Project ORAS OU Core Building Competition V2 (Round 30: Stalkers) Results

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Congrats to Infernal for winning this week and entering the hall of fame! The spread of votes was really nice and it was a very close week in general!
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Shoutouts to Creator of Chaos
Week 15: Yellow Magic
Building Condition: At least 1 Pokémon must have any of Thunder Wave, Glare, Stun Spore, Nuzzle or Zap Cannon

This is gonna mark the start of a 4-week series we're doing based on status conditions! We're gonna cover each non-volatile status condition that has a move with a 100% rate of induction in their own week, so look forward to it. We're starting with the most Competitive™ status condition in the game, paralysis! Best of luck to everyone!
 
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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost

Volcanion @ Choice Specs / Splash Plate / Whatever you like to run
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast / Flamethrower
- Sludge Bomb
- Hidden Power [Grass] / Earth Power

Basically the idea here is that Togekiss paralyzes offensive mons for Volcanion to murder with its STABs, while taking on offensive grasses that bug Volcanion. In return volcanion obliterates steels and rocks for Togekiss to go full cancer mode and start paraflinching without any worries.
 
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serperior.gif
tyranitar.gif

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

A core based on Glare Serperior paralyzing opponents so Band Tar can take advantage with it's incredible wallbreaking power. Together these two have a nice matchup against bulky teams due to Tyranitar breaking down most special walls that can take on Serperior and also checking Fire and Flying types. It also Pursuit traps threats like Latios that could threaten the core. This core also has a nice matchup against offense due to Serperior luring in stuff like Torn-T with Glare so the two can take advantage of the paralysis. Overall a nice Yellow Magic core.
 
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Mega Latias + Clefable

Who needs one Thunder Wave user when you can have two?

380-mega.png
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This core is nothing but pure lunacy. In all seriousness though, Mega Latias and Clefable make fore a potent duo for defensively balanced teams. Mega Latias can easily take on Clefable's threats such as Talonflame and can wear down Heatran that lack Toxic relatively easily. Meanwhile, Clefable can set up on common dark types such as Bisharp, Tyranitar (Bish and Weav need to be paralyzed beforehand), and Mega Diancie relatively easily. Clefable can also paralyze Azumarill and non Heal Bell Mega Altaria, crippling them so Mega Latias can beat them down with its BoltBeam coverage.

Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Roost
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
 
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I was gonna use clef but we all know how annoying she is so I came up with something a little Different and find more ways to infuriate oppenents


gardevoir-mega.gif
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jirachi.gif



Sets
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Thunder Wave

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Explanation: Gardevoir is a huge issue for bulky teams able to blow things to shreds with Hyper voice as well as hit switch ins like heatran with appropriate coverage moves. Problem is many steels like metagross or scizor can take a hit and force her out. This is where T-wave comes in nailing and crippling those mons. Which makes Jirachis Job of para flinching easier. A paralysed heatran is so much easy to flinch to death then a non paralysed
 
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Latios @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunder Wave
- Defog
gengar.gif

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt

Gengar is a huge threat in the current metagame but it is hampered by being easily trapped by scarftar/weavile and because av tornadus-t can switch into it. Enter Latios to paralyse them, allowing Gengar to run rampant. Latios has a colbur berry to ensure it can live a hit and get the paralysis off.
 
*racks brain for heat*

Christ this is hard. Uh, I give up. I'll just be scummy and do this:

jirachi.png
togekiss.png

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 236 HP / 240 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam / Thunder Wave
- Protect
- Wish

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Air Slash
- Roost
- Nasty Plot

