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

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Martin

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11 (I've used cac+luc in the past and its solid+super fun to mess with)
5 (Darkspam is bae)
 

Martin

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Will close at between 6 and 7 GMT unless something comes up. If you wanna vote make sure to get your votes in by then!
 

Martin

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OK so this round is over. Congratulations to bludz for winning this week (I was nice enough to count Aragorn the King's vote cause he posted right as I posted this rofl) despite the immense amount of competition and making it into the hall of fame!
Core 1:
Core 2:
Core 3:
Core 4: 1
Core 5: 1
Core 6: 1
Core 7: 2
Core 8: 1
Core 9: 2
Core 10:
Core 11: 3
Core 12: 3
Core 13: 1
Core 14:
Core 15: 1
Core 16: 2
Core 17: 4
Week 3: Hazard Control
Building condition: One or more Pokemon must have one or more of the following moves/abilities: Rapid Spin, Magic Bounce, Defog.

These week we're trying to deal with one of the most defining forces in the metagame: entry hazards! Ever since the introduction of Spikes in Pokémon Gold and Silver, being able to have the advantage on the hazards front has been an important consideration when teambuilding. With every generation since there has been an introduction which either helps or hinders the world of entry hazards, and to celebrate this we're trying to keep them at bay this week. Show us your creativity with how to handle the world of hazards.

If you're having trouble with what you can do to keep this creative, think about things like how the core can take good advantage of a lack of entry hazards, and finding new ways to keep them at bay is a good idea. I look forward to seeing how you can innovate the world of chip damage prevention!
 

Aragorn the King

Literally a duck
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Core 11
Core 17

(edit: oops gamer boy you beat me by so little time...)

I'll just use this post to reserve a core :p

edit x 2: Actually I'll just make a new post, seeing as this vote was counted
 

bludz

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Mega Sableye + Skarmory


Sableye @ Sabenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Recover
- Foul Play / Toxic

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Spikes / Defog
- Whirlwind


This is not innovation, just plain disgusting

But yeah pretty common core found on full stall teams. Sableye being the #1 pokemon at controlling the hazard game is likely to see itself in several of these cores. Foul Play helps with SDers and powerful physical attackers like Charizard X while Toxic can hit Charizard Y and Talonflame to wear them down. Skarmory is here to help with Fairy types, with a SpD spread to tank any hit from them. It can help out in the hazard game too, either by setting up Spikes or Defogging in case the opponent is actually able to get up their hazards against Sableye. Biggest threat to this core is special wallbreakers i.e. Manaphy and Keldeo and Fire types like Zard Y of course. Heatran is particularly annoying, although it doesn't appreciate Knock Off from Sableye.
 
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&

M-Ampharos & Skarmory form a great core with one another. Skarmory can take Ground/Fairy & Ice type attacks aimed at M-Ampharos, while M-Ampharos can handle things such as M-Manectric & spdef/offensive Talonflame from causing too much havoc for Skarmory. Skarmory provides rock support & defog. M-Ampharos hits hard, walls bird spam, absorbs status and provides a slow pivot to bring in strong wall breakers such as Hoopa-U.
+


Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Sleep Talk
- Rest

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Stealth Rock
- Defog
- Roost

 

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Trick
- Will-O-Wisp

Scizor is obviously the Defogger here, and Rotom-H is the one that really benefits from having Stealth Rocks gone, as it is immune to all of the other hazards. Scizor is weak only to fire, and with the removal of rocks, Rotom can easily come in and eat a fire hit if it must. There are only 6 fire types that resist electric, meaning after checking a fire type Rotom can Volt Switch or trick its scarf away to gain initiative or cripple anything that decides to come in. Will-O-Wisp is mainly there for after it tricks its scarf, but it can also be used to stop a sweep if necessary. These two pokemon have great synergy and a Volt-Turn combo that works really well.
 

MANNAT

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Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power Fire
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
This is a pretty neat wallbreaking core that works quite well on offensive builds. Basically, two mons that are annoyed by steel types have been smashed together with latios running eq for heatran and mdiancie running hp fire to beat scizor, ferro, skarm, etc. They swapped each others most common coverage typing in order to confuse opponents and catch normal counters off guard, especially on the switch, as ppl usually assume mag-less mdiancie teams with lati have epower diancie and hp fire latios. Additionally, these mons are potent wallbreakers that can put in a ton of work vs a ton of teams while not being weak shits that have to switch out a ton when hazard setters are in (looking at you scarf drill). LO Draco/shock from lati+repeated Moonblasts/dstorms from mdiancie can pound opposing teams and wear them down extremely quickly and make way for sweepers/cleaners that dont like hazards, like talonbird and weavile to finish off late game. Also, both are at the 110 speed tier (mdiancie being 1 below b/c of hp fire), so they are fairly fast and you don't have to immediately look for speed control or fast mons with them, unlike popular wallbreakers like mhera and kyub.
 

