Project Core Analysis Workshop (Discussing Partners for Mega Sharpedo + Tank Chomp)

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Martin

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Aaaaay! Stunfisk coming through! Just a nitpick tho Albacore, the EVs should be 152 SpA: not 148 SpA (your current spread only has 504 EVs).

Anyway, I'll talk about this instead:


Zoroark @ Life Orb
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Night Daze
- Sludge Bomb
- Focus Blast
- Flamethrower

Zoroark is a sweet partner to this core due to its ability to bluff either member and lure threats to the core such as Unaware Clef, Heatran, Scizor, Tyranitar, M-Alt etc. with its coverage moves. While its stats are disappointing, its amazing coverage and Illusion make it an effective way of luring this duo's weaknesses.
 
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bludz

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new core


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


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

The most basic Mega Bee core that you're all probably familiar with, since I'm not feeling imaginative today. Zone traps Ferro/Skarm/Scizor which are annoying to Bee to let it run a little more wild.

discuss threats
 

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

Talonflame effortlessly wrecks havoc against this core. Thanks to Gale Wings, it has super effective priority against Mega Beedrill, and Brave Bird OHKOs so many times over. Scarf Magnezone fails to outrun Talonflame, too, and is OHKOed by Flare Blitz. Talonflame can even set up Swords Dance against Magnezone locked into Flash Cannon or Hidden Power Fire. It can't really switch into anything else, unless you're positive Beedrill will Protect, which is risky, but once it gets inside it's pretty much over.

252 Atk Talonflame Flare Blitz vs. 0 HP / 4 Def Magnezone: 254-300 (90.3 - 106.7%) -- 81.3% chance to OHKO after Stealth Rock

252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 80 Def Mega Beedrill: 594-702 (219.1 - 259%) -- guaranteed OHKO
 
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Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Mega Charizard X resists every move from Magnezone, and Beedrill cannot KO with poison jab. In return, CharX OHKOs both members without needing setup, and outspeeds both at +1, which is extremely easy to achieve against the core. CharX can also roost off damage while the core lacks recovery, meaning it can outlast them throughout the match.
Vs Core:
252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 0 HP / 0 Def Mega Beedrill: 352-415 (129.8 - 153.1%) -- guaranteed OHKO

252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 4 Def Magnezone: 462-546 (164.4 - 194.3%) -- guaranteed OHKO

Vs CharX:
252 Atk Adaptability Mega Beedrill Poison Jab vs. 0 HP / 4 Def Mega Charizard X: 178-210 (59.9 - 70.7%) -- guaranteed 2HKO

252 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Mega Charizard X: 84-99 (28.2 - 33.3%) -- 0% chance to 3HKO
 
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Tankchomp is a bit of a problem for this core. It's ability to set up Stealth Rocks and to punish Beedrill for U-Turning means that Beedrill will get worn down extremely quickly, while also being able to deal with Beedrill one-on-one. Magnezone is also unable to beat Garchomp, as Flash Cannon does only 38.8% max and Earthquake does an excessive amount of damage. TankChomp isn't the most reliable way of breaking this core, as it can be worn down with repeated U-Turns, but it does punish the core for playing the way it typically would.
 
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Is there like some shortcut thing set up for sprites? Cuz its a chore on mobile :s



Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Megahorn
- Earthquake
- Protect
- Poison Jab/Swords Dance

Offensive scolipede can boost speed on either of these and reliably ohk either with earthquake. He can also just dance in beedrills face if need bee.
 

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Fire Fang
- Earthquake

Mega Aero outspeeds both Mega Beedrill and Scarf Magnezone. It can then OHKO them with Aerial Ace and Earthquake respectively.
 

