Other Good Cores

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I've had success with this core.


Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 8 Spd / 252 Def / 248 HP
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Taunt/Whirlwind
- Foul Play/Knock Off/Brave Bird



Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Iron Head/Sacred Sword

Lanturn (F) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/ 216 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Thunder Wave
- Heal Bell

(I know I talk about Lanturn way too much, but that's just because of how underrated and underutilized I think it is)

Mandislash is nothing new. Both pokemon have terrific synergy, with Mandislash absorbing Dark, Ghost, and Ground attacks, and Aegislash dealing with rocks and ice. However, adding Lanturn to the core deals with the core's weakness to electric and fire. Yes, that is a property shared by most Dragon types, but Lanturn also boasts a resistance to Ice, which is often used with electric offensively. You also gain more special bulk, status healing, and more helpful status with paralysis and burn.

It should also be noted that Skarmory is a good substitute for Mandibuzz in this core if you want more offensive presence and physical bulk, and have a Dark/Ghost resist on your team.
EdgeQuake fucks this core up.
 
But then the core gets screwed by Dark/Ghosts. Ttar would be a great addition, but 4 pokemon is a bit much, imo, to be considered a core. It's more of just an incomplete team.
Being neutrally hit by Dark and Ghost type attacks really isn't the biggest thing in the world with their lower power. So I wouldn't call it getting screwed.
 
Being neutrally hit by Dark and Ghost type attacks really isn't the biggest thing in the world with their lower power. So I wouldn't call it getting screwed.
I guess not screwed, but special *crumbler* hits won't be pleasant.
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Skarmory: 214-253 (64 - 75.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 4 SpD Aegislash-Shield: 224-266 (69.1 - 82%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Aegislash-Blade Shadow Ball vs. 40 HP / 252+ SpD Lanturn: 136-162 (33.9 - 40.3%) -- 39% chance to 3HKO after Leftovers recovery... Okay... this one actually really impressed me.

And then on the other end of the spectrum:
252+ Atk Mega Tyranitar Crunch vs. 40 HP / 216 Def Lanturn: 195-231 (48.6 - 57.6%) -- 94.1% chance to 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Mega Tyranitar Stone Edge vs. 252 HP / 232+ Def Skarmory: 123-145 (36.8 - 43.4%) -- 99.5% chance to 3HKO after Leftovers recovery... Impressing
252+ Atk Mega Tyranitar Crunch vs. 252 HP / 0 Def Aegislash-Shield: 240-284 (74 - 87.6%) -- guaranteed 2HKO after Leftovers recovery

Okay, I guess you're right. It isn't terrible. But if an Aegislash has Shadow Claw + Shadow Ball, you are kinda screwed.
 
I guess not screwed, but special *crumbler* hits won't be pleasant.
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Skarmory: 214-253 (64 - 75.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 4 SpD Aegislash-Shield: 224-266 (69.1 - 82%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Aegislash-Blade Shadow Ball vs. 40 HP / 252+ SpD Lanturn: 136-162 (33.9 - 40.3%) -- 39% chance to 3HKO after Leftovers recovery... Okay... this one actually really impressed me.

And then on the other end of the spectrum:
252+ Atk Mega Tyranitar Crunch vs. 40 HP / 216 Def Lanturn: 195-231 (48.6 - 57.6%) -- 94.1% chance to 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Mega Tyranitar Stone Edge vs. 252 HP / 232+ Def Skarmory: 123-145 (36.8 - 43.4%) -- 99.5% chance to 3HKO after Leftovers recovery... Impressing
252+ Atk Mega Tyranitar Crunch vs. 252 HP / 0 Def Aegislash-Shield: 240-284 (74 - 87.6%) -- guaranteed 2HKO after Leftovers recovery

Okay, I guess you're right. It isn't terrible. But if an Aegislash has Shadow Claw + Shadow Ball, you are kinda screwed.
Honestly, I run a T-Tar on the same team I run this core with Skarmory, so dark type moves don't really phase me.
 
