Project Core Analysis Workshop (Discussing Threats to and Partners for Garchomp + Landorus-T)

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bludz

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Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Ground
- Taunt / Glare

Part of why this core is difficult to break on paper is because of Suicune. Admittedly, because its recovery relegates it to being 3HKO'd, it can be a little easier to handle in practice. Still, it is a very bulky pokemon and does a lot for this core.

Since I deemed Suicune the most problematic member to break in terms of a teambuilder standpoint, I decided to go with a Grass or Electric type. Serperior does the job really well since it has a chance to OHKO Suicune, and lures Heatran with HP Ground. Because this Heatran is a speedy variant, HP Ground cleanly OHKOs at +2 with the Life Orb boost.

Mega Latias is the pokemon preventing the clean sweep, as a +2 Dragon Pulse (assuming it sets up as Suicune is switched into Heatran), cannot OHKO it from full, and it can retaliate with Thunder Wave or Ice Beam. Taunt can be used to prevent Serperior from being paralyzed, but it is susceptible to a 2HKO from Ice Beam.

Still, Serperior proves to be a very large threat to the core when it can lure and defeat Heatran, one of its most common and best checks.

252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 0 SpD Suicune: 343-406 (84.9 - 100.4%) -- 6.3% chance to OHKO

+2 252 SpA Life Orb Serperior Hidden Power Ground vs. 248 HP / 8 SpD Heatran: 442-525 (114.8 - 136.3%) -- guaranteed OHKO

+2 252 SpA Life Orb Serperior Dragon Pulse vs. 248 HP / 0 SpD Mega Latias: 234-278 (64.4 - 76.5%) -- guaranteed 2HKO

0 SpA Mega Latias Ice Beam vs. 0 HP / 0 SpD Serperior: 182-216 (62.5 - 74.2%) -- guaranteed 2HKO
 
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Expert Belt Manaphy


Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Manaphy can set up on both Heatran and Suicune taking negligible damage from them (while outspeeding both). After a single boost, it is able to OHKO even Latias if it has enough health to endure a Thunderbolt.

If Suicune runs Roar you can't set-up, but if you are able to wear it down and force it into using Rest, you can use TG and win from there. Plain and simple.
0 SpA Suicune Scald vs. 0 HP / 0 SpD Manaphy: 39-47 (11.4 - 13.7%) -- possible 8HKO
+3 252 SpA Expert Belt Manaphy Energy Ball vs. 240 HP / 4 SpD Suicune: 434-511 (108.2 - 127.4%) -- guaranteed OHKO
But without setting up a +3, Manaphy fails t 2HKO it:
252 SpA Expert Belt Manaphy Energy Ball vs. 240 HP / 4 SpD Suicune: 175-206 (43.6 - 51.3%) -- guaranteed 3HKO after Leftovers recover
(Suicune is at 86,3% HP left - 6% from burn damage = 80,3%)​

Heatran is a set-up fodder due to the lack of Roar:
+3 252 SpA Expert Belt Manaphy Scald vs. 248 HP / 8 SpD Heatran: 614-727 (159.4 - 188.8%) -- guaranteed OHKO
252 SpA Expert Belt Manaphy Scald vs. 248 HP / 8 SpD Heatran: 247-295 (64.1 - 76.6%) -- guaranteed 2HKO after Leftovers recovery
The best Heatran can do is Toxic or Taunt and trying to stack damage with Lava Plume:
0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Manaphy: 54-64 (15.8 - 18.7%) -- possible 8HKO after Leftovers recovery
(Suicune from 100% can stomach 18,7% damage + 6% from burn =
Manaphy remains at 75,3% HP left and outspeeds.
Heatran does more damage while setting up a Tail Glow, which
is necessary to beat Mega Latias)​

Then, is the turn of Mega Latias, which is so fast it can use Thunderbolt:
0 SpA Mega Latias Thunderbolt vs. 0 HP / 0 SpD Manaphy: 174-206 (51 - 60.4%) -- 89.1% chance to 2HKO after Leftovers recovery
before eating this +3 252 SpA Life Orb Manaphy Ice Beam vs. 248 HP / 0 SpD Mega Latias: 374-442 (103 - 121.7%) -- guaranteed OHKO
(Manaphy is still alive when stomaching a Thunderbolt, even living despite being burned/badly poisoned. The best Latias can do is to paralyse
the blue pixie and hoping to make it flinch two times in a row)​

===> Manaphy can set-up on both Suicune and Heatran; only at +3 is possible to take down Latias Mega. The simple support of Politoed for Rain makes this battles easier for Manaphy in order to evade the hax from burn, poison and paralysis.
 