MANNAT

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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

This OHKOs everything with earthquake, and it can switch into any attack that the core wants to go for, although Beedrill gains some momentum vs it with U turn.
252 Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Beedrill: 357-421 (131.7 - 155.3%) -- guaranteed OHKO
-1 252 Atk Mega Beedrill Knock Off (97.5 BP) vs. 0 HP / 24 Def Landorus-T: 84-99 (26.3 - 31%) -- guaranteed 4HKO
-1 252 Atk Adaptability Mega Beedrill Poison Jab vs. 0 HP / 24 Def Landorus-T: 69-82 (21.6 - 25.7%) -- 1.3% chance to 4HKO
252 SpA Magnezone Flash Cannon vs. 0 HP / 0 SpD Landorus-T: 159-187 (49.8 - 58.6%) -- 99.6% chance to 2HKO
252 Atk Landorus-T Earthquake vs. 0 HP / 4 Def Magnezone: 628-744 (223.4 - 264.7%) -- guaranteed OHKO (lol)
 
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reserving sanic mole (excadrill)


Excadrill @ Life Orb / Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance

Under sand, this thing beats both members on its own, with EQ being just enough to maul both. I like Sandrill for the reliability over Scarf, but both work just as fine. Air Balloon's an option for those Drill Run MBeed vairants (lol) or other misc. purposes you have for Drill.
 
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Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Outspeeds and OHKOs both members of the core. Can't really switch into Beedrill, but can switch in once to Mag.
 

Aragorn the King

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Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp / Stealth Rock / Toxic

Certainly not the most relevant mon but that's ok. Camerupt easily switches into Magnezone, resisting Flash Cannon and being immune to Volt Switch (which is crucial). In return it easily KOs with either of its STAB moves, hits the switch-in with a status move, or sets up rocks. As for Beedrill, Camerupt is not as great as it doesn't block U-Turn (it merely resists it), but it's still nice since it resists Poison Jab and takes very little from Knock Off (and obviously KOs with Fire Blast). Drill's Drill Run does 2hko, so Camerupt isn't a GS, but assuming you're in TR you outspeed anyway so it's not a huge deal (especially considering Drill Run is only on a little over half of Beedrills).

It's not a counter to the core (it is, however, a counter to zone), but it is a massive inhibitor to it. Additionally, the playstyle itself that Camerupt is found on (Trick Room) is a major hindrance to the core; trick room prevents beedrill/scarf zone from abusing their speed to gain momentum which forces them to either hard switch or take a hit, both of which likely benefit the opponent.

252 Atk Adaptability Mega Beedrill U-turn vs. 168 HP / 0 Def Mega Camerupt: 85-101 (26.3 - 31.2%) -- guaranteed 4HKO
252 Atk Adaptability Mega Beedrill Poison Jab vs. 168 HP / 0 Def Mega Camerupt: 97-115 (30 - 35.6%) -- 30.8% chance to 3HKO
252 Atk Mega Beedrill Drill Run [54.806% usage] vs. 168 HP / 0 Def Mega Camerupt: 194-230 (60 - 71.2%) -- guaranteed 2HKO
 

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Knock Off
- Roost

SD Gliscor can switch into and set up to clean if the support to the core is weakened as none of these mons can KO Gliscor.

252 SpA Magnezone Flash Cannon vs. 244 HP / 192+ SpD Gliscor: 120-142 (34 - 40.3%) -- 100% chance to 4HKO after Poison Heal
252 Atk Adaptability Mega Beedrill Poison Jab vs. 244 HP / 0 Def Gliscor: 80-95 (22.7 - 26.9%) -- possible 7HKO after Poison Heal
252 Atk Mega Beedrill Knock Off (97.5 BP) vs. 244 HP / 0 Def Gliscor: 97-115 (27.5 - 32.6%) -- possible 5HKO after Poison Heal
0 Atk Gliscor Earthquake vs. 0 HP / 4 Def Mega Beedrill: 208-246 (76.7 - 90.7%) -- guaranteed 2HKO
 

Martin

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Damn thanks for the scary core lol. Also bludz you should probably go ahead and slash Magneton with Magnezone because it means that Weav and Talon can't ruin Beedrill's day quite as efficiently.