Infernal

Banned deucer.
Starmie
@ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Hidden Power Fire

Kyurem-Black
@ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

These two pack a great deal of power between them and form a good pair. Since Kyurem-B is susceptible to all forms of hazards, offensive Starmie is a naturally good partner for its ability to pressure common hazard setters and remove hazards in a pinch with its high speed. With HP Fire, Starmie further aids Kyurem-B by luring Ferrothorn and giving the dragon much more free reign. This also lessen the need for Kyurem-B to run HP Fire itself, freeing room for other options. Starmie's ability to check Pokemon like Keldeo for Kyurem-B is also appreciated.

Kyurem-B aids Starmie with "hazard control" by pressuring the majority of OU's common setters. Hippowdon, Garchomp, Heatran, and Landorus-T are all threatened heavily by Kyurem-B. By placing enough pressure on these Pokemon through aggressive play, they can potentially be prevented from laying down SR. Should Kyurem-B successfully pressure these Pokemon into not laying down SR, Starmie doesn't have to waste a turn spinning and can use the time to fire some powerful Analytic boosted attacks instead. In this way, Starmie benefits greatly from Kyurem-B's impressive offensive presence. This aside, Kyurem-B helps Starmie by dealing with the likes of Mega Manectric and Rotom-W. Its ability to pressure things like Slowbro and Celebi is also appreciated, especially with Starmie's lack of Ice Beam and Thunderbolt.

Overall, Starmie and Kyurem-B love each other's company. Aside from covering each other's issues, the immense offensive between these two places a good deal of pressure on the majority of hazard setters. This helps greatly with controlling the hazard game and demonstrates how two Pokemon can work together to satisfy the theme for this week.
 
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Phantom Me

Banned deucer.


Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Toxic Spikes

This is a pretty neat stall core. Mega Sableye needs no introduction, it is a great stall pokemon. With magic bounce, it punishes all hazard setters. Tentacruel is the spinner here, removing hazard from the field by mold breaker Pokemon while also preserving its own. Toxic spikes is also a great move, since it only needs to be used one at a time. Acid spray is an unique move, but it cripples the fairies Sableye is weak to. Thus I think this core is a must try for stall teams.
 

Martin

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Submissions close later today probably at around a 19:45-20:00 GMT, although there is some leeway on this to account for delays due to food/my language lesson etc. Make sure to get any cores in before then!


Xatu @ Leftovers / Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 200 Def / 56 Spe OR 252 HP / 160 Def / 96 Spe
Bold Nature / Heat Wave
- Air Slash / Psyshock / Night Shade / Heat Wave
- Thunder Wave
- U-turn / Heat Wave
- Roost

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Foul Play
- Will-O-Wisp
- Recover
- Knock Off

This core is inspired by AM's core of Xatu+Mega Diancie with the aim of fitting on defensive teams better. It functions similarly, aiming to completely wall any attempts to lay hazards through a vast amount of Magic Bounce. If you run Heat Wave, make sure to run the second spread so that you can hit adamant MegaZor before it can U-turn on you. Otherwise stick with the first spread, which outpaces adamant Bisharp and allows you to hit it with Thunder Wave before it can move.

edit: mfw i accidentally submitted recoverless sab rip. just fixed
 
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Martin

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OK submissions are now closed. Here are your options:

Core 1:
Sableye @ Sabenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Recover
- Foul Play / Toxic

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Spikes / Defog
- Whirlwind
This is not innovation, just plain disgusting

But yeah pretty common core found on full stall teams. Sableye being the #1 pokemon at controlling the hazard game is likely to see itself in several of these cores. Foul Play helps with SDers and powerful physical attackers like Charizard X while Toxic can hit Charizard Y and Talonflame to wear them down. Skarmory is here to help with Fairy types, with a SpD spread to tank any hit from them. It can help out in the hazard game too, either by setting up Spikes or Defogging in case the opponent is actually able to get up their hazards against Sableye. Biggest threat to this core is special wallbreakers i.e. Manaphy and Keldeo and Fire types like Zard Y of course. Heatran is particularly annoying, although it doesn't appreciate Knock Off from Sableye.
Core 2:
Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Sleep Talk
- Rest

