Project Pokémon Matchmaking (SM Edition) - Current round: Hawlucha (SUBMITTING TAPUS IS BANNED)

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Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Gunk Shot / Ice Beam
- Extrasensory
- Hidden Power Fire / Ice Beam

Mega Scizor's slow U-Turn is a very nice invitation for Greninja to come in and wreck havoc on the Heatran and Landorus-T switch-ins. Extrasensory on Greninja allows it to take out Keldeo and Toxapex, both of which wall Mega Scizor while Hidden Power Fire punishes Ferrothorn and opposing Mega Scizor. Gunk Shot allows Greninja to defeat Clefable and Tapu Fini while Ice Beam is a nice option for valuable coverage against Zygarde, Garchomp and Tangrowth.
 
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Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Shadow Bone
- Stealth Rock
- Fire Punch
- Bonemerang

Well, this guy can easily take Pokémon like Toxapex and Celesteela that are a trouble for Scizor, in return the mega pokemon is good against Pokémon like Metagross and can handle ground types like Landorus-t.
 
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Manaphy @ Waterium Z
Ability: Hydration
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic

Waterium Z + Rain Dance gives you +1 Spe while activating Hydration in order to avoid random status. The Spe boost is useful towards HO teams. Rain also helps Mega Scizor towards random HP Fire.
You have the possibility to use a 175-base-power Hydro Vortex boosted by STAB (and Rain) to get past some pokemons without a specific coverage move if you don't need Z-Rain Dance.
Psychic is useful towards Poison types such as (HP Fire) Mega Venusaur, Amoonguss and Toxapex, both of them annoying for Scizor.
Mega Scizor is an excellent partner because it can pivot out on Fire-types such as Alolan Marowak and Heatran to provide Manaphy many opportunities to set up a TG.
 
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Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

Scizor appreciates heatran due to its ability flash fire letting it be immune to fire type hits and letting it come into many things like zard x zard y and other things. Also it can ohko heatrans which scizor doesn't like to deal with being burned or having to be facing tran and other fire types. Scizor helps by letting be able to take some hits that heatran is weak to.
 
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Martin

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This was reserved and never actually completed


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic / Toxic Spikes
- Recover
- Haze

Toxapex+Mega Scizor is everywhere for good reason; it is extremely easy to plug onto teams, and it is just generally an extremely nice core due to the way that they cover each other nicely. Toxapex eats Fire-type moves that give Mega Scizor a headache and can also pivot into a lot of strong neutral hits for it and come out mostly unscathed due to Regenerator--with the most notable benefit of this coming from its ability to cover Greninja nicely. In exchange, Mega Scizor is able to easily cover Mega Metagross for Toxapex and can take one hit from Mega Medicham in a pinch. They do other stuff too, but just in general it's solid.
 
How can nobody mention Volcarona? Well alright here I go.


Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power Ground

The most famous case of stealth rock weakness(barring Charizard) is Volcarona. Put simply, as well all know this, Volcarona needs to have defog support on any team that chooses to use it. I don't believe that the core it forms with Scizor is necessarily that amazing defensively, but the best cores never are(i.e ORAS's Talonflame Pinsir core). Not to mention that once rocks are away, Scizor can easily U-turn out on any Pokemon it wishes to bring in Volcarona. Generally, Scizor will not lure out rock type Pokemon fearing its bullet punch but rather steel types seeking to wall it. Steel types are forced out by Volcarona, as it sets up a quiver dance preparing for a potential sweep. Volcarona is a Pokemon that has the bulk to set up on several special-attacking Pokemon, as well as have the power to force out a variety of threats, but even then physical attacks(barring the defensive set) and super-effective moves can prove troubling for the moth. One of these options however, is covered mostly by Mega Scizor's exceptional physical bulkiness. While Volcarona's 85/65 physical defenses might not be enough to set up in the face of powerful physical attackers, Scizor's whopping 140 base defense is enough to switch in on physical attackers that threaten Volcarona's paper thin defense. This of course isn't to mention Volcarona's bulkier set, which I'm not focusing on at the moment.

While no real type synergy based off of weaknesses and resistances exist between the two Pokemon, that isn't enough to say that an offensive pairing, or even defensive pairing based off of their respective but contrasting stats, between the two is out of the question.
 

Martin

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From here on out anyone who reserves without then updating on a regular basis is going to get blacklisted. You have been warned.

Winners:
by Martin
by zCheshrye

i couldn't decide between two things for a third place so im gonna leave it at that. Also yes: I did stoop to the level of picking my own post 'cause Toxapex+Zor is literally one of the best cores in the game.

=============================

Week 12: 4 Attacks Greninja

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

I guess u can do Extrasensory or Dark Pulse or w/e too but this is the set I use so I'm just gonna list this. You wanted an offensive week? Here you go!
 

