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MANNAT

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Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Stone Edge/Earth Power
- Taunt
- Hidden Power Ice

This heatran set is kinda interesting, being taunt 3 attacks, but it is an interesting stallbreaking set that can pair off really well with Mega Heracross. Mhera really has a problem with fat grounds that resist its STABs like Lando-T and Gliscor. Tran Lures both with LO hp ice and can break down fat mons that trouble mhera. Taunt/fire blast lets tran handle clef and frens, etc. on stall that normally are quite annoying for mhera to take out. Mhera is also hard checked by a lot of offensive fire types like the zard formes and talon, and tran checks those with stone edge/epower. Epower is generally really nice for beating zardx, but you can opt for stone edge to hit talon and zardy much more reliably although fire blast can work to check them just fine with taunt. This core obviously has trouble with faster shit and mons on offense like mpinsir and stuff, but it's still really solid overall and can do work vs a lot of shit.
 

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Poison Jab / Swords Dance

Offensively, Weavile complements Heracross fairly well, being able to profit off of Cross's wallbreaking abilities with it's high speed. Weavile isn't bothered with things like Landorus-T or Gliscor, which suits Heracross just fine as it struggles to break past them. Poison Jab is a nice touch that allows Weavile to lure in Azumarill and Unaware Clefable, which Mega Heracross can struggle with a bit. Swords Dance, on the other hand, puts immense amounts of pressure onto defensive cores, since Weavile and Heracross have some similar checks.
 
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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Defensive Landorus is able to serve as a decent birdcheck at the same time providing Stealth Rocks which restricts flying type switches. Landorus also provides momentum which gives Heracross free switch in vs walls and start doing what it does best.
 

Phantom Me

Banned deucer.

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite

Scizor is great partner for heracross because it can kill the fairies which does not fear taking hits from heracross. The item here is life orb, since life orb scizor does greater damage than mega scizor.
 

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maybe this is heaven
is a Tournament Directoris a Forum Moderatoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a defending SCL Championis a Past SPL Champion
Shoutout everyone for killing it with the nominations this week. Appreciate it.

The Winners:

Recreant's Thundurus

Tressed's Weavile

Infernal's Jirachi
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Week 47 - Choice Band Terrakion

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Quick Attack
 
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Overheat / Flamethrower

Manectric is a nice partner for Terrakion because it forces out Water-types, Tornadus-T, Scizor and Talonflame which attempts to revenge kill Terrakion. It also forces out defensive threats such as Landorus-T, Gliscor, Slowbro and Skarmory while giving you momentum with Volt Switch, which Terrakion can take advantage of to punch holes.
 

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

Thundurus helps with taking on things that are bothersome for Terak like Defensive Chomp, Landorus and Hippo. Also deals with bulky waters and supports by slowing down faster foes with thunder wave.
 
Mega Venusaur

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
- Synthesis

Venusaur helps a lot towards many bulky Waters (i.e. Azumarill and Keldeo), Steels weak 4x to Fire and Fairy types (although Psychic coverage is a thing to take in account, so a teammate immune/resisting to this type is recommended). Even fast Flying moves are a problem, so somebdy else is recommended.
Still, CB Terrakion is a great partner for Mega Venusaur because Terrakion helps to deal with pokemon weak to Rock i.e. Flying and Bug switch-ins slower than base 108 fully invested and towards many Steel types weak to Close Combat (i.e. Heatran which walls Venusaur completely).
Defensively, Venusaur resists Water, Fight and Fairy (three weakness of Terrakion) while it is neutral towards Ground moves.

Though, a teammate which resists Psychic and Flying is required i.e. Skarmory.
 
