Project OM Matchmaking - On Hiatus Until gen 9

a loser

I'm a loser, baby, so why don't you kill me?
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Chansey (F) @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Court Change
- Soft-Boiled
- Taunt
- Spikes

Nothing compliments a filthy stall mon like a teammate that is also a filthy stall mon. Chansey improofs this Eternatus with its massive special bulk and can out PP the imposter's Court Change to keep the horrible cycle of useless hazards going. Spikes lets you stack more hazards that will later be pounced on by cat inspired Dark-type pokemon donning boots.
Imposter Chansey can come in on various offensive and defensive opponents that Eternatus doesn't like, including but not limited to DGZ, Reshiram, Mewtwo, Seismitoad, Zama-C, and Zacian-C to scout their sets and keep Eternatus healthy enough to handle other threats.
 
Golisipod @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def 252 SpA / 252 SpD / 252 Spe
Adamant / Brave Nature
- U-Turn
- Spikes
- Spiky Shield / Obstruct / Scald
- Knock Off / Scald

PH Golisipod is a solid teammate for the listed Eternatus set as it takes on Ground and Ice weaknesses of Eternatus while Eternatus takes on Electric and Fire-types. Though Golisipod is slow, it is not passive, as it threatens opponents out with Scald, can pivot to your offensive teammates with a slow U-Turn, or set up spikes. Knock Off and Scald are both useful to wear down Magic Bounce Pokemon while you can easily set Spikes on Poison Heal pokemon trying to absorb those moves instead.
 

in the hills

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Thank you to most of you who submitted! The submissions are as follows:
:zamazenta-crowned: Quantum Tesseract with Ice Scales Zamazenta-Crowned
:darmanitan-zen: Flaming Deoxys with Fur Coat Darmanitan-Zen
:dedenne: cityscapes with Fur Coat Dedenne
:lunala: lph with Fur Coat Lunala
:chansey: a loser with Imposter Chansey
:golisopod: SuperSkylake with Poison Heal Golisopod
Voting closes 10/18. As always, you may vote if you have submitted as long as you don't vote for yourself.
1: Flaming Deoxys
2: lph
3: Super Skylake
 

in the hills

spreading confusion
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The winners this week are cityscapes in 1st, with Flaming Deoxys and lph tying for second. The final round of Matchmaking before DLC2 releases is Mix and Mega:
Week 6: Lucarionite Chandelure (Mix and Mega)
:ss/chandelure:
Chandelure @ Lucarionite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast / Flamethrower
- Shadow Ball
- Substitute​
You have until 10/23 to submit your idea for the best partner to Lucarionite Chandelure. As always reservations last for 24 hours so make sure to finish them in a timely manner.
 

drampa's grandpa

cannonball
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Terrakion @ Lopunnite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Swords Dance
- Stealth Rock

Terrakion forms a potent offensive core with Chandelure.
Terrakion can check and break Pokemon such as Tyranitar, Ampharosite Blissey, Lucarionite Terrakion, and Mandibuzz for Chandelure. Chandelure does the same to Mew, Slowbro, and Magearna for Terrakion. Terrakion also can absorb and benefit from Dark moves aimed at Chandelure thanks to Justified and smack Ghosts that try to get cocky and switch in and could potentially threaten Chandelure. Chandelure can help deal with the Fairy types that plague the metagame for Terrakion.

Any offensive Pokemon without hazards of its own likes Rocks support, and Chandelure is no different.

The core does stack some weaknesses, specifically Ground and Water, so it's wise to bring something that can deal with these mons. However this is an offensive core so you shouldn't worry about that too much. Partners who can help these two get in are appreciated, and generally momentum generators that can help these two smack the opposing team around to the maximum.

so yeh that's my submission hope I wasn't too off on the meta :blobwizard:
 

Eli

any?
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Urshifu @ Metagrossite
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Wicked Blow
- Poison Jab
- U-turn

pangoro deluxetm is a nice partner because it can go kill stuff like blissey and pex for the chandelier since both of them threaten it out. against blissey it just close combats, pex it forces recover with wicked blow. chandelure can take on things like arcanine and corvi for the panda better with its type combo also being good stab.
as a core, their typings complement each other well: fighting/dark is able to resist other ghost and dark moves, while fire/ghost resists fairy, and is immune to fighting, both of which panda is weak to.
they both punch a lot of holes into the other team on both the physical and special side against big threats like blissey, pex, and corviknight along with the ability to break arcanine in chandelure.
however, they can struggle with hippowdon, though a well played chandelure can make it struggle if it's set up already, but a corviknight partner can also help here if you want it.
 
