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Project NU Archetype Cores: Discuss Your Experiences! (HIATUS)

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Sorry for the delay, the voting stage will now end. Your winners are boltsandbombers and erisia. Congratulations guys! Thank you so much to everyone who contributed, you all really came through for the end of the spam theme. For this week, we will be doing
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. As soon as Sceptile left, I knew I wanted to do something with Water and Flying types, seeing as Archeops and Floatzel got a lot better with the shift. Anyway, the submission period will end on Friday, the 1st. Good luck everyone! Also, big thank you to Shadestep for working with me on the idea.
 
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Pretty fun core, Swords dance samurott is a huge threat in this current meta being able to beat most teams with just 1 sd up and not having to worry about being slower since it has priority on aqua jet. Next is Archeops which can check bulky grass mons that samurott has issues with and is also a huge threat. And finally special steelix, I know the spread looks a bit weird but it has it reasons. 104 attack lets steelix have a very high chance to OHKO mantine, which really helps samurott out. Max special attack to lure stuff like rotom and weezing that are a pain to this core and some special defense to take hits better.
Samurott @ Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Aqua Jet
- Waterfall

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Acrobatics
- Earth Power
- Roost
- Stone Edge

Steelix @ Life Orb
Ability: Sheer Force
EVs: 24 HP / 104 Atk / 252 SpA / 128 SpD
Mild Nature
- Thunder Fang
- Flash Cannon
- Stealth Rock
- Dark Pulse
104 Atk Life Orb Sheer Force Steelix Thunder Fang vs. 252 HP / 240 Def Mantine: 317-374 (94.9 - 111.9%) -- 62.5% chance to OHKO
252+ SpA Life Orb Sheer Force Steelix Dark Pulse vs. 0 HP / 0 SpD Rotom: 234-278 (97 - 115.3%) -- 87.5% chance to OHKO
252+ SpA Life Orb Sheer Force Steelix Flash Cannon vs. 252 HP / 0 SpD Weezing: 188-224 (56.2 - 67%) -- guaranteed 2HKO after Black Sludge recovery
 
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Trick Room is cool. Real talk when I was trying to make up cores for this archetype I ended up using like FWG or something else really standard just due to how many dual-type Pokemon our tier has of those types. Decided to go with TR cuz its a little out of the box and Octillery+Marowak pair really well with each other. Xatu spread could probably be more optimal but I don't have a ton of experience with TR Xatu.

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Stone Edge
- Swords Dance
- Knock Off

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Trick Room
- U-turn
- Psychic
- Roost

Octillery @ Life Orb
Ability: Sniper
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Fire Blast
- Energy Ball
- Ice Beam
 
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Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Baton Pass
- Hydro Pump
- Ice Beam

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sleep Powder
- Swords Dance
- Acrobatics
- Seed Bomb

Rhydon @ Eviolite
Ability: Lightningrod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge / Rock Blast
So I've been having more fun with Floatzel in this meta and Jumpluff and Rhydon are two sweepers that make good use of the Substitutes that Floatzel can pass, having both great offensive and defensive synergy. Substitute + Baton Pass allows Floatzel to seize momentum against most Water-types and give its teammates opportunities to set up; for example, the Substitute doesn't break when Jumpluff is targeted by pivot Lanturn's Volt Switch, and Rhydon is obviously immune to the move. While Jumpluff has problems with Steelix, it can at least put it to sleep and from there Floatzel can just come in and either force it out or KO it, and it beats Quagsire too. Rhydon has the raw bulk to preserve the Substitute against a lot of weak physical attacks, and it can select the boost it wants from behind the safety of the Substitute and just tear into unprepared teams. While Floatzel's Hydro Pump is usually enough to stop Aurorus, you should pack a solid Ice-resist just in case to prevent Freeze Dry users from just dismantling you.
 
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Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 208 SpD / 40 Spe
Calm Nature
- Toxic
- Heal Bell
- Scald
- Volt Switch

Steelix @ Leftovers
Ability: Sturdy
EVs: 240 HP / 132 Atk / 136 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Roar
- Stealth Rock

Scyther @ Eviolite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Roost
- Swords Dance

Lanturn and Scyther form a really solid Volturn-core together as Lanturn deals with (all of!) Scythers weaknesses while Scyther handels Grass types and provides a Ground immunity. Steelix sets up rocks and covers the remaining weaknesses. Lanturn deals with stuff like Steelix, Rock-types and can wear down physical walls like Weezing. Faster threats like Archeops, Pyroar, Swellow and Tauros will have a tough time 2HKOing Lanturn - Steelix. Here are some calcs:

4 SpA Archeops Earth Power vs. 240 HP / 136 SpD Steelix: 170-200 (48.4 - 56.9%) -- 46.9% chance to 2HKO after Leftovers recovery

252 SpA Choice Specs Pyroar Hyper Voice vs. 40 HP / 208+ SpD Lanturn: 175-207 (43.6 - 51.6%) -- guaranteed 3HKO after Leftovers recovery

4 SpA Life Orb Sheer Force Tauros Fire Blast vs. 240 HP / 136 SpD Steelix: 159-187 (45.2 - 53.2%) -- 1.2% chance to 2HKO after Leftovers recovery

252 Atk Life Orb Tauros Earthquake vs. 240 HP / 0 Def Steelix: 130-153 (37 - 43.5%) -- 99.8% chance to 3HKO after Leftovers recovery
 
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Carracosta (M) @ Life Orb
Ability: Solid Rock
Shiny: Yes
Happiness: 8
EVs: 88 Atk / 180 SpA / 240 Spe
Naive Nature
- Aqua Jet
- Hydro Pump
- Stone Edge
- Shell Smash

Altaria (F) @ Choice Specs
Ability: Natural Cure
Shiny: Yes
Happiness: 8
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Ice Beam
- Rest

Diglett (F) @ Life Orb
Ability: Arena Trap
Happiness: 8
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Sucker Punch
- Earthquake
- Stealth Rock
- Memento
Carracosta is EV'd to OHKO Swellow after Stealth Rock with a +2 Aqua Jet, then enough Speed creep to deal with Base 110's at +2.
Altaria has Ice Beam to chunk down bulky Grasses Carracosta doesn't like, and Flamethrower for Ferroseed (another bulky Grass, kek).
There is no Diglett analysis, as it is Never Used not that common in NU. I just assumed that you would want a set similar to that though. Stealth Rock could probably be subbed out for Double Edge or something. It's main reason for being on the team is to allow Costa to get a near free Shell Smash off using Memento.
Shoutouts to Sweep Alert for teaching me to use Diglett.
Shoutouts to MARCU5theBAW5 because I fear his wrath.
Shoutouts to Xrn_n for turning My Cat into Our Cat.
Shoutouts to Our Cat.
 
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Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- U-turn
- Sleep Talk

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Samurott @ Mystic Water
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn

Swellow + Piloswine is a classic core which works incredibly well with SD Samurott. Piloswine provides rocks, an electric immunity, as well as a solid switch-in to Ice-types and Freeze-Dry users. Swellow gives the core great speed, acts as a cleaner and breaks past physical walls for Pilo + Otter. I went with Jolly Samurott for this core, since getting the jump and KOing Lonely Shiftry, Ludicolo, Abomasnow, and Standard Skunk is really helpful in aiding a lategame Swellow clean up, and with Mystic Water you still do more damage than Adamant Lum. Overall a pretty standard, but very strong core.
 
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