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

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Venomoth + Volt-turn

Venomoth @ Black Sludge
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz
- Sleep Powder
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 4 SpD / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn


The principle is simple : keep the momentum to set up Venomoth. To begin the core I chose Venomoth because this mon can sweep a lot of teams with the combo Sleep Powder + Quiver Dance. It also has Tinted Lens, double damages on not very effective attacks is very interesting
However, Bird Spam and mons like Azumarill, Heatran complicate Venomoth's work so Rotom-W was an excellent partner, it deals with these pokémons easily and volt switch which allow to send Venemoth safely on the field
Now faster special attackers like Ti@s, Alakazam, Mega Gardevoir and Gengar could be very dangerous so Defensive Mega Scizor completed this core perfectly because it checks mons previously mentioned and forms a volt-turn core with Rotom, it can also remove the hazards that interfere strongly Venomoth

Teammate that can handle Special Attacker Altaria, Manaphy and the steel-types in general would be good
 

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Mega Abomasnow + Kyurem-Black

Surprised at no M-Abomasnow core being posted yet, but this is one that I've been toying around with for the past month or so and I enjoy using it a ton. This is your basic Ice spam core featuring Mega Abomasnow and Scarf Kyurem. These two synergize well in the task of breaking fat walls on the opposing team. Specially offensive Abomasnow is the set that I use here because it allows me to invest more EV's into its decent 90/105/105 bulk (despite Grass/Ice being a pretty awful defensive typing >.>). Blizzard and Giga Drain are its standard STAB moves, with Blizzard being especially useful due to its 100% accuracy in Hail, and coming off of a base 132 Special Attack, not many mons want to switch into a base 110 STAB Ice move such as that, while Giga Drain hits decently hard and can provide Abomasnow with a way to get some health back. 8 speed EV's allow me to get the jump on uninvested base 30's such as Slowbro and Amoonguss which Abomasnow can dispatch of easily. Focus Blast hits Heatran hard on the switchin and HP Fire is the last move of choice because my Kyurem-B set gets walled by Ferrothorn.

Now this Kyurem-B set is a bit different than normal, as this is Choice Scarf Kyurem-B with some alterations to it. Blizzard is used here over Ice Beam as it hits very hard along with being 100% accurate in hail which Abomasnow will be able to provide for it, giving Kyurem the ability to outspeed top threats and decimate them with Blizzard. Event outside of hail, it is still a decent option if you want to deal out some heavy damage against the opponent and do not really mind missing every now and then. Earth Power is also put on this set, as with the given EV's, Earth Power OHKO's standard Fast Heatran 100% of the time, while adding some extra oomph to its Blizzard.

Overall I like how well that these two work together, as Kyurem beats faster threats while Abomasnow breaks fatter cores while still being bulky enough to take hits for faster mons and deal huge damage to them with its wide coverage, along with hail being nice in wearing down the enemy team even faster. This is really a fun core that I thoroughly enjoy and maybe you can build a fun team around this core as well!

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Blizzard
- Focus Blast
- Hidden Power [Fire]

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 140 Atk / 144 SpA / 224 Spe
Naive Nature
- Outrage
- Blizzard
- Earth Power
- Fusion Bolt
 
Just over 1 day left for submissions! Anyone else?
With that said, here's my core. Apologies in advance...

Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Heavy Slam
- Bullet Punch / Ice Punch / Stone Edge

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Dazzling Gleam
- Foul Play
Machamp is an interesting mon. In most ways he is entirely outclassed by the plethora of powerful fighting types in OU. Even its niche as a slow guts wallbreaker is done better by Conkeldurr of all things. But none of these mons can boast a 100% accurate dynamic punch. With no guard and a choice band, Machamp hits extremely hard, and STAB dynamic punch's 100BP, 100% accuracy and 100% confuse rate can be incredibly useful. Knock off for ghosts and heavy slam for fairies, then the last slot is totally customisable on the team's needs - ice punch for Lando and Chomp, Bullet punch for priority, stone edge for Talon (only on switch-in obviously) and CharY - it doesn't really matter because you'll mostly be clicking dynamic punch anyway.

Machamp does obviously have some huge flaws in OU, the main one being his awful speed. This is where Klefki comes in - prankster T-wave allows Champ to outspeed most threats. T-wave plus confusion from dizzy punch is a disgusting and horrible strategy but it works, and is this core's main selling point, as the opponent will more than likely not be able to attack. Finally the spikes support provided allows you to capitalise on the switches forced by aforementioned confusion & paralysis. Dazzling gleam helps vs M-Sab who is otherwise a huge problem for this core and foul play in the last slot for set-up sweepers, other viable options include magnet rise and flash cannon.

Overall this is a very one-dimensional core but it is very fun to use. Just be aware that it won't make you any friends :]
 

Martin

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

Mega Abomasnow + Kyurem-Black

Surprised at no M-Abomasnow core being posted yet, but this is one that I've been toying around with for the past month or so and I enjoy using it a ton. This is your basic Ice spam core featuring Mega Abomasnow and Scarf Kyurem. These two synergize well in the task of breaking fat walls on the opposing team. Specially offensive Abomasnow is the set that I use here because it allows me to invest more EV's into its decent 90/105/105 bulk (despite Grass/Ice being a pretty awful defensive typing >.>). Blizzard and Giga Drain are its standard STAB moves, with Blizzard being especially useful due to its 100% accuracy in Hail, and coming off of a base 132 Special Attack, not many mons want to switch into a base 110 STAB Ice move such as that, while Giga Drain hits decently hard and can provide Abomasnow with a way to get some health back. 8 speed EV's allow me to get the jump on uninvested base 30's such as Slowbro and Amoonguss which Abomasnow can dispatch of easily. Focus Blast hits Heatran hard on the switchin and HP Fire is the last move of choice because my Kyurem-B set gets walled by Ferrothorn.

Now this Kyurem-B set is a bit different than normal, as this is Choice Scarf Kyurem-B with some alterations to it. Blizzard is used here over Ice Beam as it hits very hard along with being 100% accurate in hail which Abomasnow will be able to provide for it, giving Kyurem the ability to outspeed top threats and decimate them with Blizzard. Event outside of hail, it is still a decent option if you want to deal out some heavy damage against the opponent and do not really mind missing every now and then. Earth Power is also put on this set, as with the given EV's, Earth Power OHKO's standard Fast Heatran 100% of the time, while adding some extra oomph to its Blizzard.

Overall I like how well that these two work together, as Kyurem beats faster threats while Abomasnow breaks fatter cores while still being bulky enough to take hits for faster mons and deal huge damage to them with its wide coverage, along with hail being nice in wearing down the enemy team even faster. This is really a fun core that I thoroughly enjoy and maybe you can build a fun team around this core as well!

