Project ORAS OU Core-Building Competition (Round 12 - Setup Spam - Results)

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Dr Ciel

Banned deucer.
Reserving Alomomola - Amoonguss - Heatran



Here's a defensive Regenerator core that can wall a good majority of the metagame thanks to fantastic synergy between them and an (obviously) powerful Regenerator core. Alomomola is an insanely bulky Water type that can support the core with Wish & can cripple Pokemon that rely on their items such as Chansey and Gliscor with Knock Off if she chooses to run it. Amoonguss checks the powerful Grass and Electric types that threaten Alomomola such as Thundurus, Mega Manectric, Celebi, and others. Amoonguss can also incapacitate threatening Pokemon with Spore along with shutting down set up sweepers with Clear Smog. Heatran rounds out the core by providing a plethora of resistances while also preventing Entry hazards from being set up & prevents Clerics from doing their job with Taunt. In addition, Heatran gives valuable Stealth Rock support, gradually wearing the opponent's team.

Alomomola @ Leftovers / Rocky Helmet
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic / Knock Off
- Scald

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
 
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Physical Tyranitar

formerly Marquis of Blaze
Amoonguss + Tornadus-Therian + Mega Charizard X

This is a defensively-oriented core that involves Bulky Mega Charizard X. Amoonguss is a fat, nice defensive Pokemon that takes care of Water Types that are capable of hurting Tornadus-Therian and Mega Charizard X, like Slowbro and Manaphy. Tornadus-Therian is a great pivot that no only provides decent offensive momentum, but also allows the core to survive heavy special beatings. Mega Charizard X provides the core with Will'O'Wisp, which can hurt physical wallbreakers that this team is especially weak to.

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Earthquake
 

Infernal

Banned deucer.


Sub BP Lop + Wish Alom + Specs Reun

The idea behind this core is to abuse Mega Lop and Specs Reun. Bulky ground types like Hippo, Chomp, and Lando-T are common responses to Mega Lop. This is where Specs Reun comes in. If you find the opportunity to use Future Sight prior to bringing Mega Lop in, those grounds are going to be much more hesitant to come in on Lop's attacks since Future Sight + Return will put them to rest. Sadly, Future Sight is an invitation for dark types like Weavile, Tyranitar, and Bisharp to come in for free. Bulky steel types like Heatran and Ferrothorn can also take the attack well. Mega Lop comes in handy here, taking advantage of their presence and threatening to switch in as they come to take a Future Sight. In return, Reuniclus threatens several troublesome defensive Pokemon for Mega Lopunny, like Mega Venusaur and Slowbro.

Alomomola is mainly here for its bulk and ability to pivot into the Pokemon Reu + Lop don't want to take attacks from, while threatening to poison them. Examples include Charizard-X and Specs Keldeo's Hydro Pump. It can also comfortably handle the likes of Weavile, which Reuniclus often invites in and Lopunny can't directly switch into. Although it's harder to pull off in practice, Alomomola can pass beefy Wishes to the other core members. For example, Mega Venusaur often comes in as you use Wish, letting you switch to Reuniclus, heal up, and work from there.

Other small things to mention are how Lop provides speed to an otherwise slow core, and possible free switch ins to the other core members with BP and Sub.
Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Substitute
- Baton Pass

Reuniclus @ Choice Specs
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Psychic
- Shadow Ball
- Focus Blast

Alomomola @ Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald
 

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus


If this is too similar to gamer boy's core, then I apologize, but I feel that this is slightly different due to the variation in Slowbro's set (and by obviously being a mega). I have been testing around with these three and they have been performing very well. The premise of this core is to break down the opposing team in order to prepare for a Slowbro sweep. With the given physical bulk, Slowbro is able to pivot around and sponge Knock Offs from various mons (Well, besides Bisharp and Weavile...) without the fear of taking too much damage, as both Tangrowth and Magnezone absolutely hate losing their items. This is the basic Assault Vest Tangrowth set, which helps check other Grass and Water types which may give trouble Slowbro and halt it from setting up such as Serperior or Energy Ball Manaphy, while also being able to check other Ground types along with the help of Slowbro as Tangrowth has Leaf Storm and Hidden Power Ice (for Chomp and Lando). It also makes a good answer to electric mons such as Mega Manectric which can easily dispatch of Slowbro. So Tangrowth and Slowbro help weaken each others checks, but what is Magnezone doing?

