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Core Due [OU RMT]

Crazed_One

Lalala
  • 70
    Posts
    16
    Years
    Core Duo [OU RMT]

    I quit playing Competitive Pokémon a little over six months ago. Around one week ago, I came back and began to familiarize myself with the new meta-game. Since then, I had tried out over five teams. Now, I have decided on a team that I believe will be both a pleasure to play, and will fair well in the current climate.

    Creation:

    The team is based around using two cores, just like in Intel's Intel Core Due computer chip. The team utilizes both an offensive, and a defensive core. I started with an offensive core, and went from there. I wanted something that would be bulky enough to take a hit, and compliment each other well. I decided that Machamp and Heatran would fill this spot nicely, as they are both bulky, both pose a threat, and both work well in unison. Machamp is the leader of the team, as he is my favorite candidate for a bulky sweeper. Heatran was chose after Machamp, so as to make sure that Machamp would be safe. Heatran deals with both of Machamp's counters, Skarm, and Rotom, as well as being resistant to both Flying and Psychic -- Machamp's only weaknesses. As well, Heatran can easily switch in on WoWs from Rotom, and gain a Flash-fire boost.

    Next, I needed a defensive core to support my offensive core. To do this, I decided that I needed to be able to back-up Heatran, as is what allows Machamp to sweep. Heatran's three weaknesses that need coverage, are water, ground, and fighting. Plus, I needed a pokémon that could stop bulky waters, as currently, they are the one thing that definitely stops my combo. So, to deal with this, I added in Zapdos and Breloom. I know, Breloom isn't usually used for such a role, but it has worked for me so far. Zapdos and Breloom together work to combat Heatran's weaknesses, and take out his counters. Plus, both pokémon are great at annoying the other team, as Zapdos can sub up and spam poison and roost, and Breloom can hide behind subs and spore and leach seed.

    So, now that I had my dual cores, I needed one more pokémon to tie together the loose ends, and provide much-needed support. I decided that firstly, I needed Wish support, as Machamp and Heatran would need a lot of healing. Next, I decided that something other than Breloom should be available to take water-attacks, as Breloom isn't too amazing at that. Next, I also wanted something other than Heatran to be able to resist Ice Attacks, as both Breloom and Zapdos, my entire defensive core, is weak to Ice Attacks. This leaves me with Jirachi and Vaporeon, as far as I know. Next, to narrow it down, I decided that I wanted a pokémon to deal with Gyarados, as he had been causing me some trouble, and my team looked a little on the weak side to him. Therefore, I decided to go with a Vaporeon with HP Electric, as it fulfilled all of the requirements that I stated and more.

    Last but not least, I was in need of a lead. I decided to try something new, and very out there, to throw people off. So, I took the Choice Specs Starmie set, and made it my lead. Not very original, but so far it seems to get the job done. It also helps with Blissey, by tricking it into taking the Choice Specs. Plus, Heatran can switch in and set up rocks on anything Starmie can't handle. However, I am still looking for a replacement that has more synergy with my team. Suggestions welcome!

    And without further ado, on with the team!

    Pokémon:

    Semele (Starmie) @ Choice Specs
    Ability: Natural Cure
    EVs: 4 HP/252 Spd/252 SAtk
    Timid nature (+Spd, -Atk)
    - Ice Beam
    - Thunderbolt
    - Surf
    - Trick
    ---

    As was stated earlier, this Starmie variant has a suprise factor to it which is quite useful. I am able to garner quite a few mini-sweeps/tricks. Ice Beam, Thunderbolt, and Surf gives great coverage on the majority of leads out there. Max speed/sp.atk. EVs for maximum speed/sp.atk. Timid so I can hope for a speed tie. Choice Specs over Choice Scarf as I care more about the KO than going first. Starmie is also useful if I can save it for late-game, as I can trick the specs onto a staller/wall and still function as a finisher.

    Cadmus (Vaporeon) (M) @ Leftovers
    Ability: Water Absorb
    EVs: 188 HP/252 Def/68 SDef
    Bold nature (+Def, -Atk)
    - Hidden Power [Electric]
    - Protect
    - Wish
    - Surf
    ---

    Vaporeon is the glue that holds my team together. He provides key resistances/immunities, to water and ice. Water annoys Heatran to no end, and Ice plagues my defensive core. Vaporeon also has wish, which allows him to jump-start my offensive core of Heatran and Machamp, who otherwise, wouldn't have any chance to heal. Last but not least, Vaporeon functions as a much needed wall towards Gyarados, who can otherwise sweep me. Therefore, I added HP Electric over Roar/Toxic. The rest of the move-set should be self-explanatory.

