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LJSchoppert wins in a close battle! Your next core is:
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2xTheTap's Voltturn core (seen here), where the two members weaken each other's checks until one of them eventually runs through. However, they require a lot of team support, such as mons to take out opposing priority users and hazard removal. How will your team make your opponent want to click X?
note: you can follow the given sets (which I recommend) or experiment with different items and/or moves.
Dino (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Encore
- Knock Off
- Wish
- Protect
evrytangisAoA (Monferno) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Mach Punch
So this team was a bit rushed, but i feel like it's still okayish. NinTrode is almost identical to 2xthetap's but i went t-bolt over toxic. The core is already further explained, so i won't go further in-depth. Stunfisk was added as a solves all yo problems fix to priority and bulky steels, rindo berry is to lure cac, as physcac is very threatening to in particular ninjask as it OHKO's it, while special cac also has a chance to.
proof:
sp: 4 Atk Life Orb Cacturne Sucker Punch vs. 0 HP / 4 Def Ninjask: 235-278 (89.3 - 105.7%) -- 37.5% chance to OHKO phys: 252+ Atk Life Orb Cacturne Sucker Punch vs. 0 HP / 4 Def Ninjask: 320-376 (121.6 - 142.9%) -- guaranteed OHKO
Audino sorta forms the special side for a def core with fisk, i added it to counter sub rotom sets and generally something that can switch into special attackers without problem.
Swanna was originally a vullaby, but with audino being added i really lacked specially offensive presence and i didn't need another wall, but i still needed hazard removal that didn't die to priority and so i went for something that added another check to monferno, unlike a weakness like cryo would've added.
Monferno was added, because stoutland didn't get KO'd at full health by a single mon on this team, which is never a good thing and stunfisk being ur only answer to cac is never a good thing, with uturn into swanna it forms this teams creative answer to golem, though the rp set actually threatens this team.
e: improved the grammer of the description to make it somewhat readable.
Mawile @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Play Rough
- Stealth Rock
- Baton Pass
- Swords Dance
Some cool volt turn offense here. I built this team a few weeks ago when 2xthetap first posted this core, so I don't quite remember my team building process but I'll try and recreate it as best I can.
Started with the same sets as the original because I've always liked taunt Electrode and toxic is nice for wearing down Stunfisk. Ninjask forms the second half of this offensive volt turn core and is the teams primary revenge killer. Sleep Talk allows Jask to come in on a predicted sleep power from Roselia or Jumpluff and still threaten it. My next partner was Phys Def. Vibrava to serve as my hazard remover, Monferno check, and Golem check. It also helps a lot vs Probopass which stops this core dead in its tracks. This reliable hazard removal is crucial in making sure Electrode and Ninjask remain healthy so they can keeping pivoting. Vibrava also furthers the volt turn strategy with it's own slow turn to get one of my offensive threats in safely. I chose Vibrava as my Monferno check over Lumineon or Pelipper because I needed reliable recovery to make sure it could do its job throughout a match and I dislike Pelipper because it's too easy to pressure. I have 30 speed IVs to get slower uturns off on other Vibrava so I can ensure momentum in that specific match up. Next I added Monferno mostly because a solid Cacturne check was crucial as it can pretty much sweep the rest of my team. It also provides even more volt turn synergy and gives me some strong priority. The next mon added was Grumpig to blanket check a lot of threats such as special waters, opposing Psychics, and a secondary Monferno check. I added Taunt to help a little in my match up vs stall teams. Colbur is there as a last ditch stop to Pawniard or Cacturne The last mon was Defensive SD pass Mawile. This provides me with a fantastic Normal and Flying resist, rocks which i had yet to add, and yet another way of keeping momentum in the form of Baton Pass. Swords Dance is here just to provide a little more wall breaking if you can successfully pass to Monferno or even Ninjask.
Mawile @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Play Rough
- Stealth Rock
- Baton Pass
- Swords Dance
Some cool volt turn offense here. I built this team a few weeks ago when 2xthetap first posted this core, so I don't quite remember my team building process but I'll try and recreate it as best I can.
Started with the same sets as the original because I've always liked taunt Electrode and toxic is nice for wearing down Stunfisk. Ninjask forms the second half of this offensive volt turn core and is the teams primary revenge killer. Sleep Talk allows Jask to come in on a predicted sleep power from Roselia or Jumpluff and still threaten it. My next partner was Phys Def. Vibrava to serve as my hazard remover, Monferno check, and Golem check. It also helps a lot vs Probopass which stops this core dead in its tracks. This reliable hazard removal is crucial in making sure Electrode and Ninjask remain healthy so they can keeping pivoting. Vibrava also furthers the volt turn strategy with it's own slow turn to get one of my offensive threats in safely. I chose Vibrava as my Monferno check over Lumineon or Pelipper because I needed reliable recovery to make sure it could do its job throughout a match and I dislike Pelipper because it's too easy to pressure. I have 30 speed IVs to get slower uturns off on other Vibrava so I can ensure momentum in that specific match up. Next I added Monferno mostly because a solid Cacturne check was crucial as it can pretty much sweep the rest of my team. It also provides even more volt turn synergy and gives me some strong priority. The next mon added was Grumpig to blanket check a lot of threats such as special waters, opposing Psychics, and a secondary Monferno check. I added Taunt to help a little in my match up vs stall teams. Colbur is there as a last ditch stop to Pawniard or Cacturne The last mon was Defensive SD pass Mawile. This provides me with a fantastic Normal and Flying resist, rocks which i had yet to add, and yet another way of keeping momentum in the form of Baton Pass. Swords Dance is here just to provide a little more wall breaking if you can successfully pass to Monferno or even Ninjask.
To be honest, I just wanted to get one voltturn team out of the way, which is the primary reason I chose the core for this week. Anyway, the motivation behind this team was basically "what ohkoes stunfisk?" Whenever I'm playing Voltturn, I always feel like I'm going to run into every Stunfisk on the ladder and just get my day ruined. Hence, Specs Glaceon.
252+ SpA Choice Specs Glaceon Ice Beam vs. 252 HP / 4 SpD Stunfisk: 488-576 (115.6 - 136.4%) -- guaranteed OHKO
I considered offensive Tangela, but I decided against it for three reasons. 1. The computer I built the team with it on isn't playing well with my internet. 2. I hated the team. 3. This is dumb because its a roll:
252+ SpA Tangela Leaf Storm vs. 252 HP / 4 SpD Stunfisk: 390-462 (92.4 - 109.4%) -- 56.3% chance to OHKO
Anyway, after deciding on Glaceon, I knew a good defogger was critical, so I chose Prinplup due to its great consistency. I didn't want to put rocks on it because that would place too much pressure, so I chose Scald/Defog/Yawn/Signal Beam (for Cacturne, which can be an issue.)
After this I wanted a better answer to electrics so I chose SpDef Golem. It also acts as the team's normal resist. I wanted Toxic over Protect/Sucker Punch because I don't have Toxic on Prinplup.
Finally, I wanted a way to revenge Stoutland well and also have a sorta-switchin for Cacturne. Monferno fit both categories well. It also acts as a good wallbreaker and sweeper if need be.