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

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Core 2 and 9.

One of the few cores where the use of paralysis really supports the other member of the core. I understand that paralysis only supports a few teammates, like slow walbreakers and substitute setup sweepers, but this is more an issue with the idea behind this round than the cores itself.
 
Grats to SketchUp for winning this week with his core of Thundurus and Mega Heracross and entering the hall of fame! There were lots of votes this week, and it was close with three cores reaching a completed tally group this time around as opposed to the usual one.
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Shiny Magmortar said:
Dear Lonelyness,

Upon browsing through the Smogon photo album thread, I have finally come to a conclusion about your behavior on this forum. Despite your losing tournament record and off putting grooming habits, I feel that your past as a player is not the main problem that we're dealing with. Even though the Smogon community has differing opinions on how you handle yourself, but there is something that no one can argue.

You are the most God awful user that I have ever had the misfortune of coming across. For one, your posts are absolute fucking garbage. It seems that if you have the logic of a rogue second grader who found some weed in the janitor's office at recess because this shit is just fucking dumb bro. I’m pretty sure that I can shove a vat of KFC Popcorn chicken in my hard drive and formulate less insipid posts than you. Like are you fucking kidding me? You manage all these shitty tournament teams filled to the brim with slovenly ass marmosets with the rngs hand through their ass, and your teams still can't manage to make it past the first few rounds of most tournaments while the rest of the greasy ass Smogon population plows through you handily. I find the things you say to be disgusting and completely ass backward. It would be easier just to throw hot water and soap on you instead of watching you wallow in your own filth as you try to climb to the top of the Smogon social ladder via connections with sweaty ass orangutan after sweaty ass orangutan.

Not only that but you pretty much are the epitome of why this community is a fucking cesspool of sweaty ass buffalo chicken and falafel stuffed squids who have absolutely no fucking clue what they're doing. My God, the sound of your voice combined with the rancid, uneducated jargon that you spew all over the smogcast is equivalent listening to Chief Keef on repeat [alternatively, reading posts by Pocket]. I’m 97% sure that you have to be Sand Veil Garchomp to avoid getting cervical cancer from even listening to the smogcast for like 5 minutes. I actually feel bad to see this many moronic gyro meat wrapped howler monkeys congregating in one sweaty ass location. Not going to name any names or anything but holy fuck man the level of incompetence and just massive quantities of pure idiotic statements being spewed into the smogcast makes me want to give a swirly to a baby kitten or some shit.

Now I’ll preface this shit with my next point but actually let’s just toss in some more gargantuan words to act as filler like pretty much all of your posts.

Back to what I think about you being spicy black bean patty stuffed slug. Oh my lord the way that you act holy shit what the hell? Like honestly your perception of what people think of you is more clouded than a fucking dirty ass port a potty at the county fair Jesus Christ. You thinking that you're the shit, patronizing people in the pic thread when you look like Patty The Pepperoni Pizza gave birth on your face, and who the fuck knows what you have done ever since I made the mistake of joining these slimy ass forums. But there is one certainty in the treacherous and semen infested waters of Smogon, that you will continue to be shitty! But it’s all good because central will dominate next year or the smog frogs will pick up some random 5th grader who is 2nd on the po ladder or some bullshit. Laddering ftw. God damn, I'm not saying that I could lead a team better better [alright no yeah I can, I can probably manage a team better by getting my dick stuck my printer and having to pour a vat of curry in there to get it out, fuck off bro],but holy tits if you keep taking dumps on everyone who lives in the Central United States hopes of getting a trophy, then are you still managing the team? Oh yeah I forgot, it's because you're a smarmy ass baboon.

All in all you're lame as fuck bro. You're a lubricious, smarmy ass bisexual star nosed mole wrapped in a whole wheat pita drenched in expired honey mustard, ranch, and a medley of broccoli cheese soup from Panera with a squashed baked potato and chives found on the dirty bathroom floor at your local Wendy's while being viciously waterboarded with a copy of the New York Times after it was discovered that he held up a retired economics professor in a deserted gas station in Little Rock, Arkansas. What the fuck man. Reading your posts is worse than being raped by your 7th grade teacher, anyone who likes them can gargle ibex semen.