With the given movesets for Tangrowth and Slowbro, it is apparent that these two have issues with steel types, mainly Ferrothorn and Skarmory. Ferrothorn simply walls Slowbro and gives it no opportunity to set up, while Skarmory walls this specific Tangrowth set and also deters Slowbro from setting up with Whirlwind. Magnezone takes care of these two with relative ease while also assisting Tangrowth in taking care of Water types with relative ease. Overall I really like how these three pokemon work together, as they do a very good job of achieving the ultimate goal - Allowing Slowbro to mega evolve once ots checks have been taken care of in order to win games in glorious fashion as he laughs at the opponents futile attempts to hurt him. :toast:

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Earthquake
- Knock Off
- Hidden Power [Ice]

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
 
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Voting time! As usual voting will end in 2 days and you can vote for one or two cores. Thanks again for all contributions and good luck, some really nice cores this week :)


Core 1

Slowbro+Amoonguss+Mega Charizard X
Idea: this is a fairly straightforward defensive FWG core. Slowbro's psychic typing allows it to soak up other psychic attacks directed at amoonguss. amoonguss is a hard stop to azu and numerous other waters. if you have any comments, feel free to let me know!
Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Earthquake

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Psyshock

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog


Core 2
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Bold Nature
- Scald
- Thunder Wave
- Fire Blast
- Slack Off

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Ice]

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 64 Atk / 192 SpA / 252 Spe
Hasty / Naive Nature
- Hurricane
- U-turn
- Superpower
- Iron Tail
Credit to KidMagic for the TangBro base

If two regen mons aren't enough, why not run three? Slowbro's good physical bulk allows it to take on Talonflame (something this core struggles with) reliably while also taking hits from steels not called Magnezone/Magneton/Scizor to good effect (namely Mega Metagross). It is EV'd to take 2 Grass Knots from naive Mega Metagross after SR if its Leftovers are still in-tact, and has Fire Blast so that it can take advantage of said defensive investment. In addition, this allows it to lure and KO Ferrothorn, who is... ahem... a thorn in this core's side. Tagnrowth is this core's best answer to electrics and is capable of luring Heatran with Earthquake. Hidden Power Ice is used so that its not a complete sitting duck when its used to check the 4x-weak Ground-types. Finally, Tornadus-T has Superpower and Iron Tail to better take on Chansey and Clefable, respectively. The EVs guarantee the 2HKO on analysis CM Clef because there is no point EVing for PhysDef considering that Hurricane 2HKOs anyway.


Core 3
Here's a defensive Regenerator core that can wall a good majority of the metagame thanks to fantastic synergy between them and an (obviously) powerful Regenerator core. Alomomola is an insanely bulky Water type that can support the core with Wish & can cripple Pokemon that rely on their items such as Chansey and Gliscor with Knock Off if she chooses to run it. Amoonguss checks the powerful Grass and Electric types that threaten Alomomola such as Thundurus, Mega Manectric, Celebi, and others. Amoonguss can also incapacitate threatening Pokemon with Spore along with shutting down set up sweepers with Clear Smog. Heatran rounds out the core by providing a plethora of resistances while also preventing Entry hazards from being set up & prevents Clerics from doing their job with Taunt. In addition, Heatran gives valuable Stealth Rock support, gradually wearing the opponent's team.
Alomomola @ Leftovers / Rocky Helmet
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic / Knock Off
- Scald

