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:sm/buzzwole:
Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 152 HP / 168 Atk / 188 Spe
Adamant Nature
- Roost
- Ice Punch
- Earthquake
- Close Combat

Does this even need an explanation?

Edit: Well, since Tysonslayer wanted it :P. Neither Melm nor Chomp can kill this thing and they're just gonna die trying. Earthquake so that there won't be any unnecessary def drops that might give them an edge and ice punch otherwise what's the point in ever using this thing
 
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:ss/rotom-wash:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 72 Def / 184 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Rotom-W is becoming more prominent to cover cores precisely like this one. It is a complete counter to both our sets:

+2 252 Atk Garchomp Aqua Tail vs. 252 HP / 72+ Def Rotom-Wash: 79-93 (25.9 - 30.5%) -- 2.1% chance to 4HKO after Leftovers recovery
0 SpA Rotom-Wash Hydro Pump vs. 0 HP / 4 SpD Garchomp: 141-166 (39.4 - 46.4%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 72+ Def Rotom-Wash: 56-66 (18.4 - 21.7%) -- approx. possible 7HKO after Leftovers recovery

Thunder Wave and Defog are alternative move options that work here, but the former makes you worse against Melmetal and the latter requires taking up a moveslot you don't really have.

Rotom does have to be more careful around Toxic or Superpower Melmetal and Scale Shot Garchomp, though, both of which could viably be run here.
 
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:ss/mamoswine:

One of the very few mons which can deal with this core with offensive stabs.
Set:
THICCC (Mamoswine) @ Life Orb/Choice band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Knock Off

Can switch into chomp once and a tpunch from melm. It barely fails to ohko melm from max hp with the given ev spread. You will need just some chip to ohko it. Many mons either give chomp free rocks or sd eq/aqua tail just obliterates them but mamo can come hard on sd and just ice share for guarantee ohko. You can run the sub lefties mamo which was trendy but since bash just ruins that, don't bother with that.
Attacking:
252+ Atk Life Orb Mamoswine Earthquake vs. 40 HP / 0 Def Melmetal: 343-406 (81.4 - 96.4%) -- 56.3% chance to OHKO after 1 layer of Spikes

252+ Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 0 Def Garchomp: 395-468 (110.6 - 131%) -- guaranteed OHKO
Crash kills obviously.

Receiving:
Double iron bash kills duh.
252+ Atk Melmetal Earthquake vs. 0 HP / 0 Def Mamoswine: 155-183 (42.9 - 50.6%) -- 2.3% chance to 2HKO

If they are dumb enough to predict some random hard heatran.


252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Mamoswine: 196-232 (54.2 - 64.2%) -- guaranteed 2HKO

You could run max hp to have a chance to avoid a 2hko but not worth lol.

252 Atk Garchomp Aqua Tail vs. 0 HP / 0 Def Mamoswine: 238-280 (65.9 - 77.5%) -- guaranteed 2HKO

You can hard switch mamo on chomp unless crit so that's kinda nICE

Note that bring mamo in with teleport/u turn/volt switch on melm if possible cuz that chip is juicy.
 
:ss/barraskewda:

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 152 Def / 104 Spe
Adamant Nature
- Ice Fang
- Liquidation
- Flip Turn
- Close Combat

Barraskewda?! A rain team?! WEATHER?!

While Barraskewda can't really take hits well, it does a good amount of damage to this team!
Even out of weather, it can easily run enough speed to outrun Garchomp, like my set shows above.
Also please, if you can, bring in the fish with a slow pivot. It CAN switch in to a Chomp eq, but does it really want to? No.

