Project ORAS OU Core Building Competition V2 (Round 30: Stalkers) Results

Status
Not open for further replies.
OK so I'm closing voting a little early today 'cause I am bored out of my skull having spent a week and a half sat at home doing literally nothing. Congratulations to Infernal for winning this week with core 5!
Core 1: |
Core 2: ||||
Core 3: ||||
Core 4: ||||
Core 5: |||| ||
Core 6: |||| |
And I don't even need to count to see what people overwhelmingly want for this week.
e.gif

Week 10: E-Rank Reloaded

Building condition: All cores must feature at least one Pokémon who is not listed on the viability rankings thread.
Additional notes: Please do not submit any cores which were submitted the first time around. These can be found here, so make sure to look through the cores submitted for that week before you post.

You overwhelmingly voted for it to return, and honestly I'm not at all surprised lmao. I'm not gonna repeat my speech about why sometimes there is a role that only an E-rank can fill, so just go nuts with it. These will be moderated though, and remember that we reserve the right to reject a core if we do not feel that the core or the choice of Pokémon is up to scratch. We're not some dictators who are gonna reject cores mindlessly, but use common sense when submitting. Have fun, and best of luck to you all!
 
Last edited:
d8237f9f5630e407127d5d2be3e24893bad7ab27_hq.gif


gardevoir.gif
diancie-mega.gif
magnezone.gif
Gardevoir @ Choice Specs / Life Orb
Ability: Trace
EVs: 8 HP / 16 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Trick / Will-O-Wisp / Taunt (always run Trick if you use Specs)

Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power Fire
- Thunderbolt
- Flash Cannon
This core is very simple really. Diancie and Gardevoir help break down each-other's checks, Magnezone traps stuff. Its a symbiotic relationship which is able to pull squads apart. Gardevoir is an interesting Pokémon, and one which I have been enjoying using over the past week (as evidenced in the teambuilding competition, where I submitted one of three teams that I've used this week featuring it). It trades speed and special bulk for more power on its Psyshock and Focus Blast. Something that I have done which separates it a little from FlamingVictini's original set, however, is slash Choice Specs into the set. This is of note because it is able to 2HKO CM+MG Clefable with Psyshock most of the time, which Life Orb misses out on (guaranteed 3HKO after Lefties with LO as opposed to Specs' 88.3% chance to 2HKO), and its Moonblast also matches timid Mega Gardevoir's Hyper Voice in terms of raw power when you use Specs with a timid nature while its Psyshock and Focus Blast far surpass it--both of which are big feats, and it allows it to have a better matchup versus Clef as a result. It also helps out with Gardevoir's longevity because it isn't taking damage every time it attacks. However, this comes at the cost of the ability to switch moves, which can be potentially detrimental to Gardevoir. I prefer Specs on this core because it doesn't care about Mega Scizor much due to Magnezone, but regardless of this Life Orb is still a valid option because it just frees up a lot of Gardevoir's play with regards to making it less punishable for Pursuit trappers and allowing it to change its coverage up to account for different threats. Trace is also the other thing it has going for it, as unlike its mega it doesn't lose it and as such it is able to repeatedly steal stuff like Heatran's Flash Fire, Gliscor's Poison Heal, pre-mega Manectric's Lightningrod and the like for its own benefit.

Now onto the other members of the core. Diancie has good offensive synergy with Gardevoir due to sharing a lot of its checks. As such, it makes for an ideal partner for Gardevoir. I have opted for max attack to improve its matchup versus Chansey, and its not exactly like either it or Gardevoir is lacking in power on the special side of the spectrum so its no biggie here. If you want to you can run a more mixed offensive spread (maybe enough to guarantee the KO on Latios? IDK whatever floats your boat I'm too lazy to do calcs now), but please note that this comes at the cost of making the Chansey matchup a little harder if you lack Taunt/Trick on Gardevoir, so be careful with that. As for Magnezone, I have opted to carry a Choice Scarf to allow it to net heavy damage on Mega Metagross so that it is in range of being picked off by a teammate or so that I can use a teammate to weaken it and then trap+revenge it as it goes down. I'd suggest Chople Berry (which would have been ideal if it had base 71 speed or more) but it can't even tie with -1 Mega Metagross so there's no point.
 
