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

Status
Not open for further replies.
This week's clear winner is KidMagic with M-Scizor offence. Runner up is ksr15 with M-Garde bulky offence. Congratulation to both! Huge thanks again to everyone who contributed. (Don't forget you can vote for two cores, if you want!)
Core 1: 8
Core 2:
Core 3: 1
Core 4:
Core 5: 2


This week's theme will be:
Trapping!
At least one Pokemon must have a trapping move or ability.


Trapping is an excellent way of removing a threat to your sweeper/wincon/team as it is very reliable and difficult to stop, especially when paired with a pivot. Trapping moves and abilities include (but not limited to) arena trap, magnet pull, pursuit, magma storm, infestation.
 

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

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance

Pretty nice core. SD Weavile is really undderated as a sweeper. What usually impedes its sweep are bulky Steels like Mega Scizor, Ferrothorn, Skarmory, etc. With Magnezone support it these threats are removed and it gives it a method of switching in. Magnezone gets a bit of help as well since it struggles with Ground-types, making Weavile a naturally good partner.
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
GAME FREAK is clearly Super Creative™ when it comes to Pokemon designs.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Toxic
- Memento / Stealth Rock
This double trio core has been an effective core ever since abilities were introduced back in gen 3 (with Magneton replaced by Magnezone in gens 4 and 5 tho cause Magneton lacked much of a niche back then). It is very valuable support to any teams which appreciate the removal of dual-steel cores such as FerroTran or ScizTran, and the utility of being able to pick and choose who you use to trap depending on the situation of the match can be valuable sometimes. This core has more going for it than just that though; the two have cool offensive synergy even when they aren't taking on the big bad steel-types, between Dugtrio's ability to trap and cripple fat grounds with Toxic and Magneton's ability to act as an NSI answer to Talonflame and to trap and eliminate Skarmory, who Dugtrio literally doesn't do jack sh*t to, is also super sweet, and Magneton being able to NSI Weavile also comes in handy a lot. Add to this the fact that Magnet Pull+Arena Trap's ability to finish off something which the other fails to KO kinda alleviates some of the power issues faced by both members of this core. Partners include the obvious dragon and fairy types, but it also extends to stuff like Mamoswine (benefits from Skarm being removed and provides KOff support for Mag) and rapid spinners (sash is important) and offensive mons in general due to the core's ability to take out Driller+Tar cores semi-consistently. Also, U-turners like Scizor and Lando-T are cool to get Duggy in safely (and both of these also like steels gone lol).

If you want extra hipster points you could even go old-school and carry Choice Band Duggy w/ EdgeQuake+Sucker Punch+Memento/Final Gambit, which makes it less reliant on hazard removal and sorta alleviates its problem of being a weak piece of crap (only a bit tho).
 
Last edited:

Magnezone @ Chople Berry
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost


This is the way to use altaria atm imo. This core is pretty self explanatory, and easy to use. Magnezone comes in on steels, traps them, altaria has no checks, ????, Profit! Seriously though altaria and zone are perfect partners. They have fantastic defensive synergy zone taking electric moves for unevolved alt and poison moves for evolved alt. The magnezone set is meant to beat all the steels while not having to act like a garbage revenge killer like it usually does. The chople berry lets it check mega scizor that run superpower while also having the freedom to switch moves. You could run hp on zone but you can handle more advanced sets. The altaria set is just standard offensive altaria, nothing special.
The core has a bad ground weakness though so pokemon like tankchomp, scarf lando, sand teams all hurt it alot. It is also weak to fighting types that can beat altaria. Easy fix to these two problems is landorus-T which nets you a ground immunity, intimidate, and stealth rocks along with a pivot in u-turn. You could also go with water types such as keldeo, or azumarill to beat sand teams easier.