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abriel

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this core is sus but don't fill out your reservations so i can get 3rd by default plz
:ss/necrozma-dusk-mane:
Necrozma-Dusk-Mane @ Leftovers/Weakness Policy/Rocky Helmet/whatever
Ability: Prism Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Sunsteel Strike
- Earthquake / Photon Geyser
- Morning Sun

An issue about Chandelure is its somewhat lacking speed. Dusk Mane can take on various faster attackers such as Zacian and Noivern based on typing alone, and after a DD it forces out several others such as Terrakion and Excadrill (moreso if you run Jolly, idk what Adamant is for tbh). Also while Chandelure wins the 1v1 vs Blissey (most definitely didn't forget about that when I reserved this, of course not) its nice to have a physical attacker that can check it so Blissey can't pivot for free on you. In return, Chandelure can check or counter several threats to Dusk Mane, such as Arcanine, Corviknight, Slowbro, Mew, and Volcarona. This core does have a glaring weakness to dark and ground types, but those weaknesses can be shored up offensively and defensively with the multitude of top-tier fighting, fairy, and water types. The core is also slow unboosted, so better speed control can be helpful as well.
 
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Gman

Stay kind, stay compassionate


Cobalion @ Lopunnite
Ability: Justified
EVs: 212 Atk / 44 Def / 252 Spe
Jolly Nature
- Volt Switch
- Close Combat
- Iron Head
- Stone Edge / Stealth Rock

Cobalion's niche over other Fighting- and Steel-types is its access to Volt Switch, which exploits the switches forced by its STABs to gain momentum. The 4th slot is flexible: Stealth Rock provides general utility, whereas Stone Edge is exclusively meant to punish Pinsirite Arcanine.
What Cobalion does for Chandelure:
  • Brings it in safely on the field against forced switches;
  • Revenge-kills offensive threats to Chandelure, such as Lucarionite Terrakion, Excadrill, Urshifu-S, Hydreigon, and Kyurem;
  • Pressures a few key defensive threats to Chandelure in Blissey and Rhyperior;
  • Can provide hazards, doesn't stack a weakness to rocks, and helps in keeping opposing rocks off the field by forcing out most rockers in the tier, like Terrakion, Rhyperior, and Clefable. Even Altarianite Hippo doesn't appreciate Iron Head;
  • Is a good switch-in to Dark-type moves (gaining +1 Atk before mega-evolving) and Rock-type moves. Cobalion isn't a switch-in to Urshifu-S and Lucarionite Terrakion, but it can force 50-50s if they are in against Chandelure;
  • Deters Pinsirite set-up: With the given Defense, it always survives Pinsirite Lucario & Arcanine's Extreme Speed at +2 after rocks. As such, with Stone Edge (a clean OHKO) it can stop Arcanine in its tracks even after 2 Howls, the SR variant providing more of a general, abstract nuisance to the dog. Furthermore, when facing Lucario, Cobalion forces it to either Close Combat or lose the 1v1, effectively deterring set-up.
What Chandelure does for Cobalion:
  • OHKOes or severely pressures most of its switch-ins (Mag, Mew, Corvi, Bro, Hippo, Defensive NDM, Heattom);
  • Absorbs Will-o-Wisps & switches into any predicted Fire-type move, especially before mega-evolving (Flash Fire boosted attacks will hurt);
  • Capitalizes on the gained momentum with Substitute;
  • Forces out Toxtricity, which could freely set up on Cobalion; resists its common Boombursts and can OHKO back, if Toxtricity has set up.
The core is very prone to Urshifu-R. Faster threats such as Noivern, Scarf Ditto, Dragapult, and Metagrossite Terrakion also bother it. Close Combat + Crunch Zacian can equally be a pain, especially if it wins the speed tie. Defensively, Toxapex and Sablenite Hippowdon & Mandibuzz wall the duo.
Sorry for writing too much ^^' Ty Hills for hosting this!! Keep loving MnM, everyone :blobnom:
 
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in the hills

spreading confusion
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Thank you to the few who submitted! I'm foregoing the voting stage this week due to the lack of motivation for DLC1 content and lack of submissions in general. Instead, all 4 who submitted will be going into the Hall of Fame! Thank you again.