Against Garchomp:
252 Atk Garchomp Earthquake vs. 0 HP / 152 Def Barraskewda: 199-235 (75.6 - 89.3%) -- 12.5% chance to OHKO after Stealth Rock
(Enough Defense investment to not sacrifice power but barely survive an eq (if lucky enough))
252+ Atk Choice Band Barraskewda Ice Fang vs. 0 HP / 0 Def Garchomp: 472-556 (132.2 - 155.7%) -- guaranteed OHKO
nothing new here
252+ Atk Choice Band Barraskewda Liquidation vs. 0 HP / 0 Def Garchomp: 229-271 (64.1 - 75.9%) -- guaranteed 2HKO after Leftovers recovery
if they try to switch in
252+ Atk Choice Band Barraskewda Close Combat vs. 0 HP / 0 Def Garchomp: 216-255 (60.5 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
if they try to switch in
252+ Atk Choice Band Barraskewda Liquidation vs. 0 HP / 0 Def Garchomp in Rain: 345-406 (96.6 - 113.7%) -- 81.3% chance to OHKO
there's also this!
If you're lucky with your eq roll, barraskewda really likes its matchup against Chomp!

Against Melmetal:
252+ Atk Choice Band Barraskewda Flip Turn vs. 40 HP / 0 Def Melmetal: 114-135 (27 - 32%) -- 42.8% chance to 4HKO after Leftovers recovery
252+ Atk Choice Band Barraskewda Liquidation vs. 40 HP / 0 Def Melmetal in Rain: 241-285 (57.2 - 67.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Barraskewda Close Combat vs. 40 HP / 0 Def Melmetal: 304-358 (72.2 - 85%) -- guaranteed 2HKO after Leftovers recovery
While Melmetal really likes its matchup against skewda (living a CC, not taking much damage from a normal weather Flip Turn, basically heals all Ice Fang damage with Leftovers.) It will not EVER switch in. Even just one Flip Turn will put it in CC range. Don't forget that Liquidation in Rain 2hko's!
thanks to hozuuu for basically teaching me how to use spoilers! I seriously need to learn these things...
 
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:ss/barraskewda:

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 152 Def / 104 Spe
Adamant Nature
- Ice Fang
- Liquidation
- Flip Turn
- Close Combat

Barraskewda?! A rain team?! WEATHER?!

While Barraskewda can't really take hits well, it does a good amount of damage to this team!
Even out of weather, it can easily run enough speed to outrun Garchomp, like my set shows above.
Also please, if you can, bring in the fish with a slow pivot. It CAN switch in to a Chomp eq, but does it really want to? No.

Against Garchomp:
252 Atk Garchomp Earthquake vs. 0 HP / 152 Def Barraskewda: 199-235 (75.6 - 89.3%) -- 12.5% chance to OHKO after Stealth Rock
(Enough Defense investment to not sacrifice power but barely survive an eq (if lucky enough))
252+ Atk Choice Band Barraskewda Ice Fang vs. 0 HP / 0 Def Garchomp: 472-556 (132.2 - 155.7%) -- guaranteed OHKO
nothing new here
252+ Atk Choice Band Barraskewda Liquidation vs. 0 HP / 0 Def Garchomp: 229-271 (64.1 - 75.9%) -- guaranteed 2HKO after Leftovers recovery
if they try to switch in
252+ Atk Choice Band Barraskewda Close Combat vs. 0 HP / 0 Def Garchomp: 216-255 (60.5 - 71.4%) -- guaranteed 2HKO after Leftovers recovery
if they try to switch in
252+ Atk Choice Band Barraskewda Liquidation vs. 0 HP / 0 Def Garchomp in Rain: 345-406 (96.6 - 113.7%) -- 81.3% chance to OHKO
there's also this!
If you're lucky with your eq roll, barraskewda really likes its matchup against Chomp!

Against Melmetal:
252+ Atk Choice Band Barraskewda Flip Turn vs. 40 HP / 0 Def Melmetal: 114-135 (27 - 32%) -- 42.8% chance to 4HKO after Leftovers recovery
252+ Atk Choice Band Barraskewda Liquidation vs. 40 HP / 0 Def Melmetal in Rain: 241-285 (57.2 - 67.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Barraskewda Close Combat vs. 40 HP / 0 Def Melmetal: 304-358 (72.2 - 85%) -- guaranteed 2HKO after Leftovers recovery
While Melmetal really likes its matchup against skewda (living a CC, not taking much damage from a normal weather Flip Turn, basically heals all Ice Fang damage with Leftovers.) It will not EVER switch in. Even just one Flip Turn will put it in CC range. Don't forget that Liquidation in Rain 2hko's!

how do you work spoilers :P
click insert, then spoiler, then type the spoiler name. put the spoilers between the opening and closing tags
 
Round 20 is officially over! Let's go through your submissions!

