that need priority, power, and offensive pressure. These mons provide a dark resist, and are formidable. Keldeo alone can deal with a lot of things such as Scizor, Sableye, and can really spam it's STAB scald to net some nice burns. Azumarill is a good wincon and can also spam it's STABs. Really good at breaking common fat mons such as Sableye and Chansey. The core can really provide a lot of needs for certain teams.

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Azumarill @ Choice Band
Ability: Huge Power
EVs: 156 HP / 252 Atk / 8 SpD / 92 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
 
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Dr Ciel

Banned deucer.
CB Emboar + Mega Gardevoir.


Choice Band Emboar is definitely a force to be reckoned with thanks to its high Attack stat, high powered STAB moves and Reckless, which boosts its attacks, including its main STAB moves even more. Emboar can easily smash through the Steel types that threaten Mega Gardevoir with Flare Blitz and Superpower & also makes a good switch-in to Weavile, another threat to Mega Gardevoir. In return, Mega Gardevoir can handle two of Emboars #1 enemies, Mega Altaria and Landorus-T with Hyper Voice.

Emboar @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Head Smash

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp / Taunt / Calm Mind
 
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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

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Final Gambit
- Quick Attack

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

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

I like typespam a lot, but what I like even more than typespam is heavy typespam! Say hi to triple birdspam. Startaptor nails electrics (namely Rotom-W) for the other two members with Double Edge, Talon lures out Mega Diancie with Steel Wing (which is big considering that it otherwise just bodies the core) and Mega Pinsir uses its adamant nature alongside the +3/4 (can't remember which) priority behind Feint to pick off weakened Talonflame so that I'm not forced into a speed tie as my only way of taking it out. This core also doubles up as a priospam core, with Quick Attack Staraptor, Brave Bird Talonflame and Feint Mega Pinsir just forcing teams to crumble under the sheer offensive pressure that it puts on, and Pinsir+Talonflame also add setup spam into the mix. tl;dr this core could be called spam central
 
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CB T-Tar + 'Zard Y



Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

This core isn't anything new or innovative, but it's effective enough - no need to fix what isn't broken. Choice Band Tyranitar is pretty absurd ATM and can take on most 'mons capable of taking hits from 'Zard Y. Those include all Talonflame variants minus Natural Gift, although it does hate Wisp, and Chansey. Of course, it eliminates any and all Latis not named Colbur Latias (Latios dies after rocks). It also has the additional capability of OHKO'ing non-Reflect Type Mega Latias which has become much more relevant in the past few months with Crunch or Pursuit as it switches - and always has Superpower to play around RT. It's EVs allow it to speed creep Klefki and bulky Mega Scizor, and the rest of its distribution is self-explanatory (Speed creeping uninvested base 80s is meh because they pretty much all run a little creep, go 180-184 Spe or go home in that case). It also can take on fast electrics that threaten 'Zard. Mega Charizard Y provides limited defensive synergy from Scizor and grasses, and offensively can eliminate the few 'mons that can avoid the 2HKO or be annoying to T-Tar, such as Defensive Lando-T & Hippowdon, Skarmory, and checks that are still annoying like Ferrothorn. Modest is an option on 'Zard Y, as other EV spreads are.
 
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Infernal

Banned deucer.

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt


Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Victini isn't the most popular Pokemon, but it packs crazy power. The decline of RH Chomp and increase of Lando-T as the bulky ground of choice also helps CB Victini a little. CB V-Create ain't no joke, doing huge amounts of damage even to resists. Victini's wall breaking power is something Mega Lop benefits from in several ways. Mega Lop has a hard time breaking through a number of defensive Pokemon, think: Clef, Skarm, Hippo, Tangrowth, Mega Venu, Mew, and Reuniclus. These are all things Victini can kill/pressure/weaken heavily with a CB V-Create, and Mega Lop appreciates this greatly. Because CB V-Create isn't very easy to stomach, resists like Slowbro may be tempted to come in. The threat of Bolt Strike, which does 61.4 - 72.5% to Slowbro, allows Victini to potentially wear down another one of Mega Lop's common obstacles. Although Mega Lop has Ice Punch, it does enjoy Victini's ability to break down defensive variants of Lando-T too, which takes 49.7 - 58.9% from even a -1 V-Create.

