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SubPads Melmetal
:ss/melmetal:
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Double Iron Bash
- Earthquake
- Substitute
- Thunder Punch / Thunder Wave / Ice Punch​

Substitute + Pads Melmetal is a check to this core. It comes in on Kyurem with ease, sets up a substitute, and easily kills both Heatran and Kyurem with EQ and DIB. Melmetal even tanks a Magma Storm from full and OHKOs Heatran in return. While it obviously doesn't tank it as well as AV Melm, SubPads is a superior option because it doesn't run the risk of getting burned by Flame Body.

Not to mention, a Melmetal behind a sub is very hard to switch into even with team support. It easily 2HKOs any Lando because Intimidate doesn't go through sub. Pex never breaks its sub with any of its moves and can be defeated with quake + bash flinch. Even Helmet Slowbro isn't safe because it dies to TPunch + DIB flinch + a second TPunch, and Melm, and Melm obviously doesn't take the helmet chip. You can run TWave if you'd prefer to paralyze opposing Corviknight or Ice Punch if you want to hit Zapdos, as well.
 

Round 15 is officially over! Let's go through the best sumbissions for this week!

:master ball: Threats of the Round :master ball:

:melmetal: With Protective Pads shielding it from Flame Body and Double Iron Bash to bypass Kyurem's Substitute spam, Melmetal leverages its monstrous base 143 Attack and access to Earthquake to lay waste on this core. While I would have personally used a different spread to take Magma Storm more reliably and Substitute isn't truly necessary to defeat this core, Protective Pads Melmetal is undoubtedly a massive threat to it because it nullifies the fundamental strategy of luring and burning with Heatran on the switch when its using Double Iron Bash to threaten Kyurem. At last, its gargantuan physical bulk and Ice resistance allows Melmetal to neuter Kyurem pretty much all game long.

:tapu fini: Thanks to amazing bulk and handy resistances to both Heatran's and Kyurem's STABs, Tapu Fini is a stone wall for the core to break through. Despite being more susceptible to Substitute + Pressure stalling than Melmetal, Tapu Fini does run Taunt to shut these shenanigans down immediately and Calm Mind to boost alongside either, which makes it a threatening win condition that can use both as setup fodder. While you can theoretically try to force some PP stalling and Flame Body activation around Draining Kiss, that's highly unreliable and mostly uneffective, making Taunt + Calm Mind Tapu Fini an exceptional threat to the core.

:premier ball: Additional Notes :premier ball:

:tyranitar: Choice Band Tyranitar isn't a durable check to the core by any means, but it still easily takes a couple hits from this core and Rock Blast makes it very threatening, especially because Stone Edge is the more common Rock STAB and the Kyurem user will be trying to scout what move Tyranitar locks itself into via Substitute. This scenario is quite favourable to the Kyurem user if Tyranitar is running Stone Edge, but it's extremely frightening when Kyurem is greeted by a suprise Rock Blast that can potentially KO it from 75%. Rock Blast also comes with the added perk of being a multi-hit move that doesn't make contact and hits Heatran for neutral damage, making it a fairly safe move to click against either.

:keldeo: Keldeo is obviously very threatening to this core, being a quick Ice and Fire resist with a secondary STAB that hits both and doesn't even make contact (or would care about burns in the first place), so it definitely deserves a spot here despite competing with its arguably better counterpart, Urshifu-Rapid Strike. However, in this particular task, Keldeo has a slight advantage over Urshifu and that is PP: Secret Sword has double the PP of Close Combat, making it noticeably harder to drain away through repeated Substitutes. That being said, Keldeo will more often than not be worse than Urshifu-Rapid Strike in almost everything else, meaning it's harder to justify over it, despite being better at fulfilling this particular niche.

:slowbro: Mixed Slowbro has a lot of potential against this core, being more adept at taking on Heatran thanks to a hefty Special Defense investment while still comfortably sitting in front of Kyurem and taking no damage from Icicle Spear. However, the set showcased fails to actually check Kyurem in the long run, as its Body Press by itself lacks any power whatsoever to threaten Kyurem and thus will get PP stalled without any issues. This matchup could be better if Slowbro used Future Sight over Scald, which would force more Roosts and Substitute out of Kyurem, which can be exploited via Teleport as well. Also, although unrelated to this particular task, running Body Press without Colbur Berry is suboptimal since you miss out on Slowbro's potential to lure and KO other big threats such as Weavile.

