Project Pokemon Matchmaking v2 [Closed]


Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]

Keldeo Is great partner to Dragonite. It gives to Dragonite a Safety switch to the Infamous Bisharp and Weavile, And i think i don't need to explain what Stab-Ice moves do to our Cute Dragon. Keldeo also Bursts any Rock and Steel type who resists Fly. I think there isn't much to explain.
 
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Infernal

Banned deucer.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
  • Weavile (faster than +1 Dragonite and threatening with its Ice STAB) and Mega Diancie (threatening with both STABs and Protect to block Fly) are issues here. So, Clefable's ability to check them is invaluable. Having a response to Pokemon like Mega Lop and Mega Manec is also useful when using Sub Fly Drag. Mega Lop is faster even after a DD and threatens Drag between Fake and Ice Punch. Mega Manec is also faster than a +1 Drag and is annoying between HP Ice and its resistance to Fly. Clefable's ability to check them both is thus appreciated.
  • In return for checking the above Pokemon, Drag gives back by setting up on a few things Clefable draws in, examples being Amoonguss and Mega Venu. Other Pokemon Clefable can be threatened by, like Char-Y and Volcarona, are also taken advantage of by Drag.
  • Any team with Sub Fly Drag will have a Magnezone because of how large of a problem Skarm is. Clefable benefits from this significantly because it's threatened by various Steel types Magnezone can remove (Mega Scizor, Jirachi, and so on). Once these Steels are removed, Clefable has more free reign to work its magic with Calm Mind.
  • Clefable is a super flexible Pokemon and gives teams with Sub Fly Drag plenty of breathing room when building. For example, it's able to use SR and allow the team's eventual Ground type to run something else. Should the SR role be assigned to another Pokemon, Clefable has many other moves to choose from. Aside from the usual Thunder Wave, Knock Off is one such option. This allows Clefable to remove items like Shed Shell from Skarm to ease the trapping process with Magnezone. A coverage move like Flamethrower to provide an additional way to lure Skarm alongside Magnezone is also possible.
 
Hey guys, sorry for the delay in Matchmaking! False and I have been really busy lately, but we hope to get this back on schedule now.

The winners:

daddy's kisses' Magnezone

Infernal's Clefable
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Week 70: SubToxic Jirachi

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Toxic
- Substitute​
 
Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Lopunny and sub-toxic Rachi share a number of checks that Rachi can effectively wear down via the combination of Toxic + flinches, allowing Lop to clean up once its checks have been sufficiently weakened. Examples include Slowbro, Landorus, Mew, Hippowdon, and the rare Cresselia. Rachi can also effectively deal with Clefable, which is otherwise an obnoxious roadblock to Lop cleanings.
 
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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

The purpose of Azumarill is to exploit its type synergy with Jirachi (its resistance to Dark-, Fire-, and Water-type mons that trouble it, and threat of an Aqua Jet against Ground-types) to set up a Belly Drum on mons that KOed Jirachi. Examples might be Keldeo, Tyranitar, Excadrill, Starmie, and so on.

Jirachi can surprise mons like Ferrothorn with a Fire Punch, which deals 48.8-57.9% damage against standard Ferrothorn, and can easily set up a sub on Amoonguss to pressure it (and fish for a 20% burn chance with Fire Punch), making both far shakier ways of wearing Azumarill down or stopping its sweep.

Latios, a common Azumarill revenge killer thanks to their natural bulk and resistance to Aqua Jet, is in range of Azumarill's +6 Aqua Jet after an Iron Head. Tank Garchomp, which pulls off a similar feat and role, will probably switch into Jirachi while Jirachi sets up a Substitute, and then get toxicked as it breaks said sub. Skarmory and Quagsire, stall's standard Jirachi (and Azumarill, after Amoonguss) switch-ins, will have to contend with that 20% burn chance and Toxic damage, respectively. If stall gets lucky with Mega Sableye and breaks Jirachi, Azumarill can probably pressure Mega Sableye out and get off that BD. And so on.

Jirachi can either status and weaken Azumarill's checks after luring them in due to its unusual set, or Azumarill can come in after it gets KOed and nab that free turn it needs to clean up teams.
 