Ladies, gentlemen and COPPA 12 Y/Os, today I present to you a core that I like to call Cancer™. In all seriousness though this is actually a pretty potent defensive para-spam core that synergises depressingly well. Jirachi eats Poison- and Steel-type attacks targetted at Togekiss, and in exchange Togekiss eats Dark- and Ground-type attacks targetted at Jirachi, with me opting to run PhysDef to maximise my ability to combat Dark-types that I try to switch in on due to them commonly carrying physical super effective secondary STABs--allowing me to switch in on a KOff in a pinch and threaten with Thunder Wave. The sheer volume of paralysis on this core is enough to make any man shiver in their boots, but when combined with the horror that is 60% flinch rates then it starts to become that much scarier to be pitted against. It is recommended that you also bring a Heal Bell user on this core or, failing that, you can also try and cram Heal Bel onto the Togekiss set over Nasty Plot or something, although personally I think the added offensive presence that it brings makes it really hard to pass up--especially when you consider that it can cheese setup off of paralysis and make its paraflinching even deadlier.
Mega Latias + Clefable

Who needs one Thunder Wave user when you can have two?

380-mega.png
036.png


This core is nothing but pure lunacy. In all seriousness though, Mega Latias and Clefable make fore a potent duo for defensively balanced teams. Mega Latias can easily take on Clefable's threats such as Talonflame and can wear down Heatran that lack Toxic relatively easily. Meanwhile, Clefable can set up on common dark types such as Bisharp, Tyranitar (Bish and Weav need to be paralyzed beforehand), and Mega Diancie relatively easily. Clefable can also paralyze Azumarill and non Heal Bell Mega Altaria, crippling them so Mega Latias can beat them down with its BoltBeam coverage.

Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Roost
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
RIP
 
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thundurus.gif

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Focus Blast
- Sludge Wave

breloom.gif

Breloom @ Fist Plate / Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore

Thundurus can facilitate Breloom's sweep by a ton, luring in Clefable with Sludge Wave, and checking Flying types. T-Wave also helps in general for slowing things down for Breloom. In return, Breloom can handle the bulky Grounds and special walls that Thundurus struggles with.
 
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Heracross @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Pin Missile
- Substitute
- Rock Blast
- Close Combat
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Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
- Thunder Wave

Just a standard Mega Heracross core. Thanks to its good bulk and powerful STABs, Heracross is able to beat many Thundurus checks like Mega Latias, Hippowdon, Amoonguss and Chansey. Close Combat forces out Rock- and Ice-Types, weakening them with residual damage like Stealth Rock damage, so they will be unable to check Thundurus late game. Thundurus beats some Flying-Types like Wisp Talonflame, AV Tornadus-T and Togekiss, while also breaking through Bulky-Waters. Furthermore, Thundurus can lure in and spread paralysis against pokemon like Clefable, Latias, Zard-X, and Mega Altaria, making it much easier for Mega Heracross to win against these pokemon 1v1.
 
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rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Thunder Wave

nidoking.gif

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Ice Beam
- Flamethrower

Alrighty-right, I got me here a paralyzing washing machine and a poison armor dinosaur thing, ready to wreck any opposing teams! These two have really nice synergy. Grass types like Serperior or Tangrowth that smell a free switch-in against Rotom and get stopped cold by a T-Wave, allowing Rotom to Volt Switch out and keep up momentum. From there, Nidoking can outspeed and destroy said Grass-type with a Sludge Wave.
When a ground or water type switches in to revenge-kill Nidoking, Rotom can come back in and take the hit. Even though Ground types can't be paralyzed, they can be pressured by a Hydro Pump and forced out. Rotom checks priority-users like Azumarill and Talonflame, while Nidoking can handle common Rotom-W switch-ins like Clefable.

Rotom-W does miss Will-o-Wisp to check mons such as Scizor and Garchomp, but Nidoking can lure them on the switch by hiding the appropriate coverage move until a predicted switch, and then poof, they aren't a problem anymore.
 
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Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- U-turn

Rotom-W @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump
So this is a cool core that feature Colbur Berry Jirachi (I bet Martin. got a hard-on hearing those words). It's your standard Specially Defensive set, except Colbur in tandem with Thunder Wave allows Jirachi to cripple Pursuit trappers, namely Tyranitar and Weavile, then proceed to hax them to death. It's effective and incredibly fun to witness. Rotom-W is a nice partner to complete the VolTurn core and help cover a bit of Jirachi's weaknesses.
 