6a00d8345194a469e20120a7ca0097970b-800wi
Week 16: You're gonna need a BURN HEAL!
Building condition:
At least 1 Pokémon must carry either Will-O-Wisp or Inferno

Continuing with our series on status, this week we're focusing on burns! Once again, we have just stuck with the 100% burn rate moves this time around (sorry Scald!) for the sake of consistency, so best of luck with this one! There are lots of good Wisp users to choose from, so go nuts! And we encourage you to give constructive criticism within the thread, as discussion and improvement of submitted cores is healthy :)
 
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Original core do not steal
302-mega.png
663.png

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Fake Out
- Knock Off / Foul Play
- Will-O-Wisp
- Recover

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Will-O-Wisp / Taunt
- Bulk Up / Taunt

Cancerous mega sableye stall core. Sableye keeps hazards off and checks mons like ttar, lando, garchomp, and hippo for tflame. In return tflame handles powerful special attackers like gengar, zardy, serperior, clefable, and the likes while also providing a wincon that offsets the passivity of standard utility mega sableye.
 
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479w.png
212-m.png

Rotom-W @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
- Pain Split
- Will-O-Wisp
- Volt Switch
- Hydro Pump

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Roost
- Bullet Punch
- Pursuit
- U-turn
This core is so original, so be sure to not steal it esteemed users of Smogon. It's a simple VolTurn core with Wisp Rotom-W as some nice support for it and Scizor to maintain longevity. Their synergy is actually rather extraordinary since they cover their weaknesses rather well and easily. Overall nice and very common core

P.S: Don't blame me for that title lol
 
gardevoir.png
magnezone.png

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

Magnezone @ Choice Scarf / Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe (Choice Scarf) OR 128 HP / 252 SpA / 128 Spe (Choice Specs)
Timid (Scarf) / Modest (Specs) Nature
- Thunderbolt
- Volt Switch
- Hidden Power Fire
- Flash Cannon

OK I admit that I could have been a little more original here, but f*ck it I'm not particularly going for the win this week so it can't do any harm to lock others out of it. This core is designed under the assumption that fairy+magnet=profit, and it is tried and true as basically the most generic Gardevoir core you can get. IMO if you feel the need to run Timid on Mega Gardevoir outside of a handful builds you need to rethink your priorities when teambuilding--although that may just me being closed minded (regardless tho modest is better), and Will-O-Wisp allows Gardevoir to cripple physical attackers as well as lessening the pressure put onto Magnezone when dealing with Superpower variants of Scizor, as offensive SD variants outpace Choice Specs variants and OHKO >50% of the time with an unboosted Superpower after Stealth Rock if its not burned unless its the really bad jolly variant, whereas bulky SD variants can take a hit from Choice Scarf Magnezone and deal heavy damage to it despite missing out on the OHKO. Magnezone traps Steel-types which wall Gardevoir and KOs them with Thunderbolt or HP Fire, depending on the target.
 
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gourgeist-super.png
raikou.png

Gourgeist checks ground types (excluding Mamoswine) for Raikou while weakening physical attackers with wisp. Raikou in return checks flying types for Gourgeist and helps take out annoying waters such as Keldeo and Volcanion. Gourgeist helps take out or weaken annoying mons for Raikou such as: Gastrodon, Quagsire, Lopunny, Landorus, Excadrill etc. Will-o-wisp from Gourgeist ensures easier set up for Raikou (who is running CM). Once all key physical threats that can outspeed Raikou or break its sub are weakened with wisp & once Quag is removed (which is accomplished with seed bomb), Raikou can set up and win. Leech seed provides passive recovery for Gourgeist & with good predictions you can use it to heal up Raikou so that he can continue checking Talonflame and the like for Gourgeist. Ev's on geist is the standard smog spread to avoid the 2hko from specs Keldeo Hydro Pump.

Adding checks to fire types, strong darks and ghost types can benefit this core and help round it off. A way to beat unaware Clefable and Mamoswine is also needed for this core to function effectively.

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 160 Def / 100 SpD
Impish Nature
- Seed Bomb
- Will-O-Wisp
- Leech Seed
- Synthesis

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
- Substitute
 
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Mew + Clefable
mew.gif
clefable.gif


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Taunt
- Soft-Boiled
- Will-O-Wisp
- Knock Off

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

PINK CORES.

Anyway this is a defensive status spreading / annoyer core. Everyone knows what Clefable does and why it's so great, so I won't really go into that. Mew helps it out by being a much more reliable answer to stuff like Mega Medicham, Mega Lopunny, Kyurem-Black, and things of that nature. Clef helps big time with Dark-types like Weavile, Tyranitar, and Mega Sableye, while slowing stuff down to support both members. Mew can burn Bisharp aka da threat if its not Lum Berry. Mew helps the matchup vs defensive and balance teams while Clefable shines moreso against offense and some balance squads. Mew can also burn a lot of Steel-types that want to ruin Clefable's fun and Taunt stuff like Amoonguss.