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Blizzard
- Focus Blast
- Hidden Power [Fire]

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 140 Atk / 144 SpA / 224 Spe
Naive Nature
- Outrage
- Blizzard
- Earth Power
- Fusion Bolt
Hey have u considered Soundproof pre-mega? It allows Aboma to switch on MGarde etc. with impunity and either stay base turn 1 to put it in Shard range without fearing HVoice or just pick it off if it's weakened.
 
Golurk @ Leftovers
Ability: No Guard
EVs: 200 HP / 140 Atk / 168 Def
Adamant Nature
- Dynamic Punch
- Earthquake
- Ice Punch
- Stealth Rock

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Brave Bird
- Spikes

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

Golurk is and interesting pokemon that is able to set up stealth rocks and block rapid spin at the same time and is the only one that can do it, Golurk also has a 100% accurate dynamic punch making Golurk a dencent option for spike stacking teams. Skarmory comes in as a spike user that is apreciattes golurk's electric immunity and ability to hit fire types for super effective damage. Gardevoir comes in as a pokemon who sits in a good speed tier and apreciates hazard support and is able to deal with treats to tgis core like keldeo and azumarill. Good partners for this core include priority users such as bisharp,azumarill and dragonite and pokemon who are able to deal with fire types. Bisharp gets a special mention due its ability defiant and acess to priority.

Will add sprites later

Replays:

http://replay.pokemonshowdown.com/ou-324786589
http://replay.pokemonshowdown.com/ou-324800426
http://replay.pokemonshowdown.com/ou-324803097
 
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Golurk @ Leftovers
Ability: No Guard
EVs: 200 HP / 140 Atk / 168 Def
Adamant Nature
- Dynamic Punch
- Earthquake
- Ice Punch
- Stealth Rock

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Whirlwind
- Brave Bird
- Spikes

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

Golurk is and interesting pokemon that is able to set up stealth rocks and block rapid spin at the same time and is the only one that can do it, Golurk also has a 100% accurate dynamic punch making Golurk a dencent option for spike stacking teams. Skarmory comes in as a spike user that is apreciattes golurk's electric immunity and ability to hit fire types for super effective damage. Gardevoir comes in as a pokemon who sits in a good speed tier and apreciates hazard support and is able to deal with treats to tgis core like keldeo and azumarill. Good partners for this core include priority users such as bisharp,azumarill and dragonite and pokemon who are able to deal with fire types. Bisharp gets a special mention due its ability defiant and acess to priority.

Will add sprites later

Replays:

http://replay.pokemonshowdown.com/ou-324786589
http://replay.pokemonshowdown.com/ou-324800426
http://replay.pokemonshowdown.com/ou-324803097
Hey D Dancer
Thanks for contributing to the thread! We do appreciate the effort you put in. In accordance with our new stricter guidelines, after discussing it with gamer boy and -Magic- we don't really feel that Golurk has a viable niche in OU. As a spinblocker which straight up loses to all Starmie, air balloon Excadrill, and M-Blastoise [edit: and I forgot Kabutops], and can't switch in to any Excadrill variant or Tentacruel, it's difficult to see it successfully blocking a spin. Without that and being held back by its mediocre speed, lack of recovery and relative frailty (for a defensive slow mon) it has nothing to set it apart from the many other bulky SR setters in OU.

It's great that you provided replays so thank you for that! Unfortunately Golurk didn't really display any niche in any of them - replay 1, Golurk only killed Garchomp with a 4x effective ice punch. Replays 2 & 3, it only set rocks.

Again, thanks for your effort and please don't let this put you off - feel free to submit a second core for consideration. Welcome to Smogon :]
 
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Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect / Rock Polish

Porygon-Z @ Choice Specs / Life Orb
Ability: Download
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
- Tri Attack
- Ice Beam
- Hidden Power [Fire]
- Trick / Thunderbolt / Psychic / Agility / this slot is useless

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge


This core isnt all that great, but then again Porygon isnt too hot either so...

Porygon-Z is a pretty shitty cool wallbreaker that has a nice matchup against Regenerator cores: It can spam Ice Beam and its STAB pretty freely against stuff like Tangrowth, Amoongus, Slowbro, and Tornadus-T (this last one is really nice to hit). Adaptability is what we all know and love PZ for, but Download is better because otherwise HP fire is weak af, and Ice Beam wont do as much to Hippowdon. I chose HP Fire in the third slot because it can hit Ferrothorn for a near OHKO after a Download boost, and also surprises Mega Scizor who think they can do what they like.

The lost slot is tricky. With Specs you will want Trick to fuck Chansey and defensive Heatran over, but I like Orb because it lets me switch up moves, meaning I can come in on a Garchomp or something, Ice Beam into Ferro or Clefable and then HP Fire or Tri Attack. The problem is that Life Orb doesnt really cripple defensive mons, so Trick is meh. It really doesnt matter what you use in this slot. Tbolt hits Manaphy and Slowbro harder, Psychic hits Mega Saur. Nasty Plot might let you break Semi Stall one day. Agility gets a mention for cleaning late game vs offense with no priority users left.

Now, Porygon-Z struggles offensively to break two things (it also struggles with everything defensively but shhh): Heatran and Mega Sableye. This is where Diancie comes in. She can remove Heatran via Earth Power, and obviously helps vs Mega Sableye. Diancie appreciates the luring of Ferrothorn and Mega Scizor with HP fire, and also appreciates Porygon's ability to wear down things like Venusaur, Clefable, and fat Psychics with its STAB. Diancie brings some Speed to the core; Keldeo and Base 100s can be weakened for Porygon-Z if you want to run Agility.

Standard Diancie set; as I said, Earth power means it can hit defensive Heatran and it isnt too shabby vs Jirachi either. Rock Polish can be used to sweep late game once generally bulky things are worn down.

Now this core is ok offensively, but is horribly defensively: Diancie is a burd check and Bisharp check and thats it. We need a secondary check to burds, something to help vs steels, and something to check Mega Lopunny.

Lando-T is a great mon for this role. I think it fulfills this role better than Garchomp due to its access to U-turn, which can generate switch in opportunities for Porygon (who desperately needs them). A defensive spread is most conducive to doing everything it needs to do, as the Bulky Offense teams this core is likely to be used on often use Landog as a Rocker. EQ, U-turn, and Rocks are self explanatory, the last move I chose was Stone Edge. With this, Landorus can hit offensive variants of Talonflame while Diancie deals with bulkier variants. Landorus additionally gives more support against Heatran; with the threat of EQ, U-turn, and potential spikes support, Landorus + PZ can remove Heatran more easily than might be thought

Real men use Gliscor in the last slot, who helps the team against
Bisharp at the cost of performing worse against Mega Lopunny.