:ss/melmetal::ss/garchomp:

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

:rotom-wash: With its great bulk, fantastic Water Electric typing, Levitate and access to Will-O-Wisp, Rotom-Wash is well poised to be an absolute nightmare for Melmetal and Garchomp to face, especially with the provided sets which lack Toxic on the former and Scale Shot on the latter. The only issue is that Pain Split is not the most reliable form of recovery, but, other than that, there's not much Melmetal and Garchomp can do. Even if Garchomp had Scale Shot, it would need to get lucky in order to KO Rotom-Wash and avoid Will-O-Wisp, while any Melmetal lacking Toxic and/or Superpower would need to predict really well not to give away free turns for Volt Switches or Will-O-Wisps.

:buzzwole: Thanks to its massive physical bulk and uniquely annoying typing, Buzzwole is a blanket check to 99% of OU's physical attackers and these two are no exceptions. Melmetal can reliably 2HKO with Double Iron Bash, but gets punished heavily by Rocky Helmet and is also slower than Buzzwole, which means the latter can Roost stall its PP and its health out. Plus, it packs superrective STAB Close Combat and even Earthquake to avoid Defense drops. As for Garchomp, a Ground resistance and access to Ice Punch gives no hope to any land shark lacking Draco Meteor, Fire Blast or Aerial Ace.

:slowbro: After letting his cousin enjoy some time in the spotlights, Slowbro has unceremoniously overtaken Slowking for months now and its assets against cores like this one is exactly why it has skyrocketed in relevance and viability. Resistance to Steel, gargantuan bulk, frustrating longevity between Slack Off and Regenerator and, obviously, access to the 100% burn inducing Scald give Melmetal and Garchomp nightmares when they see this pink ...thing on team preview. Only Melmetal's Thunder Punch grabs Slowbro's attention as every other attack just bounces right off and even then, Slowbro is relentlessly punishing it with Rocky Helmet and threatening a Scald burn, only to heal most of the damage off just by switching out.


:premier ball: Additional Notes :premier ball:

:urshifu: Urshifu has trouble switching in, but it's the only Pokémon that can make Protect Melmetal regret its life choiced thanks to Unseen Fist and its STAB Close Combat, one of the few physical attacks capable of outright KOing Melmetal. Being slower than Garchomp and needing either a Defense drop or 3 hits from Rough Skin to severely damage Garchomp will quickly put it in range of its Earthquake, as Ice Punch isn't at all a reliable move to use on Choice Band Urshifu.

:kartana: This monster never fails to pop up in these analysis as it's just way too powerful to not be threatening against any remotely offensive core. Being faster than both of them and capable of OHKOing both at +2 (only needing minor chip damage against Melmetal) greatly helps, especially when it doesn't really have any issues grabbing a boost in a pinch, although this depends on Melmetal's and Garchomp's coverage choices. Also, despite having great Defense and even Leftovers, Kartana can't reliably switch into either.

:mamoswine: Mamoswine definitely can't switch into Melmetal and takes a huge chunk from Earthquake and Aqua Tail and isn't the most viable Pokémon to begin with. That being said, a Life Orb Mamoswine is capable of unleashing disrespectful levels of destruction thanks to its powerful STABs obliterating both Melmetal and Garchomp without much issues. A Choice Band variant needs good prediction and positioning, but can be just as much devastating.



