Resource ORAS Good Cores (Check Post #714)

Status
Not open for further replies.
Non-scarf offensive tran is very good, although definitely slash toxic before earth power because taunt + toxic is so useful for defensive pokemon in general, and earth power only hits opposing tran.
Well for the use that he was using it for sorry if I didn't explain it that well lol I also agree with toxic
 
MGallade_ORAS.gif
469.gif
485.gif

Offensive Core Gallade+Megatran

Being the mon that has 10 points faster than medicham and gaining access to knock off hitting fat things like bro besides that megatran benifits with mega gallade really well Mega being able to take care of slowbro and mew. Being base 110 you have to risk a speed tie with gar and lati twins which is a annoyance that bothered me since every single time I try to beat the tie I lose it :[. I felt like tran was the best option beating other defensive trans 1v1 with earthpower. I dont have to much to say about the core. This core is really weak to mamoswine and scarfdrill which was countered by suicune which was supposed to be over tran just chose tran because it can pivot into mew and tran but thats just a little insight for support for this core. With a timid nature on tran I outspeed jolly maz speed azu and prevent azu from getting a belly drum and be able to taunt suicune before they get up a cm. I left Gallade with sub/zen since they are both reasonable choices sub blocks sucker mindgames with bisharp and you dodge status, zen lets you hit clefable and venusaur harder but I dont see those mons being a nuisance being that heatran walls both of those and mega kills once weakened. Tell me how it is.
Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Substitute/ Zen Headbutt

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Hidden Power [Ice]
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SpD / 40 Spe
Timid Nature
- Earth Power
- Stealth Rock
- Taunt
- Lava Plume
What purpose does Yanmega serve? You really didn't talk about it and it's an unconventional choice.
 
MGallade_ORAS.gif
469.gif
485.gif

Offensive Core Gallade+Megatran

Being the mon that has 10 points faster than medicham and gaining access to knock off hitting fat things like bro besides that megatran benifits with mega gallade really well Mega being able to take care of slowbro and mew. Being base 110 you have to risk a speed tie with gar and lati twins which is a annoyance that bothered me since every single time I try to beat the tie I lose it :[. I felt like tran was the best option beating other defensive trans 1v1 with earthpower. I dont have to much to say about the core. This core is really weak to mamoswine and scarfdrill which was countered by suicune which was supposed to be over tran just chose tran because it can pivot into mew and tran but thats just a little insight for support for this core. With a timid nature on tran I outspeed jolly maz speed azu and prevent azu from getting a belly drum and be able to taunt suicune before they get up a cm. I left Gallade with sub/zen since they are both reasonable choices sub blocks sucker mindgames with bisharp and you dodge status, zen lets you hit clefable and venusaur harder but I dont see those mons being a nuisance being that heatran walls both of those and mega kills once weakened. Tell me how it is.
Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Substitute/ Zen Headbutt

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Hidden Power [Ice]
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SpD / 40 Spe
Timid Nature
- Earth Power
- Stealth Rock
- Taunt
- Lava Plume
As far as Bugs go, I'd go for Choice Band Scizor, as that patches up your weakness to Mamoswine and ScarfDrill while also working well defensively with Heatran. Scizor's only weakness is to Fire, while Heatran gets Flash Fire, forcing your opponent to think twice before using Fire moves.
 
Offensive Core: Starmie + Keldeo
starmie.gif
keldeo.gif

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]

So I tried out laddering again since Greninja was banned and on paper I thought this core sounded really good, they both synergize very well together offensively, not so much defensively as the core is pretty weak to Azumarill, Talonflame and Mega Metagross and bulky grass types (not named Venusaur) in general

Anyway, Starmie deals with the pokemon that counter Keldeo and Keldeo deals with Starmie's counters. Starmie nails Mega Venusaur, Lati@s and can absorb a Twave from Thundurus and OHKO with Ice Beam (After prior damage) while Keldeo nails Pursuit trappers like Bisharp or TTar, aswell as other pokemon like Scizor, Ferrothorn or Chansey/Blissey who can shrug off Starmie's moves with somewhat ease. The double grass weakness can be patched up by using a bulky pokemon like Chesnaught or Heatran, but that makes the core even weaker to Azumarill.
Ehh... no. These two really dont have any good offensive or defensive synergy, I dont really see how they work together. They just make you weaker to strong electrics like Thundurus, Mega Manectric, and Raikou. The only thing that I guess it does is how keldeo handles bisharp and mega gyarados for starmie, but bisharp does not switch into an analytic boosted hydro pump (the better ability on LO starmie) and it can viably run thunderbolt for mega gyara if need be.
Offensive Core: Dugtrio + Sylveon

dugtrio.gif
sylveon.gif


Sylveon @ Choice Specs
Ability: Pixilate
EVs: 244 HP/252 SpA/12 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Baton Pass
- HP Fire