On that note, we will be taking a two week hiatus so that metagames have time to settle with the DLC2 metagame. See you guys then with some exciting new content!
 

in the hills

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Week 7: Technician Weavile (Almost Any Ability)
:ss/weavile:

Weavile @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Ice Shard
- Knock Off
- Low Kick​

You have until 11/20 to submit your idea for the best partner to Technician Weavile. As always reservations last for 24 hours so make sure to finish them in a timely manner.
 

berry

what kind
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nov 16 11pm edit: well this aged poorly

unviable om boomer's take on gen 8 aaa
aka ff regen intim corvi
:ss/corviknight:
Corviknight @ Leftovers
Ability: Intimidate
Level: 99
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- U-turn
- Roost
- Hurricane
As a fast, heavy hitter that is weak to stealth rocks and a ton of common types like fairy and fighting, weavile requires a bulky defogger that is able to tank those types of attacks and has access to a slow uturn so it's able to get in and deal the most damage possible. Corvi fits this criteria perfectly as it is able to switch into priority users or scarfers that would be able to outpace weavile. Level 99 with 0- speed and 0ivs lets you underspeed other minspeed mons and uturn out into weavile after rocks have been cleared. The largest offensive threat I wanted to tackle was bulk up triage buzzwole. The series of events I saw here were: You get a KO with broken ass weavile, they switch in buzzwole, you switch your weav out into corvi because no sane player stays in and tries to attack there, they click bulk up because the switch was obvious, and they get intim'd and don't have the +1 atk boost anymore. From this point on, they take 3 turns to kill you (even more if they clicked drain instead of bulk up) while you get at least 2 chances to hit a hurricane and ohko them. 248 hp / 252+ def allows your corvi to live 3 unboosted 252+ LO drain punches after rocks with your lefties knocked (even more if they don't bulk).

they bulk on the switch:
252+ Atk Life Orb Buzzwole Drain Punch vs. Lvl 99 248 HP / 252+ Def Corviknight: 130-153 (32.9 - 38.7%) -- guaranteed 3HKO after Stealth Rock
you have 2 chances to click hurricane

they drain punch on switch
-1 252+ Atk Life Orb Buzzwole Drain Punch vs. Lvl 99 248 HP / 252+ Def Corviknight: 87-103 (22 - 26%) -- guaranteed 3HKO after Stealth Rock
you have at least 2 chances to click hurricane, potentially more if you have lefties and rocks aren't up or they continually low roll

Lvl 99 0 SpA Corviknight Hurricane vs. 248 HP / 8 SpD Buzzwole: 448-532 (107.4 - 127.5%) -- guaranteed OHKO
really only a 70% chance to kill because of meme hurricane accuracy, if you miss both idk what to tell you you just deserved to lose that game

alternate set if you don't want to worry about hurricane misses and you want to use yee yee ass air slash instead

Corviknight @ Leftovers
Ability: Intimidate
Level: 99
EVs: 128 HP / 252 Def / 124 SpA / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- U-turn
- Roost
- Air Slash

Lvl 99 124 SpA Corviknight Air Slash vs. 248 HP / 8 SpD Buzzwole: 376-448 (90.1 - 107.4%) -- 43.8% chance to OHKO
We only need to hit 90 damage because life orb attacks leave them at 90% after attacking

You give up a decent amount of bulk investing 124 into spatk, but all of the buzzwole calcs from above still apply, they're all still 3hkos. Air slash also gives you more pp to use if you end up in a pp stall war so I think it could be the better option, but it's debatable.
 
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Finally remembered to finish this.

:kommo-o:
Kommo-o @ Expert Belt
Ability: Galvanize
EVs: 4 Atk / 76 Def / 252 SpA / 176 Spe
Rash Nature
- Boomburst
- Stealth Rock
- Close Combat
- Clanging Scales

Copied the set that Atha posted as a partner for Lax, but you can probably run max speed max spa as well. Just run modest as the extra spa improves rolls substantially.

The idea between Galva Kommo + Weavile is quite similar to QT's idea, except it tries to enable Weavile by luring its checks instead of blanking them. With Buzzwole gone, bulky waters like Pex, Fini and Golisopod are pretty much the only thing consistently switching into Weavile. Kommo naturally checks golisopod due to typing, whereas Fini and Pex often stay in on kommo as non galvanize sets really cant hope to beat them 1v1. Thus you can quite easily lure the opposing team's Weavile switchin (sometimes even getting rocks up in the process as well, as Galva Kommo is a solid rocker in it's own right) after which you can just click buttons with weavile until the opposing team is dead.

