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

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Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 218 Spe
Mild Nature
- Iron Head
- Icy Wind
- Thunderbolt
- Healing Wish

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Power-Up Punch
- Fake Out

I'll try to be more original than lati+something, so here's lurerachi+something. In all seriousness, lure rachi is pretty sick as it lures and kills pretty much most phys walls like lando's and slowbro's while also having lasting support in healing wish. So pretty cool combo of luring the thing that walls your attacker and healing wishing that attacker after it gets worn down. I chose Lop bc I've been using it a bit recently and it gets walled by bro and lando and skarm, but really you can use pretty much any threatening physical attacker that gets walled by one of the many mons jirachi jures, such as Pinsir and Lucario.
 
Healing Wish Lopunny + Diggersby:

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Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Healing Wish

Diggersby (M) @ Choice Band / Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Earthquake
- Fire Punch
- Quick Attack

===OR===

Diggersby (M) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance
Description:

Posted about these two in the good cores thread already, so if you wanna check out that post here's a link. Diggersby pressures the opposition into sending out common Lopunny answers like Lando-T, fat Chomp, and Slowbro, which allows you to weaken them for a Lopunny clean-up late game. Diggersby will often take loads of chip damage while wallbreaking due to its lackluster defenses, so you can utilize Lopunny's access to Healing Wish to essentially give Diggersby another shot at wallbreaking should Lopunny not be terribly necessary at that point in the battle (like if you're fighting fat balance where they have a Slowbro and Clef or something). These two are all about offensive pressure as opposed to simple type synergy, so they cover each other's weaknesses quite poorly (aside from Diggersby covering slower playstyles and Lop handling troublesome offense), so you'll need to compensate for the stacked weakness to strong priority like Breloom's Mach Punch and Talonflame's Brave Bird with something like Lati (for Breloom) or Heatran/Rotom-Wash (for Talon/possibly fatter Scizor too).
 
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Landorus-Therian @ Normal Gem
Ability: Intimidate
EVs: 16 HP / 220 Atk / 28 Def / 244 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Explosion
- Knock Off

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Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

The idea here is to SR with Lando-T and use a well timed boom to severely weaken some of Hawlucha's checks and counters. These two Pokemon are checked by similar threats, with notable examples being Rotom-W and Slowbro. With a Normal Gem boosted Explosion, Lando-T respectively deals 93.3 - 110.2% and 71.8 - 84.5% to the previously mentioned Pokemon. Because Hawlucha has a hard time breaking through these Pokemon, it's going to love seeing them weakened by Lando-T before attempting to sweep. Other Pokemon like Suicune, Hippo, bulky Garchomp, and opposing Lando-T are additional Pokemon you can possibly weaken via Explosion. Hawlucha isn't terribly strong, so having these defensive Pokemon weakened by Lando-T will all prove beneficial in late game situations where Hawlucha wants things on the opposing team softened up.

Aside from weakening the Pokemon discussed above, Explosion Lando-T is a unique way to give a strong breaker the chance to come in for free. For example, say Lando-T booms on Rotom-W and fails to kill by a small margin. You then have the chance to bring in a powerhouse like Bisharp, Mega Metagross, Mega Cham, Terrak, and so on, to force the other person to 1. sac their Rotom-W, or 2. switch to something else and take a good chunk of damage from one of these breakers. Many teams will struggle to switch into the aforementioned Pokemon after their bulky Ground or Water type has been weakened, so that's another interesting way to make use of Explosion Lando-T.
 
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Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Pursuit
- Ice Punch
- Zen Headbutt

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 Def / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Seed Flare
- Hidden Power [Fire]
- Earth Power
- Healing Wish

Metagross is a complete menace towards many builds due to it's wide coverage and Tough Claws boosted base 145 attack. Although it is very difficult to deal with there are a few things that trouble it. Ferrothorn, Heatran, Scizor Slowbro, Quagsire, Rotom-W and Scarfed Grounds. Shaymin is able to beat these mons that trouble Metagross while also resisting ground. Shaymin has trouble vs M-Pinsir, M-Venu, Amoonguss, and Latios/Latias which could be dealt with by Metagross. As a physical wallbreaker, Metagross is prone to Rocky Helmet, alongside hazards and switching into attacks such as Latios's Draco or M-Gardevoir's Hyper Voice so Shaymin's Healing Wish support can come in handy. Core gets walled by Skarm but whatev lol.
 
