Project Threats to OU Cores v2: Round 72: Mega Charizard X + Ash-Greninja

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Nidoqueen (F) @ Black Sludge
Ability: Sheer Force
EVs: 252 HP / 156 Def / 64 SpA / 36 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Stealth Rock
- Sludge Wave
- Toxic Spikes / Ice Beam / Fire Blast

Nidoqueen has a minor niche in OU due to its wide movepool and decent combination of bulk / typing / damage output and ability to set up hazards. This set might seem a bit situational but 36 Speed EVs allow you to outspeed uninvested base 80's, 64 SpA gurantees you the OHKO on Koko (64 SpA Sheer Force Nidoqueen Sludge Wave vs. 32 HP / 0 SpD Tapu Koko: 290-344 (100.3 - 119%) -- guaranteed OHKO), which in return can only 4HKO you with HP Ice (172 SpA Tapu Koko Hidden Power Ice vs. 252 HP / 0 SpD Nidoqueen: 112-134 (29.1 - 34.8%) -- 99.9% chance to 4HKO after Black Sludge recovery), while having a chance to OHKO Mawile too (64 SpA Sheer Force Nidoqueen Earth Power vs. 92 HP / 0 SpD Mawile-Mega: 224-266 (84.8 - 100.7%) -- 12.5% chance to OHKO). The rest of the EVs are dumped in HP and Def to take on physical attacks better. The last move slot can vary depending on your team's needs.


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Mamoswine @ Metronome
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Stealth Rock / Substitute

Not the most common poke in OU nowadays but it still has some use on the tier, being able to do solid damage vs teams without things like rotom-w. It basically doesn't fear nothing that this koko carries and while obviously it can't switch in on maw, it can revenge kill as long as u keep it out of sucker punch range.
Hello everyone, I'm finally less busy so it's time for me to do this again. I'd like to thank KuraiTenshi26 for the good job they did at running this while I couldn't :blobthumbsup:

Threats of the Round:

: Although it doesn't see much usage, Mega Camerupt is a good pick to help against Tapu Koko + Mega Mawile.
: Similarly to Mega Camerupt, Excadrill also tends to excel against teams with this core.

Additional Notes:

: Substitute Magnezone would have an easier time against this core, but its Choice Specs set is a threat nonetheless.
: Nidoqueen is not considered viable in the metagame.

Round 72 Core: Mega Charizard X + Ash-Greninja

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw / Earthquake
- Roost

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes

  • This core revolves around abusing common switch-ins to Ash-Greninja with Mega Charizard X. More specifically, Mega Charizard X is capable of taking advantage of Grass-types like Tangrowth and Tapu Bulu pretty easily, which Ash-Greninja tends to struggle against.
  • As always, try to post only OU viable Pokémon and don't post sets specifically for this core. Additionally, your threat should not be complete deadweight against teams that do not feature Mega Charizard X + Ash-Greninja. Have a great day everyone!


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Tapu Fini @ Leftovers / Icium Z
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
- Defog
- Moonblast
- Nature's Madness
- Taunt / Haze

Tapu Fini can tank all of their hits as it resists all of their STAB attacks and even weakens Charizard's Dragon Claw for its teammates thanks to Misty Terrain. Moonblast can OHKO Ash-Greninja and it can also severely chip Charizard together with Nature's Madness. Taunt prevents Charizard from setting up further with Dragon Dance. It can even remove the Spikes Greninja might set up with Defog, although it would remove your own Stealth Rock if you have it up allowing Charizard to come in.

A major problem with this set is that it lacks reliable recovery which means it can be worn down by their strong attacks, even if resisted. That is why Z-Haze would be very useful here as it fully restores Tapu Fini's HP while also removing Charizard's Dragon Dance boosts. While it's sort of a niche set it should do very well in this matchup.
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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Toxic

kinda shitty set atm ngl, but it can get the job done vs both as long as it can come in safely (can tank non-dclaw charx in a pinch) and revenge kill both of them (as long as u keep it out of shuriken range or don't let zardx get more than one boost)

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off / Superpower
- Belly Drum

Water/Fairy-types resist every attack this core carries bar Earthquake, and while Azu is only seen on rain teams these days, a +6 murderbunny under rain is still a threat to be reckoned with. Its low Speed means it can be muscled through if Ash-Gren has already transformed and rain isn't up, but if one of those conditions isn't met, something is going to die.