    Maenads (Breloom) (M) @ Toxic Orb
    Ability: Poison Heal
    EVs: 236 HP/248 Def/24 Spd
    Impish nature (+Def, -SAtk)
    - Focus Punch
    - Leech Seed
    - Spore
    - Substitute
    ---

    Breloom serves as part one of my defensive core. My defensive core's main purpose is to support the team, especially the offensive core. Heatran's three weaknesses that need coverage, are water, ground, and fighting. Breloom helps to cover water, if Vaporeon is dead. As well, Breloom helps to support Zapdos. Breloom's other purpose is to deal with Blissey, who othewise plagues my team, especially Zapdos. For Breloom's set, I decided to go with leech seed over seed bomb, so that I could a, provide a source of healing other than wish passing to the team, and b, make Breloom better at stall. Sadly, this makes me a lot weaker when matched up with Bulky Waters, which is why Breloom is paired with Zapdos.

    Zeus (Zapdos) @ Leftovers
    Ability: Pressure
    EVs: 248 HP/76 Spd/184 SDef
    Timid nature (+Spd, -Atk)
    - Substitute
    - Toxic
    - Thunderbolt
    - Roost
    ---

    Zapdos serves as part two. He combos well with Breloom, as well as Heatran, to serve the interests of the team. His set is built so that he can last for as long as possible, while still being able to switch in on threats and deal with them. The speed EVs and nature help to out-speed things that I normally couldn't, which has saved me in countless situations. Zapdos patches up two of Heatran's weaknesses: he resists fighting, and has an immunity to ground. As well, he deals with Skarmory, Breloom's kryptonite. Zapdos' other purpose, is to deal with Bulky Waters. They plague both Breloom, and Heatran, so they are definitely a problem for the team. Zapdos can easily switch in, and stop them in their tracks. Well, all of them except for Swampert, which is what makes Swampert such a big threat to this team. Whenever I see a Swampert, I usually try to get him with some sort of status and stall him out.

    Bacchus (Machamp) (M) @ Lum Berry
    Ability: No Guard
    EVs: 248 HP/252 Atk/8 Spd
    Adamant nature (+Atk, -SAtk)
    - Dynamicpunch
    - Payback
    - Bullet Punch
    - Stone Edge
    ---

    Machamp makes up the first part of my offensive core, which is what the team was originally built around. His set is pretty standard as it is actually the lead-Machamp set. I find this set more useful that any of the other Machamp sets, due to the inclusion of Bullet Punch and the Lum Berry. Bullet Punch is incredibly useful for picking off those last percentage points, where you otherwise would have lost the battle. Plus, Machamp can come in on a pesky lead who won via their Focus Sash, and KO them, to their utter astonishment. The Lum Berry I find useful when Machamp gets threatened with any type of status, or when fighting other Machamp. Other Machamp is also the reason that I added an extra EV or two to speed. Out-speeding them is crucial to winning the fight.

    Pentheus (Heatran) (M) @ Leftovers
    Ability: Flash Fire
    EVs: 252 Spd/252 SAtk/4 SDef
    Timid nature (+Spd, -Atk)
    - Fire Blast
    - Earth Power
    - Taunt
    - Stealth Rock
    ---

    Heatran is Machamp's quintessential partner, well, according to Smogon it is. I have to say that I agree, as Heatran deals with Machamp's every weakness. Machamp's two weaknesses, are Psychic and Flying. Heatran resists them both. Machamp doesn't like getting burned, and Heatran can switch in on WoW/fire attacks. Machamp doesn't like Skarmory/Rotom, and Heatran can easily kill Skarmory/Rotom. What I'm trying to say here is that Heatran in essense completes Machamp, and that together, they sweep well. As far as Heatran's moveset goes, I decided to go with a non-choiced variety so that he could support Machamp better. Taunt is useful for stopping any type of set-up, and Stealth Rock simply makes Machamp's sweep all the easier. Since most of Heatran's enemies switch out when he comes onto the playing field, Heatran usually has a chance to set up rocks fairly early on. Lastly, I chose Leftovers over that other berry since I found the gradual HP recovery more useful than the off-chance that I get hit by a ground-attack.

