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Really fun win condition that really appreciate venusaur and scrafty wallbreaking power. Kabutops also uses fletchinder as setup bait, something this core really appreciate since the bird can easily dispose from both of them. Scrafty and venusaur destroy opposing bulky grasses and weaken physical walls for kabutops to clean. The fossil makes a great partner for these 2.
Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge
Camerupt-Mega @ Cameruptite
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Toxic
Virizion and Mega Camerupt form a strong core as Virizion can switch into water and ground moves that Mega Camerupt fears. Meanwhile Mega Camerupt can switch into fairy and poison moves. Mega Camerupt assists Virizion by putting pressure on bulky walls that Virizion can't take down. Deadline: March 27th
Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Trick
OHKOs both after rocks
252 Atk Pure Power Medicham High Jump Kick vs. 4 HP / 0 Def Virizion: 339-400 (104.6 - 123.4%)
252 Atk Pure Power Medicham High Jump Kick vs. 0 HP / 0 Def Mega Camerupt: 259-306 (92.1 - 108.8%)
Aerodactyl @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Aerial Ace
- Roost
- Aqua Tail
- Stone Edge
Aerodactyl, while it is a mon that struggles on the current metagame due to its bulky nature, it is a pretty nice cleaner and a pretty massive threat to this core. Blessed with really nice coverage, aerodactyl can KO virizion with STAB aerial ace and mega camerupt with aqua tail.
Aqua tail is much more efficient than earthquake since it let the fossil bird have a chance against bulky grounds like rhyperior and stuff. You arent getting past mega steelix with earthquake anyways.
Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Dragon Claw
- Superpower
This is a pretty sound core with not very many glaring flaws. A weakness to fletch kinda sticks out a bit, so tyrant can eat up acros from at and Head Smash annoying faster threats, like Aerodactyl and sneasel, into oblivion.
Slowking @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Serious Nature
- Scald
- Psyshock
- Thunder Wave
- Slack Off
The core has problems with physical threats such as Medicham and Fletchinder, so physically defensive Slowking can help to check those threats much better, and Thunder Wave works quite well to help Camerupt with his slow speed :) Calm Mind can be run over Thunder Wave in order to have a setup sweeper which can help to weaken walls for the other members of the core.
Completes the fire / water / grass core, provides hazards to weaken each of the respective virizion and mega camerupt checks (poison and bulky water types respectively), speed control for the camel and being a decent check to fletchinder. Virizion and mega camerupt can pressure flygon in return. Cool partner all things considered.
Manectric @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
Sawk is a wallbreaker with good coverage and strong attack, manectric forms a good core as it allows you to volt switch it in on switches and keep the sturdy intact while also providing support in damaging the opponent through a variety of special coverage. Flygon provides hazard removal to keep sturdy intact and take minuscule damage from hazards as it is a volt-turn core, as well as u-turning supporting and earthquake stab.
Musharna @ Colbur Berry
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Psyshock
- Moonlight
- Signal Beam
Really fat CM Musharna can basically walk all over this core since every mon fails to 2HKO. Musharna can boost up and periodically heal to defeat this core. A crit from manec could prove fatal, though.
252+ Atk Choice Band Sawk Knock Off vs. 240 HP / 252+ Def Musharna: 182-216 (42 - 49.8%) -- guaranteed 3HKO
252 SpA Life Orb Manectric Thunderbolt vs. 240 HP / 16 SpD Musharna: 169-200 (39 - 46.1%) -- guaranteed 3HKO
0 Atk Flygon Earthquake vs. 240 HP / 252+ Def Musharna: 87-103 (20 - 23.7%) -- guaranteed 5HKO
The core in general have problems psychic types and ice types but we will go to the partners later. For a really annoying threat to this core now:
Sneasel @ Life Orb
Ability: Inner Focus
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Low Kick / Iron Tail
- Pursuit
- Icicle Crash
This core has huge troubles against ice types that are above the 105 speed tier... so just this one even though manectric would take a good chunk from mega glalie ice shard, it will kill back with flamethrower. Anyways, to the threat in question, sneasel eats flygon alive with a safe switch-in, has a chance to downright kill manectric with knock off after just a bit of prior damage (in fact, it has a chance to kill with no prior damage but after rocks or life orb recoil is basically dead) and while sawk would check it, it cant switch into it at all fearing to lose its band and the combination of knock off + icicle crash easily KO. Lesson of the day: pack ice resists.