:leftovers: :ss/rotom-wash: Round 16: Rotom-Wash + Tornadus-Therian :ss/tornadus-therian: :heavy-duty boots:

For this week we have a VoltTurn core featuring one of the rising Pokémon according to the SS OU Viability Rankings, Rotom-Wash. Electric / Water typing coupled with Levitate and respectable bulk allow Rotom-Wash to carve out a defensive niche in the tier against top-tier Flying, Ground and Fire types such as Landorus-Therian, Heatran, Volcarona and Tornadus-Therian. Furthermore, its typing also give our washing machine the unique asset of being a Volt Switch user that threatens Ground types, making it very reliable at grabbing momentum for its teammates. With access to numerous option for team support such as various status moves and a reliable Defog, Rotom-Wash also provides some secondary utility to the team. One of its main partners is Tornadus-Therian, which compensates Rotom-Wash's lackluster Speed tier and offers it a capable check to its only weakness, Grass types. The pair obviously makes a formidable and reliable VoltTurn core for costant momentum, but also reliable Defog support, whether it is done by Tornadus-Therian or Rotom-Wash (or both), and can quite easily adapt movesets and spreads to accomodate any teams they find themselves into.
As always, we pose the usual question: how do you think you can stop this core?

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp / Thunder Wave
- Pain Split

Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

You have 5 days to post submissions, happy posting! :)​
 
:ss/weavile:
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Triple Axel / Icicle Crash
- Knock Off
- Ice Shard

Straightforward choice, Weavile can force out Tornadus for a setup opportunity (and it can take one attack if it needs to) then OHKO both Pokemon with a +2 attack. Adamant guarantees the OHKO on Rotom-W at +2, but Jolly outruns Torn, so it depends on who your team needs you to cover more.

0 SpA Tornadus-Therian Hurricane vs. 0 HP / 4 SpD Weavile: 147-174 (52.3 - 61.9%) -- guaranteed 2HKO
0 SpA Tornadus-Therian Heat Wave vs. 0 HP / 4 SpD Weavile: 170-200 (60.4 - 71.1%) -- guaranteed 2HKO (we don't have it on the set but it's more common)

252 Atk Weavile Triple Axel (40 BP) (3 hits) vs. 252 HP / 88 Def Tornadus-Therian: 402-486 (111 - 134.2%) -- guaranteed OHKO
+2 252 Atk Weavile Knock Off (97.5 BP) vs. 252 HP / 0 Def Rotom-Wash: 282-333 (92.7 - 109.5%) -- 56.3% chance to OHKO
+2 252+ Atk Weavile Knock Off (97.5 BP) vs. 252 HP / 0 Def Rotom-Wash: 310-366 (101.9 - 120.3%) -- guaranteed OHKO
 
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder

Clefable breaks through this core as it sets up easily on tornadus-t and rotom-w as neither can 2hko at all and especially at +1 they cannot break through it without extreeme hax. Thunder threatens paralysis on tornadus-t ruining it as well.

0 SpA Tornadus-Therian Hurricane vs. 252 HP / 0 SpD Clefable: 141-166 (35.7 - 42.1%) -- 90.4% chance to 3HKO after Leftovers recovery
0 SpA Rotom-Wash Hydro Pump vs. 252 HP / 0 SpD Clefable: 135-160 (34.2 - 40.6%) -- 53.5% chance to 3HKO after Leftovers recovery
 
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:bw/kyurem:
Kyurem @ Never-Melt Ice
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Freeze-Dry
-Ice Beam
-Earth Power
-Roost
Do I even need to run the calcs? Pressure stalling + super effective STABs harass this core to death, fairly self explanatory stuff

252+ SpA Never-Melt Ice Kyurem Ice Beam vs. 252 HP / 0 SpD Tornadus-Therian: 422-500 (116.5 - 138.1%)
252+ SpA Never-Melt Ice Kyurem Freeze-Dry vs. 252 HP / 168+ SpD Rotom-Wash: 222-264 (73 - 86.8%)
also ew spdef washer
 