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Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake/Freeze Dry
- Ice Shard
- Explosion

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Roost
- Flare Blitz
We don't see mega Glalie much on the ou ladder but this is an opportunity to see if is possible to put this mon in a core and this is the best I can do.
I consider Mega Glalie a suicide mega. The reason is that it has one of the most powerful explosion in the game able destroy or take a clean chunk off of anything that likes switches in. Run Freeze dry if rotom-w is a problem to your team and run earthquake if heatran is a problem to the rest of the team it is really dependent on the team at that point. Glalie is meant to either beat down and soften teams in order to explode and allow the next mon to clean up the rest game.
Offensive talonflame is not used as often as it use to back in the day because of tank chomp, defensive landous with rocky helmet and so on. The mons I just decribed are super weak to ice plus to help when he is needed talonflame gets rid of any fighting type in the game to help glalie if glalie somehow becomes a win condition. This core is super weak to hazards so you need reliable hazard control but other than that I think it is solid.

Here are some calcs of glalie to talonflame checks:
  1. 0- SpA Mega Glalie Freeze-Dry vs. 248 HP / 0 SpD Rotom-W: 152-180 (50.1 - 59.4%) -- 74.6% chance to 2HKO after Leftovers recovery
  2. 252+ Atk Refrigerate Mega Glalie Explosion vs. 248 HP / 252+ Def Rotom-W: 189-222 (62.3 - 73.2%) -- guaranteed 2HKO after Leftovers recovery
  3. 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 248 HP / 80+ Def Tyranitar: 205-243 (50.8 - 60.2%) -- guaranteed 2HKO
  4. 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 0 HP / 4 Def Tyranitar: 243-286 (71.2 - 83.8%) -- guaranteed 2HKO
  5. 252+ Atk Mega Glalie Earthquake vs. 0 HP / 4 Def Heatran: 428-508 (132.5 - 157.2%) -- guaranteed OHKO
  6. 252+ Atk Refrigerate Mega Glalie Explosion vs. 0 HP / 4 Def Heatran: 130-153 (40.2 - 47.3%) -- guaranteed 3HKO
  7. 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 240 HP / 176+ Def Garchomp: 844-996 (202.3 - 238.8%) -- guaranteed OHKO
  8. -1 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 252 HP / 240+ Def Landorus-T: 552-652 (144.5 - 170.6%) -- guaranteed OHKO
I Tried, Good Luck to everyone else
 
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Healing Wish
- Memento

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance
instead of just one dying wish why not we have two? :O healing wish helps bring back a potential wincon for late game sweeping and memento helps provide chance to a wincon. Land-T is used in this because it has the most opportunity to set up since common mons that come in on gard either don't appreciate lando-t's stabs or will switch out so that they can come back in on lando-t later but by then you would've already set up and destroyed your opponent in the face already.
 
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Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Final Gambit
- U-turn

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

Pretty simple BirdSpam core that utilizes Final Gambit on Staraptor to heavily cripple checks to Mega Pinsir such as Skarmory, so Mega Pinsir can sweep easier late-game. Staraptor's already huge power with it's Reckless-boosted STABs also helps wear down most other bulky Pokemon that can check Mega Pinsir, and Mega Pinsir can also wallbreak with it's beefy 155 Attack stat and powerful moves. Overall a pretty standard core for BirdSpam teams that utilizes a dying wish in Final Gambit Staraptor.
 
Closing. I told Sobi off for doing this last week but then by the next day I started liking the username system for the extra shot of dopamine you get when someone votes for you, so I'll do it again (fuck having the Pokémon's pictures outside of the hide tags tho that's too much effort)
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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Swords Dance / Low Kick

Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive / Naughty Nature
- Double-Edge
- Explosion
- Earthquake
- Hidden Power [Fire] / Freeze Dry
If there's one thing mega glalie has, its sheer wallbreaking power. 120 attacking stats with refrigerate is nothing to sneeze at, especially paired with its access to high powered STAB moves in double edge and explosion. Glalie is absolutely lethal in carrying out its job of pressuring the tiers ice resists, and typically leaves a massive dents in all of them with its ridiculously powerful refrigerate boosted explosion and coverage. As it would seem, weavile really does appreciate ice resists being dented, and can demolish a good portion of them after some prior damage from glalie. This is probably one of the better ways to use glalie in ou seeing as there are simply better mons for pressuring ground and grass types as it stands. Typespam lets it do its job in nuking, and paving the way for something with similar checks and counters to sweep. I put hp fire glalie here so you do a better job of pressuring mega scizor, but freeze dry is an option to put more stress on teams with bulky waters.
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Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance

Latios (M) @ Life Orb
Trait: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Memento
- Roost/Defog
Diggersby is an insanely strong physical attacker who can effectively wallbreak or sweep the opposing team since after a Swords Dance, it 1hkoes alot of bulky walls (and this may depend on Diggersby's nature, hence why Adamant slashed first but Jolly is viable to outspeed Heatran and the likes of Jolly Breloom) such as Mega Sableye, Chansey, Hippowdon, Slowbro, Garchomp, Landorus-T with Return or Earthquake and Quick Attack beats alot of frail pokemon after a SD boost and some of these KOs are only achieved with hazard support. However, Diggersby's bulk is pretty bad and doesn't find many opportunities to setup so that's where Memento Latios comes, it is a special wallbreaker that also plays a supportive role, it checks Keldeo, one of the scariest pokemon for Diggersby to face, Draco Meteor is a very strong move that beats alot of physical walls and this specific set has the move Memento so it can sacrifice itself to massively weaken an opponent so Diggersby can freely setup on it, either taking low damage from that foe or forcing it out and potentially scoring a 1HKO on it after a Swords Dance boost.
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Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Recover

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out

Standard core , basically when Mega lop get status like burn or para or is low on HP latias can heal him up with healing wish also latias can switch into many of the mon that are fighting scarfer like keldeo and terrackion that try to revenge kill lopunny also M- lopunny can latias with the steel it cant do very well agaisnt like heatran ferro etc, also M-lopunny resisting dark bug and ghost 3 type latias is weak to is also very nice there really isny much else to say about this very effective standard core.
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Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 218 Spe
Mild Nature
- Iron Head
- Icy Wind
- Thunderbolt
- Healing Wish

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Power-Up Punch
- Fake Out

I'll try to be more original than lati+something, so here's lurerachi+something. In all seriousness, lure rachi is pretty sick as it lures and kills pretty much most phys walls like lando's and slowbro's while also having lasting support in healing wish. So pretty cool combo of luring the thing that walls your attacker and healing wishing that attacker after it gets worn down. I chose Lop bc I've been using it a bit recently and it gets walled by bro and lando and skarm, but really you can use pretty much any threatening physical attacker that gets walled by one of the many mons jirachi jures, such as Pinsir and Lucario.
Healing Wish Lopunny + Diggersby:

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Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Healing Wish

Diggersby (M) @ Choice Band / Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Earthquake
- Fire Punch
- Quick Attack

===OR===

Diggersby (M) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance
Description:

Posted about these two in the good cores thread already, so if you wanna check out that post here's a link. Diggersby pressures the opposition into sending out common Lopunny answers like Lando-T, fat Chomp, and Slowbro, which allows you to weaken them for a Lopunny clean-up late game. Diggersby will often take loads of chip damage while wallbreaking due to its lackluster defenses, so you can utilize Lopunny's access to Healing Wish to essentially give Diggersby another shot at wallbreaking should Lopunny not be terribly necessary at that point in the battle (like if you're fighting fat balance where they have a Slowbro and Clef or something). These two are all about offensive pressure as opposed to simple type synergy, so they cover each other's weaknesses quite poorly (aside from Diggersby covering slower playstyles and Lop handling troublesome offense), so you'll need to compensate for the stacked weakness to strong priority like Breloom's Mach Punch and Talonflame's Brave Bird with something like Lati (for Breloom) or Heatran/Rotom-Wash (for Talon/possibly fatter Scizor too).
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Landorus-Therian @ Normal Gem
Ability: Intimidate
EVs: 16 HP / 220 Atk / 28 Def / 244 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Explosion
- Knock Off

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Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

The idea here is to SR with Lando-T and use a well timed boom to severely weaken some of Hawlucha's checks and counters. These two Pokemon are checked by similar threats, with notable examples being Rotom-W and Slowbro. With a Normal Gem boosted Explosion, Lando-T respectively deals 93.3 - 110.2% and 71.8 - 84.5% to the previously mentioned Pokemon. Because Hawlucha has a hard time breaking through these Pokemon, it's going to love seeing them weakened by Lando-T before attempting to sweep. Other Pokemon like Suicune, Hippo, bulky Garchomp, and opposing Lando-T are additional Pokemon you can possibly weaken via Explosion. Hawlucha isn't terribly strong, so having these defensive Pokemon weakened by Lando-T will all prove beneficial in late game situations where Hawlucha wants things on the opposing team softened up.