This core isnt the best thing ever; it needs anti offense support. To this end, I advise using Scarf Keldeo and/or Klefki. The former brings speed and a Dark spam check, the latter lays spikes, checks the Lati twins, and also checks Dark types.
 
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p2

Banned deucer.
stall hazard stack ft. roselia


yeah roselia looks like a very odd choice of mon to use on stall, but tbh, i think it has a justifiable niche on very specific teams. so what does it do? it's mainly used for toxic spikes and a bunch of toxic spike setters that exist have some pretty bad downsides to them with stuff like nidos and dragalge not having reliable recovery and roserade has 0 bulk in comparison and stall doesn't really need speed, so i think its pretty fair to sacrifice speed for bulk. another thing about roselia, with its really solid special bulk and passable special attack is that it can do this:

+3 252 SpA Manaphy Ice Beam vs. 252 HP / 252+ SpD Eviolite Roselia: 226-268 (74.3 - 88.1%) -- guaranteed 2HKO
8 SpA Roselia Leaf Storm vs. 0 HP / 0 SpD Manaphy: 284-336 (83.2 - 98.5%) -- 68.8% chance to OHKO after Stealth Rock

so basically, after sr and poison damage, roselia can beat one of the biggest threats to stall there is. it also makes for a fantastic scald switch in, taking 21% max from specs keldeo and healing off with natural cure. obviously with roselia it has a couple problems, it can't take physical moves well at all so it can't check the likes of cb azu well at all. wish support is also nice because roselia is going to be pretty weak from checking keldeo/manaphy and sand can ruin synthesis.

:D

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Synthesis
- Leaf Storm

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Iron Head

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Knock Off
- Recover
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
It's nice to see the thread starting to pick up pace after the slow start :) Just posting as a heads up to say that submissions will close in about eighteen hours.
 


Braviary @ Leftovers
Ability: Defiant
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Substitute
- Bulk Up
- Brave Bird
- Roost

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

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

Braviary is a mostly outclassed mon by staraptor and talonflame but it fill a unique nich as a bulk up stallbreaker. Sub Bulk Braviary does have is niches over talonflame, to star things of braviary is way bulkier than talonflame allowing to find more set up opportunities braviry also has a higher damage out put and can set up 101 hp subs. Magnezon can deal with braviary's common weaknesses to ice and electric while braviary having a ground immunity, magnezone also hs the ability to trap steel types who wall braviary.Gardevoir has decent sinergy with braviary and magnezone braks walls so braviary can clean and deals with garchomp and heatran who give this core troubles. This really apreciates rapid spin support so bulky starmie is an amazing partner.

Replays:
http://replay.pokemonshowdown.com/ou-324931300
http://replay.pokemonshowdown.com/ou-324938699
http://replay.pokemonshowdown.com/ou-325067181
 
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Moltres + Tornadus-Therian under rain is an amazing wall breaking core for one reason; Hurricane spam, together under rain they can heavily chip/ or kill the usual checks to rain like AV Tangrowth/Ferrothorn/Celebi/MSaur/Rotom-W with extremely powerful Hurricanes usually paving the way for something else to go to town late game, like Kingdra or Omastar~. And another cool thing to note is that if you want Moltres to put in more work versus offense you can just run a scarf on it, but if you want something to take balanced or semi stall teams like say, Starmie/Ferrothorn/Hippowdon/Talonflame/MEye/Clefable, to task for not preparing for rain properly then just run specs and watch everything take in excess of 60% damage. The thing is that rain has very few checks and Moltres can conceivably fill this niche really easily, and doesn't have to run a particularly gimmicky moveset to do so, the Rain play style much like in gen 5 is one where Moltres can really make its opponents feel the heat! This I believe is one of Moltres' best niches atm :). And the magic of this particular core is that Tornadus-Therian with the right set, can mess with hard stall which is pretty much the only play style vs which Moltres isn't that impressive!


Moltres @ Choice Specs/Choice Scarf
Ability: Pressure
EVs: 252 SpA / 252 Spe
Timid Nature/Modest Nature
- Hurricane
- Fire Blast
- U-turn
- Sleep Talk


Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Taunt

I have multiple replays of this core working from the battle city tournament last year and some casual games vs friends who're pretty decent:-

http://replay.pokemonshowdown.com/ou-253743017
http://replay.pokemonshowdown.com/smogtours-ou-78770
http://replay.pokemonshowdown.com/smogtours-ou-78775
http://replay.pokemonshowdown.com/smogtours-ou-78783
http://replay.pokemonshowdown.com/smogtours-ou-78787
http://replay.pokemonshowdown.com/smogtours-ou-78789
http://replay.pokemonshowdown.com/smogtours-ou-78799
http://replay.pokemonshowdown.com/smogtours-ou-78801
http://replay.pokemonshowdown.com/ou-254081529
http://replay.pokemonshowdown.com/smogtours-ou-78806
http://replay.pokemonshowdown.com/smogtours-ou-78807
http://replay.pokemonshowdown.com/smogtours-ou-78810
http://replay.pokemonshowdown.com/smogtours-ou-78818
http://replay.pokemonshowdown.com/smogtours-ou-78819
http://replay.pokemonshowdown.com/ou-254095210
http://replay.pokemonshowdown.com/smogtours-ou-78825
http://replay.pokemonshowdown.com/smogtours-ou-78832
http://replay.pokemonshowdown.com/ou-254101438
http://replay.pokemonshowdown.com/ou-254159310
http://replay.pokemonshowdown.com/smogtours-ou-80041
http://replay.pokemonshowdown.com/smogtours-ou-80042

All of these games were solely played to showcase Moltres Rain :D enjoy :)
 
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Ninetales @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Pain Split
- Toxic

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Earthquake
- Solar Beam
- Sludge Bomb
- Hidden Power [Fire]

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Taunt
- Focus Blast
- Psyshock

I couldn't find my lanturn squad and gamer boy already introduced the powerful and almighty lord stunfisk, so here's a sun core I've been messing around with for a while. Generally, if you want to run base Venusaur in OU, you'd pair it with Charizard Y for a sun setter that's a little better suited for the OU environment, but one major advantage to using Ninetales instead is the ability to run a mega (and the obvious heat rock). Mega Gardevoir makes this fact even more intriguing. Mega Gardevoir is really good at cleaning up those pesky dragons that often give Venusaur trouble (specifically the lati twins) and wearing down special walls with a taunt set. After a few turns of Gardevoir wreaking havoc on the opponent's team, Venusaur usually is in a great position to sweep the game right out from under your opponent's nose.