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock


Core 4
This is a defensively-oriented core that involves Bulky Mega Charizard X. Amoonguss is a fat, nice defensive Pokemon that takes care of Water Types that are capable of hurting Tornadus-Therian and Mega Charizard X, like Slowbro and Manaphy. Tornadus-Therian is a great pivot that no only provides decent offensive momentum, but also allows the core to survive heavy special beatings. Mega Charizard X provides the core with Will'O'Wisp, which can hurt physical wallbreakers that this team is especially weak to.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Earthquake


Core 5
The idea behind this core is to abuse Mega Lop and Specs Reun. Bulky ground types like Hippo, Chomp, and Lando-T are common responses to Mega Lop. This is where Specs Reun comes in. If you find the opportunity to use Future Sight prior to bringing Mega Lop in, those grounds are going to be much more hesitant to come in on Lop's attacks since Future Sight + Return will put them to rest. Sadly, Future Sight is an invitation for dark types like Weavile, Tyranitar, and Bisharp to come in for free. Bulky steel types like Heatran and Ferrothorn can also take the attack well. Mega Lop comes in handy here, taking advantage of their presence and threatening to switch in as they come to take a Future Sight. In return, Reuniclus threatens several troublesome defensive Pokemon for Mega Lopunny, like Mega Venusaur and Slowbro.

Alomomola is mainly here for its bulk and ability to pivot into the Pokemon Reu + Lop don't want to take attacks from, while threatening to poison them. Examples include Charizard-X and Specs Keldeo's Hydro Pump. It can also comfortably handle the likes of Weavile, which Reuniclus often invites in and Lopunny can't directly switch into. Although it's harder to pull off in practice, Alomomola can pass beefy Wishes to the other core members. For example, Mega Venusaur often comes in as you use Wish, letting you switch to Reuniclus, heal up, and work from there.

Other small things to mention are how Lop provides speed to an otherwise slow core, and possible free switch ins to the other core members with BP and Sub.
Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Substitute
- Baton Pass

Reuniclus @ Choice Specs
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Psychic
- Shadow Ball
- Focus Blast

Alomomola @ Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald


Core 6
If this is too similar to gamer boy's core, then I apologize, but I feel that this is slightly different due to the variation in Slowbro's set (and by obviously being a mega). I have been testing around with these three and they have been performing very well. The premise of this core is to break down the opposing team in order to prepare for a Slowbro sweep. With the given physical bulk, Slowbro is able to pivot around and sponge Knock Offs from various mons (Well, besides Bisharp and Weavile...) without the fear of taking too much damage, as both Tangrowth and Magnezone absolutely hate losing their items. This is the basic Assault Vest Tangrowth set, which helps check other Grass and Water types which may give trouble Slowbro and halt it from setting up such as Serperior or Energy Ball Manaphy, while also being able to check other Ground types along with the help of Slowbro as Tangrowth has Leaf Storm and Hidden Power Ice (for Chomp and Lando). It also makes a good answer to electric mons such as Mega Manectric which can easily dispatch of Slowbro. So Tangrowth and Slowbro help weaken each others checks, but what is Magnezone doing?

With the given movesets for Tangrowth and Slowbro, it is apparent that these two have issues with steel types, mainly Ferrothorn and Skarmory. Ferrothorn simply walls Slowbro and gives it no opportunity to set up, while Skarmory walls this specific Tangrowth set and also deters Slowbro from setting up with Whirlwind. Magnezone takes care of these two with relative ease while also assisting Tangrowth in taking care of Water types with relative ease. Overall I really like how these three pokemon work together, as they do a very good job of achieving the ultimate goal - Allowing Slowbro to mega evolve once ots checks have been taken care of in order to win games in glorious fashion as he laughs at the opponents futile attempts to hurt him. :toast:
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Earthquake
- Knock Off
- Hidden Power [Ice]

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
 
This week's winner is Physical Tyranitar with CharX balance. Runner up is a tie, Dr Ciel with Alo/Amoon/Tran semistall and Infernal with Reun/M-Lop balance. Congratulations to all! Special mention to Infernal who has entered the hall of fame 3 weeks running. Thanks again to everyone for your contributions :)
Core 1:
Core 2: 1
Core 3: 4
Core 4: 8
Core 5: 4
Core 6: 3


This week's theme will be:
Fairy-Steel-Dragon!
Core must have one fairy, one steel, and one dragon type.