252 Atk Life Orb Sneasel Knock Off (97.5 BP) vs. 0 HP / 4 Def Sawk: 104-123 (35.7 - 42.2%) -- guaranteed 3HKO
252 Atk Life Orb Sneasel Icicle Crash vs. 0 HP / 4 Def Sawk: 185-218 (63.5 - 74.9%) -- guaranteed 2HKO
Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Trick
Sneasel (F) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Icicle Crash
- Ice Shard
These two pair up a pretty good offensive core. Sneasel getting rid of buoy psyscic types (Sigilyph, Slowking,etc) by pursuit trapping them of just OHKO with Knock Off. Medicham can get rid of probleaming choice scarf users like Tyrantrum that outspeed sneasel while also being able to cripple walls thanks to Trick. These two as you can see as some probleams being pretty frail which gives them few switch-ins but Offfesive cores usually don't lol.
Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
cannot really enter on the core without taking massive damages, but can kill both with priority Acrobatics (needs some prior damage on Sneasel to achieve a clear OHKO), also tanks Shards so Sneasel can't revengekill it easily
252+ Atk Fletchinder Acrobatics (110 BP) vs. 0 HP / 0 Def Sneasel: 219-258 (87.2 - 102.7%) -- 18.8% chance to OHKO
252+ Atk Fletchinder Acrobatics (110 BP) vs. 0 HP / 0 Def Medicham: 342-404 (131 - 154.7%) -- guaranteed OHKO
252 Atk Life Orb Sneasel Ice Shard vs. 152 HP / 76 Def Fletchinder: 99-117 (32.6 - 38.6%) -- 98.3% chance to 3HKO
Hmm I feel like Durant is too easy so here's another bug that destroys offense
Accelgor @ Life Orb
Ability: Sticky Hold
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Sludge Bomb / Hidden Power Ice
- Spikes / Giga Drain
252 SpA Life Orb Accelgor Bug Buzz vs. 4 HP / 0 SpD Medicham: 203-239 (77.4 - 91.2%) -- guaranteed 2HKO
252 SpA Life Orb Accelgor Bug Buzz vs. 0 HP / 0 SpD Sneasel: 406-478 (161.7 - 190.4%) -- guaranteed OHKO
Offensive Accelgor is almost just as scary as Scarf Durant when it comes to beating offense. Although slower, it still outspeeds all Scarfers except Delphox (who is a meme anyway..) and has the advantage of switching moves. Versus this core it outspeeds both and after some damage on Medicham (which it can provide by itself with spikes!!) it sweeps.
Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 76 SpD / 84 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Toxic
Cause the core has a major weakness to fairy types and can be a little rough switch in for flying types mega steelix offers a good way to balance out the cores weaknesses. It provides good bulk and stealth rocks.
Pretty simple stuff here. Blastoise provides the team a solid cushion against many threatening physical attackers like fletchinder, pseudo status absorption in the form of refresh and provides spin support for sneasel so it doesnt get worn down by hazards. Same for medicham. Also provides a fire resist and a lot of cool stuff. Amazing addition to this core tbh.
This core works in a way to assist nasty Plot Houndoom in late game sweeps with Nasty Plot. Dark Pulse and Fire blast function as essential stabs while hp water hits opposing houndooms as well as mega camerupts. Flash cannon sigilyph is important in eliminating the threat of diancie which threatens this core a lot, heat wave and psychic give the mon very nice coverage to hit things like escav, venusaur, mega steelix, etc. Finally Jolteon provides volt switch momentum to both of them mons, and likes the support they provide as they whittle down mega steelix which provides trouble to this mon. Also the mon helps in weakening bulky waters such as alomomola and soft checks general threats like fletchinder.