Snorlax pairs quite well with these two mons as they tend to dislike Fairies of the triage variety (especially if Kommo-o can't kill them on the switch) as well as +1 Volcarona, which tend to get demolished by Lax's superior bulk and strong Facades.
 
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Gengar @ Black Sludge
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Hex
- Sludge Bomb
- Will-O-Wisp

With Buzzwole gone, Technician Weavile's switch-ins mostly fall into two categories: bulky Water-type Pokemon, such as Golisopod, Tapu Fini, and Suicune, and devoted physical walls, such as Avalugg and Dauntless Shield Mew. Gengar handily covers both of these categories. Thanks to Water Absorb and its excellent typing, Gengar can freely switch into Water-type attacks without falling prey to common options like Toxic, Moonblast, Close Combat or Leech Life. Many of these Water-type Pokemon also make use of Poison Heal, which Gengar can punish with Hex. As a powerful special attacker, it can force out the likes of Avalugg and Mew easily - a task aided by its Ghost-type granting it an immunity to Body Press. Between Nasty Plot, Will-o-Wisp, and Sludge Bomb's excellent poison chance, Gengar is able to annoy, weaken, or bypass many would be switchins, which the offensive teams Weavile is usually on appreciate. In return, Weavile blasts through checks like RegenVest Silvally and Mandibuzz, and can revenge kill faster threats with Choice Band Technician Ice Shard.

A core with Weavile and Gengar would benefit from slow pivots and checks to threatening Dark-tpe Pokemon such as Tyranitar and Incineroar. As such, this core pairs well with Pokemon like RegenVest Silvally-Electric, Corviknight, and Tapu Fini.
 
:excadrill:
Excadrill @ Leftovers
Ability: Water Absorb
EVs: 176 HP / 76 Atk / 132 SpD / 124 Spe
Jolly Nature
- Earthquake
- Toxic
- Sand Tomb
- Swords Dance

Weavile is always pretty hard to build around because it's a very polarizing and inconsistent Pokemon. Either the opponent has a Toxapex or a Tapu Fini (potentially a Golisopod but this one is less reliable) and it will struggle a lot to make any sort of breakthrough ; either the opponent doesn't have them (let's be realistic Avalugg is garbage and Mew isn't a Weavile check) and it will break holes.

I have the solution for you ! This Excadrill set comes in for free on both Tapu Fini and Toxapex after you hit them with a Triple Axel, and focuses specifically on trapping Tapu Fini with Sand Tomb and getting rid of it with the combination of Swords Dance + Earthquake, as Tapu Fini is by far the most dominant Weavile check right now.

If the opponent expects it (or just expects Water Absorb) and switches out to something that walls Excadrill, Toxic makes sure it hits Zapdos, Dauntless Shield Mew or stuff like Hippowdon/Palossand ; and Sand Tomb itself is pretty solid too because it prevents any kind of double switch as well as chipping any grounded opponent.

The Water immunity is also just a very good tool in general to prevent getting murdered by stuff like Barraskewda or Inteleon, as well as offensive Zapdos ; and the 3 immunities that this Pokemon has make it very pleasant to use and versatile, as a semi-check to Pokemon like Nihilego, Noivern, Zeraora, Archeops.

Don't ask me about the evs because I completely forgot what they do, but I remember I was pretty satisfied when I put them together so they can't be bad

Massive shoutouts to PandaDoux for the original idea
 
So I scrolled through the newly updated VA (check it out) and came to the conclusion that the only Weavile answer worth its salt is Fatboy Fini. With Buzzwole this just turned into a bait Fini thread, so here's my bait.

SUPER SERIOUS AND VIABLE CLOYSTER SET (not walled by toxapex)


Cloyster @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Liquidation
- Poison Jab
- Blizzard
- Shell Smash

"But what makes this set so good?" I hear you ask. Well, it's MIXED... which is a handy dandy way of getting past all the pesky Dhield mons that want to ruin your day.

>>>>> CHECK OUT THE CALCS OLD MAN >>>>>
+2 252+ Atk Life Orb Sheer Force Cloyster Poison Jab vs. 248 HP / 252+ Def Tapu Fini: 341-403 (99.4 - 117.4%) -- 93.8% chance to OHKO THAT'S 100 IF YOU BELIEVE
+2 252+ Atk Life Orb Sheer Force Cloyster Liquidation vs. 252 HP / 252+ Def Blissey: 754-889 (105.6 - 124.5%) -- guaranteed OHKO
+2 4 SpA Life Orb Sheer Force Cloyster Blizzard vs. 248 HP / 4 SpD Corviknight: 399-472 (100 - 118.2%) -- guaranteed OHKO oops, here goes the Dshield Corv, sorry berry
+2 4 SpA Life Orb Sheer Force Cloyster Blizzard vs. 248 HP / 0 SpD Mew: 351-413 (87 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock

Galv boom also good for Pex but less so and less fun
That is all, piece.
 