Last edited:
zoroark.gif
scizor-mega.gif
raikou.gif

Zoroark + Mega Scizor + Raikou

Zoroark @ Black Glasses
Ability: Illusion
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- U-turn
- Swords Dance

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

Raikou @ Zap Plate
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind

This is a fun VoltTurn core to use featuring Zoroark. All three mons take advantage of setup + VoltTurn to wear down checks and keep momentum when a sweep can't follow through. Zoroark and Scizor wear down common checks (notably Keldeo, bulky Steels and bulky Grounds), while Raikou can beat things like Thundurus and Keldeo as well as take advantage of the worn-down Ground and Steel types.

Zoroark gets Black Glasses here since it's mostly going to be using its Dark moves when sweeping and it's useful to make Illusion slightly less obvious along with wearing it down less easily.
 
Last edited:
yanmega.gif

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/ Timid Nature
- Bug Buzz
- Air Slash
- Giga Drain/ Hidden Power Fire
- Detect
excadrill.gif

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Yanmega is a great late-game sweeper once its checks and counters are gone. Bug buzz is the primary STAB, hitting the lati twins, starmie, and is yanmega's most spammable move. Air slash allows it to hit Venusaur, Amoonguss, and Keldeo, allowing it to effectively check them. Giga drain is a decent coverage move for Rotom-W and could be used to restore a little HP, and hidden power fire targets ferrothorn, skarmory, and scizor, effectively luring and OHKOing them. Finally Detect is used to get a free speed boost and to not be normal. Max Speed and Special Attack is standard to hit as hard as possible, while modest nature is used because speed boost.

However, Yanmega is walled by a few common threats, namely Heatran and the zards. Also, many priority users easily prey on Yanmega's bad defensive typing. Scarf Excadrill is an almost perfect partner for Yanmega, able to check Heatran, Thundurus, both Zards, tyranitar, and countering Klefki. it also provides rapid spin support for Yanmega. The moveset is standard so i wont explain it. Choice scarf allows excadrill to outspeed heatran, rotom, and the zards, and lets it beat talonflame without flare blitz.

Yanmega is also a great partner for excadrill, being able to switch into Mach punch from breloom,lando, Serperior, and is able to check slowbro. It's also able to 2hko Lando and skarmory with Air Slash and HP Fire respectively.
 
Last edited:
virizion.gif
tyranitar.gif

Virizion @ Life Orb / Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Virizion is a really underrated sweeper that differentiates itself from Breloom with it's much higher speed, and it makes up for the lack of power with high BP moves and coverage. However, Virizion struggles with bulky Psychic types and Talonflame, both of which can stop a sweep. It also isn't the most powerful Pokemon, so it wants a wallbreaker to break down bulky teams. Choice Band Tyranitar is the perfect partner due to this, as it's an immensely powerful wallbreaker that 2HKOs even the most bulky mons with it's powerful STABs and coverage, and can Pursuit trap bulky Psychic-types, check Talonflame, and also breaks down some of Virizion's other checks, like Clefable and Mega Sableye. Virizion appreciates all of this, as now with the weakening of bulky mons and the removal of it's checks and counters, it can sweep much safer late-game, especially with it's awesome 108 Speed. Overall it's a pretty cool core featuring a really underrated Pokemon in Virizion.
 
373.gif
462.gif

Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Adamant Nature
- Dragon Claw
- Outrage
- Earthquake
- Aqua Tail / Iron Tail / Aerial Ace

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
Salamence is quite the underrated Pokemon, and its fall from grace is quite disappointing. In terms of late game, Choice Scarf Moxie variants can be ridiculously hard to check thanks to its powerful Outrage and snowballing potential with Moxie. Every time it gets a KO, it becomes harder and harder to wall, and that isn't a hard thing to achieve once the opposing team is weakened. Its decent bulk also makes it hard to revenge kill properly.
Pokemon that can stop the turmoil are the likes of Skarmory, Mega Scizor, Ferrothorn, and Clefable. Magnezone traps the first three and eliminates them with Hidden Power Fire or Thunderbolt, while defeating Clefable with Flash Cannon. Its natural wallbreaking power also heavily weakens most physcial walls, allowing Salamence to sweep easier in the late game.
this core gives me war flashbacks to the Mega Salamence era
 
Last edited:
Adding more detail to my earlier post
cacturne.gif
camerupt-mega.gif
Cacturne (M) Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Swords Dance
- Sucker Punch
- Seed Bomb
- Drain Punch

