Project Type Cores

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MANNAT

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Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Flamethrower

Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Keldeo-Resolute @ Expert Belt
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]/Hidden Power [Bug]/Hidden Power [Grass]
Keldeo+Bisharp is already a really fun core that does well vs a lot of teams, with bisharp pursuit trapping the lati twins and keldeo taking out some of the mons that trouble bisharp like infernape, lucario, terrak, etc. Keldeo and talonflame are very annoying to these two, so MMane makes a great mon to support the core since it beats a lot of the mons that trouble it.
 
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Thundurus and mega heracross make a great team - Thundurus cripples or eliminates Heracross's checks and counters to pave the way for a Hera sweep - provides speed control with prankster T-wave to compensate for Hera's slow speed, resists flying to check the likes of Talonflame and mega Pinsir, checks gliscor and Lando-t with HP ice, and destroys bulky waters with thunderbolt and Hippowdon with grass knot meaning Hera can comfortably forego bullet seed for swords dance and sweep what remains.
Heatran rounds off the core by providing a strong defensive synergy, resisting fire, flying, psychic, fairy, and ice while in return Hera and Thundy resist ground and fighting. Tran beats the likes of Clefable, M-Venu, Latis (scout for EQ tho!) and bulky stall mons in general such as Chansey and Mew that the other two struggle with and appreciates the ability of the other two to remove waters, grounds and fighting types. He also sets rocks and with the SpD investment can even tank a stray scald or two.

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

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
 
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Dr Ciel

Banned deucer.
Y'all boring as hell. Reserving Klefki - Mega Gallade - Rotom-W



This is a pretty cool core for bulky offensive teams, and the synergy these three share are nigh perfect. First up, we have Klefki. Klefki's amazing typing allows it to set up Spikes multiple times throughout the match, helping Mega Gallade sweep easier. Klefki can also slow down faster Pokemon that can beat Mega Gallade, including the likes of Tornadus-T, Mega Alakazam, and many others. Up next, we have Mega Gallade. Mega Gallade is an insanely underrated Pokemon as people pass it over in favour of Mega Medicham. However, base 165 Attack coupled with base 110 Speed and two high powered STAB moves along with solid coverage moves make it an underrated sweeper in the meta. Finally, we have Rotom-W. Rotom-W provides a nice, slow Volt Switch for Mega Gallade to come in unscathed and sweep easily in the late game. Rotom-W also checks more threats to Mega Gallade, including Azumarill, Landorus-T, Tornadus-T, and Mega Slowbro.

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

Gallade @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
 
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This is a nice and fun core i came up with that revolves around Fairy lock klefki + 2 very hard to switch into mons. The goal of this core is naturally to trap something before klefki dies with fairy lock while also spreading paras around for conk. Now the whole point of fairy lock is that it allows either mixed thundy or Sheer force conk to get a free kill on a pokemon that it can beat. This is really nice for conk as the sheer force set is really prediction relent and with fairy lock once klefki dies conk comes in and gets the kill assuming its somthing the SF set normally lures in such as clef,azu,slowbro,ferro,tran etc. As for mixed thundy you also use fairly lock to trap something he can beat such as water types like manaphy or suicune for example who might use klefki for setup. Really nice offensive core overall that a charizard-x would love to be paired up with. klefkis spikes also help out alot as it allows you to hopefully grab some extra kos along the way/breaking sashes.

Key to Victory (Klefki) (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Fairy Lock
- Spikes
- Play Rough
- Thunder Wave

Not Blunder (Thundurus) @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Superpower
- Hidden Power [Ice]
- Knock Off

Conk Em (Conkeldurr) @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Superpower
- Thunder Punch
- Poison Jab
- Ice Punch
 

This core is based around Klefki, its Spike stacking capabilities, and its very specific checks. Klefki tends to attract bulky Ground types like Garchomp and Hippowdon, which generally leaves Klefki in a bad position. However, Fairy Lock allows Klefki to turn the tables on its counters by trapping them and leaving them in for Specs Keldeo to blow them away. This clears the path for CM Raikou to boost up and clean. Additionally, both Raikou and Keldeo greatly enjoy Spikes support, as they wear out their checks fairly quickly through constant Volt Switches and potential Scald burns, and the additional Spikes damage speeds up that process.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Fairy Lock
- Flash Cannon

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

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
 
Reserving Mega-Metagross, Keldeo, And Raikou.


Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Pursuit
- Ice Punch

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Scald
- Secret Sword
- Calm Mind

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]

(So If Mega Meta image is big its because I couldn't find the sprite for shit -_-). So I decided to build around mega meta. While thinking of shit to throw together I found out dat the pony + mega meta does work. I used pursuit mega meta to trap dem lati twins and anything that pony hates dat mega meta can just pursuit trap. I made it sub cm to make sure mega sableye gets thrashed. Mega Meta clears shit like mega venu, clef, fairies, etc while pony clears heatran,weavile, checks ferro, bisharp,scizor. I added raikou because I noticed the core atm couldn't take shit so I added AV to raikou to take hurricanes, gengar, raikou/ mega manectric, etc. This core likes stuff like slowbro and hippowdon which can take on excadrill and be bulky and annoying.
 
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Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Spikes
- Stealth Rock
- Defog

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
- Thunder Wave


Offensive Core. Skarmory Dark Lord of Hazards is fantastic for both thundy and medicham since they force switches pretty easily and do pretty decent damage to most of their switch ins. Paralysis is basically a free kill for medicham. NP thundy can sweep all sorts of things after a bit of prior damage.

This core hates fairy types, fast electrics/dragons, and mega sableye so bring scary friends.
 
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