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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Taunt
- Roost
- Brave Bird

Jirachi's ability to Toxic and wear down bulky Grounds and Waters pairs well with Talonflame, who struggles with those things like defensive Lando-T and Slowbro due to their natural bulk. The combination of Toxic and Taunt allows the due to put heavy pressure onto their switch ins, eventually breaking them down given their inability to heal themselves.
 
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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
IV: 29 HP
Timid Nature
- Draco Meteor
- Psyshock
- Surf
- Thunderbolt / Roost

Jirachi is a magnet for Keldeo, Slowbro, Garchomp and Landorus-T so using a Latios allows you to punish the obvious switch-in with a double and immediately generate pressure on the opponent. Surf allows Latios to dent Heatran and Tyranitar, which are also Jirachi counters. Thunderbolt allows Latios to check Manaphy and Slowking better while Roost increases longevity. Meanwhile, Jirachi can Sub up against Ferrothorn or surprise Scizor with a Fire Punch.
 

Infernal

Banned deucer.

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Craw is a good partner for several reasons from experience. For starters, Sub Toxic Jirachi really dislikes facing Rocky Helm users. Craw normally does a good job luring in and removing Rocky Helm from Pokemon like Skarm, Tangrowth, and Chomp with a powerful Knock. This allows Jirachi to break through them more easily and helps prevents your Leftovers recovery from being interfered with as much when fishing for Iron Head flinches. Aside from this, Craw also helps Jirachi by muscling through a good number of its checks or counters. The main one is Heatran, who Craw threatens heavily and can take advantage of to deal a large blow to the enemy team. Although they are vulnerable to Toxic and flinches, Jirachi does appreciate other annoyances like Hippo, defensive Lando-T, Gastrodon, and Slowbro being smacked around by Craw. KOing Pokemon like the earlier mentioned Skarm after boosting with SD is also helpful for Jirachi.

In return, Jirachi provides a few things back. It's able to handle Fairy types like Mega Altaria and check Pokemon like Latios and Kyurem-B, both of which easily revenge kill Craw. Jirachi can also take advantage of things Craw may wish to avoid facing in some 1v1 situations (especially when +0), such as Mega Venu, Amoonguss, and Clefable. Finally, another big way Jirachi and Craw work together is by weakening two shared checks in Keldeo and Rotom-W. Craw commonly draws both of these Pokemon in and weakens them with Knock, which Jirachi benefits from a ton. Similarly, Jirachi's ability to poison and gradually wear them down helps Craw in the long run. Overall, I've found these two work really well together. Craw is honestly crazy strong and hard to switch into, so just being able to double into a few of Jirachi's checks (i.e. Heatran as said earlier) and threatening to slam something the turn after can end up giving you a big advantage.
 
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Gyarados


Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 220 Atk / 4 Def / 196 Spe
Jolly Nature
- Waterfall
- Bounce
- Dragon Dance
- Substitute

Jirachi and gyarados have excellent synergy together. Jirachi is able to weaken gyarados counter like rotom-w, Zapdos, ferrothorn and quagsire. The Pokémon that can normally wall this set like Tank chomp, gliscor, and heatran give gyarados a free dragon dance.
 
The winners:

Infernal's Crawdaunt

daddy's kisses' Mega Lopunny
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Week 71: Mixed Attacker Thundurus

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

Manaphy @ Lum Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Psychic
- Ice Beam

With Psychic, Manaphy can OHKO Mega Venusaur (and Amoonguss) with just a little prior damage at +3. It comes in on ZardX's Flare Blitzes and OHKOs with +3 Scald, and it can beat most Fairy-types 1v1, as well as Hippowdon and the Water/Ground-types. Thundurus likes this.

In return, Thundurus is instrumental in luring in, de-itemizing, and heavily damaging Chansey, AV Tangrowth, Ferrothorn, and Lati@s. Once the opponent realizes that Manaphy's not running Energy Ball, they'll try to get their bulky Water-type in on it, which means you can double-switch Thundurus in.

Manaphy runs a Lum Berry here because ability to reliably set up is more valuable than Leftovers' longevity for this purpose. Specifically, absorbing Amoonguss's Spore or Clefable's T-Wave makes it a lot better at supporting Thundurus.
 