Nice broad theme with lots of different options this week. Another classic type core, probably the most used after fire-water-grass, with a really solid offensive and defensive synergy.
 
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So this is a cool core. Offensive Mega Scizor is really good in this Meta as of now. So Azumarill can take care of bulky grounds that trouble Scizor through its STAB's alone while also functioning as a breaker for Mega Scizor to clean up after. Latios finishes the core while working as an essential member to check the likes of Mega Manectric who really threatens the other two a lot, while also working as a secondary breaker. Really solid core.
Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Superpower

Azumarill @ Choice Band
Ability: Huge Power
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
 

Infernal

Banned deucer.


The two garde's teaming up!

Wanted to give Zygarde a try. Although it faces competition from other DDers and Garchomp, Zygarde has some differentiating traits. The main one is bulk. 108/121/95 defenses make it really sturdy. This gives Zygarde an easier time boosting against the likes of Slowbro when using Lum Berry, and cushions the damage taken from priority. To give you an example of how bulky this thing is, 4/0 Zygarde can't be killed by Ice Shard coming from Weavile (75.4 - 91.6%) and Mamoswine (82.6 - 97.2%). Other dragons like offensive Garchomp can't claim the same. The bulk also helps against LO Excadrill, a common revenge killer to many DDers. Access to Extreme Speed also separates Zygarde from its competitors, providing a way to bypass Brave Bird, Ice Shard, and pick some Pokemon off without having to lock yourself into Outrage once they're weakened enough. This all aside, Zygarde still has issues, and this core attempts to address them.

Zygarde has trouble breaking through steels like Skarmory and Mega Scizor. Stall and bulky teams in general also give Zygarde a hard time, as they usually contain physical walls sturdy enough to not care about its attacks. That's where Mega Gardevoir comes in, luring in steels with Will-O-Wisp and threatening the archetypes Zygarde is incapable of breaking. Overall, Mega Gardevoir's firepower and luring capabilities help soften things up for Zygarde later on in the game when a chance to potentially sweep presents itself.

Dragon + Fairy + Steel cores need good coverage over steels types. These cores don't want to be taken advantage of by things like Skarmory and Ferrothorn, and need reliable responses to them and others like Mega Scizor. Heatran fulfills this role, scaring away those steels and providing a way to handle +1 Clefable, who annoys this core and Dragon + Fairy + Steel builds in general. Further, Heatran gives this core a sturdy dragon resistance. This is crucial because Mega Gardevoir is too frail to handle things like Latios consistently, and because Zygarde invites Draco Meteors often. Heatran rounds things off by giving the core a SR setter. This is useful because most teams use a ground for the role, and with Zygarde the ground slot is already used up. Keeping Pokemon like Talonflame and Serperior from getting out of control is also nice.
Zygarde @ Lum Berry
Ability: Aura Break
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Outrage
- Extreme Speed

EVs make you faster than Lopunny and Manectric after a DD. You are also faster than Adamant Excadrill after two DDs. This is useful because if you're at +1 and Excadrill comes in trying to do some damage, you take EQ comfortably and can DD again to make yourself more threatening.

Stone Edge is an option over ES if you'd prefer killing several flying types like Torn-T without locking yourself into Outrage, but the priority is really helpful. LO is also possible if you prefer more power, but circumventing burns and confusion is important.