Aside from weakening the Pokemon discussed above, Explosion Lando-T is a unique way to give a strong breaker the chance to come in for free. For example, say Lando-T booms on Rotom-W and fails to kill by a small margin. You then have the chance to bring in a powerhouse like Bisharp, Mega Metagross, Mega Cham, Terrak, and so on, to force the other person to 1. sac their Rotom-W, or 2. switch to something else and take a good chunk of damage from one of these breakers. Many teams will struggle to switch into the aforementioned Pokemon after their bulky Ground or Water type has been weakened, so that's another interesting way to make use of Explosion Lando-T.
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Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Pursuit
- Ice Punch
- Zen Headbutt

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 Def / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Seed Flare
- Hidden Power [Fire]
- Earth Power
- Healing Wish

Metagross is a complete menace towards many builds due to it's wide coverage and Tough Claws boosted base 145 attack. Although it is very difficult to deal with there are a few things that trouble it. Ferrothorn, Heatran, Scizor Slowbro, Quagsire, Rotom-W and Scarfed Grounds. Shaymin is able to beat these mons that trouble Metagross while also resisting ground. Shaymin has trouble vs M-Pinsir, M-Venu, Amoonguss, and Latios/Latias which could be dealt with by Metagross. As a physical wallbreaker, Metagross is prone to Rocky Helmet, alongside hazards and switching into attacks such as Latios's Draco or M-Gardevoir's Hyper Voice so Shaymin's Healing Wish support can come in handy. Core gets walled by Skarm but whatev lol.
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Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake/Freeze Dry
- Ice Shard
- Explosion

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Roost
- Flare Blitz
We don't see mega Glalie much on the ou ladder but this is an opportunity to see if is possible to put this mon in a core and this is the best I can do.
I consider Mega Glalie a suicide mega. The reason is that it has one of the most powerful explosion in the game able destroy or take a clean chunk off of anything that likes switches in. Run Freeze dry if rotom-w is a problem to your team and run earthquake if heatran is a problem to the rest of the team it is really dependent on the team at that point. Glalie is meant to either beat down and soften teams in order to explode and allow the next mon to clean up the rest game.
Offensive talonflame is not used as often as it use to back in the day because of tank chomp, defensive landous with rocky helmet and so on. The mons I just decribed are super weak to ice plus to help when he is needed talonflame gets rid of any fighting type in the game to help glalie if glalie somehow becomes a win condition. This core is super weak to hazards so you need reliable hazard control but other than that I think it is solid.

Here are some calcs of glalie to talonflame checks:
  1. 0- SpA Mega Glalie Freeze-Dry vs. 248 HP / 0 SpD Rotom-W: 152-180 (50.1 - 59.4%) -- 74.6% chance to 2HKO after Leftovers recovery
  2. 252+ Atk Refrigerate Mega Glalie Explosion vs. 248 HP / 252+ Def Rotom-W: 189-222 (62.3 - 73.2%) -- guaranteed 2HKO after Leftovers recovery
  3. 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 248 HP / 80+ Def Tyranitar: 205-243 (50.8 - 60.2%) -- guaranteed 2HKO
  4. 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 0 HP / 4 Def Tyranitar: 243-286 (71.2 - 83.8%) -- guaranteed 2HKO
  5. 252+ Atk Mega Glalie Earthquake vs. 0 HP / 4 Def Heatran: 428-508 (132.5 - 157.2%) -- guaranteed OHKO
  6. 252+ Atk Refrigerate Mega Glalie Explosion vs. 0 HP / 4 Def Heatran: 130-153 (40.2 - 47.3%) -- guaranteed 3HKO
  7. 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 240 HP / 176+ Def Garchomp: 844-996 (202.3 - 238.8%) -- guaranteed OHKO
  8. -1 252+ Atk Refrigerate Mega Glalie Double-Edge vs. 252 HP / 240+ Def Landorus-T: 552-652 (144.5 - 170.6%) -- guaranteed OHKO
I Tried, Good Luck to everyone else
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Healing Wish
- Memento

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance
instead of just one dying wish why not we have two? :O healing wish helps bring back a potential wincon for late game sweeping and memento helps provide chance to a wincon. Land-T is used in this because it has the most opportunity to set up since common mons that come in on gard either don't appreciate lando-t's stabs or will switch out so that they can come back in on lando-t later but by then you would've already set up and destroyed your opponent in the face already.
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Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Final Gambit
- U-turn