EdgeQuake fucks this core up.
You need a pretty damn powerful Stone Edge to 2HKO Mandibuzz with it:

252 Atk Garchomp Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 152-180 (35.8 - 42.4%) -- 93.5% chance to 3HKO after Leftovers recovery
252 Atk Landorus-T Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 166-196 (39.1 - 46.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Mold Breaker Mega Gyarados Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 192-226 (45.2 - 53.3%) -- 0.4% chance to 2HKO after Leftovers recovery

Basically you'll be hard pressed to find a non-stab Stone Edge user that can 2HKO Mandibuzz unboosted.
 
With that core, you'll need to prepare for Mamoswine and KyuremB, as the former's Icicle Spear+Earthquake and the latter's Ice Beam+Earth Power will put dents.
 
I'm sorry for this double post, but I'd like to share my first idea of a core.
Garchomp @ Garchompite
Sand Veil ( Sand Force )
Rash
160 Atk, 216 SpA, 132 Speed
- Earthquake
- Fire Blast
- Draco Meteor
- Stone Edge

Tyranitar @ Smooth Rock / Leftovers
Sand Stream
Careful / Sassy
252 HP, 60 Atk, 100 SpA, 96 SpD
- Thunder Wave
- Dragon Tail / Roar
- Rock Slide
- Ice Beam / Fire Blast / Pursuit / Thunderbolt

Shuckle @ Binding Band / Leftovers
Sturdy / Contrary
Bold
252 HP, 252 Def, 4 SpD
- Infestation
- Sticky Web
- Toxic / Knock Off
- Protect / Rest / Stealth Rock / Power Split / Shell Smash

I've been trying to find some teammates to help Megachomp play to its strength. On Garchomp, 132 speed EVs outspeeds all unscarved mons under base 123 speed (Greninja) after Sticky Web and Mega Evolving. Here are some offensive calcs made possible with sand support:

216+ SpA Mega Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 326-384 (97.6 - 114.9%) -- 87.5% chance to OHKO

216+ SpA Mega Garchomp Fire Blast vs. 252 HP / 0 SpD Ferrothorn: 428-508 (121.5 - 144.3%) -- guaranteed OHKO

216+ SpA Mega Garchomp Fire Blast vs. 252 HP / 216+ SpD Mega Scizor: 360-428 (104.6 - 124.4%) -- guaranteed OHKO

216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Gliscor: 273-322 (77.1 - 90.9%) -- guaranteed 2HKO after Poison Heal
-2 216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Gliscor: 136-162 (38.4 - 45.7%) -- 64.6% chance to 3HKO after Poison Heal

216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Hippowdon: 282-333 (67.1 - 79.2%) -- guaranteed 2HKO after Leftovers recovery
-2 216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Hippowdon: 141-166 (33.5 - 39.5%) -- 18.1% chance to 3HKO after Leftovers recovery
160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Hippowdon in Sand: 159-187 (37.8 - 44.5%) -- guaranteed 3HKO after Leftovers recovery

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Sylveon in Sand: 349-412 (88.5 - 104.5%) -- 31.3% chance to OHKO

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Mega Venusaur in Sand: 207-244 (56.8 - 67%) -- guaranteed 2HKO after sandstorm damage
160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mega Venusaur in Sand: 153-181 (42 - 49.7%) -- 27.3% chance to 2HKO after sandstorm damage
216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Mega Venusaur: 184-217 (50.5 - 59.6%) -- guaranteed 2HKO after sandstorm damage

216+ SpA Mega Garchomp Fire Blast vs. 252 HP / 4 SpD Filter Mega Aggron: 219-258 (63.6 - 75%) -- guaranteed 2HKO
160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Filter Mega Aggron in Sand: 177-208 (51.4 - 60.4%) -- guaranteed 2HKO

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Azumarill in Sand: 297-349 (73.5 - 86.3%) -- guaranteed 2HKO after sandstorm damage

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Mega Blastoise in Sand: 211-249 (58.2 - 68.7%) -- guaranteed 2HKO after sandstorm damage

-1 160 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 164+ Def Gyarados in Sand: 202-238 (51.2 - 60.4%) -- guaranteed 2HKO after sandstorm damage