Gardevoir
@ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

Heatran
@ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

Klefki @ Leftovers / Sitrus Berry
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
KlefZard is a nice core that utilises Klefki's typing and ability to set up spikes to bolster Charizard's potential. Flash Canon is used to allow Klefki to deal huge damage to mega diancie that try to reflect its spikes (mr-->flash 1v1s epower vars and im too lazy to check hp fire damage), and the choice of Sitrus v.s. Lefties depends if you want to improve the lead/offense matchup or the balance matchup.
 
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My submission & bump for the weekend crew. There's a ton of options available this week, surely we can get more than 4 cores ;p

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Fire

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Nice core, basically Magnezone traps and removes the mons which wall/threaten the other two and then Diancie breaks down Dragonite's other checks for it to clean.

Magnezone traps and removes bulky steels such as Ferrothorn, Skarmory and Scizor which threaten the other two, threatens fairy and ice types with STAB flash cannon which can be a problem for dragonite, thunderbolt for the likes of Azumarill who is also really threatening to the core and has volt switch to keep momentum. Diancie acts as wallbreaker, weakening opponents for Dragonite to sweep more easily, magic bounce deters hazards to keep multiscale intact, and checks problem dragons such as CharX and the likes of Talonflame and Weavile. Also has immediate speed and power to make up for Dragonite's slow initial speed, and is fast enough to clean up.
The core also has a great defensive synergy as they cover all of each other's weaknesses perfectly - dragonite resists fighting fire water grass and ground, magnezone resists rock ice dragon fairy grass and steel, diancie resists fire and dragon (between the three, ghost is the only unresisted type). Both Diancie and Magnezone can lure ground type attacks to give dragonite a free switch-in.
 
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I'd like to post Garchomp+Gardevoir+Heatran


sets
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge/ Hidden Power ice
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Hyper Voice
- Will-O-Wisp/cm
- Wish
- Protect

description
This core's nothing extraordinarly original, but basically RH Garchomp eats most strong physical attackers, phases, and sets up SR. Gardevoir can neuter physical attackers with wisp, and even uninvested hits very hard. It can also pass wishes to Garchomp and heatran, neither of which have built in recovery. Heatran is there to absorb any ice type moves aimed at garchomp, special steel type moves aimed at Gardevoir, etc. I decided to go with a more offensive spread to hit opposing heatran and talonflames.
 
Voting time. Thanks again to all the submissions this week, I really appreciate the effort :) as usual voting ends in 2 days and you can vote for one or two cores. Good luck!

Core 1
So this is a cool core. Offensive Mega Scizor is really good in this Meta as of now. So Azumarill can take care of bulky grounds that trouble Scizor through its STAB's alone while also functioning as a breaker for Mega Scizor to clean up after. Latios finishes the core while working as an essential member to check the likes of Mega Manectric who really threatens the other two a lot, while also working as a secondary breaker. Really solid core.
Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Superpower

Azumarill @ Choice Band
Ability: Huge Power
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog


Core 2
Wanted to give Zygarde a try. Although it faces competition from other DDers and Garchomp, Zygarde has some differentiating traits. The main one is bulk. 108/121/95 defenses make it really sturdy. This gives Zygarde an easier time boosting against the likes of Slowbro when using Lum Berry, and cushions the damage taken from priority. To give you an example of how bulky this thing is, 4/0 Zygarde can't be killed by Ice Shard coming from Weavile (75.4 - 91.6%) and Mamoswine (82.6 - 97.2%). Other dragons like offensive Garchomp can't claim the same. The bulk also helps against LO Excadrill, a common revenge killer to many DDers. Access to Extreme Speed also separates Zygarde from its competitors, providing a way to bypass Brave Bird, Ice Shard, and pick some Pokemon off without having to lock yourself into Outrage once they're weakened enough. This all aside, Zygarde still has issues, and this core attempts to address them.