Edit: chople calc for y'all
252+ Atk Mega Scizor Superpower vs. 4 HP / 0 Def Chople Berry Magnezone: 141-167 (50 - 59.2%) -- guaranteed 2HKO
 
Last edited:

MANNAT

Follow me on twitch!
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

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

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit
I'm pretty sure that everyone and their mom knows what this core does, but here is an explanation just in case you've been living under a rock since ORAS has been released lol. Metagross and SpecsDeo form a potent wallbreaking core that can really destroy a lot of teams pretty easily if you play well. Keldeo's most common answer in OU is probably the Lati twins, and pursuit mmeta can switch into them with ease and pursuit trap them, paving the way for Keldeo to sweep through many offensive teams. Additionally, Keldeo has a lot of trouble breaking through fat fairy types like Azumarill, Clefable, and Mega Altaria, so Metagross is a pretty solid partner by virtue of its steel typing. Additionally, bulky grass types that are counters to Keldeo like Venusaur and Amooonguss all get destroyed by metagross, and the same extends to poison as well as flying types (bar tflame). On the flip side, Mega Metagross has many answers that are taken care of by Keldeo. Defensive ground types wall most meta sets, but they are owned by Scald/Hydro Pump. Dark types can really hurt meta with their STAB moves, and Keldeo lights them up with secret sword. Steel types are severely crippled by scald, and they aren't exactly eating up specs scald in the first place. Keldeo has HP Electric for this core specifically so that it can lure in and 2HKO bulky waters that trouble both members of the core otherwise like Gyarados (normal), Slowbro, Tentacruel, and others. Aside from that, there isn't much else to say for this core aside from the fact that's it's really good.
 
Last edited:

Infernal

Banned deucer.

There are usually certain things standing in the way of a Talonflame sweep, and the basic idea behind this core is to eliminate those roadblocks. The main ones are Heatran and Tyranitar. Others like Mega Manectric can also be included under this umbrella. Once these Pokemon are eliminated, Talonflame has a much easier time sweeping. That's where its teammates, Dugtrio and Latios, come in. Dugtrio is able to trap all of the above obstacles and pave the way for a Talonflame sweep. It can also use Memento to ease a Talonflame set up if needed. Another big issue for Talonflame is SR, which is why Defog Latios is here to clear rocks away. This support also helps keep Dugtrio's Focus Sash active. Another role Latios plays is inviting Tyranitar to come in. If your opponent brings in Tyranitar and decides to Pursuit you, Dugtrio will be able to come in afterwards and trap it in return, helping Talonflame lots in the long run.

That's the general concept behind the core, and a bunch of other Pokemon can be used over Talonflame. Examples include Mega Pidgeot and Serperior, since both appreciate things like Heatran removed. Alongside Latios, Talonflame offers wider coverage over threats than the other Pokemon though, which is a reason I rolled with it here.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Swords Dance
- Brave Bird
- Roost
- Will-O-Wisp

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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Stone Edge
- Memento
 
Last edited:
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

keldeo lures in psychics like lati and slowbro which ttar pursuit traps. checkmate.
 
Last edited:
Bump with my submission. I'd also like to take this opportunity to point out that in recent weeks, some of the submissions, while solid, have been quite established and well-known cores, especially compared to for example the first week where we had a lot of innovation. That's ok and I'm not going to make a rule against it, as they are of course effective cores, but part of the point of this thread is to try to discover new cores. So, cores which you have made yourself, either specifically with this thread in mind or that you have used with success in the past, would be preferred! Not to knock anyone in particular as I appreciate the effort everyone's put in, just a trend I'm trying to nip in the bud.
Carry on :]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Solar Beam
Belly drum Azumarill is a pretty terrifying sweeper, but as you generally only get one chance per match to set up, it's vitally important to make sure your checks are weakened or removed before attempting a sweep - namely bulky waters, bulky steels, and Mega Venusaur. With the combination of magma storm and solar beam, heatran handily lures, traps, and dispatches said bulky waters. Magma storm + taunt also traps and removes M-Venu, with taunt to prevent sleep powder and synthesis, although this is a bit more difficult to pull off as Tran doesn't naturally lure Venu as easily. Heatran can also take care of the aforementioned steels but they won't realistically ever stay in, however by catching its switchins with magma storm you can wear them down and pivot into an appropriate check, which significantly hinders your opponent's options when the checks are weakened to a point where they can't switch in anymore. Finally, magma storm allows you to trap a Heatran switchin which Azu beats such as Gliscor, which prevents the double and allows you to get a free switch into Azumarill to guarantee a safe turn of setup.
 
Last edited:
+
Pretty simple core, sciz switches in to latis for keld, pursuit traps them (and while it doesnt OHKO, it's eved to significantly damage the latis and still maintain its bulk and allows keld to KO next time they decide to switch in), and allows CM keld to wreak havoc. Further more, you can spam U-Turn and allow keld to come in on any fire type switch ins to sciz (like tran) and set up for free.