216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Mega Tyranitar in Sand: 123-145 (30.4 - 35.8%) -- 45.3% chance to 3HKO
160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mega Tyranitar in Sand: 266-314 (65.8 - 77.7%) -- guaranteed 2HKO

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Eviolite Chansey in Sand: 327-385 (46.4 - 54.6%) -- 98.8% chance to 2HKO after sandstorm damage

160 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 252+ Def Mandibuzz in Sand: 230-272 (54.2 - 64.1%) -- guaranteed 2HKO after Leftovers recovery

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 4 Def Deoxys-D in Sand: 163-193 (53.6 - 63.4%) -- guaranteed 2HKO after sandstorm damage

160 Atk Sand Force Mega Garchomp Earthquake vs. 4 HP / 0 Def Mega Garchomp in Sand: 219-258 (61.1 - 72%) -- guaranteed 2HKO (lol)

160 Atk Sand Force Mega Garchomp Earthquake vs. 56 HP / 0- Def Kyurem-B in Sand: 274-324 (67.6 - 80%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Rotom-W: 204-240 (67.1 - 78.9%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
160 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 252+ Def Rotom-W in Sand: 113-134 (37.1 - 44%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery

216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Landorus-T: 258-304 (67.5 - 79.5%) -- guaranteed 2HKO after Leftovers recovery
-2 216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Landorus-T: 129-153 (33.7 - 40%) -- 28.5% chance to 3HKO after Leftovers recovery

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Manaphy in Sand: 246-291 (60.8 - 72%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

160 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 252+ Def Shuckle in Sand: 126-150 (51.6 - 61.4%) -- 95.3% chance to 2HKO after Leftovers recovery

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Conkeldurr in Sand: 258-304 (62.3 - 73.4%) -- guaranteed 2HKO after sandstorm damage

216+ SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Chesnaught: 273-322 (71.8 - 84.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

160 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Clefable in Sand: 238-282 (60.4 - 71.5%) -- guaranteed 2HKO after Leftovers recovery

I think that's enough. In the sand, only physically defensive Deoxys-D can absolutely switch in safely at full health, who so happens to fail to 2HKO our 252 / 0 TTar with 0 Atk Superpower while fearing Dark STAB at -1 or -2 defense.
For this reason, I would personally prefer to run Smooth Rock on TTar so that Megarchomp can stay in for longer. If you opt for Lefties on TTar, Chomp should be quite capable of adopting a hit & run style under the sand, easily denting things each time, given good predictions are made.

Now, TTar might want some explaining, too. For his intentions, he is providing sand for not only his SpD, but for Shuckle's SpD and Chomp's fearsome Quakedge. For his intentions, this TTar's goal is to do a little parashuffling. The choice between Roar and Dragon Tail is whether you want to phase through subs and fairies or phase through taunt and Soundproof. lol, Mr.Mime can't be phazed with either, but it'll never like TWave.
Rock Slide is the stab of choice, synergizing relatively well with TWave while giving it an answer to the likes of Talonflame who want to RK our beloved Chomp and Pinsir lacking CC, but don't expect the latter as much. Then, there's the last slot. With 60 Atk EVs, Pursuit always KOs Latios, who threatens to RK Chomp with Dragon STAB because it bypasses Sticky Web. However, Shuckle could threaten to trap and kill with Infestation, so you may not feel as obligated to run Pursuit. with 100 SpA EVs, Ice Beam brings down Gliscor and Noivern, two moderate concerns for Chomp. Fire Blast is another way to roast steels and is generally a superior standalone coverage move. Thunderbolt becomes a guaranteed KO on Gyarados after even sandstorm damage if you shift the 60 Atk EVs to SpA, but it's really only good for that. Personally, I wouldn't go for it because you'd be better off paralyzing it for Garchomp, and then Rock Slide at it, should it choose to stay in.

