Project Pokemon Matchmaking v2 [Closed]

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

If it wasn't obvious, Entei and Starmie create a lovely core together as Starmie offers valuable Rapid Spin support to supplement the longevity of Entei. It also helps to soften up Water-types with access to Thunderbolt which heavily damages them. Entei in return smashes past a ton of checks to Starmie such as Clefable with it's powerful Sacred Fire
 
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Manaphy @ Leftovers
Ability: Hydration
EVs: 252 Atk / 4 Def / 252 Spe
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Manaphy + Entei form a nice FW core as one hits on the special side, one on the physical side, and they get rid of each other's weaknesses. Manaphy destroys Quagsire, Rock types and physical walls that stops Entei, and can eventually clean in late-game after that Entei punched holes. In return, Entei kills Ferro, M-Venu, Toxicroak along other things such as Chansey that walls his friend, and can revenge kill faster treats witn Extreme Speed. Overall, a solid partner.
 
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Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Entei + Sand is a amazing offensive core because of the fact that Entei can cripple opposing Hippo's, Lando-T's, Slowbro's with Saced Fire. That means then that Exca can overload this mon and can run through the opposing team with more ez. Bandtar is also a option but the possibility to check Hoopa-U and have a offensive Bish check is to huge imo.
 
Is Entei shiny or not? Description says one thing but sprite says another. Suicune needs to match!

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Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Scald
- Rest
- Roar

In my experience Entei is kinda underwhelming, but if you are going to use it you may as well use it in style and pair it with its fellow Legendary Dog Suicune. They form a decent Fire-Water core, with Suicune being able to switch in on Scalds and other Water attacks directed at Entei. Suicune is also good at phasing out set up sweepers like Gliscor or CM Slowbro, which come in very easily on a choice locked Entei. Pulling off your own sweep with Suicune isn't always easy, but Entei can actually lure in things like Gastrodon that get in the way of a Suicune sweep, hopefully burning them with Sacred Fire which will make them far easier to eliminate. Speaking of burns, with Suicune spamming Scald and Entei spamming Sacred Fire, it won't be very long before your opponent's entire team is burned.

For extra style points, make sure you also have Raikou on the team.
 
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Zard-Y is an interesting partner for Entei because the Sun that it brings allows Entei to spam boosted Sacred Fires without worries. It is also able to switch in to change the weather against Excadrill, pressuring Sand teams which rely on it to check Entei. Furthermore, Zard-Y blows away Water-types (like Suicune, Manaphy and Rotom-W), as well as Heatran and Tyranitar, which are obstacles for Entei.
 
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So I am making this core with the assumption that there is some sort of prevention to hazards which Entei relies on.

So Entei is troubled by bulky waters, sand, heatran (gotta win those 50/50's). Breloom is troubled by grass/poisons, flying and psychic. Entei gets more out of the trade, but it still is able to (idek if it a lure) flying types with stone edge. Breloom allows Entei to spread burns by checking things that trouble it. Offensively they are able to check each others threats. Idk slap on hazard remover and I think they can be very potent. Double priority on 2 very strong attackers is nice vs offense

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore
 
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Entei tends to burn switch ins like Rotom-W and Slowbro. You can include less common things like Alomomola here too. Although Azu already does a number to them with Play Rough, they will have to think twice before switching in on Azu when burned. The chip damage from burn + SR will leave them significantly more weakened than they normally would be after switching in. Other water types like Quag take heavy damage from Play Rough and don't appreciate burns from Sacred Fire. This all shows how Entei and Azu can overload many of the bulky waters they are checked by. Entei's ability to potentially burn things like defensive Chomp is also nice, as Azu will only take 21 - 25% from EQ compared to 42.1 - 50% when Chomp isn't burned. The overall less damage taken helps Azu avoid being as worn down by recoil after attacking Chomp.