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Breloom @ Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Natural Gift

Breloom is able to help out Thundurus against Mega Lopunny, Kyurem-B, Hippowdon and Excadrill which it has troubles with. In return, Thundurus is able to lure Lati@s with Knock Off while being able to check Talonflame and Skarmory which Breloom dislikes. +2 Natural Gift is also able to put a dent in Amoonguss, Tangrowth and Mega Venusaur which the pair hates.
 
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Thundurus is able to lure in mons that make Charizard's life harder, such as the Latis and Chansey, as well as being able to beat T-Flame and threaten Politoed, a vital piece of rain teams. In return, Charizard deals with annoying Bulky Grass-types, scare out certain Ground-types like Quagsire with Solar Beam, and break down fat stuff like Clefable in order to let Thundurus pick them off, and potentially clean up late game.
 
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Standard LO Starmie

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Hidden Power [Fire]

Thundurus lures in threats to starmie such as Chansey and Tyranitar. Because starmie doesnt have ice beam, latios and latias being weakened by knock off is very helpful. In return, starmie beats venusaur, amoongus, physdef tangrowth and hippowdon. Starmie also provides rapid spin support for thundurus, which is crucial for a rocks-weak mon.
 
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Infernal

Banned deucer.

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Latios is something Mega Hera can often find itself being revenge killed by. So, Mega Hera appreciates this particular Thund's potential to kill Latios with a surprise Knock Off. Thund's ability to remove items such as Clefable's Leftovers is equally as beneficial, mainly because this lets Mega Hera break through the S rank fairy more easily with Rock Blast (physically defensive variants more specifically). This aside, Thund further helps as a partner by threatening the likes of Talon, Torn-T, and Mega Pinsir, all of which are troublesome for Mega Hera. Being able to take care of Brave Bird Skarm is also helpful in some situations.

In return, Mega Hera gives back in a few ways. For starters, it's able to take advantage of the Grass types capable of giving Thund a hard time, such as Mega Venu and Amoonguss. Being able to check threats like Weavile and Choice Scarf Tyranitar is also helpful seeing as Thund can be revenge killed by both. A final thing worth mentioning is how these two can pressure certain Ground types for one another. For example, this Thund is walled by Quagsire. Mega Hera's ability to pressure and take advantage of Quag is thus useful, especially in stall match-ups. Other Ground types capable of walling Thund, like Hippo, are also pressured by Mega Hera (especially after having Leftovers removed). On the other hand, Thund can scare Lando-T, who is mainly a nuisance for Mega Hera because of Intimidate.
 
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Jirachi


Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

Jirachi can be a good teammate for Thundurus because it handles Mega Venusaur and Clefable and checks well Mega Gardevoir. A fast U-turn is always useful to keep momentum alongside offensive pressure, and Healing Wish support gives Thundurus a second chance to shine. Iron Head + Heart Stamp are the dual STABs with a secondary effect useful alongside Serene Grace.

In return, Thundurus helps with the Water-types, Steel and Dark-types (thanks to Superpower).
 
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diancie OML

Diancie @ Diancite
Ability: Clear Body
EVs: 248 Atk / 8 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Sharpen/Hidden Power Fire
- Protect/Hidden Power Fire

Sharpen diancie is flamezzzzz and you get style points for using it which is nice. clef go bye bye etc etc and thund knocks off chans so +1 dstorm literally kills everything. tect is nice for obvious reasons. If ur not a real ass nigga you can use hp fire but we dont need to hit msciz anyway.

thundurus also can slow stuff down and also break open bulky waters which is dank.
 
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false

maybe this is heaven
is a Top Tutor Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Smogon 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 Heracross

Random Passerby's Breloom
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Week 72 - Choice Specs Hydreigon

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn
 

Sun

Who cares if one more light goes out? Well I do...
is a Tiering Contributoris a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnus


Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch
- Ice Punch
- Hammer Arm

Mega metagross is a really good partner for hydreigon, esoecially because it checks fairy pokemons as mega gardevoir, mega altaria and clefable which are an issue for hydra because of its typing, also with bullet punch and hammer harm metagross can deal with weavile and tyranitar, which are another two pokemons that can put pressure Hydra, finally he checks dragons as garchomp, latios, mega latias very well, instead hydra checks bulky psychic types as mew, slowbro, slowking, also he can deal with steel types like skarm and mega scizor using fire blast.
 