Alright, now let's talk about Shuckle. I had to make this guy work. Not only does it provide the webs Chomp craves, but it benefits from the sand Tyranitar lends it.
Just for the lols:

252 SpA Kyogre Surf vs. 252 HP / 4 SpD Shuckle in Rain: 236-278 (96.7 - 113.9%) -- 75% chance to OHKO
252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Shuckle: 229-270 (93.8 - 110.6%) -- 62.5% chance to OHKO

For this Shuckle's job, the first three slots are most important. Generally, the idea is to, yeah, lead with Shuckle. You want to lure a Magic Bouncer/Taunter(yes) and hit it with Infestation on the switch. On a magic bouncer, binding band will most likely be the superior item, since you don't want to toxic yourself, and infestation will be the only residual damage you can inflict. however, from the puny damage you'll take from some of them, leftovers will let you come out of there with more HP at the end. Once the bouncer is discouraged from staying in, you can RK them later for mid-game webs, or take the risk and web as the bouncer switches out. Against pure taunters, Toxic on the switch is much better, as you can Infestation on turn 2 to remove them much more quickly. Knock off is a fine alternative if you refuse to be Taunt bait, removing the item of the Taunter, however pathetic the damage will be.
The fourth slot mostly depends on personal preference. Protect goes well with Leftovers, Rest is appreciated by the Binding Band ones, Stealth Rock is always good to have, and Power Split also likes the Leftovers set.
Now, only run Shell Smash with Contrary leftovers sets. Otherwise, always go with Sturdy, unless you like stray +1 defense boosts from random crunches and shadow balls, but I really wouldn't count on that.
 
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Hello everybody, back with a new wall-breaking core. I would really like your opinion on this core and the pokemon that could fair well with this cores wallbreaking support.

Medicham is a powerfull very powefull attacker with no doubt, but it does have its fair share of flaws. Medicham struggles to 2HKO both Ghosts and Psychics, Aegislash and Slowbro in particular, which are easllly handled by bisharp. Bisharp, on the other hand, struggles against strong physical walls such as Mandibuzz, and also struggles agaist pokemon such as Conkeldor witch can switch in and OHKO bisharp. Thanks to Medichams Brute force, it can muscle through theses walls (+ Conk) and Help Bisharp out.n

To allow this core to work to its full potential, it needs support. This core, especially medicham, Is frail, so it needs sponges to absorb hits. Pivots, especially slow ones also help the core out, allowing medicham safe switch in opportunities. Status absorbers and Wish Passers are welcome, as they allow both medicham and bisharp to stay alive longer, and dish out more damage. Landorus is a great partner for this core, as it can both be used as a pivot, and get rid of talonflame. Rotom-W and Rotom-H are also good partners, as they can again, pivot, get rid of talonflame, and paralyse foes so medicham can hit them before it gets damaged.

Oh, and one more thing... Thanks to their great offencive synergy,
They Can 2HKO every single pokemon in the OU Metagame
Proof: http://sweepercalc.com/rmt/
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Substitute
- Ice Punch

Bisharp @ Life Orb
Ability: Defiant
EVs: 84 Spd / 252 Atk / 172 HP
Adamant Nature
- Swords Dance / Pursuit
- Sucker Punch
- Knock Off
- Iron Head

Discuss!

Edit: Added Pursuit as an option on Bisharp
 
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Hello everybody, back with a new wall-breaking core. I would really like your opinion on this core and the pokemon that could fair well with this cores wallbreaking support.

Medicham is a powerfull very powefull attacker with no doubt, but it does have its fair share of flaws. Medicham struggles to 2HKO both Ghosts and Psychics, Aegislash and Slowbro in particular, which are easllly handled by bisharp. Bisharp, on the other hand, struggles against strong physical walls such as Mandibuzz, and also struggles agaist pokemon such as Conkeldor witch can switch in and OHKO bisharp. Thanks to Medichams Brute force, it can muscle through theses walls (+ Conk) and Help Bisharp out.n

To allow this core to work to its full potential, it needs support. This core, especially medicham, Is frail, so it needs sponges to absorb hits. Pivots, especially slow ones also help the core out, allowing medicham safe switch in opportunities. Status absorbers and Wish Passers are welcome, as they allow both medicham and bisharp to stay alive longer, and dish out more damage.