    NOTE1: My current record with this team is 18-2.
    NOTE2: This is my first RMT in a very long time, so please understand that my knowledge of the meta-game and current threats is very limited.
     
    Pretty interesting team :) I havn't finished reading it but I'd like to comment on how you integrated the Roman/Greek Gods into it :)
    -I kind of like the un-conventional lead :)

    On Machamp, consider running Life Orb over Lum Berry (which would be more useful on a Machamp Lead to counter sleeps). Machamp's life is very short noted and on top of that, he's outsped by almost all metagame with his 55 Base Speed.

    I run a similar Machamp but the paralasis support (Reduces speed to 25%) which works pretty well...

    On Heatran, try HP grass over SR or taunt? Your team relies on covering each others weaknesses and this in itself might be a weakness. For if one core member dies, the rest of the setup is almost pointless :P Adding HP Grass gives it some room individually. What I do is give it Pashco Berry and when they send in thier Waters thinking that I will switch, I take the surf (or whatever) and return with a huge hit with HP Grass. So, Consider Passho too?

    Overall, your team seems very hard to pull off effectively due to the need for prediction, but they do pretty well by themselves too :)
     
    Pretty interesting team :) I havn't finished reading it but I'd like to comment on how you integrated the Roman/Greek Gods into it :)

    First of all, thank you for the rate! (The names are from the Bacchae)

    On Machamp, consider running Life Orb over Lum Berry which would be more useful on a Machamp Lead. Machamps life is very short noted and on top of that, he's outsped by almost all metagame with his 55 Base Speed

    I run a similar Machamp but the paralasis support (Reduces speed to 25%) which works pretty well...

    Good idea, I'll try that out.

    On Heatran, try HP grass over SR or taunt? Your team relies on covering each others weaknesses and this in itself might be a weakness. For if one core member dies, the rest of the setup is almost pointless :P Adding HP Grass gives it some room individually.

    Good point, plus, that would help to deal with Swampert.

    Seems very hard to pull off on an off day since your team relies much on prediction :)

    Sadly, this is true. =p

    Thanks again for the help!
     
    I'd also like to point out that you have no spinners. Rapid spin will be an important move for your team, as a triple spikes and SR on you will be game over (even though it takes FOREVER to set up)
    also, if you are going to have SR on Heatran, you may want a spin blocker (any Ghost-type will do) If you are going to follow uskelly's advice about changing Taunt/SR, i'd get rid of SR, as it isn't of much value in this team...


    that's all I can really think of! hope it helps!
     
    I'd also like to point out that you have no spinners. Rapid spin will be an important move for your team, as a triple spikes and SR on you will be game over (even though it takes FOREVER to set up)
    also, if you are going to have SR on Heatran, you may want a spin blocker (any Ghost-type will do) If you are going to follow uskelly's advice about changing Taunt/SR, i'd get rid of SR, as it isn't of much value in this team...


    that's all I can really think of! hope it helps!

    I agree about the Rapid Spin point, but where do I have room for a spinner? As well, I concur regarding SR. I think I'll take that off for HP Grass.
     
    Do NOT remove Stealth Rock. Period. End of story. Every team needs Stealth Rock on their team, regardless of having a spinner.
     
    Nor do you need a Rapid Spin blocker for just Stealth Rock, i really wish people would learn to pokemon, seriously.

    EDIT : ROFL @ removing SR, that is sig worthy lol

    EDIT 2: If you must have a spinner put it on Starmie over Trick and use Psychic > Ice Beam (Machamp) and use a Life Orb.
     
    The team itself looks pretty good, I would consider giving Breloom Seed Bomb so it can put up a fight against Gyarados and/or Gliscor. I don't really know how much value Leech Seed has in this Shaymin heavy metagame, as I don't play DPP at all anymore, but just a thought, although you seem to have them pretty well covered between Zap and Starmie.

    Also, I think Sub Machamp would be better than the current Machamp, forces lots of switches and is a massive pain in general. Just an idea, works better with spikes but still works without them.
     
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