Project Pokemon Matchmaking v2 [Closed]

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The Winners:

Camilas' Latios

Infernal's Mega Diancie

bludz's Mega Lopunny
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Week 64 - Belly Drum Azumarill

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Knock Off
- Aqua Jet
- Belly Drum
 

Thundurus @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Psychic
- Hidden Power [Ice]

This is one of my favorite thundurus sets and it fits here quite nicely. Several of bd azu's biggest checks, mega venusaur and latis, get lured in and beaten by the appropriate coverage move. Thundurus also does a good job of threatening several other checks to bd azu such as sturdy skarmory, breloom, and volcanion. In exchange bd azumarill blows past several checks to this thundurus set such as ferrothorn, hippowdon, weavile, and tyranitar with ease.
 
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Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Pursuit

Banded Tyranitar is a nice partner to BellyJet Azumarill as it can threaten and trap Psychic-type Water resists such as Latios and Slowbro. Fire Punch allows it to weaken Mega Scizor, Skarmory and Ferrothorn for Azumarill to clean up (need Rocks to 2HKO PhyDef Tangrowth) . Stone Edge also hits Mega Venusaur for some nice damage and can cut Mega Venusaur's recovery.
 

Infernal

Banned deucer.

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Earthquake

Mega Gyara is something I've used before to moderate success alongside BD Azu. From my experience, people tend to switch in Pokemon like Ferro, Tangrowth, Amoonguss, and Skarm expecting you to be CB. However, they are met with a BD variant instead and are often forced to sac one of the previously mentioned Pokemon before being able to bring in another member safely. Because Mega Gyara has trouble with Ferro and friends, Azu's ability to lure in and break these Pokemon down is really nice.

On the flip side, Mega Gyara can potentially kill BD Azu checks like Rotom-W via EQ. Other Azu checks like Mega Venu can also be weakened decently by a +1 Crunch, which does 52 - 61.8% to offensive variants for example. Consider some of the threats Mega Gyara is often revenged killed by: Keld and Scarf carriers like Lando-T or Terrak. Azu can use these choice locked Pokemon as an invitation to BD up and sweep afterwards. Two other minor things worth mentioning are 1. how Azu and Mega Gyara can both weaken Tank Chomp after setting up (who is annoying between Rocky and Rough Skin residual), and 2. clear the field of Electric types like Mega Manec and Thund-I for one another after boosting.

Overall, this nomination focuses on finding a partner capable of benefiting from Azu's ability to break down certain Pokemon. Mega Gyara fits the bill, giving back by breaking down Azu checks like Mega Venu/Rotom-W and providing Azu with opportunities to BD up by inviting revenge killers like Keld to come in.
 
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Specs Magnezone


Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Magnezone is able to trap and KO Steel-types such as Ferrothorn, Mega Scizor, and Skarmory and many bulky Water types, which otherwise hard checks Azumarill. On the other hand, Azumarill knocks out Grounds and Fire types. The Specs set is chosen over Scarf in order to have the immediate power to wear down these pokemons that Azumarill wants to be removed before sweeping.

A slow -and powerful- Volt Switch is always appreciated to avoid as much damage as possible in order to reduce the possibility for Azumarill being OHKOed when at less than 75% HP.
 
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Martin

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Breloom @ Life Orb / Black Belt
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
(IVs: 29 HP (LO only))
- Spore
- Swords Dance / Focus Punch / Force Palm
- Mach Punch
- Bullet Seed

Breloom makes for a nice partner for a number of reasons. First of all, it helps overload fat grasses such as Amoonguss. Secondly, it beats fat waters who give Azu trouble. In exchange, Azu beats Fire-types that give Breloom trouble as well as using TankChomp for setup fodder. It does other things too but tl;dr it's a consistent core.
 
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpDef / 252 Spd
Jolly Nature
- Iron Head
- U-Turn
- Fire Punch
- Healing Wish

Jirachi provides a nice partner for BD Azumarill. The most obvious synergy lies in Jirachi's access to U-Turn, which gives Azumarill free set-up opportunities. Jirachi commonly lures in pokemon like Garchomp, Landorus-T, and Keldeo that get scared out by Azumarill, giving Azu a free setup opportunity. Jirachi can also help by getting chip damage onto pokemon like Rotom-W that are most team's primary check to BD Azumarill. Fire Punch lets Jirachi wear down annoyances like Ferrothorn and Scizor, both of which stop Azumarill from clicking Play Rough. Healing Wish is really nice for a sweeper like Azumarill, since it gives it a second chance. With Healing Wish support, Azumarill can be played defensively in the early game, only to be healed up by Jirachi and set up once everything is weakened, or it can attempt to sweep twice, weakening its own checks for itself.