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Ancient Power
Basically, the only mons that can safely switch into mega camel on offense are waters that don't get leveled by earth power and the lati twins. Cacturne has water absorb, so it can check slowbro, rotom-w and friends pretty easily with seed bomb. Aside from that, they are 2/3 of a fwg core and it's a neat core overall. Cacturne's water absorb lets it get tons of free switch ins vs mons that threaten camel like choice locked keldeo and azu (if u have balls), and waters in general. Camel's wallbreaking prowess, being able to blow back basically every mon that walls cacturne can really assist cacturne in sd sweeps, and these two can form a really potent wallbreaking core to take down defensive teams. Recommended teammates include; waters to finish off a fwg core, reliable switch ins to azu and keld (amoong and tang come to mind), offensive ground checks, rockers to break sturdies/sashes to assist in wallbreaking/sweeps, and hazard removal so that the core doesn't get mauled by hazard stack. Overall, this core is really cool and fun to use. I've used it on ladder quite a bit to some decent success (10-1 on ladder currently), and I really recommend using it if you want a fun core. I'll probably go get some replays in a bit when I feel like it.
 
camerupt-mega.png
celebi.png

M-Camerupt's biggest flaws that make it unviable in the OU metagame is it's 4x weakness to water which is quite prevalent in Azumarill and Keldeo and it's ridiculously slow speed. Celebi makes up for that by being able to switch into water moves while Camerupt is able to get rid of things that trouble Celebi such as, Heatran, Skarmory, Scizor, etc. Celebi makes up for Camerupt's low speed with trick room which allows Camerupt to have sweeps at times. Healing Wish allows Camerupt to wallbreak early game and be revived late game which helps Camerupt since it has no reliable recovery. Core is simple and fun. Even though a lot of people say Camerupt is shit I think it's pretty good in TR.

Camerupt-Mega (M) @ Cameruptite
Ability: Sheer Force
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Flamethrower
- Earthquake
- Ancient Power

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Healing Wish
- Trick Room
 
Last edited:
volcanion.gif
tyranitar.gif
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Fire Blast
- Sludge Bomb
- Hidden Power Grass

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
I think this is going to be a common core now that Volcanion has been released on the OU ladder. Volcanion struggles with bulky offensive pokemon like Latios, Keldeo and Mega Manectric, as well as special walls like Slowking and Chansey. Tyranitar provides huge support with a Choice Band Pursuit, trapping Latios, Chansey and fast Electric Types. Furthermore, Tyranitar and Volcanion can overwhelm bulky Water-Types like Suicune, Keldeo and Gastrodon with a combination of Choice Specs Steam Eruption and Choice Band Crunch / Stone Edge. Thanks to its typing and ability, Volcanion is able to help Tyranitar against Steel-, Water-, Fairy- and Bug-Type moves from pokemon like Clefable, Azumarill, Mega Scizor and Skarmory. Biggest weakness of the core are Bulky-Offensive Ground Types like Landorus-T and Garchomp because they can OHKO both pokemon with Earthquake and put a lot of pressure on Volcanion with Stealth Rock.
 
Ok so the building period is now over. Here are your options:
d8237f9f5630e407127d5d2be3e24893bad7ab27_hq.gif


gardevoir.gif
diancie-mega.gif
magnezone.gif
Gardevoir @ Choice Specs / Life Orb
Ability: Trace
EVs: 8 HP / 16 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Trick / Will-O-Wisp / Taunt (always run Trick if you use Specs)

Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power Fire
- Thunderbolt
- Flash Cannon
This core is very simple really. Diancie and Gardevoir help break down each-other's checks, Magnezone traps stuff. Its a symbiotic relationship which is able to pull squads apart. Gardevoir is an interesting Pokémon, and one which I have been enjoying using over the past week (as evidenced in the teambuilding competition, where I submitted one of three teams that I've used this week featuring it). It trades speed and special bulk for more power on its Psyshock and Focus Blast. Something that I have done which separates it a little from FlamingVictini's original set, however, is slash Choice Specs into the set. This is of note because it is able to 2HKO CM+MG Clefable with Psyshock most of the time, which Life Orb misses out on (guaranteed 3HKO after Lefties with LO as opposed to Specs' 88.3% chance to 2HKO), and its Moonblast also matches timid Mega Gardevoir's Hyper Voice in terms of raw power when you use Specs with a timid nature while its Psyshock and Focus Blast far surpass it--both of which are big feats, and it allows it to have a better matchup versus Clef as a result. It also helps out with Gardevoir's longevity because it isn't taking damage every time it attacks. However, this comes at the cost of the ability to switch moves, which can be potentially detrimental to Gardevoir. I prefer Specs on this core because it doesn't care about Mega Scizor much due to Magnezone, but regardless of this Life Orb is still a valid option because it just frees up a lot of Gardevoir's play with regards to making it less punishable for Pursuit trappers and allowing it to change its coverage up to account for different threats. Trace is also the other thing it has going for it, as unlike its mega it doesn't lose it and as such it is able to repeatedly steal stuff like Heatran's Flash Fire, Gliscor's Poison Heal, pre-mega Manectric's Lightningrod and the like for its own benefit.

