is troll.
Remember to finish your explanation; I'm assuming you're going to finish it tomorrow or some time soon.I'll do it anttya :3
Defensive Core (Flying)
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Skarmory @ Leftovers / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Whirlwind
- Stealth Rock
- Brave Bird
AND
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Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Def
Bold Nature
- Thunderbolt / Discharge
- Roost
- Defog
- Heat Wave / Toxic
AND/OR
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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Roost
- Air Slash
- Thunder Wave
- Heal Bell / Defog
Something like this can be considered a Balanced Core, but I'd rather classify it as a Defensive Core; whatever you deem fit for it to be classified as is probably fine.I'm not really sure how to classify this one, but seeing as it's so popular at the moment it deserves a mention.
Support Core (Bug)
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Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation
OR
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Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz / Thunder Wave
- Energy Ball / Thunder Wave
+
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Forretress @ Leftovers / Red Card
Ability: Sturdy
EVs: 248 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Volt Switch / Toxic
Explanation
This core provides the support that makes Bug teams much more threatening than they would normally be, with Galvantula/Shuckle providing Sticky Web support that gives a vital speed advantage over grounded threats while Forretress provides hazard control with Stealth Rock and Rapid Spin.
How to Use
Generally you should try and get hazards down as quickly as possible, while using Forretress to keep opposing hazards away. If you spot the opponent has no defogger/spinner, such as Fire teams without Torkoal, you should aim to get them down right off the bat. Against teams with dedicated hazard control, such as Tentacruel or Skarmory, you should aim to be more conservative and remove or weaken these to the point where they will be afraid to come in to prevent you laying them. Remember, there is no worse situation to be in than to have lost both hazard setters and your opponent to then remove them at little costs, you need to use them effectively to really punish the opponent.
Support
Generally you don't need much support, as this is supposed to provide the support for the team. However both hazard setters appreciate the offensive teammates that love to take advantage of the hazards, as they can often pressure opposing defoggers and draw them out. For example if you send out Mega Pinsir against a Flying or Electric team, they are almost guaranteed to respond by sending in Skarmory or Zapdos respectively, Pinsir's biggest counters, so by utilizing a double switch you can often put these pokemon in a sticky spot.
Sorry if I sound rude, but this core isn't really practical in Monotype at all. Your EVs are everywhere, and you don't explain why you have them like that. Seems like you're just playing around with the sliders to seem like you know what you're doing. Steelix isn't really viable in Monotype, especially as an offensive Pokemon. Your core is just 4 Pokemon that maintain zero offensive synergy with each-other, I request that you fix this core before you post your Fighting-core, or just delete this post and forget this ever happened. Until you fix this core, I refuse to add it to the Core Archive.I see some very good setups for Monotype that I probably should use myself, but I'd like to conjur up a few that are based on abilities (like Prankster, etc.). I have a couple of Ability-based cores that I'm testing out and would like some constructive feedback on.
The first one I have is a Ground-type Sheer Force/Life Orb offensive core designed for hard hits, but mixed in a way to diversify coverage. Remember that Sheer Force negates the secondary effects of the moves you use (no status chance) as well as the HP reduction from Life Orb after each turn.
View attachment 26563 View attachment 26560 View attachment 26561 View attachment 26564
The first set is your typical special Landorus SFLO set, with Calm Mind acting as a counter. When your opponent uses Protect or one of the Shields, you get a good boost of Sp. Atk./Def. stats and you can rip havoc on the next turn. Earth Power for STAB and Electric/Fire/Rock/Steel/Poison coverage. Focus Blast for Ice/Rock/Dark/Normal/Steel coverage, and Psychic for Fighting and Poison coverage. Grass Knot, Sludge Bomb/Wave, and Extrasensory are viable move substitutions. Calm Mind can be substituted for Gravity to overcome pokemon with Levitate or Air Balloon.