Defensively, Entei and Azu cover each other well too. For example, Azu dislikes grass types like Amoonguss, Mega Venu, and Tangrowth. Other Pokemon like defensive Skarm and Mega Sciz are also annoying. Entei's ability to take advantage of these grass and steel types by using Sacred Fire is appreciated by Azu. In return, the bunny threatens things Entei doesn't want to take on 1v1, such as Hippo and Gliscor. Azu's ability to threaten sand is also useful, mainly because Tar and Exca are things Entei doesn't really like to face. Being able to scare Heatran is also of note, as it's immune to the main move Entei will be spamming: Sacred Fire. Lastly, Azu threatens several dragons Entei dislikes facing, such as Chomp and Dragonite.

Overall, these two form a nice wall breaking duo. Offensively, they help each other break down checks for one another with their CB boosted attacks. For example, Rotom-W and Slowbro can't take repeated hits from them without being quickly worn down to a point where they can't come in reliably. Defensively, Azu and Entei also help each other deal with steels, grasses, grounds, and dragons for one another. Lastly, both provide a team with strong priority in the form of CB AJ and CB ES. Priority is always useful to have on a team, and the strong ones provided by Entei and Azu are very useful for revenge killing and picking off weakened threats.
 
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Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Leaf Storm / Giga Drain
- Dragon Pulse
- Earthquake
- Hidden Power Fire

Regarding physical Fire-types, switch-ins are usually only Fire-types, Rock-types, Water-types, and Ground-types. With Entei, however, it's very different, as Stone Edge is capable of ripping Fire-types, typically on the switch, to shreds, while Sacred Fire will often incapacitate physically-oriented Pokemon (which grounds and rocks almost always are). This leaves specially-based bulky waters (basically excluding Azumarill) as the best switch-ins to Entei, so a Pokemon that can deal with these can prove to be a great match. Thankfully Mega Sceptile exists; it has an electric immunity and a 4x water resist, which allow it to switch into Rotom-W's electric moves and hydro pump as well as Slowbro's Thunder Wave very easily, and also, if necessary, scald (a burn is awful though if you're facing Heatran). To elaborate, Entei really hates locking itself into Bulldoze to deal with Heatran, so having EQ on Sceptile is really helpful. Other Grass-types that deal with waters superbly, like Serp, are usually blown apart / countered by Heatran, so having a check to it (Scept even outspeeds scarftran, which is awesome) is really great. On the flip side, Sceptile really dislikes the recent influx of regen grass types (tang and amoonguss), and entei is capable of dealing with them pretty well. Sceptile obviously also deplores Talonflame and Mega Char-Y, which Entei can hit on the switch with Stone Edge or can revenge kill with Extremespeed, which KOes after SR and outprioritizes Talon's Brave Bird. Entei also can deal with Steel-types for which Sceptile's Hidden Power Fire is too weak to 2hko / ohko, such as Klefki and bulky Mega Scizor.
 
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nooooo ethanlol I wanted Breloom :(

Anyway

Continuing in the vein of Sand checks, Rotom-W forms a nice partner to Entei.
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Rotom-W @ Leftovers
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
-Volt Switch
-Hydro Pump
-Will-o-Wisp
-Pain Split

Rotom-W serves as a check to Sand HO, which has been on the rise lately, in addition to serving as a switch-in to things like Landorus-T, Azumarill, and Talonflame, all of which threaten to revenge-kill a weakened Entei. A mixed spread allows Rotom to take special hits better from things like Keldeo. In return, Rotom can lure in grass-types like Serperior for Entei, and give it a slow Volt-Switch out so Entei can continue to force switches and wear down its checks.

In addition to supporting each other, the core provides support to the other 4 team members by spreading burns to put immense pressure on physical attackers, allowing mons like Hoopa-U or M-Garde with weak Def to take hits better and continue doing their thing.

idk if you're allowed to mention team support but it's something that contributes to the core's effectiveness so I figured I'd throw it in there.
 
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Raikou @ Life Orb / Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power Ice
- Calm Mind
- Volt Switch / Substitute

CM Raikou pairs really nicely with Entei because it is able to break through bulky waters that give it a headache. If you really hate Gastrodon, Seismitoad and Quagsire (and I guess Mamoswine too, although I'm too lazy to calc that one) you can be a hipster and carry HP Grass, but HP Ice is better in literally every other situation so I wouldn't recommend it.
 