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Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch

Mega-Lopunny has trouble breaking through certain defensive cores that Hydreigon can nicely take advantage of. Certain 'mons that wall Lopunny that Hydreigon can beat include Hippowdon, Slowbro, Slowking, Mew, phys. def. Skarm, and Mega-Scizor, which illustrates how well Hydreigon works for Lop. On the flip side, Lop beats Chansey and Weavile while also dealing with offense as a whole, which Hydreigon will generally struggle with.

Pretty simple offense breaker + balance breaker synergy.
 
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p2

Banned deucer.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Screech
- Memento
- Reversal

removes chansey and weakens dark resists like clef while also picking off revenge killers like megagross / scarf ttar / mdiancie, creates opportunities for hydra to come in with memento too. hydra usually goes ham after chansey and clef are dealt with it's sick
 
that's easy it's basically tailor-made for screech dugtrio god dammit


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Sludge Wave

Checks Keldeo, Breloom, and Fairy-types. Sometimes it Knocks Off an Assault Vest, or dies using Acid Spray so Hydreigon can come in. This set has Sludge Wave over anything else because honestly Hydreigon is massive Fairy-bait without Flash Cannon and it doesn't really need Toxic Spikes to tear up stall. Meanwhile, Hydreigon can cleanly switch into Earthquakes, Psyshocks, and Thunderbolts meant for Tentacruel. Actually, with the exception of Hydreigon's Dragon weakness, each covers the other's weaknesses perfectly.
 
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Martin

gamer boy
is a Forum Moderatoris a Live Chat Contributoris a Contributor to Smogon
Moderator
Dugtrio is easily the best partner, but 'cause that's gone I'll take a jab at Latios


Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid NAture
IVs: 0 Atk
- Draco Meteor
- Psychic
- Surf
- Trick

Specs Latios is a really solid partner for Specs Hydra for a lot of reasons. It forms a SpecsSpam and DragSpam core alongside Hydreigon and shares a lot of checks with it, and it also does a nice job of checking Pokémon such as Keldeo, and in exchange Hydreigon fucks over Pokémon such as Ferrothorn and Jirachi that give Latios a major headache with its completely overwhelming power and it's access to Fire-type coverage to nail other steels that don't try to switch in on it. It fits on the offensive teams that Hydreigon is typically run on and the Psychic-/Dark-type core does a nice job of synergising both offensively and defensively. While I think that Sleep Talk is usually better, its access to Trick really helps it on the core of Hydra+Latios because it allows Latios to bait out and cripple Chansey who try and switch in on it, making it substantially easier to take out later on and easing off the pressure that is put onto Dugtrio and allowing it to focus on other threats if need be. All in all they just form a really nice core.
 
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Scizor-Mega (M) @ Scizorite
Ability: Technician
EVs: 240 HP / 140 Def / 128 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

One of the if not his best partner right now imo. Type wise scizor tanks dragon and fairy hits, while hydreigon can shrug off fire attacks. Scizor is really good at being a wincon, fairy slayer, lati switchin, and overall bulky pivot. The slow pivot is great to get hydreigon in safely so i can hit something very hard with a specs draco meteor. They also form a pretty nice turn turn core which can help keep momentum for an offensive team. On the other side the pokemon that wall scizor namely slowbro, ferrothorn, skarm ect, all get demolished by specs hydreigon. Things that threaten this core: Keldeo, lopunny, azumarill so i would try to use at least one more bulky pivot for physical threats and have a water type switch in and you are golden.
 

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Flash Cannon / Toxic
- Taunt
- Stealth Rock

Heatran offers the team a Stealth Rock user, a Dragon-type switch-in and a Clefable counter. It's also great to lure in Pokemon like Rotom-W in a double switch so that Hydreigon can come in to do some damage. Flash Cannon is a way for Heatran to punish Mega Gardevoir who can switch in freely otherwise.
 
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