Zygarde has trouble breaking through steels like Skarmory and Mega Scizor. Stall and bulky teams in general also give Zygarde a hard time, as they usually contain physical walls sturdy enough to not care about its attacks. That's where Mega Gardevoir comes in, luring in steels with Will-O-Wisp and threatening the archetypes Zygarde is incapable of breaking. Overall, Mega Gardevoir's firepower and luring capabilities help soften things up for Zygarde later on in the game when a chance to potentially sweep presents itself.

Dragon + Fairy + Steel cores need good coverage over steels types. These cores don't want to be taken advantage of by things like Skarmory and Ferrothorn, and need reliable responses to them and others like Mega Scizor. Heatran fulfills this role, scaring away those steels and providing a way to handle +1 Clefable, who annoys this core and Dragon + Fairy + Steel builds in general. Further, Heatran gives this core a sturdy dragon resistance. This is crucial because Mega Gardevoir is too frail to handle things like Latios consistently, and because Zygarde invites Draco Meteors often. Heatran rounds things off by giving the core a SR setter. This is useful because most teams use a ground for the role, and with Zygarde the ground slot is already used up. Keeping Pokemon like Talonflame and Serperior from getting out of control is also nice.
Zygarde @ Lum Berry
Ability: Aura Break
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Outrage
- Extreme Speed

EVs make you faster than Lopunny and Manectric after a DD. You are also faster than Adamant Excadrill after two DDs. This is useful because if you're at +1 and Excadrill comes in trying to do some damage, you take EQ comfortably and can DD again to make yourself more threatening.

Stone Edge is an option over ES if you'd prefer killing several flying types like Torn-T without locking yourself into Outrage, but the priority is really helpful. LO is also possible if you prefer more power, but circumventing burns and confusion is important.

Gardevoir
@ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

Heatran
@ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock


Core 3

Klefki @ Leftovers / Sitrus Berry
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
KlefZard is a nice core that utilises Klefki's typing and ability to set up spikes to bolster Charizard's potential. Flash Canon is used to allow Klefki to deal huge damage to mega diancie that try to reflect its spikes (mr-->flash 1v1s epower vars and im too lazy to check hp fire damage), and the choice of Sitrus v.s. Lefties depends if you want to improve the lead/offense matchup or the balance matchup.


Core 4

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Fire

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Nice core, basically Magnezone traps and removes the mons which wall/threaten the other two and then Diancie breaks down Dragonite's other checks for it to clean.

Magnezone traps and removes bulky steels such as Ferrothorn, Skarmory and Scizor which threaten the other two, threatens fairy and ice types with STAB flash cannon which can be a problem for dragonite, thunderbolt for the likes of Azumarill who is also really threatening to the core and has volt switch to keep momentum. Diancie acts as wallbreaker, weakening opponents for Dragonite to sweep more easily, magic bounce deters hazards to keep multiscale intact, and checks problem dragons such as CharX and the likes of Talonflame and Weavile. Also has immediate speed and power to make up for Dragonite's slow initial speed, and is fast enough to clean up.
The core also has a great defensive synergy as they cover all of each other's weaknesses perfectly - dragonite resists fighting fire water grass and ground, magnezone resists rock ice dragon fairy grass and steel, diancie resists fire and dragon (between the three, ghost is the only unresisted type). Both Diancie and Magnezone can lure ground type attacks to give dragonite a free switch-in.


Core 5
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge / Hidden Power [Ice]

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 248 HP / 244 Def / 16 Spe
Timid Nature
- Hyper Voice
- Will-O-Wisp / Calm Mind
- Wish
- Protect
This core's nothing extraordinarly original, but basically RH Garchomp eats most strong physical attackers, phases, and sets up SR. Gardevoir can neuter physical attackers with wisp, and even uninvested hits very hard. It can also pass wishes to Garchomp and heatran, neither of which have built in recovery. Heatran is there to absorb any ice type moves aimed at garchomp, special steel type moves aimed at Gardevoir, etc. I decided to go with a more offensive spread to hit opposing heatran and talonflames.
 
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