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Alright, voting has now come to an end. Your winners for this week are cryalot and ~Eternally. Congratulations guys! Thank you to everyone who participated as well. You guys are doing an awesome job of keeping this thread active. The next assignment will be
. Thanks to my lovely friends Rapture. and Sir Kay for helping me choose. We're going to do submissions until Friday, the 29th. Good luck everyone!
These 3 make a nice core, Kangaskhan is able to put work on most teams since it has priority, strong stab and good coverage. Pelliper is there to check fighting types and also to whittle down kangaskhan's counters/checks, mostly steelix, vileplume and rhydon. Steelix provides rocks a nice normal counter and a musharna counter, thing that these 2 really need.
My Normal-type of choice is Swellow! Swellow is my favorite Normal-type pokemon and is the fastest mon in the tier! We all know that a Specs Boomburst can hit hard. Most of our top offensive mons don't resist Normal-type so that's why i chose Swellow. And if rocks are up, Swellow can OHKO a lot of mons. I'm always debating on that 4th moveslot. Sleep Talk, Brave Bird, Tail Wind? This time i chose the latter since my upcoming Ground-type benefits a lot from it! Swellow also provides a Ground immunity and a Grass resist which are beneficial for my Water-type of choice.
Next up is Rhydon! I feel like the DoubleDancing set has risen in popularity and i think it's very fun to use. Nothing is safe when this thing sets up. After a Rock Polish it outspeeds Sceptile and it doesn't even need a Swords Dance to OHKO it. Rhydon covers Swellows Electric and Rock-type weakness. Rhydon is a good Flying and Normal resist which is always nice to have when building teams.
The set:
Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge
Last one is Lanturn! I know that Sceptile kinda drew this thing out of the picture but with a typing like that you just can't go wrong. It helps Rhydon resisting Water, Steel and Ice-type attacks. Scald burns stuff, Volt-Switch for momentum, Heal Bell for support.
The set:
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 208 SpD / 40 Spe
Calm Nature
- Toxic
- Heal Bell
- Scald
- Volt Switch
Reserving Lord Torterra - Lord Pyroar - Lord Prinplup.
This is a pretty cool offensive core whos goal is to facilitate a late game sweep with Torterra. Torterra is already insanely powerful Pokemon, carrying a base Attack stat of 109 & powerful STAB moves. However, Torterra is held back by its low Speed stat & Rock Polish remedies this problem, turning Torterra into a terrifyingly powerful late-game sweeper. Life Orb Pyroar makes an excellent offensive core along with Torterra, as it can eliminate Ice types that Torterra hates to face such as Cryogonal, Articuno, Regice, and more. Finally, Prinplup can provide Stealth Rock support, allowing Torterra to rack up even more KO's and also provides Defog support for Pyroar to prevent it from being worn down by its Life Orb.
Haven't played Trick Room in a while but I remember using a similar core for Dark Horse Project with octillery + healing wish Mega Audino.
Octillery has amazing coverage and has the perfect speed for a Trick Room Abuser. Mega Audino is a bulky trick room setter and can also abuse it with its decent special attack when invested and with Fire Blast coverage and the other two mons pressuring steelix it isnt really an issue and it can weaken Bulky grasses for octillery with fire Blast. Rhydon also has the bulk/power/low speed for a trick room abuser and can also get up rocks if it the team needs it and can pressure Electric mons for octillery and even though Bulky grasses/waters seem like a threat to the core 3 of these mons can carry coverage to weaken grasses and Octillery can weaken bulky waters with energy ball for rhydon. Rhydon can also Setup on bulky walls that stop the first two mons. Healing wish is also nice on a hyper offensive playstyle such as Trick room for momentum purposes and so you can play risky with your heavy hitters.
Octillery @ Choice Specs/Life Orb/Expert Belt/Splash Plate
Ability: Sniper
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Ice Beam
- Fire Blast
- Energy Ball
This is a really fun core that is able to cover many significant threats in the current meta. SD Kabutops is extremely threatening atm, being able to tear apart many common balance builds with great Water/Rock coverage. Camerupt provides rocks, whilst also checking things which threaten Kabu/Tauros such as Rotom, Musharna, Vileplume and Gourgeist-XL. Scarf Tauros is the last member of the core, acting as a brilliant cleaner, being able to outpace and KO things such as Sceptile, Swellow, Scarf Jynx, Primeape and Sawk.