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gastrodon

:ss/gastrodon:
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD

Sassy Nature
- Scald
- Earthquake
- Recover

- Toxic

Gastrodon doesn't take anything from Rotom-W, as it is immune to both of Rotom-Ws STAB moves thanks to its incredible typing in Ground and its ability Storm Drain. Gastrodon only fears the crippling Toxic but in overall Gastrodon fares very well against Rotom-W and it can cripple it via Toxic.
The same mention goes to Tornadus-T; Gastrodon can tank a Hurricane and only really fears Knock Off, but with Scald / Toxic it has a chance to severely hinder Tornadus-T in doing its job as a Defogger constantly. Especially the latter is putting Tornadus-T on a timer and renders its ability as a constant Defog user. Gastrodon also has Recover which means its a consequent annoyance to both Rotom-W and Tornadus-T. Furthermore, Gastrodon hinders to get trapped in the Volt-Turn cycle and can block of Volt Switch attemps and can shut down the momentum of this core.

calcs for references:
0 SpA Tornadus-Therian Hurricane vs. 252 HP / 252+ SpD Gastrodon: 105-124 (24.6 - 29.1%) -- 99.9% chance to 4HKO
0- Atk Tornadus-Therian Knock Off (97.5 BP) vs. 252 HP / 4 Def Gastrodon: 85-101 (19.9 - 23.7%) -- possible 5HKO
0- Atk Tornadus-Therian U-turn vs. 252 HP / 4 Def Gastrodon: 62-74 (14.5 - 17.3%) -- possible 6HKO
 
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:sm/garchomp:
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fire Fang
- Scale Shot
- Earthquake
- Swords Dance

Just some simple stuff. Rotom is usually a 'check' to Garchomp because of the threat of a burn but as usual, Chomp is an old dog with a lot of nasty tricks. With lum, Garchomp boosts its speed twice against Rotom (since three hit scale shot doesn't kill Rotom even after sd) and Tornadus can't kill Chomp at all even with crit hurricane. If Tornadus removes your berry, then just sd twice and rip apart the enemy team
 
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choice specs tapu koko
:ss/tapu koko:
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Volt Switch
- Thunderbolt
- U-turn​

Specs Tapu Koko is a check to this core. Thunderbolt OHKOs Torn and 2HKOs Rotom, it doesn't care about status from Rotom or Hurricane from Torn, and it beats them at their own game as a faster pivot. It doeesn't like Knock Off or pump which is why it's only a check and not a counter but it certainly provides defensive utility with its typing, being able to switch into TWave as well as Hurricane, and punishing Defog.

Defensive Koko is also an option but tends to struggle with breaking Rotom, it needs Specs to 2HKO.
 
:choice band: :ss/Zygarde-10: :choice band:
Zygarde-10% @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic

Is it a bird? Is it a plane? Oh wait, it's a dog - and It's none other than Squishy! :Zygarde-10: Zygarde-10% is such an underrated Pokemon in my opinion because Thousand Arrows unexpectedly checks some meta Pokemon, such as :Zapdos: Zapdos - but that's not what we're here for! Let's break this core!

:Zygarde-10: Zygarde-10% outspeeds and OHKOs :Rotom-Wash: Rotom-W with Thousand Arrows, meaning there's no status or Pain Split shenanigans to worry about. Just remember, :Zygarde-10: Zygarde-10% is extremely frail, so it can't hard-switch in without taking either a burn/paralysis or a ton of damage. But if you think they're locked into Volt Switch, then go for it!

252 Atk Choice Band Zygarde-10% Thousand Arrows vs. 252 HP / 0 Def Rotom-Wash: 348-410 (114.4 - 134.8%) -- guaranteed OHKO
252 Atk Choice Band Zygarde-10% Extreme Speed vs. 252 HP / 0 Def Rotom-Wash: 103-122 (33.8 - 40.1%) -- 33.6% chance to 3HKO after Leftovers recovery
252 Atk Choice Band Zygarde-10% Outrage vs. 252 HP / 0 Def Rotom-Wash: 231-273 (75.9 - 89.8%) -- guaranteed 2HKO after Leftovers recovery

0 SpA Rotom-Wash Hydro Pump vs. 0 HP / 4 SpD Zygarde-10%: 141-166 (56.6 - 66.6%) -- guaranteed 2HKO

Meanwhile, against the :Tornadus-Therian: Big Bird, you also win - utilizing either Thousand Arrows or Outrage - but you lose a lot in the long run because of Knock Off. Not much else to say.