Stunfisk @ Rocky Helmet / Leftovers
Ability: Static
EVs: 252 HP / 72 Def / 152 SpA / 32 SpD
Nature: Modest
IVs: 0 Atk
- Discharge
- Earth Power
- Stealth Rock
- Yawn

Seeing as the core has Koff>Drill Run on Beedrill, this is able to check reasonably well. This is less due to it being able to repeatedly take hits from Beedrill (although it can check repeatedly with Leftovers or can get nasty recoil with Helmet) and more because it walls Mag and has a 54% chance of paraing Beedrill with Static alone. Stunfisk is immune to one of Mag's STABs and resists the other, allowing it to consistently switch in and take hits from it while forcing it out with Earth Power, and - like I said before - just by coming in on Beedrill it is able to be completely detrimental due to Static being a bitch and a potental helmet also being a bitch.
 

AD impish john

Consumed by Darkness...

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge/Whirlwind/Toxic

Hippowdon can easily tank a hit Mega Beedrill and its Ground typing lets it be immune to Magnezone Electric moves making it hard for the core to attack and Hippo can simply recover back HP with Slack Off. Both Pokemon are also OHKO'd by a Earthquake making Hippowdon a threat to the core.
 
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Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Landorus-T is a really cool offensive partner to this core. Thanks to Intimidate, it weakens a lot of physical attackers that threaten the two, and it breaks down a lot of defensive walls that they can't break, like Hippowdon, Stunfisk (lol), and Tank Garchomp. It can set up Stealth Rock to get chip damage on Pokemon that attempt to switch in, making Beedrill's job of tearing apart the foe a lot easier, and it proves another momentum-grabber with U-turn.
 
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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Hidden Power Fire

Starmie provides Rapid Spin support for Mega Beedrill while also being able to handle bulky Ground-types such as Garchomp and Hippowdon with Hydro Pump. Hidden Power Fire also allows Starmie to lure Ferrothorn and Scizor, which Mega Beedrill hates. In return, Mega Beedrill checks Celebi, Mew and Clefable, which bothers Starmie.
 
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MANNAT

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Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Psychic
- Trick
- Thunderbolt
- Hidden Power Ice

Explanation: Gothitelle can trap and kill a ton of mons that threaten this core and can open up a pathway to sweeping for megabee. Bulky grounds that wall megabee and destroy magnezone are taken out by hp ice, flying types that kill mag like talonflame and tornt are rekt my tbolt, trick can cripple defensive mons that can wall megabee and mag, and psychic is a hard hitting STAB move that has the useful ability to smack scolipede quite hard. However, you will probably want to add a mon to beat zardx and exca to that team as both of them become huge threats.
252 Atk Sharp Beak Talonflame Brave Bird vs. 168 HP / 0 Def Gothitelle: 178-211 (55.1 - 65.3%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 120 HP / 0 SpD Talonflame: 352-416 (107.6 - 127.2%) -- guaranteed OHKO
252+ SpA Choice Specs Gothitelle Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 400-472 (95.2 - 112.3%) -- guaranteed OHKO after Stealth Rock
252+ SpA Choice Specs Gothitelle Psychic vs. 16 HP / 0 SpD Scolipede: 528-624 (199.2 - 235.4%) -- guaranteed OHKO (dont stay in tho)
252 Atk Aerodactyl Stone Edge vs. 168 HP / 0 Def Gothitelle: 147-174 (45.5 - 53.8%) -- 41% chance to 2HKO
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 40 HP / 0 SpD Aerodactyl: 330-390 (106.1 - 125.4%) -- guaranteed OHKO
252+ SpA Choice Specs Gothitelle Hidden Power Ice vs. 0 HP / 0 SpD Landorus-T: 420-496 (131.6 - 155.4%) -- guaranteed OHKO
252 Atk Landorus-T Earthquake vs. 168 HP / 0 Def Gothitelle: 186-219 (57.5 - 67.8%) -- guaranteed 2HKO (dont directly switch in)
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 0 HP / 0- SpD Tornadus-T: 316-374 (105.6 - 125%) -- guaranteed OHKO (only hit on switch in)
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 0 HP / 0 SpD Mega Alakazam: 136-160 (54.1 - 63.7%) -- guaranteed 2HKO after Stealth Rock
252 SpA Mega Alakazam Shadow Ball vs. 168 HP / 0 SpD Gothitelle: 202-238 (62.5 - 73.6%) -- guaranteed 2HKO
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 168 HP / 0 SpD Gothitelle: 256-303 (79.2 - 93.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Psychic vs. 168 HP / 0 SpD Mega Camerupt: 186-220 (57.5 - 68.1%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Gothitelle Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 316-376 (89.7 - 106.8%) -- guaranteed OHKO after Stealth Rock
252+ SpA Choice Specs Gothitelle Psychic vs. 252 HP / 32 SpD Stunfisk: 190-225 (45 - 53.3%) -- 33.2% chance to 2HKO after Stealth Rock and Leftovers recovery
152 SpA Stunfisk Earth Power vs. 168 HP / 0 SpD Gothitelle: 90-106 (27.8 - 32.8%) -- guaranteed 4HKO
252+ SpA Choice Specs Gothitelle Psychic vs. 252 HP / 112 SpD Hippowdon: 220-261 (52.3 - 62.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 Atk Hippowdon Earthquake vs. 168 HP / 0 Def Gothitelle: 124-147 (38.3 - 45.5%) -- guaranteed 3HKO after sandstorm damage
Keep in mind that you want to cripple some of these mons like hippo with trick instead of attacking them.
 