The second set is a special Nidoqueen SFLO set designed to add in coverage where Landorus can't. Flamethrower is useful for pokes like Ferrothorn, Skarmony, Scizor, or Avalugg who have weaknesses to Fire AND/OR low Sp. Def. stats as well as providing
Ice/Grass/Bug/Steel coverage. Earth Power for STAB and Electric/Fire/Rock/Steel/Poison coverage. Sludge Bomb for STAB and Fairy/(pure) Grass coverage, and Ice Beam for Flying/Dragon/Grass/Ground coverage. Water Pulse, Thunder, Thunderbolt, Blizzard, Fire Blast, and Focus Blast are possibly viable substitutions.
The third set is a physical Nidoking SFLO designed to get around pokemon with high Sp. Def. and low Def. stats. While the physical movepool is pretty limited within the realm of the SLFO setup, the moves will do some serious damage when done right. Ice Punch for Flying/Dragon/Grass/Ground coverage and Fire Punch for Ice/Grass/Bug/Steel coverage. Poison Jab for STAB and Fairy/(pure) Grass coverage. Bulldoze for STAB and Electric/Fire/Rock/Steel/Poison coverage. Iron Tail (while risky) can come in handy for the dual Rock/Bug types (Shuckle, Armaldo) that seem hard to kill. Dynamic Punch, Headbutt, Poison Tail, and Rock Slide are also viable (but risky) substitutions.
The fourth set is a physical SFLO set designed specifically to break those pesky Shuckles in half and provide some great resistance coverage. You can add it as a team addition or replace one of the Nidos or Landorus (your choice). Iron Head for STAB and Fairy/Ice/Rock coverage. Bulldoze for STAB and Electric/Fire/Rock/Steel/Poison coverage. Crunch for Psychic/Ghost coverage and Fire Fang for Ice/Grass/Bug/Steel coverage. Either of these moves can be substituted for Rock Slide, Ice Fang, Iron Tail, Headbutt, Aqua Tail, or Rock Climb (your choice).
NOTE: The EVs are set to my preferences, as I like to balance out the EVs instead of "252"-ing certain stats. That being said, make whatever investments you see fit.
The Good:
1. My core setup (as shown) virtually provides coverage against 16 of the 17 pokemon types. Depending on the move choices and partnering, your team can have coverage against all types. You might (<-emphasis) sweep any team in less than 20 turns if everything falls in your favor and you do everything right. Additonally, you have a balanced mix of Special and Physical attackers that can handle specific sets.
2. 75% of this set will resist Fighting/Bug/Poison attacks and have Poison immunity by typing. Grass attacks will take some effort to kill these pokemon as their typing and bulk will make it difficult for Grass attacks to leave a mark. Fairies are royally screwed (with no lube), Electric attacks are useless, and Rock and Steel types will become fruity pebbles and soda cans. You basically damn near have the Great Wall of China with this core.
3. Who can deny the awesomeness of the SFLO combo?
The Bad:
1. Shuckle walls 75% of this set, but can be negated to 50% if Nidoking has Iron Tail. Steelix will put the hurtin' on it, but that may force your opponent to switch into something you don't like!
2. Psychic attacks will daze 50% of this set and Ice/Ground attacks will respectively chill or shake 75% of this set to the bone. Water attacks will make all of these pokemon look beach sand in less than 12 turns under "normal" circumstances (no switchouts, stat-boosting, or stall play).
3. Steelix and Nidoking are vulnerable to burns, Intimidate, the Shields, and some other effects/items that may activate upon contact (Iron Barbs, Mummy, Rocky Helmet, Effect Spore, Cute Charm, etc).
4. Moves like Trick and Switcheroo will throw a hard monkey wrench at your team. This is especially bad if the item you get back is a Flame Orb or Choice anything. Pokes with Embargo or Knock Off will render the Life Orb useless.
Possibly Good Partners: Mega Garchomp, Gastrodon (Storm Drain), Seismitoad (Water Absorb), Torterra, Krookodile (Moxie/Muscle Band or Weakness Policy), Diggersby (Huge Power/Focus Sash), Hippopowdon (Sand Stream to aid Mega Garchomp's Sand Force), Zygarde, or Rhyperior (Solid Rock/Assault Vest), or Excadrill (Mold Breaker/Focus Sash). I'm testing some of these and they're showing great promise on this Ground team.