:life orb: :ss/clefable: Round 21: Calm Mind Clefable + Ferrothorn :ss/ferrothorn: :leftovers:

For those of you who thought that a Clefable no longer in S tier was not to be accounted for, SPL provided yet another example as to why this is a bad idea. Due to continuous metagame changes throughout last year, Calm Mind Clefable started 2022 as sort of a sleeper pick that flies under most radars, usually overshadowed by its more splashable Utility version. However, with the right support, Calm Mind Clefable is still a huge threat that can easy dismantle most balance builds that rely on Toxic and hazards to do the dirty work. Ferrothorn is here to provide that support. Clefable synergizes incredibly well with Spikes as its ability Magic Guard makes Defog support unnecessary and, most importantly, Clefable's biggest enemies are hit by Spikes, with prominent examples being Heatran, Taunt Tapu Fini, Toxapex and Ferrothorn itself, all of which don't appreciate Thunder being either supereffective or threatening a crippling paralysis. This synergy makes this duo a solid choice for hazard stacking teams that need a strong win condition against opposing Spikes Stacking teams and common balance structures.
As usual, we want to know how you think you can stop this core?

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder
- Soft-Boiled

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 124 Def / 132 SpD
Careful Nature
- Spikes
- Knock Off
- Power Whip
- Leech Seed

You have 7 days to post submissions, happy posting! :)​
 
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Reserving Heatran

Heatran
:ss/heatran:
Heatran @ Air Balloon :air balloon:
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Magma Storm
- Earth Power
- Heavy Slam
- Stealth Rock

Coincidentally, there is a set meant to hardcounter this type of core! Heatran loves walling Clefable and denying Ferrothorn progress. As long as you don't let Clefable snowball, you should be good. Heatran dislikes Body Press from Ferrothorn, so it is best to scout Ferrothorn and ensure that Heatran is safe when entering.

Air Balloon is specifically used to account for offensive Heatran, while retaining its staying power.
 
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Nidoking

:ss/nidoking:
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Ice Beam
- Flamethrower

Comes in on Clefable comfortably and roasts Ferrothorn with Flamethrower.

Clef calcs:
- 252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. 252 HP / 0 SpD Clefable: 432-510 (109.6 - 129.4%) -- guaranteed OHKO
- 0 SpA Life Orb Clefable Moonblast vs. 0 HP / 4 SpD Nidoking: 81-95 (26.7 - 31.3%) -- guaranteed 4HKO
After cm:
- 252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. +1 252 HP / 0 SpD Clefable: 289-343 (73.3 - 87%) -- guaranteed 2HKO
- +1 0 SpA Life Orb Clefable Moonblast vs. 0 HP / 4 SpD Nidoking: 121-142 (39.9 - 46.8%) -- guaranteed 3HKO

Ferrothorn calc:
- 252 SpA Life Orb Sheer Force Nidoking Flamethrower vs. 252 HP / 132+ SpD Ferrothorn: 354-421 (100.5 - 119.6%) -- guaranteed OHKO

Only fears knock from Ferrothorn, but that still doesn’t impact Nidoking’s destruction of this core, maintaining comfortable 2hkos.
 
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reserving glowking
AV Glowking
:Assault Vest: :ss/Slowking-Galar: :Assault Vest:
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 12 Def / 124 SpA / 120 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Scald
Overview:
While it absolutely hates Knock Off, Glowking gets past this core with its problematic typing, great move coverage, and insane special bulk. It completely walls Clef and soft checks Knock Off Ferrothorn with Flamthrower. With Regenerator, Glowking easily heals off Spikes damage and gives him longevity in the long run. While it doesn't enjoy switching into Ferro, both members of the core wouldn't want to switch into Glowking, either.

Notable Calcs:
124 SpA Slowking-Galar Sludge Bomb vs. 252 HP / 0 SpD Clefable: 258-306 (65.4 - 77.6%) -- guaranteed 2HKO
124 SpA Slowking-Galar Sludge Bomb vs. +1 252 HP / 0 SpD Clefable: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO

0 SpA Life Orb Clefable Thunder vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 51-60 (12.9 - 15.2%) -- possible 7HKO
+1 0 SpA Life Orb Clefable Thunder vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 74-88 (18.7 - 22.3%) -- possible 5HKO
124 SpA Slowking-Galar Flamethrower vs. 252 HP / 132+ SpD Ferrothorn: 224-268 (63.6 - 76.1%) -- guaranteed 2HKO after Leftovers recovery