No switches obvious doubles
More Heatran than the core but I'm pressed for time
Tough Matchup Against Sand But at least Gardevoir did it's job

Anyway, pay no mind to the cofagrigus on the team, initially this squad wasn't supposed to be serious, but it worked out really well for a while and despite sand's rise in popularity I'm still able to achieve a 60% winrate with the core near 1500.

PS: gamer boy I know I know, I'm a bad player. ;)
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Yo -Magic- I bet my fisk core is better than yours #trashtalk
You will accept my challenge or suffer the wrath of alert spam
 
Fineee
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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance

Stunfisk @ Rocky Helmet
Ability: Static
EVs: 44 HP / 224 Def / 240 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Yawn
- Earth Power

#FreeGenesect

So this too is a Stunfisk core I've been using often. gamer boy already went in depth about why Stunfisk is good so I'll give you all the joy of not doing so. So what does Mega Pinsir hate? VolTurn, Birds, and shit faster than it. Well lo and behold we have the Based Lord Stunfisk. What can spread paralysis just by touching the bastard, setup Rocks, phase through Yawn? Nobody but our lord and saviour Stunfisk. Stunfisk works as a defensive check towards a ton of what Mega Pinsir, mostly what I just mentioned :O Stunfisk also has a lovely ability in Static and a cute move called Discharge. Stunfisk has a 30% chance it paralyze through contact and Discharge amps this by a further 30% making the chance of paralysis extremely likely. Oh and Yawn is pretty sexy unless you want to fall asleep you'll gtfo. Perfect time for Pinsir to come in and fuck some shit up fam.

Seriously tho. Free Genesect and vote for me!
#FreeSect2016
 

Kecleon @ Life Orb
Ability: Protean
EVs: 72 HP / 252 Atk / 16 SpD / 168 Spe
Adamant Nature
- Iron Tail
- Aqua Tail
- Knock Off
- Sucker Punch

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz

Kecleon is a mon that I have been using in OU for a couple of months and it really excels as a lure and a wallbreaker in spite of its terrible speed and mediocre bulk. Protean and a fairly strong STAB Sucker Punch give it niches over other physical wallbreakers. This set is mainly tailored to lure Mega Charizard X's checks to make its job sweeping easier.

Iron Tail will OHKO most variants of Mega Altaria after Steath Rock damage as well as Clefable. Iron Tail is also one of the few moves that can allow Kecleon to utilize the defensive merits of Protean on some occasions, giving it a really good defensive typing in Steel. Aqua Tail is a big move on this set since it targets Zard X's most common checks including Landorus-T, Heatran, Hippowdon and Gliscor. Knock Off is used as the third wallbreaking attack in order to have a fairly spammable move that will almost always have a meaningful effect and is good to have since Water/Steel isn't the best coverage. It also hits Slowbro and other bulky Psychics (though the rare Cresselia won't care about it too much). Sucker Punch is used as strong priority to compensate for terrible speed, though the weaker Shadow Sneak can be used to avoid 50/50 mixups.

On this set, Kecleon runs enough Speed EVs to outspeed Clefable, bulky Tyranitar and Empoleon, though on sets with moves like Fire Punch or Thunder Punch, it could be helpful to run enough to outspeed Skarmory or bulky Mega Scizor.

Zard runs Jolly Dragon Dance in order to outspeed Scarf Lando-T after a boost and has enough HP investment to avoid the 2HKO from standard Rotom-W.

Good partners for the core include Seperior, Excadrill, Clefable and Starmie.

252+ Atk Life Orb Protean Kecleon Iron Tail vs. 248 HP / 0 Def Mega Altaria: 335-398 (94.9 - 112.7%) -- 68.8% chance to OHKO
252+ Atk Life Orb Protean Kecleon Iron Tail vs. 248 HP / 136+ Def Mega Altaria: 268-320 (75.9 - 90.6%) -- 18.8% chance to OHKO after Stealth Rock

252+ Atk Life Orb Protean Kecleon Iron Tail vs. 252 HP / 172 Def Clefable: 382-452 (96.9 - 114.7%) -- 81.3% chance to OHKO
252+ Atk Life Orb Protean Kecleon Iron Tail vs. 248 HP / 252+ Def Clefable: 320-377 (81.4 - 95.9%) -- 56.3% chance to OHKO after Stealth Rock

252+ Atk Life Orb Protean Kecleon Iron Tail vs. 248 HP / 252+ Def Tyranitar: 244-291 (60.5 - 72.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 248 HP / 252+ Def Tyranitar: 221-265 (54.8 - 65.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Protean Kecleon Iron Tail vs. 0 HP / 4 Def Tyranitar: 335-398 (98.2 - 116.7%) -- 87.5% chance to OHKO
252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 0 HP / 4 Def Tyranitar: 304-359 (89.1 - 105.2%) -- 31.3% chance to OHKO

252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 248 HP / 0 Def Heatran: 312-369 (81 - 95.8%) -- 56.3% chance to OHKO after Stealth Rock
252+ Atk Life Orb Protean Kecleon Knock Off (97.5 BP) vs. 248 HP / 0 Def Heatran: 168-199 (43.6 - 51.6%) -- 59% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 0 HP / 4 Def Heatran: 307-367 (95 - 113.6%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Protean Kecleon Knock Off (97.5 BP) vs. 0 HP / 4 Def Heatran: 168-199 (52 - 61.6%) -- guaranteed 2HKO after Stealth Rock

-1 252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 252 HP / 240+ Def Landorus-T: 172-203 (45 - 53.1%) -- 81.3% chance to 2HKO after Stealth Rock and Leftovers recovery
-1 252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 0 HP / 24 Def Landorus-T: 234-276 (73.3 - 86.5%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Life Orb Protean Kecleon Aqua Tail vs. 252 HP / 144+ Def Hippowdon: 229-273 (54.5 - 65%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Life Orb Protean Kecleon Knock Off (97.5 BP) vs. 252 HP / 232+ Def Slowbro: 242-289 (61.4 - 73.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Protean Kecleon Sucker Punch vs. 252 HP / 232+ Def Slowbro: 198-237 (50.2 - 60.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Replays:
http://replay.pokemonshowdown.com/ou-325179962
http://replay.pokemonshowdown.com/ou-325192496
http://replay.pokemonshowdown.com/ou-325203610
 
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
OK so the submission stage is now closed. Its great to see so many submissions, and it reminds me of the good old days of the Type Cores thread :) Anyway, here are your cores:

Core 1
Where's mah body (Glalie-Mega) @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 252 Spe
Hasty Nature
- Double-Edge
- Spikes
- Super Fang / Explosion
- Freeze-Dry / Weather Ball

Malthus (Keldeo) @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Substitute
- Calm Mind

Tickle me elmo (Thundurus) (M) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge / Thunderbolt / Thunder
- Superpower
- Knock Off
- Thunder Wave / Taunt
Glalie is one of the only true wall breakers that can learn Spikes. Its explosion is also unparalleled in damage.