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white noise (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare

Serperior and Terrakion form a devastating core. Due to Serperior's Grass-typing and Contrary Leaf Storm, it is able to bust through a chunk of Terrakion's checks, especially the likes of bulky Ground-types and Water-types, such as Hippowdon, Slowbro, Magic Guard Clefable, Mega Sableye, and Suicune. In return, Terrakion maims Flying-types and Steel-types, especially Heatran, so Serperior can sweep easier. Serperior also gives Speed control with Glare, allowing Terrakion to outspeed the likes of Mega Lopunny, Tornadus-T, and more. Overall, Serperior is certainly one of Terrakion's best partners due to their capability to destroy both offense and balance teams.
 
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Infernal

Banned deucer.

Scizor-Mega
@ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Like every powerhouse, Terrak appreciates free switch in opportunities, especially because of its numerous weaknesses to common types. This is where Mega Sciz comes in, being able to bring in Terrak unscathed with U-turn. This is especially cool because Terrak heavily threatens common Mega Sciz switch ins like Rotom-W, Heatran, Zard-X, and Zard-Y. From there, Terrak can proceed to threaten the opposing team with its powerful STABs. Although they can't switch in well, Terrak risks being revenge killed by Pokemon like Mega Diancie, Mega Zam, Mega Gross, Latios, Loom, CS Jirachi, and several others. All of these are checked rather well by Mega Sciz, demonstrating its ability to cover many of Terrak's typing issues. To round things off, Terrak does a nice job opening holes in Pokemon like Chomp, Lando-T, Skarm, and Hippo. This particular Mega Sciz has trouble with these Pokemon in one way or another and likes seeing them weakened before trying to sweep. Overall, these two complement each other quite well offensively and defensively, making them a good pair.
 
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bludz

a waffle is like a pancake with a syrup trap
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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Bisharp isn't doing the core a ton of favors in terms of defensive synergy, but it does help with a few things. It checks Psychic-types like Latios, Mega Alakazam and Mega Metagross which otherwise are very threatening to Terrakion. In return, Terrakion lures in physical walls like Garchomp, Hippowdon, and Quagsire, 2HKOing them or weakening them severely for Bisharp to clean them up. Bisharp also provides a lot of revenge killing utility which is nice, and Dark + Fighting cores are notoriously strong for the offensive presence they provide.
 
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Zoroark @ Life Orb / Expert Belt
Ability: Illusion
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Sludge Bomb
- Flamethrower / Extrasensory
- Sucker Punch / Extrasensory

As gimmicky as Z might be, he provides a great utility to Terrakion. Thanks to his ability, he can lure in many of Terrak's threats, like Mega Alakazam, Azumarill, Mega Venusaur, PhysDef Skarmory, and Mew, among others. To all these threats he either KOs or heavily dents, clearing the way for Terrakion.

4 Atk Life Orb Zoroark Sucker Punch vs. 0 HP / 4 Def Mega Alakazam: 330-393 (131.4 - 156.5%) -- guaranteed OHKO
252 SpA Life Orb Zoroark Dark Pulse vs. 252 HP / 224+ SpD Mew: 237-281 (58.6 - 69.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Zoroark Extrasensory vs. 252 HP / 0 SpD Mega Venusaur: 185-218 (50.8 - 59.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Zoroark Sludge Bomb vs. 172 HP / 0 SpD Azumarill: 291-343 (75.7 - 89.3%) -- 12.5% chance to OHKO after Stealth Rock
252 SpA Life Orb Zoroark Flamethrower vs. 252 HP / 4 SpD Skarmory: 322-380 (96.4 - 113.7%) -- guaranteed OHKO after Stealth Rock
 

Googly

Arcadia
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Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Flash Cannon
- Magnet Rise / Fairy Lock

Banded Terrakion is a fun Pokemon and can be effective in the current meta, but there are a couple of things holding it back: it's not quite strong enough to break down some defensive Pokemon, and it's not quite fast enough to outspeed some key threats. Klefki helps remedy both these issues. Thunder Wave slows down those faster Pokemon like Tornadus-T, Mega Lopunny and the Latis, which Terrakion can then easily OHKO. And once Klefki has set up Spikes, many Pokemon who could normally switch in on Terrakion suddenly find themsleves 2HKO'ed, such as Slowbro, Hippowdon and Celebi. Close Combat even 2HKO's Amoonguss after 3 layers of Spikes + Stealth Rock, easing prediction and offering a risk-free alternative to Stone Miss.