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 100 Atk / 60 Def / 100 SpD
Careful Nature
- Pursuit
- Roost
- U-turn
- Bullet Punch

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Calm Mind
- Substitute
- Secret Sword
 
Voting time! Couple more submissions than usual this week so thanks again to everyone who took part. Remember you can vote for one or two cores. Good luck!

Core 1
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance
Pretty nice core. SD Weavile is really undderated as a sweeper. What usually impedes its sweep are bulky Steels like Mega Scizor, Ferrothorn, Skarmory, etc. With Magnezone support it these threats are removed and it gives it a method of switching in. Magnezone gets a bit of help as well since it struggles with Ground-types, making Weavile a naturally good partner.


Core 2
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Toxic
- Memento / Stealth Rock
This double trio core has been an effective core ever since abilities were introduced back in gen 3 (with Magneton replaced by Magnezone in gens 4 and 5 tho cause Magneton lacked much of a niche back then). It is very valuable support to any teams which appreciate the removal of dual-steel cores such as FerroTran or ScizTran, and the utility of being able to pick and choose who you use to trap depending on the situation of the match can be valuable sometimes. This core has more going for it than just that though; the two have cool offensive synergy even when they aren't taking on the big bad steel-types, between Dugtrio's ability to trap and cripple fat grounds with Toxic and Magneton's ability to act as an NSI answer to Talonflame and to trap and eliminate Skarmory, who Dugtrio literally doesn't do jack sh*t to, is also super sweet, and Magneton being able to NSI Weavile also comes in handy a lot. Add to this the fact that Magnet Pull+Arena Trap's ability to finish off something which the other fails to KO kinda alleviates some of the power issues faced by both members of this core. Partners include the obvious dragon and fairy types, but it also extends to stuff like Mamoswine (benefits from Skarm being removed and provides KOff support for Mag) and rapid spinners (sash is important) and offensive mons in general due to the core's ability to take out Driller+Tar cores semi-consistently. Also, U-turners like Scizor and Lando-T are cool to get Duggy in safely (and both of these also like steels gone lol).

If you want extra hipster points you could even go old-school and carry Choice Band Duggy w/ EdgeQuake+Sucker Punch+Memento/Final Gambit, which makes it less reliant on hazard removal and sorta alleviates its problem of being a weak piece of crap (only a bit tho).


Core 3
Magnezone @ Chople Berry
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost
This is the way to use altaria atm imo. This core is pretty self explanatory, and easy to use. Magnezone comes in on steels, traps them, altaria has no checks, ????, Profit! Seriously though altaria and zone are perfect partners. They have fantastic defensive synergy zone taking electric moves for unevolved alt and poison moves for evolved alt. The magnezone set is meant to beat all the steels while not having to act like a garbage revenge killer like it usually does. The chople berry lets it check mega scizor that run superpower while also having the freedom to switch moves. You could run hp on zone but you can handle more advanced sets. The altaria set is just standard offensive altaria, nothing special.
The core has a bad ground weakness though so pokemon like tankchomp, scarf lando, sand teams all hurt it alot. It is also weak to fighting types that can beat altaria. Easy fix to these two problems is landorus-T which nets you a ground immunity, intimidate, and stealth rocks along with a pivot in u-turn. You could also go with water types such as keldeo, or azumarill to beat sand teams easier.

Edit: chople calc for y'all
252+ Atk Mega Scizor Superpower vs. 4 HP / 0 Def Chople Berry Magnezone: 141-167 (50 - 59.2%) -- guaranteed 2HKO