Glalie sets spikes, or obliterates whatever is across from it. Keldeo takes out the fires/steels/rocks that bother glalie. Thundurus handles burds and pressures opposing waters. Defiant on Thundurus threatens defoggers, and between it and keldeo, all spinners are forced out from spinning. Once all the grass and water types are out of the way, Keldeo is usually free to set up and win. Secret tier variant of this core is used on a rain team. Glalie uses weatherball (150 bp water lol), keldeo switches to specs, and thundurus can use thunder.

Glalie
Double edge is for killing things. spikes can be set against more passive things, and weak down keldeo's checks. Super fang and explosion are for crippling or destroying annoying things like mega scizor or various fatmons. Freeze-dry deals with slow waters that think they can switch in.

Keldeo
pretty simple set. Smacks everything that glalie can't. Acts as a switch in on opposing waters. Some HP evs could be tweaked for betters subs.

Thundurus
This is normally bisharp in this type of core, but that's lame, so here's thundurus. The bolt to glalie's beam.
The electric STAB can be whatever you like, since most waters are scared away, anyway, but wild charge destroys things that switch in expecting T-Bolt. Superpower and knockoff are nice coverage and smack stuff hard after a boost. The last slot can be t-wave for speed control for the 100-110 tier that bother glalie and keldeo, or alternatively, taunt for beating stally mons.


This core is still a little weak to burd spam, so TTar might be nice (weather ball would be 100 bp special rock type, eh). Mega Venusaur is also a pain if you run into a defensive variant, so pack some burds yourself.
Core 2
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Return
- Belly Drum

Pinsir @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
I have seen some people make use of Belly Drum Slurpuff in OU before, and it can be a fun Pokemon to use when pulled off correctly. It works off the same idea as BD Azumarill: make use of its good typing to grab +6 and attempt to sweep afterwards. Slurpuff has two differentiating characteristics, however: Unburden and Drain Punch. The speed gain from Unburden is very useful to prevent several Pokemon from revenge killing you and stopping your sweep, while Drain Punch is helpful for recovery purposes and taking down the likes of Ferrothorn. The speed is especially something Azumarill wishes for, and is the main reason to ever consider Slurpuff over it besides the cool factor.

While fun, Slurpuff does have its issues. It's vulnerable to revenge kills from the likes of Talonflame, Mega Scizor, Excadrill, and BP Mega Metagross. Unlike Azumarill, +6 Slurpuff is still relatively weak and incapable of KOing Pokemon like Skarmory, Hippowdon, and defensive Landorus-T in one blow. This is where the other core members come in.

Rotom-W is a great check to all of the Pokemon mentioned, and does a good job of covering Slurpuff's issues in general. Volt Switch is also handy to provide free switch in opportunities for Slurpuff. Since Slurpuff isn't exactly the easiest Pokemon to bring in, this is helpful support. Mega Pinsir's brute strength places extreme pressure on the likes of Skarmory and several bulky grounds with its powerful attacks. Backed by SD, Mega Pinsir is more than capable of putting them in range for Slurpuff to kill later. Moreover, Mega Pinsir scares away Mega Venusaur, a big contribution since the gen 1 starter lives +6 Slurpuff's attacks and walls Rotom-W. Like Slurpuff, Mega Pinsir also appreciates the threats Rotom-W covers and the ability to be brought in for free by Volt Switch.

That's it! I really like the theme for this week because of how many fun options there are to explore o:
Core 3
Stunfisk @ Rocky Helmet
Ability: Static
EVs: 44 HP / 224 Def / 240 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Pain Split / Yawn
- Earth Power

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Knock Off
- Icicle Crash
- Ice Shard

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
IVs: 29 HP
- Knock Off
- Sucker Punch
- Iron Head
- Grass Knot
#FreeWobbuffet
Before I start, I'd like to apologise for bending the rules a little by including a slash on Stunfisk's set. The reasoning for this is because they are both equally valuable assets for the core, so the one which is used is very much dependent on the makeup of the remaining three team members.

This is a revamped version of a core that I originally showcased in one of my RMTs back before the days of Wobbuffet's persecution ban. It is an offensive darkspam core featuring Stunfisk to fill multiple roles on the team. Things that your average darkspam team needs to cover includes VoltTurn, fast electrics, Thunder Wave and birds. In addition, filling the role of Stealth Rock user is an absolute must for such teams maximise the rate at which they can wear down each other's checks, and having something which can provide support by being on the field alone is extremely welcome to such teams. On most teams Helmet Lando-T or FatChomp will suffice to fill this role, but on frailer builds I have had success with this badboy due to a number of shortcomings that that twosome faces with regards to the role.

Firstly, Stunfisk is capable of acting as a guaranteed switch-in v.s. electrics due to the big three failing to 2HKO it with HP Ice before a boost and it taking a measly 40 BP hit from Grass Knot, making it an even weaker hit v.s. it than HP Ice. In addition to this, its access to Static allows for it to provide lots of passive support when used in conjunction with Rocky Helmet, being capable of very easily crippling physical attackers like Talonflame, Bisharp and Mega Pinsir which it commonly switches in on. Its access to STAB Discharge allows it to spread paralysis quickly without sacrificing the ability to combat Talonflame and Mega Pinsir consistently, and its capable of pressuring MMan and Raikou with its ground STAB. It's access to Pain Split also sets it apart because it allows it to take advantage of things which try to use it for a free switch-in (namely electric immunities, although resistances are also problematic - albeit pressured by Discharge's high paralysis rate and Static only adding to the pressure in the case of contact users) to heal and to put a dent into them, making it easier for them to be overwhelmed by its teammates. Yawn is also of note for its ability to help Stunfisk retain momentum v.s. stuff that tries to come in on it - namely Lati@s (helps you retain rocks and stops them using you for a free switch-in), Landorus (forces it to U-turn/switch out while providing a buffer against EQ, allowing Weavile to come in for free and guarantee a Swords Dance) and other miscellanious Defog/Rapid Spin users - and provide lots of support to Stunfisk's teammates - allowing for easy set-up.

Credit to -Magic- for the EV spread. It is better suited to the current metagame than the one that I had been using up until recently was due to the decline in AV Raikou usage making modest+152 offensive investment unnecessary for the most part. It hits 370 HP and the final defense jump point while maximising Stunfisk's SpD stat with what is left, allowing for very solid overall bulk and making it more consistent at being able to blanket check stuff repeatedly. I believe I have already covered the purpose of the moves, but Rocky Helmet and Static are musts due to the sheer amount of passive support that they bring to the table.