252 Atk Choice Band Zygarde-10% Thousand Arrows vs. 252 HP / 88 Def Tornadus-Therian: 199-235 (54.9 - 64.9%) -- guaranteed 2HKO
252 Atk Choice Band Zygarde-10% Outrage vs. 252 HP / 88 Def Tornadus-Therian: 265-313 (73.2 - 86.4%) -- guaranteed 2HKO
252 Atk Choice Band Zygarde-10% Extreme Speed vs. 252 HP / 88 Def Tornadus-Therian: 119-140 (32.8 - 38.6%) -- 99.4% chance to 3HKO

0 SpA Tornadus-Therian Hurricane vs. 0 HP / 4 SpD Zygarde-10%: 147-174 (59 - 69.8%) -- guaranteed 2HKO
0- Atk Tornadus-Therian Knock Off (97.5 BP) vs. 0 HP / 0 Def Zygarde-10%: 84-99 (33.7 - 39.7%) -- guaranteed 3HKO
0- Atk Tornadus-Therian U-turn vs. 0 HP / 0 Def Zygarde-10%: 61-72 (24.4 - 28.9%) -- 99.4% chance to 4HKO
 
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This round is officially over let take a closer look at the submissions

:ss/rotom-wash: + :ss/tornadus-therian:

:master ball: Threats of the Round :master ball:

:Gastrodon: The Sinnoh slug takes the crown here as the biggest threat to the core, with its auspicious typing and ability allowing it to totally blank Rotom-Wash and become the one to gain momentum, be it via easily switching into it or via forcing predictable double switches. On top of that, it has more than enough Special bulk to comfortably take on Tornadus-Therian and has access to Toxic in order to cripple both for the rest of the game.

:tapu koko: While Choice Specs isn't the most viable or popular Tapu Koko set, it doesn't change the fact that it is a massive threat to the core. Not only is it a faster pivot that can force big damage on Rotom-Wash and outright KO Tornadus-Therian with ease, but it also comfortably switch into Tornadus-Therian and can take an Hydro Pump from Rotom-Wash without problems. Once again, relying on its item for power and lacking Roost make Choice Specs not the #1 best set to take on this core due to Knock Off and Hydro Pump, respectivley, but Tapu Koko is undeniably a big threat to the core no matter the set.

:premier ball: Additional Notes :premier ball:

:garchomp: Everyone's favourite landshark performs pretty well against this core via the use of a Lum Berry, preventing it from being crippled by Rotom-Wash' Will-O-Wisp or Hurricane's confusion chance. Being able to grab a risk-free turn on either can put Garchomp in a position to not only destroy the core, but also leave sizable holes in the entire opposing team. However, the only issue is that Lum Berry itself isn't the most recommended item for Swords Dance Garchomp, which would appreciate Yache Berry, Roseli Berry or Leftovers a lot more often, especially given how unreliable Scale Shot's damage output is against Rotom-Wash.

:clefable: Calm Mind Clefable comfortably sits on either member of the core and has an easy time setting up barring some para-fusion hax, which means it has no issues whatsoever switching in and blanking both Rotom-Wash and Tornadus-Therian. That being said, Clefable does nothing to stop the VoltTurn cycle they create, which means it will more often than not become just another victim of the cycle when the appropriate breaker or pivot comes in to force it out.

:weavile: Weavile is one of the few Pokémon blessed with the ability to naturally outspeed and OHKO Tornadus-Therian, with is very useful in the context of this core because it also carries a strong, neutral Knock Off to hit Rotom-Wash for massive damage after a boost. However, Weavile faces big troubles while switching into either Pokémon and isn't reliable at disposing of Rotom-Wash in the first place, because it needs to find an opportunity for a Swords Dance and even then some Rotom-Wash have Defense investment rather than Special Defense and potentially carry no item just to thwart Weavile.

:kyurem: This would've been a threat but it got banned unfortunately

u are a noob you didn't fill out your submission and probably would've been a good candidate for threat

And with the recent ban on Kyurem we will be taking a short hiatus with this project for the meta to settle before continuing this project.
Until next time lads.​
 
With great pleasure I annouce that we are restarting this project! Post-Kyurem meta trends are starting to develop so we figured that this was the appropriate time to come back!