Now onto the other members of the core. Diancie has good offensive synergy with Gardevoir due to sharing a lot of its checks. As such, it makes for an ideal partner for Gardevoir. I have opted for max attack to improve its matchup versus Chansey, and its not exactly like either it or Gardevoir is lacking in power on the special side of the spectrum so its no biggie here. If you want to you can run a more mixed offensive spread (maybe enough to guarantee the KO on Latios? IDK whatever floats your boat I'm too lazy to do calcs now), but please note that this comes at the cost of making the Chansey matchup a little harder if you lack Taunt/Trick on Gardevoir, so be careful with that. As for Magnezone, I have opted to carry a Choice Scarf to allow it to net heavy damage on Mega Metagross so that it is in range of being picked off by a teammate or so that I can use a teammate to weaken it and then trap+revenge it as it goes down. I'd suggest Chople Berry (which would have been ideal if it had base 71 speed or more) but it can't even tie with -1 Mega Metagross so there's no point.
zoroark.gif
scizor-mega.gif
raikou.gif

Zoroark + Mega Scizor + Raikou

Zoroark @ Black Glasses
Ability: Illusion
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- U-turn
- Swords Dance

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

Raikou @ Zap Plate
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind

This is a fun VoltTurn core to use featuring Zoroark. All three mons take advantage of setup + VoltTurn to wear down checks and keep momentum when a sweep can't follow through. Zoroark and Scizor wear down common checks (notably Keldeo, bulky Steels and bulky Grounds), while Raikou can beat things like Thundurus and Keldeo as well as take advantage of the worn-down Ground and Steel types.

Zoroark gets Black Glasses here since it's mostly going to be using its Dark moves when sweeping and it's useful to make Illusion slightly less obvious along with wearing it down less easily.
yanmega.gif

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/ Timid Nature
- Bug Buzz
- Air Slash
- Giga Drain/ Hidden Power Fire
- Detect
excadrill.gif

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Yanmega is a great late-game sweeper once its checks and counters are gone. Bug buzz is the primary STAB, hitting the lati twins, starmie, and is yanmega's most spammable move. Air slash allows it to hit Venusaur, Amoonguss, and Keldeo, allowing it to effectively check them. Giga drain is a decent coverage move for Rotom-W and could be used to restore a little HP, and hidden power fire targets ferrothorn, skarmory, and scizor, effectively luring and OHKOing them. Finally Detect is used to get a free speed boost and to not be normal. Max Speed and Special Attack is standard to hit as hard as possible, while modest nature is used because speed boost.

However, Yanmega is walled by a few common threats, namely Heatran and the zards. Also, many priority users easily prey on Yanmega's bad defensive typing. Scarf Excadrill is an almost perfect partner for Yanmega, able to check Heatran, Thundurus, both Zards, tyranitar, and countering Klefki. it also provides rapid spin support for Yanmega. The moveset is standard so i wont explain it. Choice scarf allows excadrill to outspeed heatran, rotom, and the zards, and lets it beat talonflame without flare blitz.

Yanmega is also a great partner for excadrill, being able to switch into Mach punch from breloom,lando, Serperior, and is able to check slowbro. It's also able to 2hko Lando and skarmory with Air Slash and HP Fire respectively.
virizion.gif
tyranitar.gif