Despite its power, Victini does have some issues. Powerful threats like Gengar can revenge kill Victini after it has killed something. Dark types are all over OU, and while none of them can switch in directly, things like Weavile, Tar, and Bisharp can all revenge kill/trap Victini too. Tran is also annoying, as it's immune to Victini's main move. Mega Lop helps with these problems by threatening all of the previously mentioned Pokemon well. Ice Punch also lets Mega Lop weaken RH Chomp, a big deterrent to Victini even if it's been on the decline lately.

Overall, these two work together rather well. Victini acts as a wall breaker to pressure/overload many of Mega Lop's obstacles and is better against more defensive builds. Its resistance to Breloom's priority is another small way Victini helps the bunny. Mega Lop is better against more offensive teams, covering Victini's nasty weakness to dark and threatening a good portion of the Pokemon it's revenged by after a kill. Like any offensive Pokemon, it also likes being brought in for free by Victini's U-turn.
 
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Breloom + Scarf Jirachi



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


Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature
-Iron Head
-Heart Stamp
-U-Turn
-Healing Wish


This is a fairly standard offense core that works well in the current meta. Breloom tears apart bulky resists that check Jirachi or cripples them with Spore, which Jirachi pivots and gives Breloom free switches. It can check most of the faster pokemon that threaten Breloom, such as the Latis and Mega Gardevoir, and is generally a solid switch-in to Fairy-types. Rock Tomb is used to beat the likes of Starmie, Raikou, and Tornadus-T, as well as both Charizards, as this core cannot switch in to any of them reliably. The core works well with hazard setters to pressure switch-ins and appreciates pokemon that can deal with Landorus-T, garhcomp, and Keldeo more consistently.
 

Martin

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Martin

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OK so I'm closing voting a few hours earlier than I have in the past. This is because my language lesson has shifted to 7:20 as opposed to 6:20, so on any weeks that I do voting I will be closing it around now as opposed to at 7:30 like I've been doing so far. Here are your options:

The core is based off the idea that these two mons work together to beat a common trouble. This core is pretty nice for teams that need priority, power, and offensive pressure. These mons provide a dark resist, and are formidable. Keldeo alone can deal with a lot of things such as Scizor, Sableye, and can really spam it's STAB scald to net some nice burns. Azumarill is a good wincon and can also spam it's STABs. Really good at breaking common fat mons such as Sableye and Chansey. The core can really provide a lot of needs for certain teams.

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Azumarill @ Choice Band
Ability: Huge Power
EVs: 156 HP / 252 Atk / 8 SpD / 92 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Choice Band Emboar is definitely a force to be reckoned with thanks to its high Attack stat, high powered STAB moves and Reckless, which boosts its attacks, including its main STAB moves even more. Emboar can easily smash through the Steel types that threaten Mega Gardevoir with Flare Blitz and Superpower & also makes a good switch-in to Weavile, another threat to Mega Gardevoir. In return, Mega Gardevoir can handle two of Emboars #1 enemies, Mega Altaria and Landorus-T with Hyper Voice.

Emboar @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Head Smash

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp / Taunt / Calm Mind

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Final Gambit
- Quick Attack

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

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

I like typespam a lot, but what I like even more than typespam is heavy typespam! Say hi to triple birdspam. Startaptor nails electrics (namely Rotom-W) for the other two members with Double Edge, Talon lures out Mega Diancie with Steel Wing (which is big considering that it otherwise just bodies the core) and Mega Pinsir uses its adamant nature alongside the +3/4 (can't remember which) priority behind Feint to pick off weakened Talonflame so that I'm not forced into a speed tie as my only way of taking it out. This core also doubles up as a priospam core, with Quick Attack Staraptor, Brave Bird Talonflame and Feint Mega Pinsir just forcing teams to crumble under the sheer offensive pressure that it puts on, and Pinsir+Talonflame also add setup spam into the mix. tl;dr this core could be called spam central
CB T-Tar + 'Zard Y



Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

This core isn't anything new or innovative, but it's effective enough - no need to fix what isn't broken. Choice Band Tyranitar is pretty absurd ATM and can take on most 'mons capable of taking hits from 'Zard Y. Those include all Talonflame variants minus Natural Gift, although it does hate Wisp, and Chansey. Of course, it eliminates any and all Latis not named Colbur Latias (Latios dies after rocks). It also has the additional capability of OHKO'ing non-Reflect Type Mega Latias which has become much more relevant in the past few months with Crunch or Pursuit as it switches - and always has Superpower to play around RT. It's EVs allow it to speed creep Klefki and bulky Mega Scizor, and the rest of its distribution is self-explanatory (Speed creeping uninvested base 80s is meh because they pretty much all run a little creep, go 180-184 Spe or go home in that case). It also can take on fast electrics that threaten 'Zard. Mega Charizard Y provides limited defensive synergy from Scizor and grasses, and offensively can eliminate the few 'mons that can avoid the 2HKO or be annoying to T-Tar, such as Defensive Lando-T & Hippowdon, Skarmory, and checks that are still annoying like Ferrothorn. Modest is an option on 'Zard Y, as other EV spreads are.

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt


Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Victini isn't the most popular Pokemon, but it packs crazy power. The decline of RH Chomp and increase of Lando-T as the bulky ground of choice also helps CB Victini a little. CB V-Create ain't no joke, doing huge amounts of damage even to resists. Victini's wall breaking power is something Mega Lop benefits from in several ways. Mega Lop has a hard time breaking through a number of defensive Pokemon, think: Clef, Skarm, Hippo, Tangrowth, Mega Venu, Mew, and Reuniclus. These are all things Victini can kill/pressure/weaken heavily with a CB V-Create, and Mega Lop appreciates this greatly. Because CB V-Create isn't very easy to stomach, resists like Slowbro may be tempted to come in. The threat of Bolt Strike, which does 61.4 - 72.5% to Slowbro, allows Victini to potentially wear down another one of Mega Lop's common obstacles. Although Mega Lop has Ice Punch, it does enjoy Victini's ability to break down defensive variants of Lando-T too, which takes 49.7 - 58.9% from even a -1 V-Create.

Despite its power, Victini does have some issues. Powerful threats like Gengar can revenge kill Victini after it has killed something. Dark types are all over OU, and while none of them can switch in directly, things like Weavile, Tar, and Bisharp can all revenge kill/trap Victini too. Tran is also annoying, as it's immune to Victini's main move. Mega Lop helps with these problems by threatening all of the previously mentioned Pokemon well. Ice Punch also lets Mega Lop weaken RH Chomp, a big deterrent to Victini even if it's been on the decline lately.

Overall, these two work together rather well. Victini acts as a wall breaker to pressure/overload many of Mega Lop's obstacles and is better against more defensive builds. Its resistance to Breloom's priority is another small way Victini helps the bunny. Mega Lop is better against more offensive teams, covering Victini's nasty weakness to dark and threatening a good portion of the Pokemon it's revenged by after a kill. Like any offensive Pokemon, it also likes being brought in for free by Victini's U-turn.
Breloom + Scarf Jirachi



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


Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature
-Iron Head
-Heart Stamp
-U-Turn
-Healing Wish


This is a fairly standard offense core that works well in the current meta. Breloom tears apart bulky resists that check Jirachi or cripples them with Spore, which Jirachi pivots and gives Breloom free switches. It can check most of the faster pokemon that threaten Breloom, such as the Latis and Mega Gardevoir, and is generally a solid switch-in to Fairy-types. Rock Tomb is used to beat the likes of Starmie, Raikou, and Tornadus-T, as well as both Charizards, as this core cannot switch in to any of them reliably. The core works well with hazard setters to pressure switch-ins and appreciates pokemon that can deal with Landorus-T, garhcomp, and Keldeo more consistently.
In addition to this, week 10 of the v2 thread is coming up. To celebrate, we are going to bring back a popular week from the history of the two threads that you will be able to build for again. Obviously we're going to moderate it so that people don't submit the same cores that were posted before, but we're going to give you all the power over what gets brought back for a second build! I have picked out all of the popular weeks to choose from, using a benchmark of "10 submissions or more" to count as popular. Here are your options:
You can vote for up to 2 cores and 1 theme. Best of luck.
 
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