0 Atk Ferrothorn Knock Off (97.5 BP) vs. 252 HP / 12 Def Slowking-Galar: 158-186 (40.1 - 47.2%) -- guaranteed 3HKO (w/ AV)
0 Atk Ferrothorn Knock Off vs. 252 HP / 12 Def Slowking-Galar: 106-126 (26.9 - 31.9%) -- guaranteed 4HKO (w/o AV)
 
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:ss/tyranitar:

band ttar

Tyranitar @ Choice Band
Level: 100
Adamant Nature
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
- Stone Edge
- Crunch
- Fire Punch
- Heavy Slam

Banded tyranitar is capable of taking this core apart with its combination of raw power and great coverage options. It's also a great lure for clefable as it would usually try to get a calm mind while forcing out ttar, only to get destroyed by heavy slam. ferro is also OHKOed by fire punch.

252+ Atk Choice Band Tyranitar Heavy Slam (120 BP) vs. 252 HP / 240+ Def Clefable: 390-460 (98.9 - 116.7%) -- 93.8% chance to OHKO
252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 124 Def Ferrothorn: 396-468 (112.5 - 132.9%) -- guaranteed OHKO

While ttar cannot defensively check this core over the length of the game, it is capable of switching into any attack once and forcing them out.
+1 0 SpA Life Orb Clefable Moonblast vs. 0 HP / 4 SpD Tyranitar in Sand: 257-304 (75.3 - 89.1%) -- guaranteed 2HKO
0 Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Tyranitar: 228-270 (66.8 - 79.1%) -- guaranteed 2HKO

The element of surprise and it outspeeding both members of the core are also great assets that will help to dismantle it
 
:bw/Victini: @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Glaciate
- U-turn

Haha v-create go brr. Althought it hates to switch into knock it can still spam v-create against this core as its just that strong, clef gives it a free switch especially since it cant hurt it and it gets outdamaged

252 Atk Victini V-create vs. 252 HP / 196+ Def Clefable: 228-268 (57.8 - 68%) -- guaranteed 2HKO
252 Atk Victini V-create vs. 252 HP / 4 Def Ferrothorn: 780-916 (221.5 - 260.2%) -- guaranteed DEATH
 
:sm/kartana:
Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Swords Dance

Yeah, this thing will always make an appearance. Goes to show that sometimes, all you need is brute strength to beat your enemies. If it manages to find the opportunity to sd up, then yeah this core is sliced to pieces

What does that spread on Ferrothorn accomplish?
 
reserving volcarona!

:ss/volcarona:

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 192 HP / 168 Def / 128 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Quiver Dance
- Substitute
- Bug Buzz

Our good bug friend!

Volcarona really excels here. It can freely sub on both mons. The only thing that could be bad is losing your heavy duty boots to Knock Off, but most if not all Volcarona teams are used with a lot of removal, so it's not the end of the world.
What's the point of the set?

Your first play is always getting a sub off if threats are at full health. Every time. You notably have enough speed to outspeed 252+ Magnezone, as well as our two threats. Volcarona really threatens Ferrothorn because, well, in every world Flamethrower OHKOS. A +1 Flamethrower 2hko's Clefable, and a normal one 2hko's with minimal chip. I suggest lookin at the calcs for further info!

0 SpA Life Orb Clefable Moonblast vs. 192 HP / 0 SpD Volcarona: 61-73 (16.9 - 20.3%) -- possible 5HKO
won't break the sub!
+2 128+ SpA Volcarona Flamethrower vs. 252 HP / 0 SpD Clefable: 331-391 (84 - 99.2%) -- guaranteed 2HKO
Well, minimal chip makes it possible.
+2 0 SpA Life Orb Clefable Moonblast vs. 192 HP / 0 SpD Volcarona: 121-144 (33.7 - 40.1%) -- guaranteed 3HKO
Clefable cannot outdamage Volcarona, so once it gets a sub, it's Sweep Time!