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Isaiah

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UM/OM Leader
:ss/Naganadel:
Naganadel @ Life Orb
Ability: Dragon's Maw
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Bomb
- Fire Blast / Spikes
- Draco Meteor
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 252+ SpD Snorlax: 550-647 (104.9 - 123.4%) -- guaranteed OHKO
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 252+ SpD Corviknight: 325-383 (81.2 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Milotic: 335-395 (85 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 252+ SpD Assault Vest Swampert: 419-493 (103.7 - 122%) -- guaranteed OHKO
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 4 SpD Blissey: 625-737 (87.5 - 103.2%) -- 25% chance to OHKO
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 248 HP / 8 SpD Eviolite Chansey: 516-608 (73.3 - 86.4%) -- guaranteed 2HKO after Stealth Rock
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 252+ SpD Ferrothorn: 264-311 (75 - 88.3%) -- guaranteed 2HKO
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 252+ SpD Heatran: 281-331 (72.7 - 85.7%) -- guaranteed 2HKO
+2 252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 248 HP / 252+ SpD Nihilego: 485-571 (115.2 - 135.6%) -- guaranteed OHKO

252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 4 SpD Toxapex: 298-352 (98 - 115.7%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Naganadel Sludge Bomb vs. 248 HP / 16 SpD Tapu Fini: 296-351 (86.2 - 102.3%) -- 87.5% chance to OHKO after Stealth Rock
252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 0 SpD Avalugg: 750-883 (190.3 - 224.1%) -- guaranteed OHKO
252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 252 HP / 0 SpD Suicune: 363-426 (89.8 - 105.4%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Dragon's Maw Naganadel Draco Meteor vs. 236 HP / 0 SpD Golisopod: 445-524 (127.1 - 149.7%) -- guaranteed OHKO


To give a little more context to Naganadel, it forces a ton of switchouts naturally because of its absurdly strong typing of Dragon/Poison, which gives it plenty of chances to either Nasty Plot or set up Spikes if it so wishes. Most of the premier spdef walls in the tier (even Blissey and Chansey!) are fake switchins because they can't exactly handle a Naganadel at +2, and even things like Unaware Chansey risk being poisoned by Sludge Bomb. That in combination with its comfortably high 375 speed stat makes it a near-ideal type of partner for Weavile.

I'll use some ideas from a different post I'm making that's currently in the works:

Why: There are some common ways to beat Weavile. You've got Prankster Pex, Pheal/Regen Fini and Golisopod, Dauntless Shield Avalugg (if you've ascended to the point where you still use this a lot), Pheal Suicune, and pretty much anything else that doesn't mind eating a knock off and subsequent triple axels. In almost every situation where the above pokemon has an opportunity to switch into a Weavile, Naganadel can be pivoted in and ohko every single one. This is significant because Weavile and Naganadel play off each other extremely well: The switches they force are countered by each other. Weavile threatens to blast through regenvesters/non-physically defensive mons with Knock Off and Triple Axel, while Naganadel threatens to blow them to smithereens given any kind of free turn. While it's true that a Weavile + Naganadel offensive core compounds a lot of weaknesses, the idea here is that the combination of high-powered Knock Offs to remove potential Eviolites (Chansey), Assault Vests, Heavy Duty Boots, and Leftovers together with insanely powerful Dracos doesn't leave much room for error on opposing teams trying to make predictive plays.

How: There are plenty of pivoting options in the meta currently:

Flip Turn: Swampert, Barraskewda, Milotic, Primarina - outside of Barraskewda which tends to offensively pivot using CB Primordial Sea Flip turns, the rest of these are all defensive pivots, which is significant for a couple of reasons. First, regenvest Swampert and Milotic sets enable switchins to a wide variety of special attackers, most of which can be ohkoed or heavily dented by Weavile + Naganadel. Next, flip turn actually does decent chip damage to most non-resists, which only aids those calcs you saw above. NOTE: Flip Turn mons get thrashed by Desolate Land, so don't expect it to be guaranteed

Teleport: Blissey, Chansey, Mew, Slowbro, Clefable - while obviously completely dumpstered by taunt, Teleport is a particularly valuable pivoting move because [unless used in the face of slower pokemon also using -6 priority moves] it generally guarantees that you will switch out last, which means you can bring in your breakers--in this case Weavile and Naganadel--relatively for free.