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip / Protect / Knock Off

Ferrothorn gives the team access to Spikes, which makes it harder for Greninja's checks like AV Magearna to pivot into its attacks. It also allows you to have a switch-in to non-HP Fire Tapu Koko and Weavile while also punishing the use of Pokemon that cannot hurt it like Toxapex, non-HP Fire Tangrowth, Rotom-W and Clefable. Ferrothorn normally lures in stuff like Heatran, Mega Scizor and Zapdos which all lose to Greninja.
 
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Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Greninja's frailty makes it unable to switch into most attacks, so one of the easiest ways to bring it in is with VoltTurn. Scizor brings in a lot of things Greninja can eliminate such as Fire-types, Skarmory, and if you are running Extrasensory (which I recommend when pairing with Scizor), you can hit Keldeo, Mega Venusaur, and Toxapex. Scizor is able to handle numerous mons that outspeed and threaten Greninja such as MegaZam, and Scarfers ranging from Latios, Lele, Garchomp w/o Fire Blast, Nihilego etc. Scizor appreciates Greninja's wallbreaking abilities to break down defensive cores allowing it to clean up later with Swords Dance.
 


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Thunder Punch

Here we have 2 powerful monster (both suspect worthy, to be honest), which are the face of Hyper Offence.
Thanks to its typing it can even switch into some attacks with relative ease, but keep in mind that it doesn't have recovery. Still, the combination of its power, movepool and typing allows Mega-Metagross to be a force to be reckoned with.
Double STABs are mandatory to hit the many Fairies and Poisons all around, Earthquake is for the mirror match and Thunderpunch is useful towards many bulky Waters. The synergy with a random Electric Terrain is a huge plus.

No Hammer Arm, because Greninja has HP Fire to deal with Ferrothorn and Scizor.

Mega Metagross punches holes in the early-mid game onto the opponent's team, whereas Greninja cleans well thanks to its Spe + Protean.
 
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Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Thunder Punch/Zen Headbutt
- Ice Punch/Bullet Punch
- Fake Out

Medicham appreciates greninja being able to take out bulky psychic's like mew and and jirachi. Also being able to hable stuff like lele and other fairy types with gunk shot and also being able to handle gengar with dark pulse. Also they form a nice fighting dark core being able to handle most things (exepts fairys).
 
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Landorus-Therian (M) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SpA)
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish
Greninja can help break checks on bulkier offence/fat teams aiding a DD Lando-T sweep. Landorus can also function as a stallbreaker as this particular Greninja set struggles to break Chansey + Toxapex.
 

Martin

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Sorry; I kept meaning to do this yesterday but forgot due to lots of traveling+other time w/o internet access. Not had many submissions, so only two winners this time.

by Random Passerby
by Futatsuiwa of Sado

Futatsuiwa of Sado I kinda disagree w/ SD being the listed one 'cause imho it is very underwhelming in the current meta; something like Defog or Hidden Power or Pursuit or KOff or smth would've been better imo, but your post handled the key reason why Scizor is a good partner nicely (slow U-turn), which is why it still won.

======================

Week 13: Taunt+Dragon Dance Gyarados

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Taunt
- Bounce
- Waterfall
 

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Bonemerang
- Will-O-Wisp/ stealth rock

Gyrados appreciates its ability lightning rod being able to switch into stuff like tapu koko thundorus and other electric types and having stealth rock helps gyra by widdling down threats and doing chip damage and be able to do chunks to mons like bulu with fire punch and koko with bonemerang and other mons that can ohko gyra.
 
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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power Ice / Hidden Power Fire / Sludge Bomb

Tangrowth is such a splashable mon at the moment and is basically the face of Bulky Offense. Gyarados really appreciates Tangrowth's ability to handle Electric-types like Tapu Koko and some bulky Water-types so Gyarados doesn't have to use up it's Z-Move to kill something like a Keldeo and instead can use it to kill things such as opposing Tangrowth. Tangrowth can bring in certain Fire-types and Steel-types that Gyarados can use as set-up fodder such as Volcarona and to a lesser extent, since Tang often carries coverage for these, Heatran and Mega-Scizor.
 
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Changed from Greninja to Ferrothorn.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip / Protect / Knock Off

Ferrothorn gives the team access to Spikes, which makes it harder for Gyarados's checks like Toxapex and Mega Venusaur to pivot into its attacks. It also allows you to have a switch-in to non-HP Fire Tapu Koko while also punishing the use of Pokemon that cannot hurt it like Toxapex, non-HP Fire Tangrowth, Rotom-W and Clefable. Ferrothorn normally lures in stuff like Heatran and Mega Scizor, which can be Taunted and be set-up bait for Gyarados.
 
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Things that trouble dd gyara: steels, scarf chomp. Magnezone can deal with most of those threats. Pretty simple core of Sweeper that doesn't like steels + steel killer.