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk/4 SpA/252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Memento
- Sucker Punch/Stealth Rock

I've admittedly rather little to say here because the purpose of this core is incredibly simple. Mega Metagross and Mega Sableye are consistently argued to be the most centralizing things in OU post-greninja ban and Offensive teams can find it difficult to work around them -- this core aims to solve this with two Pokémon that are useful outside of being checks to those Pokémon and do not sacrifice your Mega Slot. Sylveon is an incredible boon to any team wanting to break stall; not only does it break through Mega Sableye with great ease, but it can also smash through other common physical walls such as Slowbro to allow it's physical team-mates such as Gallade, Bisharp, Pinsir etc. to start a sweep. It also utilizes Baton Pass well to give a safe, slow pivot into a set-up sweeper like those aforementioned. Dugtrio, meanwhile, has risen in prominence in the ORAS Metagame as a fantastic trapper alongside the likes of Mag and Goth. The Focus Sash set traps any non-agility Metagross and handily 2HKOs with Earthquake -- and if it takes a hit from Metagross on the switch or it's up against an Agility set, Memento is a very handy way to cripple it, or you may opt for Sucker Punch to deal with wittled down Metas (it does 28% minimum; but if you're desperate for a Meta check it may be a great option.)

This is admittedly the first time I've done this sort of thing and it was out of a desperate need for a check to both centralizing Megas for offensive teams that wouldn't compromise effectiveness nor your Mega Slot. Variations of this can of course be made with your Mega Slot - there are a few good Megas for taking down Metagross that do the job better than Dug - but in general I found this a good base. But of course, first time doing this and I'm not that brilliant with this meta; so feel free to criticize, change, or just tell me I'm a fuckin' idiot :U
Changes were discussed, adding - nice job.
Here's a good FWG core that I use:

gyarados-mega.gif

Bubble Man (Gyarados) (M) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Substitute / Taunt / Earthquake

talonflame.gif

Heat Man (Talonflame) (M) @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

serperior.gif

Snake Man (Serperior) (M) @ Life Orb
Ability: Contrary
Shiny: Yes
EVs: 12 Def / 252 SpA / 244 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain / Synthesis

These three Pokemon support each other really well.
Gyarados takes out Heatran and Talonflame, which the other two hate. Talonflame takes out Gallade, Ferrothorn, and Scizor. And Serperior takes out Rotom-W and can pull off a sweep after its checks and counters are taken out.
Nice job, adding.
MGallade_ORAS.gif
469.gif
485.gif

Offensive Core Gallade+Megatran

Being the mon that has 10 points faster than medicham and gaining access to knock off hitting fat things like bro besides that megatran benifits with mega gallade really well Mega being able to take care of slowbro and mew. Being base 110 you have to risk a speed tie with gar and lati twins which is a annoyance that bothered me since every single time I try to beat the tie I lose it :[. I felt like tran was the best option beating other defensive trans 1v1 with earthpower. I dont have to much to say about the core. This core is really weak to mamoswine and scarfdrill which was countered by suicune which was supposed to be over tran just chose tran because it can pivot into mew and tran but thats just a little insight for support for this core. With a timid nature on tran I outspeed jolly maz speed azu and prevent azu from getting a belly drum and be able to taunt suicune before they get up a cm. I left Gallade with sub/zen since they are both reasonable choices sub blocks sucker mindgames with bisharp and you dodge status, zen lets you hit clefable and venusaur harder but I dont see those mons being a nuisance being that heatran walls both of those and mega kills once weakened. Tell me how it is.
Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Substitute/ Zen Headbutt

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Hidden Power [Ice]
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SpD / 40 Spe
Timid Nature
- Earth Power
- Stealth Rock
- Taunt
- Lava Plume
Already explained why, rejecting.
Mega-Lopunny_ROZA.png
Heatran_XY_Sprite.gif