Core's stupidly weak to Fire-types like Talonflame and Heatran, ZardX can setup on Mew as well, so stuff like Rotom-W or Suicune can make good partners.
 
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Defensive Infernape + Slowking
infernape.gif
slowking.gif

This is a fun core that I have been playing around with on a balance team I built recently. Infernape handles Darks/Scizor easily while also providing burn support so so as to ease pressure off of Slowking dealing with physical attackers, and Slowking in turn handles Latis, Diancie, and waters which are all annoying for Infernape to deal with. Something to deal with Rotom and Grounds in general is preferred, since I'm running a bit more SpD than normal on my Slowking set.

Infernape @ Leftovers
Ability: Iron Fist
EVs: 252 HP / 208 Def / 48 Spe
Jolly Nature
- Will-O-Wisp
- Slack Off
- Fire Punch
- Low Kick

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock
 
rotom-wash.gif
landorus-therian.gif

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
This is a pretty effective volturn core that is pretty much the face of bulky offense these days and it is very good at what i does. Basically, these two mons can effectively generate momentum for offensive teams while dealing with common issues for offense like sand, rain (in term of rotom), physical priority sweepers, and other such thins. Rotom's ability to burn opponents actually assists lando in this core because it takes some pressure of of lando to check sweepers and means that he doesn't take as much damage overall throughout the course of the match. This core is really solid in the current metagame since fat balances are everwhere and people use mega latias as their rotom check on fat balance a lot, so you can volt out as that thing comes in and go out to a wallbreaker that really threatens balance like kyub or band azu and other similar mons. Both of these mons do compliment each other pretty well, with rotom being able to check water and ice types that trouble lando along with lando being able to check some electric types that annoy rotom. Overall, this is an incredibly solid core and I recommend that you try it out if you somehow haven't already.
 
gengar.gif
aerodactyl-mega.png
094.png
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Will-O-Wisp

142-m.png
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Pursuit
- Fire Fang / Aqua Tail / Taunt
Gar is checked by Pokemon like AV Torn-T and Talon. Faster offensive threats like Mega Zam, Mega Lop, and Starmie are also troublesome. All of these Pokemon are threats Mega Aero can either heavily pressure with its STABs or possibly trap with Pursuit, which Gengar appreciates greatly. In exchange for this help, Gar provides a few things back. For example, Mega Aero has trouble breaking through defensive Pokemon like Clefable, Slowbro, Hippo, Quag, and Skarm. Other Pokemon like tank Chomp and bulky Lando-T are also really annoying. This is where Gar comes in, being able to threaten or soften them all up rather well. In particular, burning the mentioned bulky grounds helps significantly in wearing them down for Mega Aero to have an easier time cleaning up later on. Gar's ability to potentially burn threats like Mega Sciz is also helpful to cushion the blow Mega Aero takes from BP before hitting back with Fire Fang.

In sum, Mega Aero can deal with several of Gar's checks while benefiting from its ability to threaten a few defensive Pokemon and spread around burns to soften up the opposing team. I chose Fire Fang as the main final move on Mega Aero to lessen the chances Mega Sciz and Bisharp have to threaten the core. As mentioned before, Gar's ability to burn Mega Sciz is also very nice for Fire Fang Mega Aero. Other options like Taunt and Aqua Tail can be used depending on your team too. For example, Aqua Tail can allow Mega Aero to deal more damage to Pokemon like Hippo and Lando-T, especially after they've been burned by Gar. Hitting SpD Gliscor is also nice because it's a counter to this particular Gar. Taunt is a cool choice versus the fatter builds out there, stopping Pokemon like Clef, Skarm, and Hippo from healing up on you. Preventing Clef in particular from clicking Thunder Wave also means you can directly switch Gengar in more safely.
 