:damp rock: :ss/pelipper: Round 17: Pelipper + Seismitoad :ss/seismitoad: :choice specs:

We kick things off with a Rain core because, as many people predicted, the Rain archetype is one of the biggest winners from the most recent Kyurem ban. With arguably the biggest threat to the team it enables not being around anymore, Pelipper is enjoying an uptick in usage as the downpour on the SS OU metagame is intensifying. Coupling the always meta-defining Drizzle ability with its auspicious typing, respectable physical bulk and access to many coveted support moves, Pelipper anchors team well against OU giants like Urshifu-R, Landorus-T and Heatran, allowing a chance for many Swift Swim Pokémon to make a splash into the higher tiers. While Barraskewda is undoubtedly the most used Swift Swimmer in SS OU so far, this time we wanted to give the spotlight to Seismitoad, which is getting a lot more traction than before due to the defensive qualities provided by its natural bulk and awesome Water Ground typing. Other than providing an Electric immunity and a Stealth Rock resistance, Seismitoad's Ground typing also makes it stand out from Barraskewda offensively, because the toad is a Swift Swimmer that can easily destroy Toxapex thanks to its STAB Earth Power. Furthermore, Seismitoad is capable of setting Stealth Rock, freeing up a precious move slot to another Rain staple, Ferrothorn.
Once again it's your turn: how do you think you can stop this downpour?

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- U-turn
- Defog
- Roost
- Scald

Seismitoad @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Earth Power
- Weather Ball
- Icy Wind / Stealth Rock

You have 5 days to post submissions, happy posting! :)​
 
:ss/ninetales-alola:
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Aurora Veil
- Freeze-Dry
- Hail
- Hypnosis

Swap the weather, and then apply Freeze-Dry to unsuspecting quad weak opponents.
 
:ss/rillaboom:
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Superpower
- Wood Hammer
- U-turn

Nukes and outspeeds Seismitoad which can’t do do much damage with Icy Wind, 2HKOes Pelipper with Grassy Glide. Has to watch out for Scald burn. Superpower is also nice against Ferrothorn.
 
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:ss/Tapu Bulu:

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 220 HP / 36 Atk / 232 Def / 20 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Synthesis / Stone Edge

Tapu Bulu can switch into any move this week's rain core can muster very comfortably. It destroys Seismitoad and also 1v1s Pelipper. Not to forget, Horn Leech means that it can recover from any chip damage quite easily.

252+ SpA Choice Specs Seismitoad Icy Wind vs. 220 HP / 0 SpD Tapu Bulu: 156-184 (46.4 - 54.7%) -- guaranteed 3HKO after Leftovers recovery and Grassy Terrain recovery

36+ Atk Tapu Bulu Horn Leech vs. 0 HP / 0 Def Seismitoad in Grassy Terrain: 760-900 (216.5 - 256.4%) -- guaranteed OHKO

0 SpA Pelipper Scald vs. 220 HP / 0 SpD Tapu Bulu in Rain: 65-77 (19.3 - 22.9%) -- possible 9HKO after Leftovers recovery and Grassy Terrain recovery

+2 36+ Atk Tapu Bulu Horn Leech vs. 248 HP / 252+ Def Pelipper in Grassy Terrain: 216-255 (66.8 - 78.9%) -- guaranteed 2HKO
 
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:sm/rotom-wash:
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Trick
- Volt Switch
- Hydro Pump
- Pain Split / Will o Wisp

Just one of rain's most hated enemies. Rotom is about as big a pain in the ass as Ferrothorn is to rain. Trick scarf would allow you to steal the core's inevitable ally Ferrothorn's lefties or would allow you to steal the damp rock and limit rain. Seismitoad also can't do shit to Rotom at all. I just maxed out the spdef because really, who the fuck uses adamant Scizor
 
:ss/volcanion:
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Earth Power
- Sludge Wave

Rain-boosted Steam Eruption rips through both members of this core. Seismitoad's Earth Power does 1HKO, but Volcanion can easily switch in on it if it's locked into something else.
 
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Blissey @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Toxic
- Teleport

Blissey counters both of the sets in this core. It can safely switch in on any attack that core has, and can hurt their long term with toxic.
 
sp def ferrothorn, surprised no one's taken this yet
:ss/Ferrothorn:
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip

Overview:
Ferrothorn remains one of the best rain checks (not to mention rain partners!) to ever grace the tier. With it's excellent typing, great defensive utility, and abundance of viable moves and sets, it's no difficult task to squeeze and mold it to fit whatever role the team needs it to be.