Azumarill loses to full health Lati@s even if it has set up, so it requires a dedicated switch-in for those. Jirachi does that admirably, though it doesn't particularly like taking Draco Meteors. It proceeds to force out the Lati twin, and get chip damage on something else.

Serene Grace means that Fire Punch will snag a burn more often (only 20%, but that's almost Scald so it's really more like 80%), which helps wear down the opponent for an Azumarill sweep. Jirachi's ability to flinch with Iron Head, though disgusting and rude, also helps wear things down to where Azumarill can revenge kill with Aqua Jet.
 
Scizor-Mega @ Scizorite

Ability: Technician

EVs: 248 HP / 252 Atk / 8 SpD

Adamant Nature

- Bullet Punch

- U-turn/Bug Bite

- Superpower

- Swords Dance/Roost


Uturn gives momentum and can redirect the landorus switch in to azumarill for opportunities to set up.

Double priority core is really good and one can weaken faste rsweeper enough so the other can finish it off.

Superpower is to hit steel types.

Scizor typing is great and lets it tank annoying grass types, steel types and poison types that threaten azumarill.

Roost is for staying pwer and SD is so it can break bulkier pokemon.


Going regular scizor with a Life orb is also an option.
 


Volcanion @ Choice Specs / Wacan Berry
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Sludge Wave
- Hidden Power [Grass]

Used a core of specs volc + BD azu on a few teams a while back and really loved the concept. Specs volcanion runs through down common threats to azu such as rotom-w, latis, ferro, and just bulky grass and water mons in general. Not only does he hard, but he was blessed with steam eruption aka super scald which basically burns 100% of the time which, with hazards, quickly wears down azu's checks for him to late game sweep.

Another option is to run wacan berry (elec resist berry), this allows you to freely pick moves without having to worry about heatrans or gastrodons. Azu definitely enjoys not having those fast electric types that can prevent him from setting up and sweeping.
 

Cheryl.

Celesteela is Life

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 216 Spe
Mild Nature
- Iron Head
- Icy Wind
- Thunderbolt / Energy Ball
- Hidden Power Fire

Lure Jirachi is a nice partner for BD Azumarill, as it helps lure in and wear down a lot of Azumarill's checks and counters, making it easier for Azu to sweep. Icy Wind helps take down TankChomp, which can take a +6 Aqua Jet at full health and defeat Azumarill if it has already set up, and also slows down other Pokemon for Azumarill to potentially outspeed without having to use Aqua Jet. Hidden Power Fire helps wear down Ferrothorn switch-ins so Azumarill can get around them easier, and Thunderbolt helps wear down bulky Water-types like Suicune and also hits Volcanion, which can threaten Azumarill with Sludge Bomb. Energy Ball is an alternative option that hits the aforementioned bulky Water-types while also hitting Quagsire, who walls Azumarill, but doesn't hit Volcanion as hard. Jirachi also provides some defensive synergy with Azumarill as it helps take on the Latis, one of BD Azu's biggest checks, while also benfitting from Azumarill's Fire resistance. Overall, lure Jirachi is a great partner for BD Azumarill as it helps lure in almost all of it's checks besides Mega Venusaur, and helps take on some of Azumarill's threats.
 
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maybe this is heaven
is a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Live Chat Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
The Winners:

Infernal's Mega Gyarados

Random Passerby's Tyranitar

Cheryl.'s Jirachi
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Week 65 - Choice Band Diggersby

Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Return
- U-turn
- Quick Attack
 

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

Talonflame is a fantastic partner for Diggersby, handling the likes of Tangrowth, Skarmory, Weavile, Breloom, and even the rare Gourgeist all of which pose a threat to CB Diggersby. In addition to this, Talonflame appreciates the incredible pressure placed on the likes of Rotom-W, Lando-T, and Tyranitar all of which beat talonflame. These two complement each other very well and do a great job of wearing down each other's checks and counters.
 
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

The listed Diggersby set of Return/EQ/U-turn/QA is hard-walled by balance and stall staple Skarm, so it's only natural one pairs it with something capable of eliminating that roadblock via the wonderful and not cheesy mechanic of trapping. Together, Specs-Zone and CB Diggersby form a potent wallbreaking duo that should in theory be able to dismantle most balance builds assuming Skarm isn't running Shed Shell. Generally speaking, it's best to run a Skarm lure packing Knock Off (like Knock Off Clefable or offensive SD Knock Off Landorus-T) to render Skarm susceptible to Mag's trapping.
 