Oh, and one more thing... Thanks to their great offencive synergy,
They Can 2HKO every single pokemon in the OU Metagame
Proof: http://sweepercalc.com/rmt/
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Substitute
- Ice Punch

Bisharp @ Life Orb
Ability: Defiant
EVs: 84 Spd / 252 Atk / 172 HP
Adamant Nature
- Substitute
- Sucker Punch
- Knock Off
- Iron Head

Discuss!
I'd say Landorus-T would make a good partner, as it can set up Stealth Rock, Intimidate Talonflame so that it isn't much of a problem, and bring in either of these two with U-turn.
 
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+


Hello everybody, back with a new wall-breaking core. I would really like your opinion on this core and the pokemon that could fair well with this cores wallbreaking support.

Medicham is a powerfull very powefull attacker with no doubt, but it does have its fair share of flaws. Medicham struggles to 2HKO both Ghosts and Psychics, Aegislash and Slowbro in particular, which are easllly handled by bisharp. Bisharp, on the other hand, struggles against strong physical walls such as Mandibuzz, and also struggles agaist pokemon such as Conkeldor witch can switch in and OHKO bisharp. Thanks to Medichams Brute force, it can muscle through theses walls (+ Conk) and Help Bisharp out.n

To allow this core to work to its full potential, it needs support. This core, especially medicham, Is frail, so it needs sponges to absorb hits. Pivots, especially slow ones also help the core out, allowing medicham safe switch in opportunities. Status absorbers and Wish Passers are welcome, as they allow both medicham and bisharp to stay alive longer, and dish out more damage. Landorus is a great partner for this core, as it can both be used as a pivot, and get rid of talonflame. Rotom-W and Rotom-H are also good partners, as they can again, pivot, get rid of talonflame, and paralyse foes so medicham can hit them before it gets damaged.

Oh, and one more thing... Thanks to their great offencive synergy,
They Can 2HKO every single pokemon in the OU Metagame
Proof: http://sweepercalc.com/rmt/
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Substitute
- Ice Punch

Bisharp @ Life Orb
Ability: Defiant
EVs: 84 Spd / 252 Atk / 172 HP
Adamant Nature
- Substitute
- Sucker Punch
- Knock Off
- Iron Head

Discuss!
I've ran Cham Sharp quite a bit and it's a very nice offensive core indeed although I don't agree with your movesets.

Substitute on Cham does nothing to beat your number 1 counter, Aegislash. Bisharp can switch into a Shadow Ball but not a Sacred Sword and still takes quite a bit from Shadow Ball (unless its AV Bisharp) and Aegislash can just switch out.

This is why I propose you drop Substitute on Medicham for Fire Punch (to hit Aegislash on the switch) or Baton Pass (to get Bisharp in for free) and Substitute on Bisharp for Pursuit (you can run AV if you chose Fire Punch over Baton Pass on Cham to better take Shadow Balls and any non EQ moves from the Latis) this allows you to play around Aegislash a lot easier as well as trap the Latis with Bisharp (who discourages them to Defog due to Defiant).

Of course losing the substitutes will make it a lot harder to deal with Sableye (who is fairly uncommon thankfully) but tbh neither Bisharp or Medicham was gonna beat a Sableye anyway unless it wasnt packing Foul Play/Night Shade as it can take any one hit from either, break the sub and hit them with Will-o-Wisp and Recover up after.

Slow Pivots works great with this core as you said, but also pack a good revenge killer as things that outspeed you can be difficult to deal with, mainly things like Keldeo that can take a Sucker Punch without too much problems and OHKO both Cham and Sharp with specs Hydro Pump/Scald.
 
I've ran Cham Sharp quite a bit and it's a very nice offensive core indeed although I don't agree with your movesets.

Substitute on Cham does nothing to beat your number 1 counter, Aegislash. Bisharp can switch into a Shadow Ball but not a Sacred Sword and still takes quite a bit from Shadow Ball (unless its AV Bisharp) and Aegislash can just switch out.