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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Swords Dance
- Ice Shard

Weavile works nicely with the two because it gets rid of Bulky-Grounds that Mega Beedrill hate such Hippowdon, TankChomp, and Lando-T. Mega Bee gets rid of Faries barring Klefki that Weavile can't really touch. Magnezone can get rid of Steels such as Mega Scizor and Ferro whom Mega Bee and Weavile struggle with.
 
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Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Calm Mind
- Thunder Wave

Slowbro makes a great partner for this core, walling the problematic fire and ground types with its great defence and typing and destroying the majority of threats with scald alone. It gives the team a defensive presence to fall back on and provides a solid bulky wincon to help vs balance which M-Bee can struggle against.

Going through the threat list it beats every single one of them one-on-one bar Scolipede (which doesn't appreciate psyshock, although I prefer the utility of thunder wave to cripple the likes of Torn-T, Weavile on the switch, etc.), and Mega Alakazam (which it beats if you CM on the switch or get para hax). Talon, CharX, Lando, Chomp, Aerodactyl, Exca, Torn T, M-Cam, Glisc, Stunfisk, Hippo all lose one-on-one.
 
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Martin

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Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly / Hasty Nature
- Earthquake
- Reversal
- Toxic
- Stealth Rock

This would be a lot slashier if I was accounting for the whole team, but I'm only considering the core so I've picked things that they appreciate. Basically, this traps Heatran and the like for the core and allows the threat to be eliminated. In addition, it can provide vital supportive options for the core; Stealth Rock allows for the VoltTurning shinanigans to be made more dangerous by increasing the amount of damage swiching around does to your opp, while Toxic makes it easier to break down fat waters (most notably Water-/Ground-types who wall both members of the core).
 
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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Like beedrill, Azumarill has trouble getting through defensive steels, ferrothorn in particular. He also apprieciates the switch in to electric from zone. Beedrill threatens grass types, gengar, starmie, and sorta mega manectric which all give azumarill trouble, while also racking up damage against things like venusaur or tentacruel, which get in the way of azu sweeping but tend to have shit recovery. In return, azu threatens bulky grounds, heatran, keldeo, and mega sableye, which really helps him capitalize on u-turn and get off free waterfalls or PRs on other things.
 
SD+SR Lum Chomp


Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Stealth Rock

Offensive Chomp provides the core with a way of dealing with Heatran and also gives a nice hazard support while maintaining the offensive nature of the core. Also occasionally helps to take down opposing offensive Garchomps, unboosted MegaZard X, SpDef Talonflame etc. while also making huge holes in offensive cores which consist of Hippo or Landorus T for Mega Beedrill to clean-up late game.
 

DennisEG

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Roost
- Defog

A hazard control is needed when u have a Volt-turn core and also provide a solid switch in to fighting types and water having great sinergy together. Also is able to nuck Physical wall for beedrill late game
 

bludz

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In case there was any confusion regarding this, I purposefully haven't posted a new core because I want to set the schedule to Tuesdays and Fridays instead of Mondays and Thursdays. Expect a new core tomorrow morning.
 
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