dibs
double iron bashes
Offensive Core
+
I initially used the core to punish slower, bulkier teams that relied on Skuntank to check both Haunter and Lilligant in 1 slot. The idea of the core is for Haunter to lure in and kill Skuntank with destiny bond so that it can't be used as an offensive check to Lilligant, letting it preserve the normalium-z hyper beam for other checks such as Magmortar or Drampa. Equally, Lilligant can hyper beam the Skuntank so that it can't be used to pursuit trap Haunter. The core struggles with both mons sharing an average speed stat for offensive mons, meaning faster mons such as Archeops, Pyroar and Floatzel can easily pressure it.
Offensive Core
+
This was another core that I used in the PU unOpen which was built around pressuring bulky water types such as Qwilfish, Gastrodon and Lanturn so that Combusken can break through with fightinium-z and clean up late game. It utilizes an uncommon set being special subtoxic Poliwrath which proved more reliable and versatile than the sub focus punch set, being able to chunk the incoming bulky waters with strong focus blasts without requiring a sub. The core got worse with Mesprit and Archeops dropping and the overall metagame speeding up to be more offensive, but it still puts in work against balance and slower offensive teams.
Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam
- Destiny Bond
Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hyper Beam
- Sleep Powder
- Quiver Dance
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam
- Destiny Bond
Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hyper Beam
- Sleep Powder
- Quiver Dance
I initially used the core to punish slower, bulkier teams that relied on Skuntank to check both Haunter and Lilligant in 1 slot. The idea of the core is for Haunter to lure in and kill Skuntank with destiny bond so that it can't be used as an offensive check to Lilligant, letting it preserve the normalium-z hyper beam for other checks such as Magmortar or Drampa. Equally, Lilligant can hyper beam the Skuntank so that it can't be used to pursuit trap Haunter. The core struggles with both mons sharing an average speed stat for offensive mons, meaning faster mons such as Archeops, Pyroar and Floatzel can easily pressure it.
Offensive Core
Combusken @ Fightinium Z
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Fire Blast
- Hidden Power [Electric]
- Protect
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Scald
- Toxic
- Substitute
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Fire Blast
- Hidden Power [Electric]
- Protect
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Scald
- Toxic
- Substitute
This was another core that I used in the PU unOpen which was built around pressuring bulky water types such as Qwilfish, Gastrodon and Lanturn so that Combusken can break through with fightinium-z and clean up late game. It utilizes an uncommon set being special subtoxic Poliwrath which proved more reliable and versatile than the sub focus punch set, being able to chunk the incoming bulky waters with strong focus blasts without requiring a sub. The core got worse with Mesprit and Archeops dropping and the overall metagame speeding up to be more offensive, but it still puts in work against balance and slower offensive teams.
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