Ferrothorn Calcs
128+ SpA Volcarona Flamethrower vs. 252 HP / 132+ SpD Ferrothorn: 436-516 (123.8 - 146.5%) -- guaranteed OHKO
who would've thought
0 Atk Ferrothorn Knock Off (97.5 BP) vs. 192 HP / 168 Def Volcarona: 75-89 (20.8 - 24.7%) -- guaranteed 5HKO
HP and DEF ev's make it so a Knock Off always doesn't break a full health sub.
+4 128+ SpA Volcarona Bug Buzz vs. 252 HP / 132+ SpD Ferrothorn: 325-384 (92.3 - 109%) -- 93.8% chance to OHKO after Stealth Rock
I mean... Ferro can't switch in when you're +4? But if it does, you just flamethrower.

Hope ya enjoy!
 
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SD Garchomp
garchomp-f.png

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Spd/ 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
At +2 it ohko's Ferrothorn with Fire Fang and eq ohko's Clefable after very little chip and has a 75 %chance to ohko at full hp.
Clefable
+2 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 240+ Def Clefable: 376-445 (95.4 - 112.9%) -- 75% chance to OHKO
Ferrothorn
+2 252 Atk Life Orb Garchomp Fire Fang vs. 252 HP / 124 Def Ferrothorn: 530-629 (150.5 - 178.6%) -- guaranteed OHKO
 
:sm/salazzle:
Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Flamethrower
- Nasty Plot
- Substitute

If Thunder paralyses then it might be sloppy, other than that its easy.

:salazzle:
252 SpA Life Orb Salazzle Sludge Wave vs. 252 HP / 0 SpD Clefable: 398-468 (101 - 118.7%) -- guaranteed OHKO
252 SpA Life Orb Salazzle Sludge Wave vs. +1 252 HP / 0 SpD Clefable: 265-315 (67.2 - 79.9%) -- guaranteed 2HKO
252 SpA Life Orb Salazzle Flamethrower vs. 252 HP / 132+ SpD Ferrothorn: 489-582 (138.9 - 165.3%) -- guaranteed OHKO
:clefable:
0 SpA Life Orb Clefable Thunder vs. 0 HP / 4 SpD Salazzle: 148-175 (53.4 - 63.1%) -- guaranteed 2HKO
+1 0 SpA Life Orb Clefable Thunder vs. 0 HP / 4 SpD Salazzle: 221-261 (79.7 - 94.2%) -- guaranteed 2HKO
:ferrothorn:
0 Atk Ferrothorn Knock Off (97.5 BP) vs. 0 HP / 0 Def Salazzle: 100-118 (36.1 - 42.5%) -- guaranteed 3HKO
0 Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Salazzle: 46-54 (16.6 - 19.4%) -- possible 6HKO
 
:ss/melmetal:
Melmetal @ Leftovers
Ability: Iron Fist
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Substitute
- Double Iron Bash
- Earthquake
- Thunder Punch / Toxic
0 SpA Life Orb Clefable Thunder vs. 240 HP / 0 SpD Melmetal: 139-165 (29.5 - 35%) -- 100% chance to 4HKO after Leftovers recovery
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 240+ Def Clefable: 496-588 (125.8 - 149.2%) -- guaranteed OHKO
OR
252+ Atk Melmetal Earthquake vs. 252 HP / 240+ Def Clefable: 114-135 (28.9 - 34.2%) -- 2.9% chance to 3HKO

0 Atk Ferrothorn Knock Off (97.5 BP) vs. 240 HP / 0 Def Melmetal: 49-58 (10.4 - 12.3%) -- possible 9HKO
252+ Atk Melmetal Earthquake vs. 252 HP / 124 Def Ferrothorn: 93-110 (26.4 - 31.2%) -- 11.4% chance to 4HKO after Leftovers recovery
Big Boi gets in either of the two, clicks Substitute, then harasses the opposing with Earthquake or Double Iron Bash. Ferrothorn can't break its Substitute, while Clefable has to stay in to break it, so Big Boi should eventually break the core :melmetal:
 
:ss/rotom-heat:

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Discharge
- Pain Split

This thing walls clefable and ferro to oblivion, with 252 hp evs and Calm nature, you tank moonblast and Thunder pretty well, but rotom-heat still dislike switching into knock off(it can still beat this core without HDB, but lose it longevity) and leech seed, with 16 speed evs clef don't outspeed you, pain split is a good way to bring clefable in KO range with Overheat while getting some health back, Discharge have a good chance to paralyze clefable, Nasty Plot can be set up in front of clef. 252 SpA evs helps a lot with breaking through it.