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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Mega Lopunny forms a normalspam core with Diggersby, as the two are checked by very similar Pokemon. Mega Lopunny beats Ghost-types and faster offensive mons for Diggersby, while Diggersby can seriously pressure (often 2HKOing) bulky Mega Lop checks such as Landorus-T, Tangrowth, (non-Mega) Slowbro, Togekiss, Tankchomp, and Suicune. Additionally, Diggersby's typing dissuades bulky pivots from clicking Volt Switch on Mega Lopunny, and both bring priority that helps take down opposing sweepers.
 

Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat / Earthquake
- Quick Attack

Diggersby and Mega Pinsir share a lot of checks and counters, which allows them to form a pretty nice offensive core. Diggersby, especially CB variants, weakens and/or kills many Pokemon Mega Pinsir needs weakened in order to sweep. To elaborate, some of Mega Pinsir's best checks, including Mega Aerodactyl, Mega Latias, Landorus-T, and Thundurus, are also frequently used as a team's Diggersby switch-in. Those four, and many others, often expect to switch into an SD or an EQ and plan on revenge killing Diggersby afterwards, but they can be surprised and blown back upon switching into a CB Return. Mega Aerodactyl takes in a worst-case-scenario 92.3% from the combo of a cb return and a +2 quick attack (best-case-scenario is 108%), which kills easily after SR or pretty much any chip damage, and Diggersby can finish it off with Quick Attack if you don't sac the bunny to bring Mega Pinsir in; max HP Mega Latias is always killed after the combo (assuming after Mega Latias takes the Return it either switches out or kills the diggersby and then switches out); bulky Landorus-t is always killed by a -1 Diggersby Return and a +1 Pinsir Return; offensive landorus-t is always killed by a -1 diggersby return, a -1 pinsir quick attack, and stealth rock damage; and Thundurus is easily killed by a Diggersby Return.

Diggersby also has a somewhat slow U-turn that you can use to get Mega Pinsir in if Diggersby has already done its wallbreaking job to completion/satisfaction and you think Pinsir can sweep from there. A possible scenario would be Diggersby vs. Heatran; Heatran probably won't stay in, so you can U-turn on the switch to gain momentum, and probably get even more chip damage on something like Landorus-T so Pinsir has an even easier time sweeping.
 

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 Def / 32 Spe
Impish Nature
- U-turn
- Iron Head
- Thunder Wave
- Healing Wish

Let's face the facts of today's meta, Diggersby's 85 / 77 / 77 defensive stats combined with a lacking speed stat limit it's uses for wall breaking. Diggersby needs support, it's practically begging for slow VoltTurn 'mons and Healing Wish. Jirachi is a shoe in candidate, providing Diggersby with free switch-ins, speed control in T-Wave and a second chance to sweep late game. The build is stolen adapted from the standard SpD set, favoring Def EVs to survive AoA Weavile's Knock Off. Even without any SpD EVs, Jirachi is still competent in handling special attackers it's meant to check, like LO Latios.

252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 252 HP / 224+ Def Jirachi: 289-343 (71.5 - 84.9%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Jirachi: 138-164 (34.1 - 40.5%) -- 44% chance to 3HKO after Leftovers recovery

252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 0 SpD Jirachi: 172-203 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery

With the 32 Spe EVs, Jirachi outspeeds notable switch-ins of Adamant Bisharp, non-scarfed TTar, and standard SpD Heatran, all of which are obliterated after a U-turn to Diggersby. Weavile's typing presents a huge threat to this partnership, but with a T-Wave and a Healing Wish, our Diggsy can stomach the Ice Shard and OHKO Weavile.

Just some other options: Jirachi can provide rocks with the U-turn chip damage to aid Diggersby's role in wallbreaking, however it's difficult to give up one of its more valuable moves. Jirachi can also make use of Trick Room, patching up Diggs lack of speed and allowing it to take on faster, offensive threats. Diggersby with a -Spe nature and 0 IVs and EVs lets it move before neutral nature base 60 'mons and allocate those EVs to max out its HP stat.
 
megaqwer:D hey bud I think talon is taken.


Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Stun Spore
- Giga Drain
- Clear Smog
- Spore

Amoonguss is able to switch into things that scares out Diggersby after it picks up a kill. Things including Azumarill, Keldeo, Breloom, Lopunny, Serperior, etc. It also provides support by being able to put things to sleep so that Different can potentially set up. After choosing a sleep fodder, Amoonguss can also paralyze things like Tornadus and Patios so that Different doesn't have to rely on priority to kill them. Diggersby in return deals with Heatran and SpD Jirachi which kinda wall Amoonguss.
 