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

Pretty simple BirdSpam core that utilizes Final Gambit on Staraptor to heavily cripple checks to Mega Pinsir such as Skarmory, so Mega Pinsir can sweep easier late-game. Staraptor's already huge power with it's Reckless-boosted STABs also helps wear down most other bulky Pokemon that can check Mega Pinsir, and Mega Pinsir can also wallbreak with it's beefy 155 Attack stat and powerful moves. Overall a pretty standard core for BirdSpam teams that utilizes a dying wish in Final Gambit Staraptor.
ethanlol I've included your core as it's not "bad" per se, but if you ever actually use it please use Celebi over Shaymin as it does the same thing except better.

Anyway you can vote for up to 2 cores. Best of luck!
 
Interrupting your regularly scheduled program to say that kek123's core has been omitted from voting due to it being a standard core. Sorry.

Again, please refrain from using common cores. If you know it's a common core, don't post it. Kek's core is a good one, but it's not one that was created by the submitter, and it's one of the oldest Mega Lopunny core out there. Please try to post a core that you made yourself next and future rounds if you participate n_n thanks for your participating though! Remember, without you this thread wouldn't exist!

For reference, a way to make a common core your own is to alter the common moveset or item choice. An example would be Colbur Berry Latias, a lure set with Surf, Thunderbolt, or Hidden Power [Fire], or a fun combination of both.

For a list of cores that have already been established as ones used within the community commonly, please make sure to check the good cores thread before posting your core idea! There are some cores that are not in the thread, that are still common. Please be sure to take this into account when posting. Thanks!

Tagging users that voted for kek to alter their vote: ericaroselia Der Schweinsteiger Baxstenias

If your vote is not altered within the remaining time of this round, it will be omitted.
 
ok voting ends

daddy's kisses: 2
ethanlol: 4
HailFall: 3
Cheryl.: 5
Ericaroselia: 1
ZANBAKUResh: 1
Infernal: 1
komet3: 1

Cheryl. wins this round with her bird spam core. Congratulations to them!

Round 24: FWG
Building Condition
: Your core must consist of 3 Pokemon that form a FWG (Fire / Water / Grass) core.

Just a reminder to make sure your cores are not standard, check the Good Cores thread to see if it is. If you think a core posted is standard, don't post about it here, we don't want the thread to be clogged up by unnecessary arguments, so just pm us co-hosts and we'll see to it.

For your convenience, I'll leave a list of Fire-, Water, and Grass-types in OU below (remember that your choices are not limited to the ones listed below)
Charizard-Mega-X, Charizard-Mega-Y, Heatran, Talonflame, Volcanion
Azumarill, Keldeo, Manaphy, Quagsire, Rotom-Wash, Slowbro, Starmie, Volcanion
Amoonguss, Breloom, Ferrothorn, Serperior, Venusaur-Mega
Good luck!
 
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Trick room core:
Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Focus Blast
- Sludge Bomb

Slowbro @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Psyshock
- Flamethrower
- Trick Room

Emboar @ Life Orb
Ability: Reckless
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Wild Charge
- Earthquake
- Head Smash

This is a pretty cool trick room core the idea is the slowbro will set up trick room so that spec tangrowth and Emboar can inflict massive damage on the apposing team since they will most likely be much slower than them since they are all running minus speed natures , although trick room is only 4 turns alot of damage can be done in those turns , also tangrowth and slowbro have very nice bulk so they provide a nice pivot for emboar to be able to switch in and out of battle with ease thanks to tier regeneration although the core is weak to birds it can deal with them with slowbro since it can burn them , this core also provides a nice lure for the rest of the team as most of the time people are not expecting offensive slowbro or offensive tangrowth and are just not expecting Emboar at all.

Over all I think this is a pretty cool core that abuses trick room and sorry about last week xD and the un originality hope this make up for it.
 
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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Roar

Ferrothorn @ Leftovers / Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

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

OR

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Flare Blitz
- Dragon Claw / Dragon Tail
- Will-O-Wisp
- Roost

This balanced core stacks two potent wincons in CM + Roar Suicune and DD Charizard X. Roar, when coupled with Stealth Rock and Ferrothorn's Spikes, racks up tons of residual damage on the opposing team and facilitates a sweep from either Charizard or Suicune itself. Charizard X and Ferrothorn check the Grass- and Electric-types that plague Suicune. Ferrothorn also takes care of Manaphy, especially Energy Ball variants.