This is why I propose you drop Substitute on Medicham for Fire Punch (to hit Aegislash on the switch) or Baton Pass (to get Bisharp in for free) and Substitute on Bisharp for Pursuit (you can run AV if you chose Fire Punch over Baton Pass on Cham to better take Shadow Balls and any non EQ moves from the Latis) this allows you to play around Aegislash a lot easier as well as trap the Latis with Bisharp (who discourages them to Defog due to Defiant).

Of course losing the substitutes will make it a lot harder to deal with Sableye (who is fairly uncommon thankfully) but tbh neither Bisharp or Medicham was gonna beat a Sableye anyway unless it wasnt packing Foul Play/Night Shade as it can take any one hit from either, break the sub and hit them with Will-o-Wisp and Recover up after.

Slow Pivots works great with this core as you said, but also pack a good revenge killer as things that outspeed you can be difficult to deal with, mainly things like Keldeo that can take a Sucker Punch without too much problems and OHKO both Cham and Sharp with specs Hydro Pump/Scald.
The reason for substitute on medicham is becuase it forces switches. Say, medicham is out on a Tyranitar. Now, obviously It doesn't want to take a HJK to the face, so he switches to gengar, so you fall and hurt yourself. But, if you subbed, next turn, gengar would most likey break it, then you kill gengar with zen headbutt. Substitutes are meant for this kind of situation, so it's perfectly fine. If you your having trouble with Aegi, you can use fire punch over ice punch.

About Bisharp vs Aegislash

252+ SpA Aegislash-Shield Shadow Ball vs. 32 HP / 0 SpD Bisharp: 54-63 (19.3 - 22.5%) -- possible 5HKO
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 307-367 (94.7 - 113.2%) -- 68.8% chance to OHKO

If Aegislash switches something has to take a knock off. Bisharp checks aegislash anyway.

Revenge killers are needed no matter what, on any core, unless that core has a revenge killer in it.
 
The reason for substitute on medicham is becuase it forces switches. Say, medicham is out on a Tyranitar. Now, obviously It doesn't want to take a HJK to the face, so he switches to gengar, so you fall and hurt yourself. But, if you subbed, next turn, gengar would most likey break it, then you kill gengar with zen headbutt. Substitutes are meant for this kind of situation, so it's perfectly fine. If you your having trouble with Aegi, you can use fire punch over ice punch.
It eases prediction, I'm well aware, you're still losing a coverage move to it and even with Fire Punch over Ice Punch won't be able to touch Aegislash unless you predict correctly around King's Shield (if it's SubToxic Aegislash this gets a lot more annoying) and you'll forfeit the ability to beat Landorus-T/Gliscor even if you avoid the Intimidate.


About Bisharp vs Aegislash

252+ SpA Aegislash-Shield Shadow Ball vs. 32 HP / 0 SpD Bisharp: 54-63 (19.3 - 22.5%) -- possible 5HKO
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 307-367 (94.7 - 113.2%) -- 68.8% chance to OHKO

If Aegislash switches something has to take a knock off. Bisharp checks aegislash anyway.

Revenge killers are needed no matter what, on any core, unless that core has a revenge killer in it.
Why are you doing a Shadow Ball calc with Shield Form?

The actual calcs look like this:
252+ SpA Aegislash-Blade Shadow Ball vs. 32 HP / 0 SpD Bisharp: 107-126 (38.3 - 45.1%) -- guaranteed 3HKO
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 32 HP / 0 SpD Bisharp: 128-151 (45.8 - 54.1%) -- 47.7% chance to 2HKO
252+ SpA Life Orb Aegislash-Blade Shadow Ball vs. 32 HP / 0 SpD Bisharp: 139-164 (49.8 - 58.7%) -- 99.6% chance to 2HKO

Which you obviously can't do more than once, meaning you'd have to Pursuit trap Aegislash to deal with it or have something else to take Shadow Balls and get Bisharp in safely.

Also defensive teams have little problems taking an unboosted Knock Off from Bisharp so being able to remove Aegislash reliably (the SubToxic varient is quite common on defensive teams) is a godsend.
 