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Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Grass Knot

Thundurus is a nice offensive partner. It can effectively take out bulky water types including other mons that Entei prefers to be taken care of like Hippo, Garchomp etc. Entei also supports Thundurus by breaking mons which stop it like MVenu, Chansey and some other fat mons. However they are both weak to hazards so some sort of hazard control like Latios or Starmie is a good partner to make things easier for them.
 
Mega Manectric
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Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power Ice​

Haven't had too much time to post this till now, but the 1st time I used Entei way back in October, I used Mega Manectric as it's partner in crime, and it's a really good one imo. Entei's powerful wall breaking prowess helps against slower teams, while Mega Manectric's speed can help against offensive teams, and can also provide an opportunity for Entei to come in safely via Volt Switch. There's also situations where a switch in for Mega Manectric will come in the turn you decide to volt switch, and the opposing mon can be something Entei can handle, like Clefable, Mega Venusaur, Raikou, and other stuff like Latios, Latias and Heatran that can get picked off with the other coverage moves like Extreme Speed and Bulldoze. Mega Manectric also helps with killing the bulky waters like Slowbro for Entei, or can force them out so Entei can get back in (hazard stack can also be really nice in this situation).
 
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Mega Diancie

Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Protect
- Earth Power
In August of 2015, I had made a pretty nice team around Entei and Mega Diancie. Offensively, these two have some pretty good synergy. Diancie beats a lot of common threats that Entei struggles with including Keldeo, Tornadus, Talonflame, (Dragons in general, like, Alt, D-nite, Garchomp and Latis.) Furthermore, Diancie can scare the opponent out of using hazards that would otherwise quickly wear down Entei. In return, Entei can threaten many of Diancie's checks and counters such as Scizor, Serperior, Jirachi, Skarmory, Ferrothorn, and other Steel, Grass and generally bulky/annoying things, including things like Quagsire, Clefable and Landorus, as they hate being burned. Earth Power is here because Entei already deals with the aforementioned Steels/Grasses, so you are free to run Earth Power to hit things like Heatran, which is annoying for a choice locked Entei.
 
We've hit the half century! DarkNostalgia and I have combined for almost a year's worth of matchmaking [: Thank you everyone.
Throwback to DarkNostalgia's final Matchmaking subject, we're going with Tornadus-T this week.

Also, 14 noms this week.. Thats crazy, thanks for that too ah [:

Sorry I'm a bit late. I honestly kept putting this off because it was really hard to pick just 3 winners from so many great noms *-*

The Winners
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Infernal's Azumarill
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Aragorn the King's Mega Sceptile
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-Magic-'s Starmie
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Week 50 - Life Orb Tornadus-Therian

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Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- Knock Off / U-Turn
- Taunt / Knock Off
 
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fever (Manectric) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power Ice

Mega Manectric is one of the most well known, and flat out best, partners for Tornadus-T, and for plenty of good reasons. Thanks to Intimidate, Mega Manectric is able to patch up Tornadus-T's weakness to priority from the likes of Weavile and Talonflame. Mega Manectric also deals with bulky Water-types and forms a Volt Turn core with Tornadus-T, allowing it to quickly wear down switch ins such as Tyranitar.
In return, Tornadus-T can defeat Grass-types, especially Mega Venusaur, Celebi, and Tangrowth, that wall Mega Manectric while also matching up better against stall teams that can easily take Mega Manectric's attacks (It can Knock Off Chansey's Eviolite, beat Tyranitar with Superpower, and do a lot of damage to Quagsire with Hurricane or even Grass Knot). Tornadus-T also likes having a blazing-fast partner to terrorize offensive even more than it does alone.
 