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Aqua Jet
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Lava Plume
- Toxic
Tauros @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Climb
- Earthquake
- Zen Headbutt
- Wild Charge
Lanturn and Torterra make a fairly nice core, with Lanturn being able to stop many of the fire and flying types that would threaten Torterra, while helping break through weezing, and healing burns. However, this core still manages to struggle with the tier's many ice types, and cannot practically break though the tier's bulky grasses, which is where an assault vest Bouffalant can help, sponging any grass type attacks thrown as Lanturn, checking Vivillon, who lanturn can occasionally struggle with if sleep gets the better of it, and having enough special bulk to sponge freeze drys or ice beams thrown at the rest of the core. The core does still struggle with Sceptile if Torterra cannot set up, Rotom can break through the core if Lanturn is weakened sufficiently, and strong normal attackers can break the core, which is always a liability in NU.
Sets:
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 144 SpD / 112 Spe
Modest Nature
- Scald
- Volt Switch
- Thunder Wave
- Heal Bell
Torterra @ Soft Sand
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Wood Hammer
- Stone Edge
Bouffalant @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Head Charge
- Pursuit
- Megahorn
- Earthquake
Rationale
Rock Polish Torterra was chosen here, as it can maintain good midgame presence with its stabs, while setting up to clean using the holes that the other parts of the core can help create, all while using its acceptable bulk to help support the core. I chose to give Lanturn a more offensive set, with thunder wave as an added option to maintain speed control, as it can more effectively pressure many of the checks for the other parts of the core utilizing its increased power, while not sacrificing too much against the things it needs to check. Bouffalant was given a standard assault vest set, which allows it to switch into any giga drains aimed at lanturn, and allows it to weaken the bulky grasses that would normally threaten Torterra's sweep.
Wanted to try out Chatot just for the heck of it and this is a pretty solid core that I used that included it. The stronger Boomburst compared to Swellow makes it easier to wear down things like Hariyama and Chatter can be annoying for the opponent to play around if it manages to give you a free turn because of confusion. Heat Wave and U-turn are both pretty useful since it lets Chatot deal with Steelix switchins and U-turn gains a ton of momentum on a predicted switch. Standard set on Steelix that deals with other normal and flying types pretty decently and also gives us rocks support for the two wallbreakers. SD Samurott rounds out the core as an offensive water type that can handle a lot of the rock and steel types that Chatot appreciates being weakened. Also having a form of priority is nice since Chatot is rather slow compared to things like Tauros and the aforementioned Swellow
Alright, we'll be moving on to voting now. You get 2 votes. The voting stage will last until Monday, the 1st. Good luck to all, and as always thank you to everyone for contributing.
Alright, voting is over. Your winners are Rapture. and allstar124. Congratulations you guys! Thanks to everyone else who contributed as well. For this week, we are going to be doing
cores. Thank you to Realistic Waters for working on the idea with me. The submission stage will continue until Friday, the 5th. Good luck everyone!
this Offense core (partially stolen from shaneghoul's Barbaracle team) features Memento skuntank, aside with 2 mons that can easily set up on mons that have their Atk and SpAtk halved, proceeding to sweep. i have no clue what the Skuntank EVs do, but they're good for something. Scyther and Barbaracle run standard sets, with the only thing that may catch your attention being Substitute. Sub is really cool as it allows Barb to set up on things like Weezing, not even needing the Memento drop.
This is a pretty solid defensive core for most semi-stall teams and is very effective due to the excellent synergy the three members have with each other. First up, Rhydon is an excellent tank that can dish out some serious damage while also being able to set up Stealth Rock multiple times over the course of a battle thanks to its solid typing and insane bulk which is augmented by Eviolite. Vileplume, the next Pokemon on this core, can switch into Water and Grass types relatively easy while also taking on Fighting types that threaten Rhydon. Finally, Mantine rounds out the core by providing a secondary fighting resist, and taking on Ice types thanks to its insanely high Special Defense stat. Most notably though, Mantine provides much needed Defog support in order to prevent this core from being worn down by Stealth Rock and Spikes.
Rhydon @ Eviolite
Ability: Lightningrod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast / Stone Edge
- Megahorn / Swords Dance
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Giga Drain
- Moonlight
- Sludge Bomb
- Hidden Power Fire
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic / Protect
Skuntank @ Life Orb
Ability: Aftermath
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Defog
- Hidden Power [Grass]/Sucker Punch
Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Blast
- Swords Dance
- Rock Polish
Fairly simple core, as Articuno can switch into and break most stops to double dancing rhydon, bar strong fighting types, and rhydon is able beat most of the fire types that threaten Articuno, albeit not reliably. Skunk is here mainly to clear hazards for cuno, but it also helps to wear down lix, who can wear down the other members of the core. The core is mainly threatened by Rotom, and fighting types, as they can deal heavy damage to most of the core, and pressure it in general. Evs, and sets, are very standard, with the only slight variation being frost breath on cuno, which can help to break threats like musharna or cm maudino. Agility can also be used on Articuno if you feel that your team has lanturn and mantine covered, for more cleaning potential, but Freeze-Dry is generally more reliable.