Magnet Rise makes it easier to get up Spikes on stuff like Lando, but Fairy Lock is a cool alternative to trap something and then score a free kill with Terrakion.
 
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Victini @ Life Orb
Ability: Victory Star
EVs: 96 Atk / 160 SpA / 252 Spe
Hasty Nature
- Glaciate
- V-Create
- Grass Knot / Energy Ball
- Psychic

Special Lure Victini is an excellent partner as it can single-handedly eliminate Terrakion's checks through it's coverage. Glaciate nails Landorus-T and Garchomp, Grass Knot lures in Hippowdon, Slowbro, and Quagsire, while Energy Ball could be used to hit Rotom-W harder at the expense of hitting significant threats softer. Finally Psychic allows Victini to strike Mega Venusaur and other resists to it's wide coverage who can wear down Terrakion very quickly in Mega Venusaur's case with Giga Drain.
 

false

maybe this is heaven
is a Tournament Directoris a Forum Moderatoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a defending SCL Championis a Past SPL Champion
The Winners:

Googly's Klefki

Recreant's Serperior

-Magic-'s Victini
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Week 48 - BoltBeam Clefable

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

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Heatran


Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timis Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Everyone knows Clefable + Heatran is good because Heatran checks opposing Fire and Steel types for Clefable, and Clef checks things like Lopunny and Kyurem-Black. But this particular Clefable set has even better synergy with Heatran because it lures Gliscor and bulky water types with its BoltBeam coverage. In return Heatran still checks all those steels as usual, and Taunt + Toxic helps it weaken stuff like Roar Cune or CM Slowking for Clefable. Also, Specially Defensive Talonflame has issues with this core due to +1 Tbolt from Clef doing a lot and Toxic from Heatran if it doesn't Taunt. Speedy Tran is for fast Scizor primarily since Clef can't Twave it on the switch, but more bulk can be used to better tank Scalds for Taunt + Toxic action
 
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Phantom Me

Banned deucer.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
Magnezone is arguably one of the best clefable partners available.It has good synergy with clefable, but more importantly, it helps clefable trap the steel types that gives it trouble.Magnezone helps eliminate Steel-types that trouble Clefable, such as Scizor, with ease. A Choice Scarf set is chosen so that Magnezone can soften up faster Steel-types such as Excadrill, Heatran, and Mega Metagross.
 

AM

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LCPL Champion


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

Two set up sweepers that compliment each other. Garchomp helps with cushioning up some of the fatter stuff that Clefable will have trouble breaking through due to the pacing of Calm Mind sweeping. Clefables defensive utility and lures give Garchomp some aid in breaking down and luring stuff like Gliscor, Lando-T, Talonflame more easily along with its anti-offensive traits for Latios and fighters.
 
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Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Psychic
- Ice Beam

Manaphy is a nice partner, able to beat most steel and fire types in OU as well as being able to get past most of the things that boltbeam clef can't break eg. M-Venu, Amoongus and make things easier for clef. Clefable in return can decently check some fast electrics like Raikou, Manectric and Thundy, sometimes even getting the opportunity to set up vs them.
 
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Hidden Power Ground

Volcarona loves setting up on the Steel-types and Poison-types that Clefable lures in such as Mega Scizor, Ferrothorn and Amoonguss. Hidden Power Ground is chosen as an option to remove Heatran, which is a counter to both Pokemon otherwise. As a bonus, Clefable takes advantage of Chansey, bulky Garchomp and Mega Altaria which are full stops to Volcarona. It also loves Clefable luring Talonflame with Thunderbolt.
 
Defensive Landorus-T


Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Swords Dance

Landorus-T easily get rid of most Fire and Steel types which can check Clefable and retaliate back with their STAB move (in particular on the physical side).
The utility of Intimidate + slow U-turn is valuable to guarantee soft switch-ins, thus gaining a turn of free set-up towards many attackers.