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Infernal

Banned deucer.
New core:


Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Thunderbolt or Trick


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

NOTE: Thunderbolt is typically the better overall choice on Specs Hoopa-U to completely fry Mandibuzz and deal more immediate damage to things like Manaphy and CB Azumarill when the need arises. It's also a generally good neutral attacking option to deal solid damage to a variety of targets. Hoopa-U usually prefers to straight up attack rather than give up its item and sacrifice valuable power. This in conjunction with Hoopa-U's ability to already break the Pokemon it'd most likely be using Trick on, such as Chansey, makes it the inferior choice most of the time.

Specs Hoopa-U is something I grew interested in after seeing it mentioned in a few forum posts and used in some tournaments lately, like in this SPL game. It's not as popular as CB yet, but is starting to catch on. Like CB Hoopa-U, Specs packs crazy power, blowing big dents in stuff with its powerful STABs. Compared to CB Hyperspace Fury, Dark Pulse has no drawback (i.e. no defense drop) and deals noticeably more damage to the likes of defensive Lando-T, Hippo, and bulky Chomp. Psyshock blows through the few things Dark Pulse has a hard time breaking. This includes AV Torn-T, Chansey, and Clefable, who take 99.6 - 117.3%, 49.5 - 58.4%, and 63.9 - 75.3% respectively. Overall, Specs is extremely hard to switch into, and with it being added to the number of sets Hoopa-U can use, it's unpredictability and difficulty to handle only increases.

While Specs Hoopa-U is no doubt a fierce wallbreaker, there are still things it struggles with. Although Hoopa-U can threaten offense with its powerful moves and often net one kill, these playstyles are its worst match up. Things like Tar, Bisharp, and Weavile can also exploit Hoopa-U when it's locked to a STAB. This is where Mega Lop comes in, doing nicely against the offensive teams Hoopa-U can struggle with, all while dealing with things like Tar. With BP, it's able to provide Hoopa-U with chances to come in freely on predicted switch ins from common Mega Lop answers like Slowbro, Mew, Skarmory, Mega Venusaur, and so on. Mega Lop often struggles with defensive Pokemon like them, and appreciates Hoopa-U's ability to break them and the defensive grounds mentioned earlier. Together, these two do a nice job handling each other's checks and offer good coverage over defensive and offensive playstyles.

Go ahead and discuss threats. 3 days as usual.
 
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CB Talonflame


Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing

Despite its inability to swith into these threats, Talonflame can reliably OHKO them.

252+ Atk Choice Band Talonflame U-turn vs. 0 HP / 0 Def Hoopa Unbound: 556-656 (184.7 - 217.9%) -- guaranteed OHKO (even U-Turn is able to OHKO Hoopa-U while gaining momentum)
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 4 Def Mega Lopunny: 492-582 (181.5 - 214.7%) -- guaranteed OHKO
 
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Scarf Terrakion

Terrakion @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Iron Head

Scarf Terrakion, while not able to switch into either member, is able to OHKO both with Close Combat:

252 Atk Terrakion Close Combat vs. 0 HP / 0 Def Hoopa Unbound: 295-348 (98 - 115.6%) -- 87.5% chance to OHKO

252 Atk Terrakion Close Combat vs. 0 HP / 4 Def Mega Lopunny: 408-482 (150.5 - 177.8%) -- guaranteed OHKO
 

art3mis

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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Mega Pinsir has recently been making quite the comeback, and it's not hard to see why, this Pokemon in a monster. The only thing it can really switch in to is Mega Lopunny's High Jump Kick, but after a free switch in the core kinda just falls on its face. Hoopa stands really no chance, as it's outsped (even with Adamant) and OHKOed with Return. Mega Lopunny can't OHKO Pinsir and is decimated by Return. (Quick Attack does upwards of 90% anyways, so if Lopunny has taken any damage whatsoever it's going down to that.)