Nice activity this week! I'll be closing submissions here. Given what AM was saying in the Break My Team thread, we're gonna start being a bit more vigilant with our submission moderation starting from next week; we will allow heat to be submitted 'cause we're not dictators, but when submitting a core with a D/E rank or with a non-standard set (exc. simple lures) we will be expecting fairly detailed justification for why you're using said 'mon/set as opposed to a more widely viable Pokémon. Also, we want cores to be functional in practice too as opposed to simply meeting a theme. So as to ensure that there is no bias towards either of the hosts with regards to this, I want -Magic- to be very scrupulous with my submissions and vice versa, and we also appreciate outside help to ensure that neither of us slack on this; we encourage people to give advice on how to improve submitted cores as well as constructive criticism with people saying why cores are bad--including those submitted by us hosts. Anyway, with that out of the way, here are your options:
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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost

Volcanion @ Choice Specs / Splash Plate / Whatever you like to run
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast / Flamethrower
- Sludge Bomb
- Hidden Power [Grass] / Earth Power

Basically the idea here is that Togekiss paralyzes offensive mons for Volcanion to murder with its STABs, while taking on offensive grasses that bug Volcanion. In return volcanion obliterates steels and rocks for Togekiss to go full cancer mode and start paraflinching without any worries.
serperior.gif
tyranitar.gif

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

A core based on Glare Serperior paralyzing opponents so Band Tar can take advantage with it's incredible wallbreaking power. Together these two have a nice matchup against bulky teams due to Tyranitar breaking down most special walls that can take on Serperior and also checking Fire and Flying types. It also Pursuit traps threats like Latios that could threaten the core. This core also has a nice matchup against offense due to Serperior luring in stuff like Torn-T with Glare so the two can take advantage of the paralysis. Overall a nice Yellow Magic core.
Who needs one Thunder Wave user when you can have two?

380-mega.png
036.png


This core is nothing but pure lunacy. In all seriousness though, Mega Latias and Clefable make fore a potent duo for defensively balanced teams. Mega Latias can easily take on Clefable's threats such as Talonflame and can wear down Heatran that lack Toxic relatively easily. Meanwhile, Clefable can set up on common dark types such as Bisharp, Tyranitar (Bish and Weav need to be paralyzed beforehand), and Mega Diancie relatively easily. Clefable can also paralyze Azumarill and non Heal Bell Mega Altaria, crippling them so Mega Latias can beat them down with its BoltBeam coverage.

Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Roost
- Thunder Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
I was gonna use clef but we all know how annoying she is so I came up with something a little Different and find more ways to infuriate oppenents


gardevoir-mega.gif
+
jirachi.gif



Sets
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Thunder Wave

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Explanation: Gardevoir is a huge issue for bulky teams able to blow things to shreds with Hyper voice as well as hit switch ins like heatran with appropriate coverage moves. Problem is many steels like metagross or scizor can take a hit and force her out. This is where T-wave comes in nailing and crippling those mons. Which makes Jirachis Job of para flinching easier. A paralysed heatran is so much easy to flinch to death then a non paralysed
latios.gif

Latios @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunder Wave
- Defog
gengar.gif

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Taunt

Gengar is a huge threat in the current metagame but it is hampered by being easily trapped by scarftar/weavile and because av tornadus-t can switch into it. Enter Latios to paralyse them, allowing Gengar to run rampant. Latios has a colbur berry to ensure it can live a hit and get the paralysis off.
*racks brain for heat*

Christ this is hard. Uh, I give up. I'll just be scummy and do this:

jirachi.png
togekiss.png

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 236 HP / 240 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam / Thunder Wave
- Protect
- Wish