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Manaphy!!!
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Manaphy @ Leftovers / Splash Plate
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Energy Ball / Psychic

TG + RD Manaphy forms a very deadly stallbreaking core with LO Taunt Torn-T, as Manaphy pretty much kills stall on it's own, but does appreciate the pressure LO Torn-T puts on stall with Taunt and it's insane power, and Knock Off + Superpower to kill Chansey. It also sets up Rain for 100% accurate Hurricanes from Torn-T, which is fucking disgusting, I gotta tell you. Manaphy also appreciates how Tornadus Therian rips apart offense, and with an Electric check in tow, this core can basically destroy a lot of teams and has a good matchup against pretty much every playstyle.​
 
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Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost / Earthquake

Zard-X is able to reliably set-up on Electric-types and Jirachi which are used to check Torn-T. In return, Torn-T can smack Tyranitar and Heatran reliably hard with Superpower, paving the way for a sweep. It is recommended that Torn-T runs Grass Knot so that it can lure in Hippowdon, Quagsire and Slowbro reliably. Torn-T also helps to check Lati@s and dent bulky Waters which Charizard dislikes. The choice between Roost and Earthquake comes down to the ease of setting up (and the ability to pivot around) against the ease of sweeping with Earthquake against Mega Diancie, Heatran and Terrakion if Zard is at +1.
 
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Azumarill.

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Water Slides (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off / Superpower

Assault Vest Azumarill is an absolutely fantastic partner to LO Torn-T because it can bait in and weaken Electric types (including Mega Manectric, Rotom-W, and Thundurus), Tornadus-T's biggest enemy to the point where they can no longer switch in to a STAB LO Hurricane. In return, Tornadus-T has no problem eliminating or crippling Mega Venusaur, Amoonguss, Steel types, and general physically defensive Pokemon with Hurricane and Taunt.
 
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Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Hyper Beam

Pidgeot has good offensive synergy with Torny-T due to them both being specially-offensive Flying-types, meaning that they wear down each-other's checks with lots of ease due to them being forced to come onto the field more often. While I generally perfer to use Work Up variants of Pidgeot, Hyper Beam variants are definitely more optimal here due to it breaking through Thundurus, Rotom-W (after Hurricane+Rocks) and MManectric switch-ins--who otherwise give this core a headache.
 
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Hazards? (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Well, These two pokemon have really good type synergy and can help out each other alot. Choice Scarf Excadrill can be used to switch into M-Manectric, Thundurus and Raikou and Can demolish them with Earthquake, and can spin rocks away allowing Tornadus-T to safely switch in, In return Tornadus - T absorbs Ground type attacks and can deal with grass types such as Mega Venusaur and Breloom. These two also have a good offensive synergy, since Torn-t can U-Turn out when it forces a switch, so that excadrill can get in safely without getting too much damaaged cuz of it's poor bulk.
 
Politoed

Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 164 SpD / 96 Spe
IVs: 0 Atk
Calm Nature
- Scald
- Toxic
- Encore
- Rest

Despite the stacked weakness to Electric (which is easily remedied by a ground type i.e. Scarf Landorus-T or Excadrill), Rain makes Tornadus-T a huge threat to many supposed "checks" thanks to a STABbed 100% accuracy Hurricane.
In return Tornadus-T can cripple many rain checks including, but not limiting to, Mega Venusaur and Ferrothorn.
 
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reserving Lando-T~
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Landorus-Therian @
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Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

This set works very well with with Tornadus-T for many reasons. Firstly, they both form a very good VoltTurn core, by constantly pivoting in and out of the field to gain momentum. Secondly, if you suspect that the opponent will bring out an Electric-type, U-turn out of the field, and switch in Landorus-T. Finally, due to Choice Scarf, Landorus-T can outspeed Raikou, and other non-Scarfed Electric-types in the tier that usually carry Hidden Power Ice, and OHKO them with Earthquake. If you find yourself in an unpleasant situation, simply U-turn out, and bring in Tornadus-T, or any other Pokemon. The set is pretty much standard - Jolly nature is for the speed, though Adamant can be used if you feel that the extra firepower is crucial. Earthquake is the hard-hitting STAB move, and Stone Edge hits Talonflame which EQ cannot. Knock Off for utility, and U-turn for momentum!
 
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