It eases prediction, I'm well aware, you're still losing a coverage move to it and even with Fire Punch over Ice Punch won't be able to touch Aegislash unless you predict correctly around King's Shield (if it's SubToxic Aegislash this gets a lot more annoying) and you'll forfeit the ability to beat Landorus-T/Gliscor even if you avoid the Intimidate.




Why are you doing a Shadow Ball calc with Shield Form?

The actual calcs look like this:
252+ SpA Aegislash-Blade Shadow Ball vs. 32 HP / 0 SpD Bisharp: 107-126 (38.3 - 45.1%) -- guaranteed 3HKO
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 32 HP / 0 SpD Bisharp: 128-151 (45.8 - 54.1%) -- 47.7% chance to 2HKO
252+ SpA Life Orb Aegislash-Blade Shadow Ball vs. 32 HP / 0 SpD Bisharp: 139-164 (49.8 - 58.7%) -- 99.6% chance to 2HKO

Which you obviously can't do more than once, meaning you'd have to Pursuit trap Aegislash to deal with it or have something else to take Shadow Balls and get Bisharp in safely.

Also defensive teams have little problems taking an unboosted Knock Off from Bisharp so being able to remove Aegislash reliably (the SubToxic varient is quite common on defensive teams) is a godsend.
I see where your coming from, exept substitute also allows you to not get revenge killed if you have it up. Hey, if you don't like sub, don't use it. I find it very effective.

Yea forgot about shield form aegislash. Still, it's a good check, and you can again, set up a sub as it switches out.
:P Substitute 4 Eva

Edit: Also, I have a question 4 U, why does Kyruem-B use substitute?
 
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I see where your coming from, exept substitute also allows you to not get revenge killed if you have it up. Hey, if you don't like sub, don't use it. I find it very effective.

Yea forgot about shield form aegislash. Still, it's a good check, and you can again, set up a sub as it switches out.
:P Substitute 4 Eva

Edit: Also, I have a question 4 U, why does Kyruem-B use substitute?
Cube has perfect coverage with just 3 moves though getting past just about anything but the blobs and it's quite bulky so it's sub might actually live a hit, Cham and Sharp dont have that luxury.

Also LO + Sub puts one heck of a timer on Bisharp or do you run Lefties if you run Sub on him? The reason I dont like Sub, especially on Cham is Aegislash, a Sub won't help you much there if you don't run Fire Punch and dropping either STAB or Ice Punch is not an option imo. On Bisharp it's actually not that bad, I suppose it'd allow you to beat Keldeo (if you get to +2).

How does Sub work with Defog actually? Do you still get the Defiant boost? If not that would be a big reason not to run Sub for me but eh.
 
It's the most reliable webber, as it can find time to set up webs both early and mid-game.
Sashed Galvantula is the more offensive choice, but it's...practically a suicide lead. Maybe I could do some testing with the yellow spider..
 
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This core runs off Mega Gyarados Late-Game sweeping. Now, M-Gyarados is an excellent late-game sweeper with it's great bulk and high attack, but it does have its fair share of flaws. It is easily walled by the likes of Slowbro, Skarmory, Mandibuzz, Ferrothorn, Chesnaught & Mega Venasuar (If Lacking Ice Fang) and Kyruem-B (If Lacking Stone Edge) Now here comes the good part. If Gyarados has Stone Edge instead of Ice Fang, Cube is out of the equation. Now that he's gone, Gothitelle can Trap and remove All of the threats. With one of the best abilitys in the game, Shadow Tag, it can trap many of Gyarados's Checks And remove them with Energy Ball, Thunderbolt, and Psychic.

This core works best when Gyarados isn't sent into play until it's checks and counters are removed by Gothitelle. If Gyarados stays at full Heath, it can come in on something that can't touch it, Say, Greninja, and force it out while possibly getting 2 dragon dances off. If Gothitelle has done its job, it's Good Game from then on. Gyarados can switch in early game if you need to lure its counters in, but it is generally not safe. Gothitelle only use after trapping is death fodder, but it's job was done nonetheless

There are a few things that are a danger to this core, mainly Conkeldor and Breeloom. Conk and Breloom can both revenge kill Gyarados, while gothitelle cant do anything about it as Conkeldor has Knock off and Breloom can put it to sleep. Conkeldor can be delt with to some extent by no mega evolving Gyarads, but the power loss is notiable pre-mega. Talonflame makes a great partner as it OHKOs both Breloom and Conkeldurr, but needs to be wary of both Conks Knock off and Brelooms Rock Tomb. Hazard support on both sides of the spectrum in appreciated.