Ice priority from Weavile and Mamoswine can be a problem even with Intimidate support, so a partner with Mach Punch/Bullet Punch is recommended.
Many other Ice-type moves are Water types, so Thunderbolt from Clefable should be enough most of the time.
 
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Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Leech Seed
- Hidden Power Fire
- Glare

Serperior and clefable share common switch ins. Things like taunt talonflame and taunt heatran. Serpieror lures in talonflames and heatran and parylzes them. After you paralyze them clefable can always set up a calm mind/soft boil after 3 turns/when ur taunt ends. Since your bolt beam you can beat taunt talonflame and heatran as you hit them for neutral dmg with thunderbolt meaning you can beat them. Having leech seed also allows your clefable to set up easier as you gain HP every turn. Reason why I replaced dragon pulse is because after i replace dragon pulse i cant hit dragon types like latios/latias/kyurem-black, but clefable can deal with those dragon types so dragon pulse not needed.
 
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Infernal

Banned deucer.

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
- Taunt
- Soft-Boiled
- Will-O-Wisp
- Knock Off

One of the notable things Clef does when running Ice Beam + Thunderbolt is lure Gliscor and Talon, respectively. Because of this, pairing Clef with something to capitalize on this is cool. Mew fits the bill here, taking full advantage of Clef's ability to lure the aforementioned Pokemon. Mew is a very annoying Pokemon for many teams to take down thanks to its good bulk, ability to remove items, and spread burns. With Clef to help lure two of Mew's biggest obstacles in Gliscor and Talon, Mew's efficiency only increases. Furthermore, Mew appreciates Clef's ability to handle problematic Pokemon like Mega Sab, Weavile, and Mega Diancie given the lack of special defense EVs. Because Mew dislikes being burned and hit by status in general, the little guy enjoys Clef's ability to take Scald's and such from Pokemon like Slowbro.

In return for the help Clef provides, Mew provides a few things back. One is removing Leftovers from the likes of Heatran. This makes the lava dome much easier to wear and take down, which Clef appreciates. Mew's ability to remove Talon's item also makes Clef's life easier when spamming Thunderbolt against the bird. Aside from this, Mew can take advantage of several Pokemon Clef has an annoying time taking on 1v1 due to the lack of Thunder Wave. This includes Pokemon like Mega Venu and Chansey. Being able to defeat less common obstacles like Reuniclus and Unaware Clef is also helpful. With a physical defensive spread, Mew checks things like Mega Gross decently well too. This along with the ability to threaten burns on other steels like Bisharp and Mega Sciz is something Clefable loves.

Although Mew doesn't do much to help deal with threats like Char-X and others, it still covers a good range of threats alongside Clef. Its ability to abuse Clef's luring abilities and wear down some of its checks via item removal and burns is nice. Mew + Clef are two very self sufficient Pokemon and generally perform well against most playstyles. They offer a good mix of options against offensive and balanced teams and form an overall cool duo.
 
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false

maybe this is heaven
is a Tournament Directoris a Forum Moderatoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a defending SCL Championis a Past SPL Champion
The Winners:

Infernal's Mew

bludz's Heatran

Random Passerby's Volcarona
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Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Bulldoze
- Extreme Speed
 
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blue haze (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog

Latios is a very solid partner to Entei for many reasons. Providing Defog support for it is already fantastic, as Entei gets worn down extremely fast by them already. Latios is able to switch into most Water- and Ground-type moves aimed at Entei and fire back hard. Rotom-W, one of Entei's best soft counters, is easily taken care of by Draco Meteor, and Suicune and Manaphy despise it as well. Earthquake surprises Heatran, allowing Entei, who normally has to predict correctly against it, to click Sacred Fire with less fear. Entei also burns (or outright KOs) a lot of things that threaten Latios, particularly Bisharp, Tyranitar, and Weavile, while being able to 2HKO Clefable.
 
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