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Air Slash
- Roost
- Nasty Plot

Ladies, gentlemen and COPPA 12 Y/Os, today I present to you a core that I like to call Cancer™. In all seriousness though this is actually a pretty potent defensive para-spam core that synergises depressingly well. Jirachi eats Poison- and Steel-type attacks targetted at Togekiss, and in exchange Togekiss eats Dark- and Ground-type attacks targetted at Jirachi, with me opting to run PhysDef to maximise my ability to combat Dark-types that I try to switch in on due to them commonly carrying physical super effective secondary STABs--allowing me to switch in on a KOff in a pinch and threaten with Thunder Wave. The sheer volume of paralysis on this core is enough to make any man shiver in their boots, but when combined with the horror that is 60% flinch rates then it starts to become that much scarier to be pitted against. It is recommended that you also bring a Heal Bell user on this core or, failing that, you can also try and cram Heal Bel onto the Togekiss set over Nasty Plot or something, although personally I think the added offensive presence that it brings makes it really hard to pass up--especially when you consider that it can cheese setup off of paralysis and make its paraflinching even deadlier.
thundurus.gif

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Focus Blast
- Sludge Wave

breloom.gif

Breloom @ Fist Plate / Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore

Thundurus can facilitate Breloom's sweep by a ton, luring in Clefable with Sludge Wave, and checking Flying types. T-Wave also helps in general for slowing things down for Breloom. In return, Breloom can handle the bulky Grounds and special walls that Thundurus struggles with.
214-mega.gif

Heracross @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Pin Missile
- Substitute
- Rock Blast
- Close Combat
642.gif

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
- Thunder Wave

Just a standard Mega Heracross core. Thanks to its good bulk and powerful STABs, Heracross is able to beat many Thundurus checks like Mega Latias, Hippowdon, Amoonguss and Chansey. Close Combat forces out Rock- and Ice-Types, weakening them with residual damage like Stealth Rock damage, so they will be unable to check Thundurus late game. Thundurus beats some Flying-Types like Wisp Talonflame, AV Tornadus-T and Togekiss, while also breaking through Bulky-Waters. Furthermore, Thundurus can lure in and spread paralysis against pokemon like Clefable, Latias, Zard-X, and Mega Altaria, making it much easier for Mega Heracross to win against these pokemon 1v1.
rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Thunder Wave

nidoking.gif

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Ice Beam
- Flamethrower

Alrighty-right, I got me here a paralyzing washing machine and a poison armor dinosaur thing, ready to wreck any opposing teams! These two have really nice synergy. Grass types like Serperior or Tangrowth that smell a free switch-in against Rotom and get stopped cold by a T-Wave, allowing Rotom to Volt Switch out and keep up momentum. From there, Nidoking can outspeed and destroy said Grass-type with a Sludge Wave.
When a ground or water type switches in to revenge-kill Nidoking, Rotom can come back in and take the hit. Even though Ground types can't be paralyzed, they can be pressured by a Hydro Pump and forced out. Rotom checks priority-users like Azumarill and Talonflame, while Nidoking can handle common Rotom-W switch-ins like Clefable.

Rotom-W does miss Will-o-Wisp to check mons such as Scizor and Garchomp, but Nidoking can lure them on the switch by hiding the appropriate coverage move until a predicted switch, and then poof, they aren't a problem anymore.
385.png
479w.png

Jirachi @ Colbur Berry
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- U-turn

Rotom-W @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump
So this is a cool core that feature Colbur Berry Jirachi (I bet Martin. got a hard-on hearing those words). It's your standard Specially Defensive set, except Colbur in tandem with Thunder Wave allows Jirachi to cripple Pursuit trappers, namely Tyranitar and Weavile, then proceed to hax them to death. It's effective and incredibly fun to witness. Rotom-W is a nice partner to complete the VolTurn core and help cover a bit of Jirachi's weaknesses.
You can vote for up to two cores. Best of luck!
 
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