Now onto the sets of the darkspam core. Bisharp is a mixed variant with Grass Knot to lure and eliminate Quagsire consistently, which is otherwise a big headache for the core to face, and I have opted for Lonely because +Spe Bisharp is too weak for my tastes. The reasoning behind going -Def>-SpD is because there is actually a hit that it needs the extra points in SpD to take. I can't remember what it was but ages ago someone calced a load of shit and it needed it for the hit. As for Weavile, I opted for SD because it is a completely monstrous set which also takes advantage of the momentum that Yawn brings to the table to get free setup turns.
Mwahaha! I beat -Magic- to a Stunfisk core.
Core 4
Venomoth @ Black Sludge
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz
- Sleep Powder
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 4 SpD / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn
The principle is simple : keep the momentum to set up Venomoth. To begin the core I chose Venomoth because this mon can sweep a lot of teams with the combo Sleep Powder + Quiver Dance. It also has Tinted Lens, double damages on not very effective attacks is very interesting
However, Bird Spam and mons like Azumarill, Heatran complicate Venomoth's work so Rotom-W was an excellent partner, it deals with these pokémons easily and volt switch which allow to send Venemoth safely on the field
Now faster special attackers like Ti@s, Alakazam, Mega Gardevoir and Gengar could be very dangerous so Defensive Mega Scizor completed this core perfectly because it checks mons previously mentioned and forms a volt-turn core with Rotom, it can also remove the hazards that interfere strongly Venomoth

Teammate that can handle Special Attacker Altaria, Manaphy and the steel-types in general would be good
Core 5
Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Blizzard
- Focus Blast
- Hidden Power [Fire]

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 140 Atk / 144 SpA / 224 Spe
Naive Nature
- Outrage
- Blizzard
- Earth Power
- Fusion Bolt
Surprised at no M-Abomasnow core being posted yet, but this is one that I've been toying around with for the past month or so and I enjoy using it a ton. This is your basic Ice spam core featuring Mega Abomasnow and Scarf Kyurem. These two synergize well in the task of breaking fat walls on the opposing team. Specially offensive Abomasnow is the set that I use here because it allows me to invest more EV's into its decent 90/105/105 bulk (despite Grass/Ice being a pretty awful defensive typing >.>). Blizzard and Giga Drain are its standard STAB moves, with Blizzard being especially useful due to its 100% accuracy in Hail, and coming off of a base 132 Special Attack, not many mons want to switch into a base 110 STAB Ice move such as that, while Giga Drain hits decently hard and can provide Abomasnow with a way to get some health back. 8 speed EV's allow me to get the jump on uninvested base 30's such as Slowbro and Amoonguss which Abomasnow can dispatch of easily. Focus Blast hits Heatran hard on the switchin and HP Fire is the last move of choice because my Kyurem-B set gets walled by Ferrothorn.

Now this Kyurem-B set is a bit different than normal, as this is Choice Scarf Kyurem-B with some alterations to it. Blizzard is used here over Ice Beam as it hits very hard along with being 100% accurate in hail which Abomasnow will be able to provide for it, giving Kyurem the ability to outspeed top threats and decimate them with Blizzard. Event outside of hail, it is still a decent option if you want to deal out some heavy damage against the opponent and do not really mind missing every now and then. Earth Power is also put on this set, as with the given EV's, Earth Power OHKO's standard Fast Heatran 100% of the time, while adding some extra oomph to its Blizzard.

Overall I like how well that these two work together, as Kyurem beats faster threats while Abomasnow breaks fatter cores while still being bulky enough to take hits for faster mons and deal huge damage to them with its wide coverage, along with hail being nice in wearing down the enemy team even faster. This is really a fun core that I thoroughly enjoy and maybe you can build a fun team around this core as well!
Core 6
Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Heavy Slam
- Bullet Punch / Ice Punch / Stone Edge

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Dazzling Gleam
- Foul Play
Machamp is an interesting mon. In most ways he is entirely outclassed by the plethora of powerful fighting types in OU. Even its niche as a slow guts wallbreaker is done better by Conkeldurr of all things. But none of these mons can boast a 100% accurate dynamic punch. With no guard and a choice band, Machamp hits extremely hard, and STAB dynamic punch's 100BP, 100% accuracy and 100% confuse rate can be incredibly useful. Knock off for ghosts and heavy slam for fairies, then the last slot is totally customisable on the team's needs - ice punch for Lando and Chomp, Bullet punch for priority, stone edge for Talon (only on switch-in obviously) and CharY - it doesn't really matter because you'll mostly be clicking dynamic punch anyway.

Machamp does obviously have some huge flaws in OU, the main one being his awful speed. This is where Klefki comes in - prankster T-wave allows Champ to outspeed most threats. T-wave plus confusion from dizzy punch is a disgusting and horrible strategy but it works, and is this core's main selling point, as the opponent will more than likely not be able to attack. Finally the spikes support provided allows you to capitalise on the switches forced by aforementioned confusion & paralysis. Dazzling gleam helps vs M-Sab who is otherwise a huge problem for this core and foul play in the last slot for set-up sweepers, other viable options include magnet rise and flash cannon.

Overall this is a very one-dimensional core but it is very fun to use. Just be aware that it won't make you any friends :]
Core 7
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect / Rock Polish

Porygon-Z @ Choice Specs / Life Orb
Ability: Download
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
- Tri Attack
- Ice Beam
- Hidden Power [Fire]
- Trick / Thunderbolt / Psychic / Agility / this slot is useless

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
This core isnt all that great, but then again Porygon isnt too hot either so...

Porygon-Z is a pretty shitty cool wallbreaker that has a nice matchup against Regenerator cores: It can spam Ice Beam and its STAB pretty freely against stuff like Tangrowth, Amoongus, Slowbro, and Tornadus-T (this last one is really nice to hit). Adaptability is what we all know and love PZ for, but Download is better because otherwise HP fire is weak af, and Ice Beam wont do as much to Hippowdon. I chose HP Fire in the third slot because it can hit Ferrothorn for a near OHKO after a Download boost, and also surprises Mega Scizor who think they can do what they like.

The lost slot is tricky. With Specs you will want Trick to fuck Chansey and defensive Heatran over, but I like Orb because it lets me switch up moves, meaning I can come in on a Garchomp or something, Ice Beam into Ferro or Clefable and then HP Fire or Tri Attack. The problem is that Life Orb doesnt really cripple defensive mons, so Trick is meh. It really doesnt matter what you use in this slot. Tbolt hits Manaphy and Slowbro harder, Psychic hits Mega Saur. Nasty Plot might let you break Semi Stall one day. Agility gets a mention for cleaning late game vs offense with no priority users left.