Specs zone deals with ferro, skarm, celesteela, scizor, and also tapu koko (if you don't think you can get gyara to +1). Also EQ is better than taunt. Nice sweep stopped by pex. Nice not OHKOing koko at +1.
 


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

Excadrill supports Mega Gyara by removing rocks, switching into Electric-types such as Tapu Koko, and eliminating/weakening Gyara's checks, such as Rotom-W, Clefable, Toxapex, Magearna, etc.

Mega Gyarados, in return, sets up on the bulky Grass- and Ground-types that wall Excadrill (Tangrowth, Mega Venusaur, Defensive Lando, Hippowdon, etc.) and shuts down Skarmory.

Bonus points for Excadrill providing speed control and Gyara being able to set up and break through the opponent's team; neither of the two can do both, so they compliment one another nicely.
 

toshimelonhead

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Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly Nature
- Shadow Claw
- Play Rough
- Swords Dance
- Shadow Sneak

DD + Taunt Gyarados can break Mega Venusaur and Skarmory so Mimikyu can sweep during the end game. If Taunt is still up when Gyarados faints, Mimikyu can come in and set up Swords Dance for free as long as it has its Disguise up.
 

Martin

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Winners
by zCheshrye
by Random Passerby
by volx757

volx757 I disagree with that sentiment and would argue that Taunt is more effective in the current meta just based on my playtime with it, although obviously the two moves serve different purposes. Taunt prevents Gyarados from falling flat versus Stall by allowing it to actually stand a chance of breaking unaware 'mons (allows it to break through Quag, shuts down Pyuku and uses it for setup bait, prevents weakened Clef Wishing on Gyara), and EQ isn't really needed for Toxapex because Taunt shuts down its Haze attempts anyway, which means Gyarados is able to just set up in its face (rendering any potential Scald burns moot on a team w/o an Unaware user in the back) without sacrificing boosts in the process. As for the Tapu Koko point, you shouldn't be aiming to sweep until Gyarados's checks are weakened anyway, and between Tapu Koko's repeated U-turns and SR/Spikes damage it really isn't hard to put it in range of a +1 Waterfall (one spike gives like a 30% KO rate) even before you consider the possibility of it having racked up Moxie boosts. EQ has a more immediate presence versus things like Magnezone whilst hitting Toxapex and a few other misc things a little harder than Bounce w/o needing to burn though your Flynium, which can be nice vs. offense, but I find that a lot of the time it isn't really necessary and find myself not really clicking EQ much.

==========

Week 14: Choice Specs Keldeo

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power Electric / Focus Blast / Icy Wind
 

Leo

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MPL Champion
Reserving Alolan Marowak

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Shadow Bone
- Bonemerang
- Swords Dance

Specs Keldeo is a very strong breaker rn and it can actually cover many of its switchins with coverage (HP Elec/Focus Blast). I think Marowak-A is a great partner for HP Electric variants as it puts a lot of pressure on bulky Grass-types such as Tangrowth and Amoongus. It also provides a really nice switchin for Tapu Koko, one of the main revenge killers offence uses to deal with Specs Keld. It also appreciates the pressure on bulky grounds such as lando-t and hippo
 
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Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Thunder Punch
- Hammer Arm

Keldeo and Mega Metagross can come in freely on each other's switch-ins and apply pressure on the opponent - for example, an aggressive switch to Keldeo on a Mega Scizor / Landorus-T / Ferrothorn / Alolan Marowak switch-in will force the opponent out again. Meanwhile, Metagross can take care of Toxapex, Mega Venusaur, Lati@s and Tapu Fini which resist Keldeo's STABs. Keldeo also lures Rotom-W and Tangrowth with Specs Focus Blast for Metagross to break the opponent's team easier.
 
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Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Hasty Nature
- Thunderbolt
- U-turn
- Hidden Power Ice
- Taunt / Volt Switch / Brave Bird

Basically simple offense breaker+wallbreaker duo. Keldeo appreciates Koko's ability to take on annoying Flying and Water types that can threaten/wall Keldeo. Koko also provides U-Turn to help bring in Keldeo a lot easier, especially since Koko brings in the likes of Marowak, Chansey, Excadrill, Ground types etc. Brave Bird Koko is a notable lure for a partner with Keldeo since it can lure fat Grass-types like Venusaur and Amoonguss that they both hate. If running HP Electric, Electric Terrain boosts that as well allowing Keldeo to 2HKO Tapu Fini.
 
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Martin

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Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Pursuit
- Stone Edge
- Crunch
- Earthquake

Tyranitar does a good job of trapping and eliminating Psychic-types that give Keldeo a headache, most notably being able to soft check stuff like Latios and stopping random stuff like Reuniclus safely setting up in Keldeo's face when its locked into Sword. They form a very powerful wallbreaking core which does a solid job of overwhelming more defensively-inclined teams with its nuclear attacks, with the two having really nice Fighting/Dark offensive synergy.
 
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