Offensive core Lopunny/Heatran
Personally, i found this core very viable because lopunny cleans extremely well in lategame, but she lacks immediate power and she needs hazards in order to get important kills, such as on tios after two switchins on the rocks:
252 Atk Mega Lopunny Return vs. 0 HP / 0 Def Latios: 208-246 (69.5 - 82.2%) -- guaranteed 2HKO after Stealth Rock
Heatran is here to block flying spam, set hazards, forcing out tios (w/o eq obv), help lopunny to hit mega scizor, metagross before the mega evolution, switch in on wow getting flash fire boost and stallbreak, creating free switchins for the rabbit who still has a reasonable bulk, but can't really switch in on a lot of moves.
Since this core is pretty weak to fight, i suggest as third member scarf Landorus-T that can u-turn guaranteeing other momentum to our fantastic cleaner.

Sets:

Mega-Lopunny_ROZA.png

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Fake Out
- High Jump Kick
- Ice Punch




Heatran_XY_Sprite.gif

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Fire Blast
- Stealth Rock
- Taunt
- Earth Power
Slash Leftovers with Balloon, and Toxic with Earth Power, and I'll add it.
Nice job everyone.

AM Any update on those defensive cores you said you'd post? I agree, that section is really lacking.
 
At the moment no due to being busy but I'll get back with that sooner or later.

Edit: More than likely the weekend when I'm more free.
 
Last edited:
Thanks for adding my core boltsandbombers!
I didn't mention this, but for this core to work, it is ABSOLUTELY IMPERATIVE to nickname those 3 the same thing I did as well as making them shiny. Your opponent might appreciate the added flare and give you the match.
 
Yeah sorry pi3rate I really don't get that core at all.
At the very minimum, yanmega needs hazard removal; and pairing it with mega Gallade just makes you weaker to talonflame. Idk if yanmega is even viable tbh.
I honestly thought I explained to what Yanmega can help with Gallade its a pretty basic ho core with gallade being walled by psychics which buzz ohkos whats mostly out there slowbro,latias and killing things like dnite and lando after rocks. Being bird spam weak tran dealt with talonflame which also got its roll filled by suicune. Yanmega doesnt serve a purpose in ou except having speed boost having the same purpose as a scarf mon it isnt the best mon in this slot compared to something like banded scizor but it is a mon that has its own niche compared to standard mons. To fix the weakness in the core suicune is probably the only mon I can think of that beats most of the threats I listed. If its still viable Ill be leaving the same below.
475-m.png
469.png
245.png

Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Substitute

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Hidden Power [Ice]
- Protect

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk
 
I honestly thought I explained to what Yanmega can help with Gallade its a pretty basic ho core with gallade being walled by psychics which buzz ohkos whats mostly out there slowbro,latias and killing things like dnite and lando after rocks. Being bird spam weak tran dealt with talonflame which also got its roll filled by suicune. Yanmega doesnt serve a purpose in ou except having speed boost having the same purpose as a scarf mon it isnt the best mon in this slot compared to something like banded scizor but it is a mon that has its own niche compared to standard mons. To fix the weakness in the core suicune is probably the only mon I can think of that beats most of the threats I listed. If its still viable Ill be leaving the same below.
475-m.png
469.png
245.png

Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Close Combat
- Substitute

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Bug Buzz
- Hidden Power [Ice]
- Protect

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk
I think everyone can agree that Yanmega was the weakest link, not Heatran. Scizor and Bisharp both take out Psychic types more efficiently.
 
latias.png
heatran.png

Defensive core, Latias/Heatran

These two provide a whole ton of defensive synergy, in addition to utility such as status abosrbtion, hazard control and phazing. Between the two, they resist almost everything - Heatran may have lost its dark resistance (a key aspect of this core in previous generations), but it gained a fairy resistance which is huge in the current metagame. Heatran is weak to fighting, water and ground, which Latias is either immune to or resists, whereas Latias is weak to bug, ice, fairy - Heatran resists all these x4 - along with dragon, which it resists too. Latias is hit super effective by dark and ghost types, which Heatran doesn't resist, but your team can easily remedy this by including an appropriate partner. Heatran also provides a neat x4 grass weakness, meaning Serperior can't touch it if it isn't running an appropriate Hidden Power.