Replay Demos:
http://pokemonshowdown.com/replay/monotype-164065689
http://pokemonshowdown.com/replay/monotype-164283276
Once again, I welcome constructive feedback on this core setup. I'll be posting a Fighting-type Guts offensive core later...
Sorry if I sound rude, but this core isn't really practical in Monotype at all. Your EVs are everywhere, and you don't explain why you have them like that. Seems like you're just playing around with the sliders to seem like you know what you're doing. Steelix isn't really viable in Monotype, especially as an offensive Pokemon. Your core is just 4 Pokemon that maintain zero offensive synergy with each-other, I request that you fix this core before you post your Fighting-core, or just delete this post and forget this ever happened. Until you fix this core, I refuse to add it to the Core Archive.
I suggest you remove Steelix and Nidoqueen, and possibly slash Calm Mind on Landorus-Incarnate with Gravity to aid your Excadrill, or just Sludge Wave to completely destroy fairies.
I suggest you change your EV spreads: Landorus-Incarnate is better off running an EV spread similar to this:
252 SpA / 252 Spe / 4 Def
You might also want to consider making Nidoking a Special Attacker, since it helps threaten Steel and Flying monotypes. If you decide to keep your Physical set, change the EV spread to:
252 Atk / 252 Spe / 4 SpDef with a Jolly Nature. (Physical Spread)
or 252 SpA / 252 Spe / 4 SpDef with a Timid Nature.<-- (Special Spread) With Flamethrower/ Sludge Wave / Ice Beam / Earth Power.
Please don't take this as rude, just take it as rigorous constructive criticism.
...I adjust the EVs the way I do because I like to make sure ALL of the necessary stats get addressed. Not doing that misses out on key aspects. For example, your suggested EV spreads miss out on Def./Sp.Def which can provide some longevity and allow you to counter-attack instead of having to switch to another pokemon because your lead was outsped and KO'd right out the box. What's the point of having a pokemon that can't take a hit as good as they can give one? I would like a justification as to why every set has to be "252"-d in order to work properly.
My Nidoking set is designed to get around pokes like Chancey, Goodra, and other Sp. Defensive tanks usually with low Speed stats. My Nidoqueen is designed to do serious damage to physically defensive tanks like Avalugg and Skarmony who also lack speed.
I provided a list of alternative moves for each pokemon that can be beneficial. I left that list there so that others who wish to try the core set can experiment. Being able to to experiment with different moves/pokes to see what could work best is essential to formulating a good core. As for your point about Steelix, it's only seen as a non-viable offensive pokemon because no one is willing to test its capabilities. They see the low Speed stat and treat it like a toilet seat. It's basically the same for most pokemon NOT in the OU/Uber tiers. Just because you can't "252" a pokemon and sweep a team doesn't mean it isn't viable.
Finally, I have to disagree with the viability of the SFLO core as it's been used by almost every Ground-type team I've went up against with some significant differences. This core set up is my twist on it. People are free to experiment with it as they please.
While I appreciate your criticism, it seems that you missed key parts of my post. It also wreaks of standardization of the metagame. Players should be free to experiment with different pokemon on the desired team of their choice. Not everything has to be cookie-cutter on Smogon...
Zewwok,
I wanted to send this message directly to you, but I don't see the avenue to do PMs on your wall and didn't want to cram up wall space. Also, I need to show a couple of screenshots for the purpose of analysis.
First, you make a good point about the EVs and I made some test adjustments Nidoqueen as shown here.
View attachment 26665 View attachment 26666
Notice that even with max investments in Speed or Sp. Atk, that it still can be easily outspeed or outgunned by a faster or bulkier pokemon. Adding EVs to HP would be useless in this situation, as Nidoqueen doesn't have the bulk to tank a hit. Using the same setup on Nidoking virtually does the same thing, only with an extra kick in Speed. Any pokemon with a good priority attack can damn near OHKO both of them, which is why I found it important to add some bulk to both. Also, please note than in my first post I specifically stated that the EVs are only set to my preferences and that they should be set as the player sees fit. This is helpful to new Smogon players that wish to experiment or use the EV settings that have worked for them on other metagames.