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K up goes voting!
Original core do not steal
302-mega.png
663.png

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Fake Out
- Knock Off / Foul Play
- Will-O-Wisp
- Recover

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Will-O-Wisp / Taunt
- Bulk Up / Taunt

Cancerous mega sableye stall core. Sableye keeps hazards off and checks mons like ttar, lando, garchomp, and hippo for tflame. In return tflame handles powerful special attackers like gengar, zardy, serperior, clefable, and the likes while also providing a wincon that offsets the passivity of standard utility mega sableye.
479w.png
212-m.png

Rotom-W @ Leftovers
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
- Pain Split
- Will-O-Wisp
- Volt Switch
- Hydro Pump

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Roost
- Bullet Punch
- Pursuit
- U-turn
This core is so original, so be sure to not steal it esteemed users of Smogon. It's a simple VolTurn core with Wisp Rotom-W as some nice support for it and Scizor to maintain longevity. Their synergy is actually rather extraordinary since they cover their weaknesses rather well and easily. Overall nice and very common core

P.S: Don't blame me for that title lol
gardevoir.png
magnezone.png

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

Magnezone @ Choice Scarf / Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe (Choice Scarf) OR 128 HP / 252 SpA / 128 Spe (Choice Specs)
Timid (Scarf) / Modest (Specs) Nature
- Thunderbolt
- Volt Switch
- Hidden Power Fire
- Flash Cannon

OK I admit that I could have been a little more original here, but f*ck it I'm not particularly going for the win this week so it can't do any harm to lock others out of it. This core is designed under the assumption that fairy+magnet=profit, and it is tried and true as basically the most generic Gardevoir core you can get. IMO if you feel the need to run Timid on Mega Gardevoir outside of a handful builds you need to rethink your priorities when teambuilding--although that may just me being closed minded (regardless tho modest is better), and Will-O-Wisp allows Gardevoir to cripple physical attackers as well as lessening the pressure put onto Magnezone when dealing with Superpower variants of Scizor, as offensive SD variants outpace Choice Specs variants and OHKO >50% of the time with an unboosted Superpower after Stealth Rock if its not burned unless its the really bad jolly variant, whereas bulky SD variants can take a hit from Choice Scarf Magnezone and deal heavy damage to it despite missing out on the OHKO. Magnezone traps Steel-types which wall Gardevoir and KOs them with Thunderbolt or HP Fire, depending on the target.
gourgeist-super.png
raikou.png

Gourgeist checks ground types (excluding Mamoswine) for Raikou while weakening physical attackers with wisp. Raikou in return checks flying types for Gourgeist and helps take out annoying waters such as Keldeo and Volcanion. Gourgeist helps take out or weaken annoying mons for Raikou such as: Gastrodon, Quagsire, Lopunny, Landorus, Excadrill etc. Will-o-wisp from Gourgeist ensures easier set up for Raikou (who is running CM). Once all key physical threats that can outspeed Raikou or break its sub are weakened with wisp & once Quag is removed (which is accomplished with seed bomb), Raikou can set up and win. Leech seed provides passive recovery for Gourgeist & with good predictions you can use it to heal up Raikou so that he can continue checking Talonflame and the like for Gourgeist. Ev's on geist is the standard smog spread to avoid the 2hko from specs Keldeo Hydro Pump.

Adding checks to fire types, strong darks and ghost types can benefit this core and help round it off. A way to beat unaware Clefable and Mamoswine is also needed for this core to function effectively.

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 160 Def / 100 SpD
Impish Nature
- Seed Bomb
- Will-O-Wisp
- Leech Seed
- Synthesis

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
- Substitute
Mew + Clefable
mew.gif
clefable.gif


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Taunt
- Soft-Boiled
- Will-O-Wisp
- Knock Off

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

PINK CORES.

Anyway this is a defensive status spreading / annoyer core. Everyone knows what Clefable does and why it's so great, so I won't really go into that. Mew helps it out by being a much more reliable answer to stuff like Mega Medicham, Mega Lopunny, Kyurem-Black, and things of that nature. Clef helps big time with Dark-types like Weavile, Tyranitar, and Mega Sableye, while slowing stuff down to support both members. Mew can burn Bisharp aka da threat if its not Lum Berry. Mew helps the matchup vs defensive and balance teams while Clefable shines moreso against offense and some balance squads. Mew can also burn a lot of Steel-types that want to ruin Clefable's fun and Taunt stuff like Amoonguss.

Core's stupidly weak to Fire-types like Talonflame and Heatran, ZardX can setup on Mew as well, so stuff like Rotom-W or Suicune can make good partners.
Defensive Infernape + Slowking
infernape.gif
slowking.gif

This is a fun core that I have been playing around with on a balance team I built recently. Infernape handles Darks/Scizor easily while also providing burn support so so as to ease pressure off of Slowking dealing with physical attackers, and Slowking in turn handles Latis, Diancie, and waters which are all annoying for Infernape to deal with. Something to deal with Rotom and Grounds in general is preferred, since I'm running a bit more SpD than normal on my Slowking set.