This core has many other benefits beyond virtue of their typing. Heatran provides Stealth Rocks, which is always useful if not mandatory, and Latias provides Defog, which is extremely strong. Latias has the added benefit of being immune to Spikes/Toxic Spikes, meaning she can clear these for Heatran and her teammates without taking any damage. Heatran provides Roar, which is very useful given the popularity of boosting sweepers at the moment.

This core handles many top-tier threats, including, but not limited to; Clefable, Lopunny, Scizor, Lando-T (scarfed anyhow), Talonflame, Keldeo, opposing Heatran, Thundurus, Gardevoir, Venusaur, Excadrill, opposing Latias/Latios and M-Sceptile (but to name A-tier threats). It has trouble with certain Pokemon; non-scarfed Lando-T can be a pretty big deal, as U-Turns hurts Latias/Earthquake Heatran, but Latias can always smack is with a Draco Meteor if it switches into rocks. M-Heracross is a big threat to this core, OHKOing (but not outspeeding) both members. M-Gyarados can also be problematic, as are Pursuit variants of M-Metagross, but the number of threats this core covers far outweighs those it is threatened by.

Appropriate partners would include a strong physical wall, who can take on the likes of Heracross, Metagross and Gyarados. Skarmory jumps to mind, providing Spikes in addition to covering these threats, whilst Talonflame makes a decent offensive partner, taking on Heracross and Metagross.

Unsure on how to format the sets, but here they are;

Latias @ Life Orb
Ability: Levitate
EVs: 160 HP / 96 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Thunderbolt
- Roost

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock
 
altaria-mega.gif
slowbro.gif
heatran.gif

Hi guys, i'm here again to show this fantastic defensive core, that's very good imo in ORAS stall.


First, Mega Altaria has an amazing typing, with only 4 weaknesses, a lot of resistance and dragon immunity, and with this set is capable to heal his mates and himself with Heal Bell and Roost, dealing a lot of neutral damage with STAB Pixielate Hyper Voice, and hitting hard ferrothorn with Fblast; 76 SDef to avoid the clean 2hko from LO Thundy Hp Ice, max hp, and the leftovers in Def.
BUT, she sucks against steel, and one of the best steel resistor is Slowbro, that also resist ice: he can enter for example on Excadrill, throwing a scald burning sb or just slack off without problems. He's also a check to scarflando-t, the real MVP of this meta.
Than Heatran protect the other guys to fairy spam, providing also the sr support and roar to destroy setuppers. Azu could be a problem to tran but we have a Slowbro.

Sets
Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 184 Def / 76 SpD
Bold Nature
- Hyper Voice
- Fire Blast
- Heal Bell
- Roost

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Thunder Wave
- Scald
- Psyshock

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Toxic
 
[URL='http://es.pokemon.wikia.com/wiki/Archivo:Dugtrio_XY.gif'][URL='http://blog.livedoor.jp/wettendass/archives/1017223657.html'][/URL][/URL]
excited eagle (Pidgeot) @ Pidgeotite
Ability: Keen Eye
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hurricane
- U-turn
- Heat Wave
- Hidden Power [Grass]

smug snake (Serperior) @ Life Orb
Ability: Contrary
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Knock Off
- Dragon Pulse

muscular mole (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Stealth Rock
- Memento
- Reversal

alright, so this core is built on the premise of fuck heatran, so we have duggy to exterminate the bugger. pidgeot has uturn to give free switches into duggy/anything else on the team if the opponent is scared to switch in heatran. serperior here makes chansey easier to break via knock off, and doesnt need HP fire because pidgeot has heat wave to beat ferro/zor/etc. dugtrio here has stealth rock, which enables me to dodge the problem of having to set them vs mega sableye completely. reversal and 21 HP evs ensure that it will be at 1 HP after 2 seismic tosses, which allows it to weaken chansey to the point where it cant counter pidgeot/snake any more. the wacky EVs on serp allow it to outspeed base 110s.
 

excited eagle (Pidgeot) @ Pidgeotite
Ability: Keen Eye
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hurricane
- U-turn
- Heat Wave
- Hidden Power [Grass]

smug snake (Serperior) @ Life Orb
Ability: Contrary
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Knock Off
- Dragon Pulse

muscular mole (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Stealth Rock
- Memento
- Reversal

alright, so this core is built on the premise of fuck heatran, so we have duggy to exterminate the bugger. pidgeot has uturn to give free switches into duggy/anything else on the team if the opponent is scared to switch in heatran. serperior here makes chansey easier to break via knock off, and doesnt need HP fire because pidgeot has heat wave to beat ferro/zor/etc. dugtrio here has stealth rock, which enables me to dodge the problem of having to set them vs mega sableye completely. reversal and 21 HP evs ensure that it will be at 1 HP after 2 seismic tosses, which allows it to weaken chansey to the point where it cant counter pidgeot/snake any more. the wacky EVs on serp allow it to outspeed base 110s.