Move review:
  • Stealth Rock deters switches and punishes Pelipper for switching in.
  • Leech Seed deters staying in and is great for stalling and healing.
  • Knock Off removes Pelipper's Damp Rock and Seismitoad's Choice Specs, hindering them both greatly.
  • Power Whip is a strong STAB move, capable of OHKOing Seismitoad even when burned. (Although keep in mind, the chance isn't that great. It's about the same as missing a Focus Blast - which, now that I think about it, can't be that hard. I've probably missed about 50% of my Focus Blasts, despite what the accuracy says.)

Calcs:
0 Atk Ferrothorn Knock Off (97.5 BP) vs. 248 HP / 252+ Def Pelipper: 48-57 (14.8 - 17.6%) -- possible 6HKO
0 Atk Ferrothorn Power Whip vs. 248 HP / 252+ Def Pelipper: 88-105 (27.2 - 32.5%) -- guaranteed 4HKO

0 Atk burned Ferrothorn Knock Off (97.5 BP) vs. 248 HP / 252+ Def Pelipper: 24-28 (7.4 - 8.6%) -- possibly the worst move ever
0 Atk burned Ferrothorn Power Whip vs. 248 HP / 252+ Def Pelipper: 44-52 (13.6 - 16%) -- possible 7HKO

0- Atk Pelipper U-turn vs. 248 HP / 8 Def Ferrothorn: 21-25 (5.9 - 7.1%) -- possibly the worst move ever
0 SpA Pelipper Scald vs. 248 HP / 252+ SpD Ferrothorn in Rain: 40-48 (11.3 - 13.6%) -- possibly the worst move ever
0 Atk Ferrothorn Knock Off (97.5 BP) vs. 0 HP / 0 Def Seismitoad: 85-100 (24.2 - 28.4%) -- 98.5% chance to 4HKO
0 Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Seismitoad: 624-736 (177.7 - 209.6%) -- guaranteed OHKO

0 Atk burned Ferrothorn Knock Off (97.5 BP) vs. 0 HP / 0 Def Seismitoad: 42-50 (11.9 - 14.2%) -- possible 8HKO
0 Atk burned Ferrothorn Power Whip vs. 0 HP / 0 Def Seismitoad: 312-368 (88.8 - 104.8%) -- 31.3% chance to OHKO

252+ SpA Choice Specs Seismitoad Surf vs. 248 HP / 252+ SpD Ferrothorn in Rain: 88-104 (25 - 29.6%) -- 0% chance to 4HKO after Leftovers recovery
252+ SpA Choice Specs Seismitoad Earth Power vs. 248 HP / 252+ SpD Ferrothorn: 118-139 (33.6 - 39.6%) -- 24.6% chance to 3HKO after Leftovers recovery
252+ SpA Choice Specs Seismitoad Weather Ball (100 BP Water) vs. 248 HP / 252+ SpD Ferrothorn in Rain: 99-117 (28.2 - 33.3%) -- 93.3% chance to 4HKO after Leftovers recovery
252+ SpA Choice Specs Seismitoad Icy Wind vs. 248 HP / 252+ SpD Ferrothorn: 49-58 (13.9 - 16.5%) -- possible 9HKO after Leftovers recovery

252+ SpA Seismitoad Surf vs. 248 HP / 252+ SpD Ferrothorn in Rain: 59-70 (16.8 - 19.9%) -- possible 7HKO after Leftovers recovery
252+ SpA Seismitoad Earth Power vs. 248 HP / 252+ SpD Ferrothorn: 79-94 (22.5 - 26.7%) -- possible 5HKO after Leftovers recovery
252+ SpA Seismitoad Weather Ball (100 BP Water) vs. 248 HP / 252+ SpD Ferrothorn in Rain: 66-78 (18.8 - 22.2%) -- possible 6HKO after Leftovers recovery
252+ SpA Seismitoad Icy Wind vs. 248 HP / 252+ SpD Ferrothorn: 33-39 (9.4 - 11.1%) -- possibly the worst move ever

Notes:
  • Seismitoad with Focus Blast is something to watch out for - but unless you're burned, you'll be fine.
  • Seismitoad with Knock Off is the same as well - losing leftovers hinders Ferrothorn greatly, especially when burned.
 
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:ss/gastrodon:
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Toxic

Storm drain moment with a decent SpDef and high HP stats that make Gastrodon almost impossible to lose to this core.
 
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