Core 4

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

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit
I'm pretty sure that everyone and their mom knows what this core does, but here is an explanation just in case you've been living under a rock since ORAS has been released lol. Metagross and SpecsDeo form a potent wallbreaking core that can really destroy a lot of teams pretty easily if you play well. Keldeo's most common answer in OU is probably the Lati twins, and pursuit mmeta can switch into them with ease and pursuit trap them, paving the way for Keldeo to sweep through many offensive teams. Additionally, Keldeo has a lot of trouble breaking through fat fairy types like Azumarill, Clefable, and Mega Altaria, so Metagross is a pretty solid partner by virtue of its steel typing. Additionally, bulky grass types that are counters to Keldeo like Venusaur and Amooonguss all get destroyed by metagross, and the same extends to poison as well as flying types (bar tflame). On the flip side, Mega Metagross has many answers that are taken care of by Keldeo. Defensive ground types wall most meta sets, but they are owned by Scald/Hydro Pump. Dark types can really hurt meta with their STAB moves, and Keldeo lights them up with secret sword. Steel types are severely crippled by scald, and they aren't exactly eating up specs scald in the first place. Keldeo has HP Electric for this core specifically so that it can lure in and 2HKO bulky waters that trouble both members of the core otherwise like Gyarados (normal), Slowbro, Tentacruel, and others. Aside from that, there isn't much else to say for this core aside from the fact that's it's really good.


Core 5
There are usually certain things standing in the way of a Talonflame sweep, and the basic idea behind this core is to eliminate those roadblocks. The main ones are Heatran and Tyranitar. Others like Mega Manectric can also be included under this umbrella. Once these Pokemon are eliminated, Talonflame has a much easier time sweeping. That's where its teammates, Dugtrio and Latios, come in. Dugtrio is able to trap all of the above obstacles and pave the way for a Talonflame sweep. It can also use Memento to ease a Talonflame set up if needed. Another big issue for Talonflame is SR, which is why Defog Latios is here to clear rocks away. This support also helps keep Dugtrio's Focus Sash active. Another role Latios plays is inviting Tyranitar to come in. If your opponent brings in Tyranitar and decides to Pursuit you, Dugtrio will be able to come in afterwards and trap it in return, helping Talonflame lots in the long run.

That's the general concept behind the core, and a bunch of other Pokemon can be used over Talonflame. Examples include Mega Pidgeot and Serperior, since both appreciate things like Heatran removed. Alongside Latios, Talonflame offers wider coverage over threats than the other Pokemon though, which is a reason I rolled with it here.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Swords Dance
- Brave Bird
- Roost
- Will-O-Wisp

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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Stone Edge
- Memento


Core 6
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch
keldeo lures in psychics like lati and slowbro which ttar pursuit traps. checkmate.


Core 7
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Solar Beam
Belly drum Azumarill is a pretty terrifying sweeper, but as you generally only get one chance per match to set up, it's vitally important to make sure your checks are weakened or removed before attempting a sweep - namely bulky waters, bulky steels, and Mega Venusaur. With the combination of magma storm and solar beam, heatran handily lures, traps, and dispatches said bulky waters. Magma storm + taunt also traps and removes M-Venu, with taunt to prevent sleep powder and synthesis, although this is a bit more difficult to pull off as Tran doesn't naturally lure Venu as easily. Heatran can also take care of the aforementioned steels but they won't realistically ever stay in, however by catching its switchins with magma storm you can wear them down and pivot into an appropriate check, which significantly hinders your opponent's options when the checks are weakened to a point where they can't switch in anymore. Finally, magma storm allows you to trap a Heatran switchin which Azu beats such as Gliscor, which prevents the double and allows you to get a free switch into Azumarill to guarantee a safe turn of setup.


Core 8
Pretty simple core, sciz switches in to latis for keld, pursuit traps them (and while it doesnt OHKO, it's eved to significantly damage the latis and still maintain its bulk and allows keld to KO next time they decide to switch in), and allows CM keld to wreak havoc. Further more, you can spam U-Turn and allow keld to come in on any fire type switch ins to sciz (like tran) and set up for free.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 100 Atk / 60 Def / 100 SpD
Careful Nature
- Pursuit
- Roost
- U-turn
- Bullet Punch

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Calm Mind
- Substitute
- Secret Sword
 
This week's winner is littlelucario with Keldeo + pursuit M-Meta! Runner ups are psVoltage with AltZone and Bendiving with BD Azu + magmaTran. Congratulations & welcome to the hall of fame! Huge thanks again to everyone who contributed and voted.
Core 1:
Core 2:
Core 3: 2
Core 4: 5
Core 5: 1
Core 6: 1
Core 7: 2
Core 8: 1


This week's theme will be:
Trick Room!
Core must be built to set, support, and/or abuse trick room.


Trick room is a niche and somewhat matchup-dependant strategy but when played well can be extremely devastating in just a few turns, especially with the current rise in offence, the playstyle against which it fares best.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top