252 Atk Charizard-Mega-X Earthquake vs. 0 HP / 0 Def Azumarill: 131-155 (38.4 - 45.4%) -- guaranteed 3HKO
+1 252 Atk Charizard-Mega-X Earthquake vs. 0 HP / 0 Def Azumarill: 197-232 (57.7 - 68%) -- guaranteed 2HKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Charizard-Mega-X in Rain: 436-514 (146.8 - 173%) -- guaranteed OHKO

252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 0 HP / 4 SpD Azumarill in Rain: 273-321 (80 - 94.1%) -- guaranteed 2HKO
252 SpA Choice Specs Greninja-Ash Water Shuriken (20 BP) (3 hits) vs. 0 HP / 4 SpD Azumarill in Rain: 150-177 (43.9 - 51.9%) -- approx. 4.3% chance to 2HKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Greninja-Ash in Rain: 328-387 (115 - 135.7%) -- guaranteed OHKO
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Solaros & Lunaris

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Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock

Swampert blitzes these two under rain. EQ OHKOs Zard and does 96% min to Gren. Earthquake Zard is also somewhat walled by Pert, but you don’t want to be coming in on repeated Flare Blitzes, because a rain-boosted Shuriken will kick you out then.
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Reserving Mantine

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Scald
- Defog
- Toxic

252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. 252 HP / 252+ Def Mantine: 114-135 (30.4 - 36%) -- guaranteed 4HKO after Leftovers recovery
252 SpA Choice Specs Greninja-Ash Dark Pulse vs. 252 HP / 4 SpD Mantine: 124-147 (33.1 - 39.3%) -- 14.6% chance to 3HKO after Leftovers recovery

Mantine is one of the few checks to Greninja-Ash not evolved thanks to good special bulk, water absord, and the ability to defog.
I assume that M-CharizardX have Earthquake because it's the move used atm, andwithout SR, Mantine is a check thanks to toxic.

The only thing that needs Mantine to check this core is the absence of SR in the side, maybe with M-Sableye or strong defogger ...
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Alomomola @ leftovers
Ability: Regenerator
EVs: 36 HP / 252 Def / 220 SpD
Bold Nature
- Toxic
- Wish
- Protect
- Play Nice

Alomomola almost always avoids the 2HKO from Greninja's dark pulse if it hasn't transformed, and it can switch out on crits and high rolls, while still healing thanks to regenerator. Toxic wears down Greninja and most other 'mons, while wish gives Alomomola recovery outside of regenerator and leftovers. Protect allows Alomomola to safely heal itself with wish, prolong toxic stall, and scout for choice-locked moves.

Play nice is an interesting choice that allows Alomomola to toxic stall Zard X without worrying about being hit by a boosted dragon claw. It also helps against other dragon dance users, like Mega Tyranitar and Mega Gyarados.

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Dragon Dance
- Earthquake
- Ice Fang / Substitute / Waterfall / Taunt

Gyarados is a check to both Greninja and Zard X. Prior to Mega Evolution, Gyara can get an Intimidate on Zard upon switching, therefore hurting its set up plan. Upon Mega Evolving, it gains some extra needed bulk, loses the weakness to rocks and resists both of Greninja's stab moves. In return, it can be threatening with Dragon Dance.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 32 Def / 228 SpD
Sassy Nature
- Earthquake
- Hidden Power [Ice]
- Giga Drain
- Rock Tomb/Rock Slide

A slight change to standard av tang can deal with this core surprisingly well. It's a tech option that I've used a few times on teams that have strong ways of dealing with celepex since knock off felt like it didn't accomplish much. It functions as a nice lure for volcarona and opposing zards since a lot of people assume free switch more or less pre mega. I recommend rock tomb over slide as the drop in speed also helps with ddance variants whod like to attempt to setup on your switch, and is generally more annoying. Eq is kept to still threaten heatran and to potentially punish a Roost.

0 Atk Tangrowth Earthquake vs. 0 HP / 0 Def Charizard-Mega-X: 132-156 (44.4 - 52.5%) -- 17.2% chance to 2HKO

0 Atk Tangrowth Rock Tomb vs. 0 HP / 0 Def Charizard: 212-252 (71.3 - 84.8%) -- guaranteed 2HKO

0 Atk Tangrowth Rock Slide vs. 0 HP / 0 Def Charizard: 268-316 (90.2 - 106.3%) -- 37.5% chance to OHKO
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