Now, Porygon-Z struggles offensively to break two things (it also struggles with everything defensively but shhh): Heatran and Mega Sableye. This is where Diancie comes in. She can remove Heatran via Earth Power, and obviously helps vs Mega Sableye. Diancie appreciates the luring of Ferrothorn and Mega Scizor with HP fire, and also appreciates Porygon's ability to wear down things like Venusaur, Clefable, and fat Psychics with its STAB. Diancie brings some Speed to the core; Keldeo and Base 100s can be weakened for Porygon-Z if you want to run Agility.

Standard Diancie set; as I said, Earth power means it can hit defensive Heatran and it isnt too shabby vs Jirachi either. Rock Polish can be used to sweep late game once generally bulky things are worn down.

Now this core is ok offensively, but is horribly defensively: Diancie is a burd check and Bisharp check and thats it. We need a secondary check to burds, something to help vs steels, and something to check Mega Lopunny.

Lando-T is a great mon for this role. I think it fulfills this role better than Garchomp due to its access to U-turn, which can generate switch in opportunities for Porygon (who desperately needs them). A defensive spread is most conducive to doing everything it needs to do, as the Bulky Offense teams this core is likely to be used on often use Landog as a Rocker. EQ, U-turn, and Rocks are self explanatory, the last move I chose was Stone Edge. With this, Landorus can hit offensive variants of Talonflame while Diancie deals with bulkier variants. Landorus additionally gives more support against Heatran; with the threat of EQ, U-turn, and potential spikes support, Landorus + PZ can remove Heatran more easily than might be thought

Real men use Gliscor in the last slot, who helps the team against
Bisharp at the cost of performing worse against Mega Lopunny.

This core isnt the best thing ever; it needs anti offense support. To this end, I advise using Scarf Keldeo and/or Klefki. The former brings speed and a Dark spam check, the latter lays spikes, checks the Lati twins, and also checks Dark types.
Core 8
Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Synthesis
- Leaf Storm

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Iron Head

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Knock Off
- Recover
yeah roselia looks like a very odd choice of mon to use on stall, but tbh, i think it has a justifiable niche on very specific teams. so what does it do? it's mainly used for toxic spikes and a bunch of toxic spike setters that exist have some pretty bad downsides to them with stuff like nidos and dragalge not having reliable recovery and roserade has 0 bulk in comparison and stall doesn't really need speed, so i think its pretty fair to sacrifice speed for bulk. another thing about roselia, with its really solid special bulk and passable special attack is that it can do this:

+3 252 SpA Manaphy Ice Beam vs. 252 HP / 252+ SpD Eviolite Roselia: 226-268 (74.3 - 88.1%) -- guaranteed 2HKO
8 SpA Roselia Leaf Storm vs. 0 HP / 0 SpD Manaphy: 284-336 (83.2 - 98.5%) -- 68.8% chance to OHKO after Stealth Rock

so basically, after sr and poison damage, roselia can beat one of the biggest threats to stall there is. it also makes for a fantastic scald switch in, taking 21% max from specs keldeo and healing off with natural cure. obviously with roselia it has a couple problems, it can't take physical moves well at all so it can't check the likes of cb azu well at all. wish support is also nice because roselia is going to be pretty weak from checking keldeo/manaphy and sand can ruin synthesis.

:D
Core 9
Braviary @ Leftovers
Ability: Defiant
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Substitute
- Bulk Up
- Brave Bird
- Roost

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
Braviary is a mostly outclassed mon by staraptor and talonflame but it fill a unique nich as a bulk up stallbreaker. Sub Bulk Braviary does have is niches over talonflame, to star things of braviary is way bulkier than talonflame allowing to find more set up opportunities braviry also has a higher damage out put and can set up 101 hp subs. Magnezon can deal with braviary's common weaknesses to ice and electric while braviary having a ground immunity, magnezone also hs the ability to trap steel types who wall braviary.Gardevoir has decent sinergy with braviary and magnezone braks walls so braviary can clean and deals with garchomp and heatran who give this core troubles. This really apreciates rapid spin support so bulky starmie is an amazing partner.

Replays:
http://replay.pokemonshowdown.com/ou-324931300
http://replay.pokemonshowdown.com/ou-324938699
http://replay.pokemonshowdown.com/ou-325067181
Core 10
Moltres @ Choice Specs/Choice Scarf
Ability: Pressure
EVs: 252 SpA / 252 Spe
Timid Nature/Modest Nature
- Hurricane
- Fire Blast
- U-turn
- Sleep Talk

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Taunt
Moltres + Tornadus-Therian under rain is an amazing wall breaking core for one reason; Hurricane spam, together under rain they can heavily chip/ or kill the usual checks to rain like AV Tangrowth/Ferrothorn/Celebi/MSaur/Rotom-W with extremely powerful Hurricanes usually paving the way for something else to go to town late game, like Kingdra or Omastar~. And another cool thing to note is that if you want Moltres to put in more work versus offense you can just run a scarf on it, but if you want something to take balanced or semi stall teams like say, Starmie/Ferrothorn/Hippowdon/Talonflame/MEye/Clefable, to task for not preparing for rain properly then just run specs and watch everything take in excess of 60% damage. The thing is that rain has very few checks and Moltres can conceivably fill this niche really easily, and doesn't have to run a particularly gimmicky moveset to do so, the Rain play style much like in gen 5 is one where Moltres can really make its opponents feel the heat! This I believe is one of Moltres' best niches atm :). And the magic of this particular core is that Tornadus-Therian with the right set, can mess with hard stall which is pretty much the only play style vs which Moltres isn't that impressive!

I have multiple replays of this core working from the battle city tournament last year and some casual games vs friends who're pretty decent:-

http://replay.pokemonshowdown.com/ou-253743017
http://replay.pokemonshowdown.com/smogtours-ou-78770
http://replay.pokemonshowdown.com/smogtours-ou-78775
http://replay.pokemonshowdown.com/smogtours-ou-78783
http://replay.pokemonshowdown.com/smogtours-ou-78787
http://replay.pokemonshowdown.com/smogtours-ou-78789
http://replay.pokemonshowdown.com/smogtours-ou-78799
http://replay.pokemonshowdown.com/smogtours-ou-78801
http://replay.pokemonshowdown.com/ou-254081529
http://replay.pokemonshowdown.com/smogtours-ou-78806
http://replay.pokemonshowdown.com/smogtours-ou-78807
http://replay.pokemonshowdown.com/smogtours-ou-78810
http://replay.pokemonshowdown.com/smogtours-ou-78818
http://replay.pokemonshowdown.com/smogtours-ou-78819
http://replay.pokemonshowdown.com/ou-254095210
http://replay.pokemonshowdown.com/smogtours-ou-78825
http://replay.pokemonshowdown.com/smogtours-ou-78832
http://replay.pokemonshowdown.com/ou-254101438
http://replay.pokemonshowdown.com/ou-254159310
http://replay.pokemonshowdown.com/smogtours-ou-80041
http://replay.pokemonshowdown.com/smogtours-ou-80042