Also any trick variants works as well!

:ss/rotom-heat:

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Trick
- Will-O-Wisp

"What if you trick into ferrothorn?" Good question, I don't know if anyone want their ferrothorn to stay in front of rotom-heat, in case they do and you don't have scarf anymore, you can still trick clef's life orb making it less threatening."

But anyway I think Rotom-heat can manage to break this core.

PS: few days ago I gave rotom-H Toxic, and the evs spread were kinda wacky, it's my bad :( anyway I just fixed it.
 
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:ss/Excadrill:

Excadrill @ Leftovers
Ability: Sand Rush / Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance / Stealth Rock

Excadrill walls Clefable without Flamethrower and threatens it greatly, forcing a switch, allowing it to either Spin away the Spikes Ferrothorn had set up, set up its own Hazards with Rocks or attempt a Sweep later in the Game with Swords Dance.
While it cant really switch into Ferrothorn, fearing Knock off and Power Whip, it can always Spin away Spikes later, undoing its progress.
Once Ferro is chipped, Excadrill can threaten it out with Earthquake.

252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 124 Def Ferrothorn: 133-157 (37.7 - 44.6%)
252+ Atk Mold Breaker Excadrill Iron Head vs. 252 HP / 240+ Def Clefable: 264-312 (67 - 79.1%)
 
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Reserving blacephalon

Did you know? PhysDef Magic Guard Clefable is scared of +1 Clowns! That's right, if you bring blacephalon in front of ferro, (as long as the ferro doesn't knock you off over switching but who does that). So, my choice to break this core is either calm mind or specs. For this core I'm choosing CM but for throwing it on a team, I'd go with a specs breaker.

My calcs:

+1 252 SpA Life Orb Blacephalon Overheat vs. 252 HP / 16 SpD Clefable: 497-585 (126.1 - 148.4%) -- guaranteed OHKO
Clefable can't switch in for shit lmao. At +1 you threaten most nonspdef mons tbf, but this core relies on ferro for Spdef tanking, and well....
+1 252 SpA Life Orb Blacephalon Overheat vs. 252 HP / 132+ SpD Ferrothorn: 1326-1560 (376.7 - 443.1%) -- guaranteed OHKO
That's FOUR ferrothorn's ready to have their day ruined.

And, clefable at +0 only has a 45 percent chance to 2HKO blacephalon with thunder, if you take accuracy into account, so you can VERY easily get to +1 or even +2. I do think this cakepop clown can break this core :)
 
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Round 21 is officially over! Let's go through your submissions!

:ss/clefable::ss/ferrothorn:

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

:nidoking: With STAB Sludge Wave and access to Flamethrower backed by Sheer Force and recoil-free Life Orb, it’s no surprise that Nidoking is an absolute menace to this core, being the only Pokémon that can OHKO both Clefable and Ferrothorn comfortably and in succession. It can’t switch into Ferrothorn reliably at all, but with its Ground Poison typing it can use Clefable as an entry to wreak havoc on the opponent’s defensive core. Life Orb Moonblast is a mere 4HKO and while its Special Attack drop is annoying, a -1 Nidoking is still tricky to switch into due to its supereffective coverage.

:volcarona: Volcarona typically uses Pokémon like Clefable and Ferrothorn for setup opportunities by forcing them to switch out. However, thanks to Substitute, it can also risk staying in on both and setting up as Thunder has unreliable accuracy and Ferrothorn can’t break its Substitute. From there, Volcarona can proceed to setup Quiver Dances almost uncontested and will always beat Clefable 1v1 due to Flamethrower outdamaging Moonblast and Thunder. Speaking of Thunder, it’s the only move that Volcarona needs to be wary of, as with Life Orb it can break the Substitute and threaten a nasty 30% paralysis which a Roost-less Volcarona really dislikes.