252 Atk Aerilate Mega Pinsir Return vs. 0 HP / 0 Def Hoopa Unbound: 373-441 (123.9 - 146.5%) -- guaranteed OHKO

252 Atk Aerilate Mega Pinsir Quick Attack vs. 0 HP / 4 Def Mega Lopunny: 204-242 (75.2 - 89.2%) -- guaranteed 2HKO
 
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bludz

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I built a team with this core earlier this week. I would note that Tbolt is way better than Trick but anyway..

Mega Diancie coming right up

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

OR

Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power

So I guess this is a two-for but both sets of Mega Diancie threaten this core. Standard Protect 3 Attacks can never be OHKO'd by Mega Lopunny from full HP barring a crit, and it knocks out Hoopa 75% of the time. Even if Diancie isn't at full HP, Protect can take away 50% from Lopunny on a HJK.

252 Atk Mega Lopunny High Jump Kick vs. 0 HP / 0 Def Mega Diancie: 204-240 (84.6 - 99.5%) -- guaranteed 2HKO

252 SpA Mega Diancie Moonblast vs. 0 HP / 0 SpD Hoopa-Unbound: 288-342 (95.6 - 113.6%) -- 75% chance to OHKO


RP is more of a threat to straight up sweep as it takes any attack from either member from full, outspeeds Lopunny after a RP + Mega Evo and OHKOs both members.
 
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Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Fire Fang

While unable to switch in against either of the core members, Mega Aerodactyl can outspeed and KO Hoopa and Mega Lopunny with Stone Edge (after Stealth Rock) and Aerial Ace respectively.

252 Atk Tough Claws Mega Aerodactyl Aerial Ace vs. 0 HP / 4 Def Mega Lopunny: 276-326 (101.8 - 120.2%) -- guaranteed OHKO

252 Atk Mega Aerodactyl Stone Edge vs. 0 HP / 0 Def Hoopa Unbound: 255-300 (84.7 - 99.6%) -- 81.3% chance to OHKO after Stealth Rock
 
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Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 60 Atk / 196 SpD
Careful Nature
- Play Rough
- Thunder Wave
- Spikes
- Magnet Rise

Klefki is literally one of the best checks that can ever surmount to Hoopa-U. This set is modified to be able to OHKO Hoopa-U with Play Rough after Stealth Rocks while maintaining defensive potential. The only move that can actually harm Klefki from Hoopa is Focus Blast and even then it's a chance to 2HKO it with Focus Blast's shaky accuracy. With Mega Lopunny it takes a huge chunk out of it with Play Rough and it can slow it down to keep if from doing it's job against offense.
 
Mega Beedrill
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Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Pursuit / Knock Off / Drill Run

Mega Beedrill serves as an offensive check to both Mega Lopunny and Hoopa. It obviously can't switch into either (other than on a certain Focus Miss or Trick), but it has ways of otherwise handling the two. For Lopunny, Beedrill outspeeds and does between 75% and 89% with Poison Jab, so with any prior damage (easily achieved with spikes/sr/status) it can be swiftly gotten rid of. Additionally, Mega Beedrill is capable of using Protect on a predicted Fake Out to avoid any damage (which otherwise would add up fast). Versus Hoopa, Beedrill outspeeds (even scarfed sets) and KOs with U-turn. However, unless you expect Hoopa to get sacced (if the opponent doesn't have a beedrill switch in), the opponent probably won't leave Hoopa-U in on Mega Beedrill. That's where Pursuit can be useful; it does upwards of 50% to Hoopa-U, which stacks up a lot with hazard damage. However, if Hoopa's locked into its STAB moves, it may be safest to U-turn – it depends on the situation.
 

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Dragon Claw

Kyurem-b, while not being able to switch in, can easily revenge kill both M-Lop and Hoopa.