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Stealth Rock
- Defog
- Roost
M-Ampharos & Skarmory form a great core with one another. Skarmory can take Ground/Fairy & Ice type attacks aimed at M-Ampharos, while M-Ampharos can handle things such as M-Manectric & spdef/offensive Talonflame from causing too much havoc for Skarmory. Skarmory provides rock support & defog. M-Ampharos hits hard, walls bird spam, absorbs status and provides a slow pivot to bring in strong wall breakers such as Hoopa-U.
Core 3:
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Trick
- Will-O-Wisp
Scizor is obviously the Defogger here, and Rotom-H is the one that really benefits from having Stealth Rocks gone, as it is immune to all of the other hazards. Scizor is weak only to fire, and with the removal of rocks, Rotom can easily come in and eat a fire hit if it must. There are only 6 fire types that resist electric, meaning after checking a fire type Rotom can Volt Switch or trick its scarf away to gain initiative or cripple anything that decides to come in. Will-O-Wisp is mainly there for after it tricks its scarf, but it can also be used to stop a sweep if necessary. These two pokemon have great synergy and a Volt-Turn combo that works really well.
Core 4:
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power Fire
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
This is a pretty neat wallbreaking core that works quite well on offensive builds. Basically, two mons that are annoyed by steel types have been smashed together with latios running eq for heatran and mdiancie running hp fire to beat scizor, ferro, skarm, etc. They swapped each others most common coverage typing in order to confuse opponents and catch normal counters off guard, especially on the switch, as ppl usually assume mag-less mdiancie teams with lati have epower diancie and hp fire latios. Additionally, these mons are potent wallbreakers that can put in a ton of work vs a ton of teams while not being weak shits that have to switch out a ton when hazard setters are in (looking at you scarf drill). LO Draco/shock from lati+repeated Moonblasts/dstorms from mdiancie can pound opposing teams and wear them down extremely quickly and make way for sweepers/cleaners that dont like hazards, like talonbird and weavile to finish off late game. Also, both are at the 110 speed tier (mdiancie being 1 below b/c of hp fire), so they are fairly fast and you don't have to immediately look for speed control or fast mons with them, unlike popular wallbreakers like mhera and kyub.
Core 5:
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Hidden Power Fire

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
These two pack a great deal of power between them and form a good pair. Since Kyurem-B is susceptible to all forms of hazards, offensive Starmie is a naturally good partner for its ability to pressure common hazard setters and remove hazards in a pinch with its high speed. With HP Fire, Starmie further aids Kyurem-B by luring Ferrothorn and giving the dragon much more free reign. This also lessen the need for Kyurem-B to run HP Fire itself, freeing room for other options. Starmie's ability to check Pokemon like Keldeo for Kyurem-B is also appreciated.

Kyurem-B aids Starmie with "hazard control" by pressuring the majority of OU's common setters. Hippowdon, Garchomp, Heatran, and Landorus-T are all threatened heavily by Kyurem-B. By placing enough pressure on these Pokemon through aggressive play, they can potentially be prevented from laying down SR. Should Kyurem-B successfully pressure these Pokemon into not laying down SR, Starmie doesn't have to waste a turn spinning and can use the time to fire some powerful Analytic boosted attacks instead. In this way, Starmie benefits greatly from Kyurem-B's impressive offensive presence. This aside, Kyurem-B helps Starmie by dealing with the likes of Mega Manectric and Rotom-W. Its ability to pressure things like Slowbro and Celebi is also appreciated, especially with Starmie's lack of Ice Beam and Thunderbolt.

Overall, Starmie and Kyurem-B love each other's company. Aside from covering each other's issues, the immense offensive between these two places a good deal of pressure on the majority of hazard setters. This helps greatly with controlling the hazard game and demonstrates how two Pokemon can work together to satisfy the theme for this week.
Core 6:
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Toxic Spikes
This is a pretty neat stall core. Mega Sableye needs no introduction, it is a great stall pokemon. With magic bounce, it punishes all hazard setters. Tentacruel is the spinner here, removing hazard from the field by mold breaker Pokemon while also preserving its own. Toxic spikes is also a great move, since it only needs to be used one at a time. Acid spray is an unique move, but it cripples the fairies Sableye is weak to. Thus I think this core is a must try for stall teams.
Core 7:
Xatu @ Leftovers / Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 200 Def / 56 Spe OR 252 HP / 160 Def / 96 Spe
Bold Nature / Heat Wave
- Air Slash / Psyshock / Night Shade / Heat Wave
- Thunder Wave
- U-turn / Heat Wave
- Roost

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Foul Play
- Will-O-Wisp
- Recover
- Knock Off
This core is inspired by AM's core of Xatu+Mega Diancie with the aim of fitting on defensive teams better. It functions similarly, aiming to completely wall any attempts to lay hazards through a vast amount of Magic Bounce. If you run Heat Wave, make sure to run the second spread so that you can hit adamant MegaZor before it can U-turn on you. Otherwise stick with the first spread, which outpaces adamant Bisharp and allows you to hit it with Thunder Wave before it can move.
You can vote for up to two cores. Voting closes on Wednesday. Best of luck to all participants!
 
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