Infernal

Banned deucer.
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power Ice

I chose Mega Manec as a partner for a few reasons. For starters, it's able to help Diggers deal with two notable obstacles: Skarm and Gengar. These are two Pokemon Diggers would like to avoid giving free turns to, so having Mega Manec as a partner to bring in via U-turn to pressure them is useful. Mega Manec further helps as a partner by offensively checking Pokemon like Loom and Talon, both of which scare Diggers with their priority moves. Checking other offensive threats capable of exploiting or heavily threatening Diggers, such as Mega Sciz, Keld, and Weavile, is an added bonus.

Diggers isn't exactly easy to bring in easily given its frailty and weaknesses to common types. So, Mega Manec's ability to provide it with chances to come in for free via Volt Switch is really cool. This is especially true when you consider some of Mega Manec's common switch ins: Pokemon like Clefable and Tar. Diggers threatens both of them heavily, and Mega Manec appreciates this very much given how it's often troubled by both Pokemon. CB Diggers' ability to shave good chunks of health from other defensive Pokemon like Hippo and Mega Venu is also beneficial for Mega Manec here.

Overall, these two form a cool offensive duo capable of generating momentum between U-turn and Volt Switch respectively, all while pressure certain checks and counters for one another. Diggers is a powerful wall breaker capable of softening up opposing teams rather well. Thus, having a speedy Pokemon like Mega Manec to take advantage of this and clean up the mess Diggers leaves behind is always nice.
 
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Specs Keldeo

(My Little Pony) Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Due to the meager defensive typing and bulk of Diggersby, a Pokemon that can switch into Mach Punch, Aqua Jet, and Ice Shard is needed as teammate.
With these two Choiced pokemon, we are able to punch holes into the opposite team.
Icy Wind is particularly useful because enables Diggersby to outspeed more opponent's threats after a drop in Spe.
Water/Fighting coverage covers very well Ghost types and Steel types (respectively) only thanks to the high offensive prowess of Keldeo, whereas the bunny muscles through SpD oriented pokemon which can check Keldeo.
 
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maybe this is heaven
is a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Live Chat Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
The Winners:

daddy's kisses Magnezone

Akumeoy's Mega Lopunny

Aragorn the King's Mega Pinsir
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Week 66 - Swords Dance Weavile

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance
 

Infernal

Banned deucer.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Bisharp and Weav are good offensive partners because they share similar checks and do a good job weakening them for each other. For example, Keld is one of the main Pokemon these two are checked by. However, Keld can easily be weakened/overwhelmed by either Weav or Bisharp. To make this clearer, imagine a Bisharp grabbing a SD and then doing 55.4 - 65.6% to Keld with Sucker before dying. After this damage, Keld will be too weak to reliably handle SD Weav, who will then be able to KO with a +2 Icicle Crash (62.7 - 73.8%). Aside from this, Weav and Bisharp do a few other things for one another. Weav puts a scare in bulky Ground-types like Hippo and Chomp, who both threaten Bisharp. In return, Bisharp does a nice job threatening Pokemon like Clefable, who is a common nuisance for Weav. They can also help each other break through defensive obstacles like Skarm after boosting up.

This is a classic and proven Dark spam core overall. One big reason I think Bisharp is a really effective partner is because many teams (say bulky offense) only rely on one answer like Keldeo to deal with the guy. While other potential partners like offensive Mega Sciz can also weaken Keld and friends, teams normally pack additional Mega Sciz checks like Lando-T and Tran. This means these teams can instead rely on the aforementioned Pokemon to deal with Mega Sciz and keep their Keld healthy enough to handle your Weav later. So in these situations, Bisharp's ability to force something like Keldeo to come in and be weakened directly is useful when you're trying to pave the way for a Weav sweep.
 
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Martin

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Goddammit Infernal taking what I wanted to reserve lmao


Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Thunder Punch / Zen Headbutt / Bullet Punch

MediVile is a tried-and-tested HO core for good reason. They complement each-other really well, having good STAB coverage in the form of the potent Fighting+Dark combination, they cover just about every one of each-other's switch-ins with the exception of PhysDef Mega Scizor and Keldeo (the former of which they do a good job of wearing down) nicely. Zen Headbutt is an option here for it's ability to blow back bold Clefable, who gives the core a big headache, but if your team is sufficiently prepared for Clefable then Thunder Punch is just better 'cause BoltBeam Medicham is the best Medicham. Bullet Punch, on the other hand, allows Medicham to beat Diancie with a bit of smart bluffing early-game to prevent Protect from successfuly scouting it.
 
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