252+ Atk Teravolt Kyurem-B Outrage vs. 0 HP / 4 Def Mega Lopunny: 276-325 (101.8 - 119.9%) -- guaranteed OHKO
252+ Atk Teravolt Kyurem-B Outrage vs. 0 HP / 0 Def Hoopa Unbound: 399-469 (132.5 - 155.8%) -- guaranteed OHKO
 
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Earthquake

Mega Gyarados can set up on a Pokemon you sac to Hoopa-U's STABs / Trick or it can take advantage of Intimidate and typing to set up on Mega Lopunny. From there, it can Mega Evolve, outspeed and OHKO both Pokemon with Waterfall.

252 SpA Choice Specs Hoopa-Unbound Dark Pulse vs. 0 HP / 0 SpD Mega Gyarados: 96-113 (29 - 34.1%) -- 1.9% chance to 3HKO
-1 252 Atk Mega Lopunny Return vs. 0 HP / 4 Def Gyarados: 139-165 (41.9 - 49.8%) -- guaranteed 3HKO
+1 252 Atk Mold Breaker Mega Gyarados Waterfall vs. 0 HP / 4 Def Mega Lopunny: 235-277 (86.7 - 102.2%) -- 18.8% chance to OHKO
+1 252 Atk Mold Breaker Mega Gyarados Waterfall vs. 0 HP / 0 Def Hoopa-Unbound: 339-399 (112.6 - 132.5%) -- guaranteed OHKO
 
Rotom-W


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
IVs: 0 Atk
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

This washing machine is so splashable that you can use it almost everywhere as a blancket check to many threats at once.

Talonflame is sent into oblivion by Hydro Pump. The Smogon bird can only stack damage on the washing machine.
Terrakion is screwed by both WoW and Hydro Pump after Close Combat's detrimental effect.
Mega Pinsir suffers the same things with the disadvantage that you can even OHKO it after burn damage with Volt Switch, thus gaining momentum.
Mega Areodactyl doesn't even stan a chance: stomach the first Stone Edge (3HKOes bar crits even without Lefties) and click Hydro Pump (very small chance to OHKO) in return to avoid Taunt or click WoW if you have already scouted the AoA set.
Mega Diancie does even 66% with Moonblast because it is strong and outspeeds Rotom-W, so this Mega can revenge kill our washing machine if it hasn't enough health. Rotom can easily OHKO with Hydro Pump: it's a matter of accuracy.
Mega Gyarados can hit hardly with Mold Breaker Earthquake, but WoW + Pain Split are the moves to win.
Klefki can only set-up 3 layers of Spikes while being worn down burn damage.
Mega Beedrill 3HKOes at best with Poison Jab. WoW is such a good status it isn't even funny.
Scarf Kyurem-B is really dangerous on the physical side with its STAB Outrage (doing 70,6% at maximum) while you burn it with WoW and regain 6% HP from Leftovers. Then Rotom is hit another time by burned Outrage (35,3% at maximum) but you are alive at 0,01% health (= 4 HP) while you click Pain Split. This calcs show how strong Kyurem-B can be even with a defensive spread.

===> beware the almighty washing machine which is able to check many threats at once thanks to the utility of Will o' Wisp.

Defensively speaking, it also offers a slow Volt Switch to guarantee safe switch-ins to Hoopa-U and Mega Lopunny and WoW which can provide useful softened switch-ins. It also covers Lopunny's weakness to Flying.
 
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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Lando-T provides a cushion against physical attackers such as Mega Pinsir and Talonflame due to Intimidate. It also offers hazard support and can bring in frail sweepers with a slow U-Turn. A Scarf set is also usable to revenge kill almost all the threats listed above but loses the utility of Rocks and takes on Talonflame worse.
 
slash hyperspace hole to ohko -defense diancie on protect and megabee as well as hp ice to murder fat grounds that avoid the ohko and can rek hoopa like lando and chomp. Trick is really ass tbh
 

bludz

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure

This core is weak to a physical attackers and priority so who better than Tank Chomp himself to dish out the punishment in return. Sets up Stealth Rock too and Endure is to whittle opposing mons even further. Discourages Volt-Turn which you'll definitely want to do with a Lopunny/Hoopa team since you want momentum on your side as well.
 