Also, I'd like to reiterate that the core is viable as it's already in use. The Ground teams I've played against have had at least 2 of the pokemon from my core on their team with major differences. Steelix was suggested as an alternative and not all of the pokemon I've suggested have to be used. I understand that that yes, basing cores around Abilities is a risky idea, but it's worth testing out hence why I'm doing that and sharing my ideas here.
As for the organization issue, I would like to know how to incorporate those GIFs (or are they called sprites?) as I've seen in previous posts. Is there a code that needs to be pasted in? Can a simple photo be used as a substitute? Other than that, I will abide by the format in future posts.
Offensive Core
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
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Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sucker Punch
- Iron Head
- Swords Dance
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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
- Superpower
This post is under Construction.
How to Use
Obviously this is the most common offensive core for fairy teams, and all of these pokemon have defensive options to allow them to setup vs specific threats, and as bulky attackers, each of them is able to use dual screen support better than offensive mons like gardevoir.
Azumarill is a standout for hitting fire types who resist fairy attacks and wall clefable, as well as forcing mawille to use its weakest attacks, taking neutral hits from steel attacks, and being able to immediately threaten after busting out its +6.
I use this mawile over sic(A faster spread of 252 HP / 164 Atk / 92 Spe EVs with a Speed IV of 31 and an Adamant nature can be used to outspeed Pokemon such as 0 Spe Tyranitar and Scrafty) Because the team will often be called to start its sweep with or without spikes support, and the full damage helps to avoid people tanking in your face.
Clefable's magic guard allows it to handle sableye with impunity, although it dosen't get to use unaware to beat down the second most popular clefable or allow you to spam full hazards against calm mind pokes.
Threats to the core
anything that carries will o wisp annoys Clefable and Azumarill especially if they dont take enough from aqua jet.
Ditto. Use azumarill and clefable against normal teams carrying with this monster, setting up (iron head) mawille can easily lead to your most of your team being OHKOd.
Encore. While aqua jet has priority, whimsicott has faster priority even uninvested, and laughs at swords dance. Also smart playing by sending a fast threat in to lure sucker punch and then switching to an encore poke can force mawile out.
lando-T and gyarados intimidate stop mawile and hit back with earthquake,
rotom-W and mew take a hit and status/kill both mawile and azumarill.
Random sub+3 attack using things can screw mawille over as well even if they would be OHKO d by sucker punch, keep this in mind if they send in something suspicous, and consider using iron head to beat their plan.
Taking prior damage Is clefable's main check, as while it can tank specific physcial attacks and is almost never OHKO, the turns it needs to heal up and get it's moonblast into dangerous levels with calm mind are often enough for the opponet to stop it cold.
Tentacruel Is a hard counter for clefable, as it takes squat from you attacks and will kill you through boosts with acid spray.
Quagsire The counter set and the curse set can mess up all three of these pokemon respectively.
Skarmory can force either out if it needs to. scizor has equal that bulk and can set up or hit hard in kind despite the neutrality.
Priority Mindgames although mawille will never die to an ice shard, sucker punch, or extreme speed, things like honchcrow and mamoswine may repeatedly use the move to make sucker punch fail, and choosing play rough over sucker punch after the 2-3rd round to break it may lead to them dropping earthquake or a similar lethal move.
Sleep Powder/Spore. Mawille is also completely vulnerable to any sleep move, as is azumarill to resistant grass types such as venasaur, and you can't really hope to outspeed common users.
Tanks like garchomp and tyranitar can take a sucker punch and OHKO back, both being able to go mixed to help get the desired screen down.
Usually the team's weakness is made up for by a defensive core of klefki, togekiss, and a revolving spDef wall (florges,diancie,sylveon) whose support allows easier setup, an emergency pivot, clerical support, limited coverage on some defensive threats, chip damage through hazards to allow the sweep to go more smoothly.
Good Partners
- Klefki
- Togekiss
- Diancie
- Sylveon
- Florges