U-Turn: Not going to make a list here because there are eleventy-seven pokemon with access to these moves, but the general idea is that uturn is uniquely the only pivoting move that can't be stopped by an ability or taunt. Significance? This increases the likelihood that you'll be able to get in the aformentioned duo and wreak havoc on opposing teams.

Who: The biggest weaknesses that Weavile and Naganadel have are a glaring inability to deal with opposing dark-types and priority, as well as the awkwardness of the 120-130 speed tier not necessarily guaranteeing that they'll always outspeed things--especially in the face of scarfers. Viable partners are Tapu Fini [for opposing Weaviles/gets defog], Corviknight [a steel type that also resists Draco in theory/gets defog], Blissey/Chansey (regen/unaware variants deal with special setup sweepers/random scarfed Noivern), and a ground type/electric immunity/ so you don't get cooked by Zeraora at lead. Other than that, you will want to either be greedy and include a third offensive mon--preferably a scarfer/triage/priority mon--to lock down the speed control issue, or build a defensive core with your remaining slots that's tight enough to scout potential scarfers.

Specific scarfers to watch out for:
Victini (ohkos Weavile // ohkos Naga after rocks)
Noivern (While it fears ice shard, it can potentially cheese a boomburst on Weavile if you assume it's specs or something // cleanly ohkos Naga)
Genesect (U-Turn dunks on Weavile // Iron Head or Ice Beam can ohko depending on the set)
Blacephalon (Weavile ohkoed by Mind Blown // Naga can be ohkoed by Psyshock)
Zarude (only superhumans use scarfed Zarude, but it ohkos Weavile w/ Power Whip and sends Naga into oblivion with Lariat)
Terrakion (Close Combat/Stone Edge = dead pokemon)
Archeops (Head SMASHED)

All of that being said, at base I think that when using a mon like Weavile, ensuring that you maintain enough offensive pressure to prevent its checks from just coming in for the umpteenth time is essential, and Naganadel is more than qualified to accomplish that task. The biggest takeaway is that stacking type weaknesses isn't always a bad thing--sometimes raw damage amp can swing things in your favor anyway.
 
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Eli

any?
is a Battle Simulator Moderator
gamers i would NEVER be uninspired.

1605917151479.png


Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Thunder
- Roost
- Volt Switch

Nukes Fini (and Pex i guess), thats all you could ever need these days. Its ability also makes it decent as a Victini switch in for Weavile, since V-create is doused by Thunder Bird's rain, and it resists fighting, which Weavile very clearly isn't a fan of. It is also not gonna lose damage output from Scald burns, which is good for keeping Weavile strong.

252 SpA Zapdos Thunder vs. 248 HP / 0 SpD Tapu Fini: 278-330 (81 - 96.2%) -- 56.3% chance to OHKO after Stealth Rock

Weavile smacks up Zygarde for Zapdos with its strong ice stab, and outspeeds Naga then kills it as well, and can go in on Chansey with Knock Off, removing Eviolite
 

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Week 7: Technician Weavile (Almost Any Ability)
:ss/weavile:

Weavile @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Ice Shard
- Knock Off
- Low Kick​

You have until 11/20 to submit your idea for the best partner to Technician Weavile. As always reservations last for 24 hours so make sure to finish them in a timely manner.
My partner for Weavile is Magic Bounce Slowbro.

slowbro_by_joshuadunlop_dd9s1fh-350t.jpg

(source)

Slowbro @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Slack Off
- Teleport
- Scald
- Future Sight

Bounce Slowbro keeps Rocks off the field for Weavile, which can otherwise be extremely limited in how it comes in. Teleport also helps bring in Weavile safely letting you smash stuff. Future Sight synergizes well with Weavile, punishing Toxapex and Fighting types for trying to check Weavile, and forcing all defensive mons to take an extra hit.

Moves are fairly standard. Scald for burny STAB, recovery for not dying, and Teleport and Future Sight I already went into.

Rocky Helmet is here over Boots or some other more standard (I think) item to get extra chip on stuff like U-Turn helping Weavile break. This core needs help with Volcarona in particular and pivoting, especially U-Turn, in general.
 
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