:heatran: Despite hating Thunder’s paralysis and not really switching into either unless its Air Balloon isn’t needed, Offensive Heatran has the ability and typing to easily break this core. Magma Storm obviously melts Ferrothorn and can be used alongside Heavy Slam to trap and defeat Calm Mind Clefable trying to use it as setup fodder in a pinch. It should be noted that a Modest Heavy Slam is not a guaranteed 2HKO, but its more than enough to force Clefable into Softboiled and into being at the mercy of a critical hit.

:premier ball: Additional Notes :premier ball:

:kartana: Once again, Kartana has a very positive matchup against this core, as it only needs a Swords Dance to cleanly OHKO both members and acquiring that boost isn’t particularly difficult against Ferrothorn. Setting up against Clefable isn’t nearly as safe, though, as Moonblast deals enough damage for Kartana’s own Life Orb and Ferrothorn’s Iron Barbs to finish Kartana off in a couple turns of good prediction, with Ferrothorn taking Leaf Blades and Clefable taking Sacred Swords.

:slowking-galar: While switching into Ferrothorn is a scary proposition due to Knock Off being particularly bad for Assault Vest Slowking-G, STAB Sludge Bomb and Flamethrower are still extremely powerful against this core even though they fail to OHKO either. While its typing and bulk will give it the upper hand against Calm Mind Clefable, paralysis and Special Attack drops can turn this matchup on its head with just a bit of luck.

:blacephalon: While Life Orb Calm Mind is an extremely aggressive and overall bad set, the fact that its Choice Specs set was acknowledged as well is enough for it to deserve spotlight. With its powerful Fire STABs and even Trick, it has the tools to easily dismantle this core. That being said, Blacephalon is extremely frail and doesn’t like switching into either at all, so it requires extremely good prediction or some pivoting to be put in an advantageous position.


Round 22
:choice specs: :ss/volcanion: Choice Specs Volcanion + Swords Dance Weavile :ss/weavile: :heavy-duty boots:


Volcanion's usage has steamed up lately as a powerful breaker that holds unique defensive utility as a Water immunity and as a match-up catch against both Rain and Sun teams. Its STABs hit ridicoulously hard with Choice Specs and everything that resists them either gets overpowered or gets sniped by its coverage of Earth Power and Sludge Bomb. In particular, Volcanion is great at applying pressure against bulky Water types while obviously threatening every Steel type in the metagame, making it a terrific breaking partner for a SS OU staple: Swords Dance Weavile. Our speedy weasel complements Volcanion's attributes really well offensively and also ticks key teambuilding blocks such as that of a Ghost resist and Speed control. This offensive pairing finds its synergy in Volcanion tearing holes into the opposing teams by threatening Steel types and pressuring bulky Water types, which leaves Weavile with its two main roadblocks either melted or cooked enough for an easy sweep.
Now it's your turn: how would you stop this core?

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Earth Power
- Sludge Wave / Sludge Bomb

Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Knock Off
- Triple Axel
- Ice Shard

You have 7 days to post submissions, happy posting! :)​
 
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reserving washing machine, honestly really glad to see this going again

Did you mix the reds with the whites again?
:Leftovers: :ss/Rotom-Wash: :Leftovers:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 SpD / 88 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Thunder Wave / Will-O-Wisp
- Pain Split


:Rotom-Wash: Rotom-Wash just stays in. :Volcanion: Volcanion doesn't want to switch into this thing and risk a 2HKO Volt Switch or paralysis. :Weavile: Weavile also doesn't want to switch into this thing and risk a 2HKO Hydro Pump, paralysis, or burn. What's more is that :Rotom-Wash: Rotom-Wash can lure a Sludge Bomb from Volcanion and Volt Switch into a Steel teammate like :Kartana: Kartana, :Bisharp: Bisharp, or :Scizor: Scizor, forcing it out and allowing a free turn for setting up.

Rather than completely breaking the core, the :Rotom-Wash: Washing Machine pops in every now and then to cripple them and pivot out.​
 
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