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

Many of this core's threats are fast and powerful mons, examples including Scarf Terrakion, Scarf Kyu-B, Mega Beedrill, +1 (Mega) Gyarados, Scarf Hoopa-U, and Mega Aerodactyl. All of these mons are heavily crippled by Klefki's Priority Thunder Wave; when paralyzed, each of these mons can be easily taken care of by Specs Hoopa-U and/or Mega Lopunny. Additionally, all of these Pokemon often use a move Klefki is immune to / resists (Terrakion and Stone Edge, Kyu-B and Ice Beam, Beedrill and its STABs, Gyarados and Crunch, Hoopa-U its STABs, and Aero and its STABs), which allows Klefki to easily switch into the troublesome Pokemon and spread paralysis. Furthermore, Hoopa-U and Mega Lopunny both really enjoy Klefki's Spikes support, as it weakens possible switch-ins to the two, allowing, in Hoopa's case, resisted moves to eventually kill frailer mons, easing prediction. Lastly, Klefki can paralyze Mega Pinsir, another major threat to the core. While this doesn't help Lop or Hoopa beat it (Quick Attack has priority), it allows other mons on the team that can stomach a Quick Attack but not a CC/Return to check Pinsir for the core.
 

Infernal

Banned deucer.
Please read the hide tag below before posting, as I am trying something new with this thread!
I've noticed the partners aspect of this thread tends to have much less activity than the threats period. We usually only receive 4-5 partners compared to the 10 or more threats people tend to mention. I don't think it's very productive or fun to have a 4 day period where so few partners are posted and things begin to slow down. People lose interest the more they have to wait, and that's something I'd like to avoid. As such, after talking to bludz regarding an idea I had, I was given approval to try something new with the way this thread runs. For the time being, this will only be an experiment to see whether the idea promotes more activity and makes things run more quickly than the method currently in place.

Basically, when you mention a threat to a given core, you now have the option to also mention a partner to help deal with the threat. To make things clearer, here is an example rundown:
  • You see the core for a given week is Mega Lopunny + Hoopa-Unbound.
  • You notice Talonflame is a threat and decide to post it.
  • Alongside the Talonflame you posted, you now have the option to also mention a partner you believe would work well with the core to help deal with this threatening Pokemon. There are many partners available for every core, so there should be plenty of options for people to choose from.
    • To give an example, if you think Rotom-W would be a good partner to address the Talonflame issue, you can mention it alongside the threat you posted.
  • If you would only like to post a threat, that is fine. Likewise, if you are only interested in posting a partner, that is okay too. However, if people are only posting threats, do try and fill in the gap by mentioning a partner, or vice versa.
    • To keep things organized, please indicate whether the Pokemon you are mentioning is a threat or a partner when you post.
    • Similarly, please indicate whether the Pokemon you are posting is a threat or a partner when making reservations.
This essentially combines the two rounds into one. This means the rounds will no longer be a week long, and will instead last for around 4 or 5 days depending on how the activity for the week goes. If you have any questions related to this experimental run, feel free to ask and I will respond to the best of my abilities.
The 4 partners mentioned for Mega Lopunny + Hoopa-Unbound were all included in the OP because I feel they are all super with the core. Here is this week's new core featuring Terrakion, who has been seeing more usage lately and hasn't been featured in this thread so far:

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Rock Slide or Iron Head
- Quick Attack


Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 48 Atk / 104 Def / 108 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance or Pursuit

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 cool because Terrak deals huge blows to 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, Scarf Jirachi, and several others. All of these are checked rather well by Mega Sciz. When running Pursuit, the likes of Latios and Alakazam can also be trapped and eliminated to help Terrakion even further. To round things off, Terrak does a nice job opening holes in Pokemon like Chomp, Lando-T, Skarm, and Hippo. This is particularly useful when Mega Sciz is packing SD, as the bug has trouble with these Pokemon in one way or another and likes seeing them weakened before trying to sweep.

As per the new method I am trying with this thread, you may now discuss threats and partners to the core. This will run for 4 or 5 days depending on activity. Please read the hide tag above before posting to make sure you are aware of the new method this thread is experimenting with. If anything is unclear, let me know.
 
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Albacore

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Threat

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Scald
- Slack Off
- Calm Mind
- Iron Defense

Meag Slowbro's raw bulk enables it to switch into Terrakion pretty easily. It doesn't handle Mega Scizor nearly as well since it does take a good chunk from U-Turn, but it still doesn't take that much from it, can set up on it pretty easily with Iron Defense cancelling out Swords Dance boosts, and threaten it with a Scald burn.