Is it not worth adding another 8 EVs into speed to outspend Thundurus? I doubt you stand much to gain from the extra HP anyway.
 
I suggest Timid>Naive nature on Pidgeot, U-Turn is here just to grab momentum and not to hit, btw it's classic but effective^^
 
metagross-mega.gif


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Earthquake

cresselia.gif


Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Moonlight
- Thunder Wave
- Lunar Dance


I've grown on this core a lot. It's very basic, but that's why I like it so much and I find it's quite easy to fit on a team without a mega, and it works well with Volt-Turn too.

The idea of the core is that you give Metagross a second life. Most teams I've encountered can counter Megagross once, but when Metagross is statused, badly hurt, and useless, Cresselia can come in and give it another life and Metagross can power through a weakened team.

Cresselia is very bulky on both sides, but I chose to go with physical bulk to pair well with Landorus-T. Cresselia is bulky enough to go either way, so the EV spread can be changed as you see fit. The speed EV's are to outspeed Rotom-W with 44 speed EV's, and hit it with Toxic, or heal with Moonlight before it volt switches out. Cresselia goes with double status to weaken fast attackers, and walls that can't hurt it so much. Toxic is great against Rotom and Manectric, as well as Lando-T, while Thunder Wave is great against other Metagross, Charizards, among others.

The Metagross set is pretty self-explanatory. There are the two main STAB options, Ice Punch for Landorus T, and Earthquake for Heatran. The last slot can be changed to the team's liking, be it Hammer Arm, Bullet Punch, Grass Knot, and other lovely moves.
 
metagross-mega.gif


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Earthquake

cresselia.gif


Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Toxic
- Moonlight
- Thunder Wave
- Lunar Dance


I've grown on this core a lot. It's very basic, but that's why I like it so much and I find it's quite easy to fit on a team without a mega, and it works well with Volt-Turn too.

The idea of the core is that you give Metagross a second life. Most teams I've encountered can counter Megagross once, but when Metagross is statused, badly hurt, and useless, Cresselia can come in and give it another life and Metagross can power through a weakened team.

Cresselia is very bulky on both sides, but I chose to go with physical bulk to pair well with Landorus-T. Cresselia is bulky enough to go either way, so the EV spread can be changed as you see fit. The speed EV's are to outspeed Rotom-W with 44 speed EV's, and hit it with Toxic, or heal with Moonlight before it volt switches out. Cresselia goes with double status to weaken fast attackers, and walls that can't hurt it so much. Toxic is great against Rotom and Manectric, as well as Lando-T, while Thunder Wave is great against other Metagross, Charizards, among others.

The Metagross set is pretty self-explanatory. There are the two main STAB options, Ice Punch for Landorus T, and Earthquake for Heatran. The last slot can be changed to the team's liking, be it Hammer Arm, Bullet Punch, Grass Knot, and other lovely moves.
Honestly, I'm not really a big fan of this core. Cresselia really doesn't do anything for mega metagross other than lunar dance support. I would almost always use latias first, due to it's offensive presence + healing wish. Cresselia is such a momentum killer at times, and both latias and cresselia have bad synergy with mega gross.
Also, hammer arm is almost always better than earthquake on megagross. Hammer arm 2HKOes air balloon heatran, ferrothorn, and beats non counter skarmory. The only thing that earthquake hits is opposing mega metagross and the extremely rare doublade. Cresselia easily handles mega metagross anyways, and neuters it with thunder wave.'

sorry for double posting
 
Well I mean thund is just going to paralyze you anyways with t-wave which has priority.

I was specifically referring to NP+3 attack/mixed attack variants, who you could probably OHKO after a boost if they come in on rocks. The potential to do so is worth the measly 2HP you'd lose.
 
Status
Not open for further replies.
Back
Top