Another version of the core uses a physically defensive Charizard X. Instead of breaking walls for Suicune, it helps in spreading burns while taking pressure off Suicune in checking physical threats.
 
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Infernape @ Leftovers
Ability: Blaze
EVs: 248 HP / 88 Def / 124 SpD / 48 Spe
Jolly Nature
- Will-O-Wisp
- Slack Off
- Taunt
- Low Kick

Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Hydro Pump
- Ice Beam
- Flash Cannon

Serperior @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed
- Substitute
This starter core is easy to understand. First in this core is defensive infernape to wall the likes of bisharp, weavile, scizor, ferro, and etc. to kill them back with low kick. Wisp for the Lati@ twins or rotom to add residual damage over time effect. Taunt for ferro and heatran that thinks it is a good idea to stay in or allow the twins to attack which the next mon checks. Offensive Empoleon for offensive presence to ground type with shuca berry and for some hazard control. Hydro pump for heavy hits especially with torrent boost. Ice beam for dragons, and flash cannon for clef and any other fairy types. Finally Serperior, this allows a late game sweeper with all its checks/counters gone with eh other two help I went with the leech seed so there is a possibility to beat chansey.
 
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Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Will-O-Wisp
- Bulk Up

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock/Reflect Type/Toxic/Thunder Wave

Ferrothorn @ Leftovers / Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock/Spikes
- Leech Seed
- Gyro Ball
- Power Whip

This is a fun FWG grass core i've used on multiple teams, it's good overall since they have alot of synergy, due to their typings or due to the utility they provide to the other 2 members, Specially Defensive Talonflame is the fire type member of this core and beats opposing grass types, Mega Charizard Y, revenge kills flying weak or low hp pokemon and has WoW + Bulk Up, it cripples switch-ins such as Landorus-T with Wisp and if it finds an opportunity to do it, it starts using Bulk Up to patch its low atk and makes it have a good amount of def and spD, being a dangerous win condition late game. However, Talonflame is destroyed by Stealth Rock so that's where Starmie comes, it removes hazards for Talonflame and beats Heatran, a common Stealth Rock setter who defeats the other 2 core members and that makes it a consistent hazard removal against it and it also beats Keldeo, a pokemon that Talonflame and Ferrothorn can't switch into and Natural Cure absorbs status. Lastly, Ferrothorn places hazards, Stealth Rock is usually used but if you are already using a pokemon with that move such as Hippowdon, change it to Spikes. Ferrothorn checks threats such as Manaphy and Kyurem-Black and its weaknesses to Fighting and Fire are well covered by the Starmie and Talonflame so i think that it supports the other members pretty well and is nicely supported by them too.

So, that's it, I hope you like this core and that you try out teams with it.
 
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Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Dragon Pulse
- Earthquake
- Hidden Power Fire

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

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
FWG core featuring the equally as classic Dragon, Fairy, and Steel combo! This core is centered around supporting Mega Scep, a fun Pokemon to toy around with in OU even though it's faced with competition from other offensive Grass types. To begin, Belly Drum Azu is the offensive partner of choice for a few reasons. It's able to lure in and kill Mega Scep checks like Amoonguss and Skarm, two Pokemon who commonly switch in expecting CB and end up dying to a +6 Knock. In addition, Azu lures in Electric types like Rotom-W and friends to come in. This can possibly be taken advantage of by Mega Scep, who has Lightning Rod to gain a special attack raise after switching in on something like a predicted Volt Switch. Aside from this, Azu does other things here like offensively checking Weavile, who threatens Mega Scep heavily with Ice Shard. Overall though, Azu's main purpose is to punch holes in the enemy team and soften things up for Mega Scep, who can make use of its impressive speed to clean up the scraps late game.

Tran is here to complete the core in several ways. It's providing a necessary check to Pokemon like Talon, who is one of Mega Scep's worst enemies. Further, Tran helps deal with other nuisances like Mega Venu and Clefable, who are all things Mega Scep has difficulty breaking through. Mega Sciz is another popular Pokemon a team with this core would have issues with assuming Tran wasn't here. In general, Tran makes the core more defensively sound by checking numerous threats and providing SR to make life a little harder for Mega Scep checks like Torn-T and Talon. Aside from this all, Tran also likes how Azu and Mega Scep can threaten the majority of Water and Ground types in OU.
 
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