252 Atk Choice Band Terrakion Stone Edge vs. 252 HP / 80+ Def Mega Slowbro: 127-150 (32.2 - 38%) -- 96.7% chance to 3HKO
4 SpA Mega Slowbro Scald vs. 0 HP / 4 SpD Terrakion: 236-278 (73 - 86%) -- guaranteed 2HKO

48 Atk Mega Scizor U-turn vs. 252 HP / 80+ Def Mega Slowbro: 116-138 (29.4 - 35%) -- 9.3% chance to 3HKO
+2 0 SpA Mega Slowbro Scald vs. 248 HP / 108 SpD Mega Scizor: 195-229 (56.8 - 66.7%) -- guaranteed 2HKO
 
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art3mis

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Threat

hyde (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

With a Choice Scarf equipped, Keldeo is able to outspeed Terrakion 100% of the time and easily OHKO it with either of its STAB attacks after any prior damage, such as a layer of Spikes. (Choice Specs can be run to guarantee and OHKO and deal with Mega Scizor better overall, however that risks a speed tie with said Terrakion.) Keldeo also resists both of Mega Scizor's attacking options and can eventually burn it with Scald, crippling it for the rest of the game. Scald doesn't technically 2HKO, but once it burns, which we all know it will, Keldeo can switch back in later and blast it away with Hydro Pump and burn damage. All in all, Keldeo is definitely a solid threat to these two Pokemon.

Partner

vanity (Serperior) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare

On the flipside, this core despises many bulky Water-type Pokemon, such as Starmie, Slowbro, and the aforementioned Keldeo, and lacks a way to break through physical walls, especially Hippowdon. Serperior, thanks to Contrary Leaf Storm, is able to bust through a large majority of this core's checks with ease. Not a lot to add here, but it adds a strong special attacker that the core would love to have.
 
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Mega Metagross
as a threat

Metagross @ Metagrossite
Ability: Clear Body
EVs: 224 Atk / 32 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Hidden Power Fire

After megaevolving, Metagross outspeeds Terrakion and OHKOes it:
224 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 0 Def Terrakion: 444-524 (137.4 - 162.2%) -- guaranteed OHKO
224 Atk Tough Claws Mega Metagross Zen Headbutt vs. 0 HP / 0 Def Terrakion: 396-468 (122.6 - 144.8%) -- guaranteed OHKO
224 Atk Tough Claws Mega Metagross Hammer Arm vs. 0 HP / 0 Def Terrakion: 330-390 (102.1 - 120.7%) -- guaranteed OHKO

Mega Scizor is harder to kill but is still a real thing to accomplish:
32- SpA Mega Metagross Hidden Power Fire vs. 248 HP / 108 SpD Mega Scizor: 152-180 (44.3 - 52.4%) -- 16% chance to 2HKO
32- SpA Mega Metagross Hidden Power Fire vs. 248 HP / 108 SpD Mega Scizor: 152-180 (44.3 - 52.4%) -- guaranteed 2HKO after Stealth Rock
48 Atk Technician Mega Scizor Pursuit vs. 0 HP / 4 Def Mega Metagross: 90-108 (29.9 - 35.8%) -- 31.9% chance to 3HKO

The reason of these 32 EVs on SpA:
32- SpA Mega Metagross Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 132-156 (37.5 - 44.3%) -- guaranteed 3HKO after Leftovers recovery
+ Hammer Arm is almost a kill on Ferrothorn
 
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Partner

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

Offensive Starmie loves the U-Turn support Mega-Scizor brings to the table, and KOs the common switch-ins Terrakion can't beat 1 on 1 (Tankchomp, Keldeo, Landorus-T, Skarmory, Hippowdon to name a few).
It also does a pretty good job against the things that usually revenge kill Terrakion (such as Serperior, the Lati twins, Azumarill, Mega-Metagross and Mega-Diancie), and continues punching holes into the opposing team with powerful hits, cleaning the way for a Mega-Scizor sweep late game.
Starmie attracts Weavile and ScarfTtar, which usually means a free turn for Mega-Scizor.
 
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