Infernape @ Leftovers
Ability: Iron Fist
EVs: 252 HP / 208 Def / 48 Spe
Jolly Nature
- Will-O-Wisp
- Slack Off
- Fire Punch
- Low Kick

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock
rotom-heat.gif
diancie-mega.gif


Pretty simple core and to begin with rotom heat checks and handles steel types that generally annoy mega diancie such as mega scizor, skarm and ferro as it resists steel and can check scarf rachi too. That being said mega diancie could run hp fire but earth power is the better option as it nails tran. Mega diancie provides hazard control in the form of magic bounce, although not being the best method to keep rocks off temporarily due to its frailty, its w/e really. Mega diancie checks the dragon types that would pretty much take nothing from rotom heat. Notable dragon types being latis, chomp and kyu b. Though wisp is annoying to the 3 and then again rotom heat cant really do much to them outside of a wisp. Rotom heat can annoy mega altaria as it resists its fairy stab and can cripple with wisp. It is able to provide a grass resist to mega diancie which is nice as grasses like serperior can outspeed and easily kill mega diancie. Being able to provide momentum via volt switch is pretty useful as it can volt switch on a zard x and safely bring mega diancie in (on the predicted switch that is). Also rotom heat provides the added benefit of being a eq switchin as levitate. Since we all know that mega diancie would not like an eq and even at a +1 boost from diamond storm, its still taking a good chunk from an eq. So have fun people!

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Bold Nature
- Overheat
- Volt Switch
- Pain Split
- Will-O-Wisp

Diancie @ Diancite
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
rotom-wash.gif
landorus-therian.gif

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
This is a pretty effective volturn core that is pretty much the face of bulky offense these days and it is very good at what i does. Basically, these two mons can effectively generate momentum for offensive teams while dealing with common issues for offense like sand, rain (in term of rotom), physical priority sweepers, and other such thins. Rotom's ability to burn opponents actually assists lando in this core because it takes some pressure of of lando to check sweepers and means that he doesn't take as much damage overall throughout the course of the match. This core is really solid in the current metagame since fat balances are everwhere and people use mega latias as their rotom check on fat balance a lot, so you can volt out as that thing comes in and go out to a wallbreaker that really threatens balance like kyub or band azu and other similar mons. Both of these mons do compliment each other pretty well, with rotom being able to check water and ice types that trouble lando along with lando being able to check some electric types that annoy rotom. Overall, this is an incredibly solid core and I recommend that you try it out if you somehow haven't already.
gengar.gif
aerodactyl-mega.png
094.png
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Will-O-Wisp

142-m.png
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Pursuit
- Fire Fang / Aqua Tail / Taunt
Gar is checked by Pokemon like AV Torn-T and Talon. Faster offensive threats like Mega Zam, Mega Lop, and Starmie are also troublesome. All of these Pokemon are threats Mega Aero can either heavily pressure with its STABs or possibly trap with Pursuit, which Gengar appreciates greatly. In exchange for this help, Gar provides a few things back. For example, Mega Aero has trouble breaking through defensive Pokemon like Clefable, Slowbro, Hippo, Quag, and Skarm. Other Pokemon like tank Chomp and bulky Lando-T are also really annoying. This is where Gar comes in, being able to threaten or soften them all up rather well. In particular, burning the mentioned bulky grounds helps significantly in wearing them down for Mega Aero to have an easier time cleaning up later on. Gar's ability to potentially burn threats like Mega Sciz is also helpful to cushion the blow Mega Aero takes from BP before hitting back with Fire Fang.

In sum, Mega Aero can deal with several of Gar's checks while benefiting from its ability to threaten a few defensive Pokemon and spread around burns to soften up the opposing team. I chose Fire Fang as the main final move on Mega Aero to lessen the chances Mega Sciz and Bisharp have to threaten the core. As mentioned before, Gar's ability to burn Mega Sciz is also very nice for Fire Fang Mega Aero. Other options like Taunt and Aqua Tail can be used depending on your team too. For example, Aqua Tail can allow Mega Aero to deal more damage to Pokemon like Hippo and Lando-T, especially after they've been burned by Gar. Hitting SpD Gliscor is also nice because it's a counter to this particular Gar. Taunt is a cool choice versus the fatter builds out there, stopping Pokemon like Clef, Skarm, and Hippo from healing up on you. Preventing Clef in particular from clicking Thunder Wave also means you can directly switch Gengar in more safely.
You can vote for up to 2 cores. Best of luck!
 
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