All of these games were solely played to showcase Moltres Rain :D enjoy :)
Core 11
Ninetales @ Heat Rock
Ability: Drought
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Pain Split
- Toxic

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Earthquake
- Solar Beam
- Sludge Bomb
- Hidden Power [Fire]

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Taunt
- Focus Blast
- Psyshock
I couldn't find my lanturn squad and gamer boy already introduced the powerful and almighty lord stunfisk, so here's a sun core I've been messing around with for a while. Generally, if you want to run base Venusaur in OU, you'd pair it with Charizard Y for a sun setter that's a little better suited for the OU environment, but one major advantage to using Ninetales instead is the ability to run a mega (and the obvious heat rock). Mega Gardevoir makes this fact even more intriguing. Mega Gardevoir is really good at cleaning up those pesky dragons that often give Venusaur trouble (specifically the lati twins) and wearing down special walls with a taunt set. After a few turns of Gardevoir wreaking havoc on the opponent's team, Venusaur usually is in a great position to sweep the game right out from under your opponent's nose.

No switches obvious doubles
More Heatran than the core but I'm pressed for time
Tough Matchup Against Sand But at least Gardevoir did it's job

Anyway, pay no mind to the cofagrigus on the team, initially this squad wasn't supposed to be serious, but it worked out really well for a while and despite sand's rise in popularity I'm still able to achieve a 60% winrate with the core near 1500.

PS: gamer boy I know I know, I'm a bad player. ;)
Core 12
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance

Stunfisk @ Rocky Helmet
Ability: Static
EVs: 44 HP / 224 Def / 240 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Yawn
- Earth Power
#FreeGenesect

So this too is a Stunfisk core I've been using often. gamer boy already went in depth about why Stunfisk is good so I'll give you all the joy of not doing so. So what does Mega Pinsir hate? VolTurn, Birds, and shit faster than it. Well lo and behold we have the Based Lord Stunfisk. What can spread paralysis just by touching the bastard, setup Rocks, phase through Yawn? Nobody but our lord and saviour Stunfisk. Stunfisk works as a defensive check towards a ton of what Mega Pinsir, mostly what I just mentioned :O Stunfisk also has a lovely ability in Static and a cute move called Discharge. Stunfisk has a 30% chance it paralyze through contact and Discharge amps this by a further 30% making the chance of paralysis extremely likely. Oh and Yawn is pretty sexy unless you want to fall asleep you'll gtfo. Perfect time for Pinsir to come in and fuck some shit up fam.

Seriously tho. Free Genesect and vote for me!
#FreeSect2016
Core 13
Kecleon @ Life Orb
Ability: Protean
EVs: 72 HP / 252 Atk / 16 SpD / 168 Spe
Adamant Nature
- Iron Tail
- Aqua Tail
- Knock Off
- Sucker Punch

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Kecleon is a mon that I have been using in OU for a couple of months and it really excels as a lure and a wallbreaker in spite of its terrible speed and mediocre bulk. Protean and a fairly strong STAB Sucker Punch give it niches over other physical wallbreakers. This set is mainly tailored to lure Mega Charizard X's checks to make its job sweeping easier.

Iron Tail will OHKO most variants of Mega Altaria after Steath Rock damage as well as Clefable. Iron Tail is also one of the few moves that can allow Kecleon to utilize the defensive merits of Protean on some occasions, giving it a really good defensive typing in Steel. Aqua Tail is a big move on this set since it targets Zard X's most common checks including Landorus-T, Heatran, Hippowdon and Gliscor. Knock Off is used as the third wallbreaking attack in order to have a fairly spammable move that will almost always have a meaningful effect and is good to have since Water/Steel isn't the best coverage. It also hits Slowbro and other bulky Psychics (though the rare Cresselia won't care about it too much). Sucker Punch is used as strong priority to compensate for terrible speed, though the weaker Shadow Sneak can be used to avoid 50/50 mixups.

On this set, Kecleon runs enough Speed EVs to outspeed Clefable, bulky Tyranitar and Empoleon, though on sets with moves like Fire Punch or Thunder Punch, it could be helpful to run enough to outspeed Skarmory or bulky Mega Scizor.

Zard runs Jolly Dragon Dance in order to outspeed Scarf Lando-T after a boost and has enough HP investment to avoid the 2HKO from standard Rotom-W.

Good partners for the core include Seperior, Excadrill, Clefable and Starmie.

I'll include calcs for Kecleon when my laptop's not dying.

Replays:
http://replay.pokemonshowdown.com/ou-325179962
http://replay.pokemonshowdown.com/ou-325192496
http://replay.pokemonshowdown.com/ou-325203610

Jesus christ that was more tiring to do than you'd think it'd be. Phew! Anyway, remember that you get two votes each, so use them! -Magic- will post the results and the next round at some point on Wednesday, so that gives you around two days to submit your vote. Best of luck!

nb: also don't be that guy who we need to tell off for voting for their own core. Thanks!
 
Last edited:

Martin

A monoid in the category of endofunctors
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Oh: also a reminder for anyone who didn't (in this case it was mac1275 and D Dancer), but please post pictures with your cores in the future. Copying that amount of text/imagery is tiring as it is (especially given that I have to copy the URL of the image and then manually add img tags due to the images not directly copying to the writing body for whatever reason), and having to search for pictures on top of it just makes the job that little bit harder. I'm not scolding you, but please take the courtesy to do so in future.
 
Oh: also a reminder for anyone who didn't (in this case it was mac1275 and D Dancer), but please post pictures with your cores in the future. Copying that amount of text/imagery is tiring as it is (especially given that I have to copy the URL of the image and then manually add img tags due to the images not directly copying to the writing body for whatever reason), and having to search for pictures on top of it just makes the job that little bit harder. I'm not scolding you, but please take the courtesy to do so in future.
Is there a way to post images in phone
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Is there a way to post images in phone
I use the following website to get the bbcode for the images http://pldh.net/dex/sprites/bisharp (replace bisharp with the Pokemon you want (all formes are on the same page, so don't bother with stuff form names)). Just go to the respective Pokemon's page and click on the image you want, then scroll to the top and copy the text that has appeared in the bbcode box.
 
I'm going to go ahead and vote for 3 and 8. I've personally played with 3 and it's quite strong while 8 seems really interesting. I love spikes stacking and Roserade really doesn't cut it on a defensive team. So yeah core 3 and core 8.
 
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