Virizion @ Life Orb / Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Virizion is a really underrated sweeper that differentiates itself from Breloom with it's much higher speed, and it makes up for the lack of power with high BP moves and coverage. However, Virizion struggles with bulky Psychic types and Talonflame, both of which can stop a sweep. It also isn't the most powerful Pokemon, so it wants a wallbreaker to break down bulky teams. Choice Band Tyranitar is the perfect partner due to this, as it's an immensely powerful wallbreaker that 2HKOs even the most bulky mons with it's powerful STABs and coverage, and can Pursuit trap bulky Psychic-types, check Talonflame, and also breaks down some of Virizion's other checks, like Clefable and Mega Sableye. Virizion appreciates all of this, as now with the weakening of bulky mons and the removal of it's checks and counters, it can sweep much safer late-game, especially with it's awesome 108 Speed. Overall it's a pretty cool core featuring a really underrated Pokemon in Virizion.
373.gif
462.gif

Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Adamant Nature
- Dragon Claw
- Outrage
- Earthquake
- Aqua Tail / Iron Tail / Aerial Ace

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
Salamence is quite the underrated Pokemon, and its fall from grace is quite disappointing. In terms of late game, Choice Scarf Moxie variants can be ridiculously hard to check thanks to its powerful Outrage and snowballing potential with Moxie. Every time it gets a KO, it becomes harder and harder to wall, and that isn't a hard thing to achieve once the opposing team is weakened. Its decent bulk also makes it hard to revenge kill properly.
Pokemon that can stop the turmoil are the likes of Skarmory, Mega Scizor, Ferrothorn, and Clefable. Magnezone traps the first three and eliminates them with Hidden Power Fire or Thunderbolt, while defeating Clefable with Flash Cannon. Its natural wallbreaking power also heavily weakens most physcial walls, allowing Salamence to sweep easier in the late game.
this core gives me war flashbacks to the Mega Salamence era
cacturne.gif
camerupt-mega.gif
Cacturne (M) Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Swords Dance
- Sucker Punch
- Seed Bomb
- Drain Punch

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Ancient Power
Basically, the only mons that can safely switch into mega camel on offense are waters that don't get leveled by earth power and the lati twins. Cacturne has water absorb, so it can check slowbro, rotom-w and friends pretty easily with seed bomb. Aside from that, they are 2/3 of a fwg core and it's a neat core overall. Cacturne's water absorb lets it get tons of free switch ins vs mons that threaten camel like choice locked keldeo and azu (if u have balls), and waters in general. Camel's wallbreaking prowess, being able to blow back basically every mon that walls cacturne can really assist cacturne in sd sweeps, and these two can form a really potent wallbreaking core to take down defensive teams. Recommended teammates include; waters to finish off a fwg core, reliable switch ins to azu and keld (amoong and tang come to mind), offensive ground checks, rockers to break sturdies/sashes to assist in wallbreaking/sweeps, and hazard removal so that the core doesn't get mauled by hazard stack. Overall, this core is really cool and fun to use. I've used it on ladder quite a bit to some decent success (10-1 on ladder currently), and I really recommend using it if you want a fun core. I'll probably go get some replays in a bit when I feel like it.
camerupt-mega.png
celebi.png

M-Camerupt's biggest flaws that make it unviable in the OU metagame is it's 4x weakness to water which is quite prevalent in Azumarill and Keldeo and it's ridiculously slow speed. Celebi makes up for that by being able to switch into water moves while Camerupt is able to get rid of things that trouble Celebi such as, Heatran, Skarmory, Scizor, etc. Celebi makes up for Camerupt's low speed with trick room which allows Camerupt to have sweeps at times. Healing Wish allows Camerupt to wallbreak early game and be revived late game which helps Camerupt since it has no reliable recovery. Core is simple and fun. Even though a lot of people say Camerupt is shit I think it's pretty good in TR.

Camerupt-Mega (M) @ Cameruptite
Ability: Sheer Force
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Flamethrower
- Earthquake
- Ancient Power

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Healing Wish
- Trick Room
I have omitted SketchUp's core (note the use of "omitted" as opposed to "rejected" here) just on the basis that Volcanion hasn't recieved an initial placement yet and due to the fact that there are no other potential E-ranks in the core, so until it is placed it isn't really fair to call it an E-rank at this early stage. This isn't to say the core is bad (if anything its probably the best Volcanion core available rn) but I'm just doing this to try and stay in line with the week's aim due to it being less along the lines of being undiscovered and more along the lines of being newly-available. If its any consolation, I'm gonna spoil the surprise and say that next week's theme is going to be Volcanion--if you can even call that a surprise given just how obvious what next week's theme was going to be without any inside knowledge--so feel free to use that week to show off different ways of using Volcanion in cores.

Anyway, you can vote for up to 2 cores. Best of luck
 
Status
Not open for further replies.
Back
Top