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Stone Edge
- Waterfall
- Earthquake
- Dragon Dance

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 84 HP / 252 SAtk / 172 Spd
Modest Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Fire]
- Thunderbolt
- Trick
 
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Gyarados can set up on Conk before it evolves so I wouldn't call it a threat to the core. The bulky DD spread sets up easier though. Goth COULD run HP Fire to nail Ferrothorn and Scizor but it seems like a waste of a moveslot.

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Generic Aggron-Florges core with a twist.With Mega Aggron lacking any reliable form of recovery other than Rest, Bulky Volcarona is an excellent addition to the core as it takes pressure off Mega Aggron from tanking common Fighting attacks. It sets up on pokes that threaten the core like Nidoking, Aegislash and even the feared wallbreaker Mega Zard Y under the sun (potentially). Mega Aggron also shelters Volcarona from Rock and Flying type attacks while Florges provides cleric support and Wishes to keep both healthy. Hazard support would be needed because its Volcarona lol.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature / Impish Nature
- Iron Head
- Stealth Rock
- Thunder Wave
- Dragon Tail / Roar

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 Atk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect

Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
 
Gyarados can set up on Conk before it evolves so I wouldn't call it a threat to the core. The bulky DD spread sets up easier though. Goth COULD run HP Fire to nail Ferrothorn and Scizor but it seems like a waste of a moveslot.

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Generic Aggron-Florges core with a twist.With Mega Aggron lacking any reliable form of recovery other than Rest, Bulky Volcarona is an excellent addition to the core as it takes pressure off Mega Aggron from tanking common Fighting attacks. It sets up on pokes that threaten the core like Nidoking, Aegislash and even the feared wallbreaker Mega Zard Y under the sun (potentially). Mega Aggron also shelters Volcarona from Rock and Flying type attacks while Florges provides cleric support and Wishes to keep both healthy. Hazard support would be needed because its Volcarona lol.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature / Impish Nature
- Iron Head
- Stealth Rock
- Thunder Wave
- Dragon Tail / Roar

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 Atk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect

Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
Exchange Florges for Sylveon, better bulk with larger wish passes
 

ethan06

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Gyarados can set up on Conk before it evolves so I wouldn't call it a threat to the core. The bulky DD spread sets up easier though. Goth COULD run HP Fire to nail Ferrothorn and Scizor but it seems like a waste of a moveslot.

+
+

Generic Aggron-Florges core with a twist.With Mega Aggron lacking any reliable form of recovery other than Rest, Bulky Volcarona is an excellent addition to the core as it takes pressure off Mega Aggron from tanking common Fighting attacks. It sets up on pokes that threaten the core like Nidoking, Aegislash and even the feared wallbreaker Mega Zard Y under the sun (potentially). Mega Aggron also shelters Volcarona from Rock and Flying type attacks while Florges provides cleric support and Wishes to keep both healthy. Hazard support would be needed because its Volcarona lol.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature / Impish Nature
- Iron Head
- Stealth Rock
- Thunder Wave
- Dragon Tail / Roar

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 Atk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect

Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 252 Def / 16 Spd
Bold Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Roost
First thing that comes to mind is that Heatran walls and beats this core singlehandedly. While you can handle him with teammates, that's still half of your team that doesn't want to come in when Heatran is on the field... I don't have a lot of time to suggest changes, but I'd suggest swapping out Volcarona for another sweeper that can similarly benefit from Aggron-Sylveon support and also have the capability to break through Heatran. You can do that, or you could add Aqua Tail/Earthquake to Mega Aggron, but that's a really risky check and it would require a lot of prediction if you don't want to sacrifice the greater part of MAggron's HP needlessly.

EDIT: Actually, this team struggles with every Fire-type in OU...
 
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