Gen 6 Good Cores

Approved by Fireburn
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Good Cores for XY Ubers
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In Pokemon, the word "core" refers to a group of 2 or more Pokemon that work well together. Whether this be through synergy, coverage or removing each other's counters. There are many cores that have been discovered and proven to work well, and many cores yet to be discovered. Having a solid core is the starting point of building a solid team.


The purpose of this thread is to both discuss cores that work well in the current meta-game, and make a database of cores for anyone to use. All cores posted in this thread will be posted here in the OP, unless they are silly or ineffective. Any cores that have been proven to be successful will be marked with stars on both sides, showing they are superior to the others. If you see any cores that you like, or any cores that you know are effective, be sure to like it! If you see any cores that you think deserve stars, or ones that has stars and don't deserve it, please suggest it!


When sharing cores, please, use this this format:

Pokemon Showdown! Format.
[Up to 3 Pokemon can be used, 4 is pushing it, however, if the core is good enough it can be accepted]

Pokemon @ Item
Ability: [Ability]
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, Spa, SDef, Spe]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

Pokemon @ Item
Ability: [Ability]
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, Spa, SDef, Spe]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

In a paragraph, describe how the core works

In a paragraph, describe threats to the core

In a paragraph, describe what pokemon can support the core


Offensive Cores


hooh.gif xerneas.gif
Ho-Oh @ Choice Band*
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk


Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 76 Atk / 248 SAtk / 184 Spd
Rash Nature
- Moonblast
- Megahorn
- Focus Blast
- Rock Slide
This is a solid offensive core that aims to break down an opposing team with Banded Ho-Oh in order to potentially open up a late game clean for Scarf Xerneas. A lot of Xerneas's common checks, such as Scizor and Aegislash, give Ho-Oh a ton of free switches, so Xerneas can be used to force in a counter, then switch to Ho-Oh and abuse the free turn. This is especially nice since it gives Ho-Oh a lot of opportunities to burn its checks, such as Landorus-Therian, and crippling them for the remainder of the match. Ideally, Ho-Oh will eventually overwhelm the opposing team with its staying power and brute force, allowing for Xerneas to clean up the remaining mess with a very spammable move in Moonblast.

This core may have a lot of offensive potency, but it is quite lackluster in terms of defensive synergy and there are many threats to this core. Common threats, like Extreme Killer Arceus, Kyogre, Ho-Oh, Zekrom, and Mewtwo are all quite threatening to this core. However, it should be noted that while this core struggles to switch in to the aforementioned checks, Xerneas has the ability to revenge the majority of them. Ho-Oh can check a lot of stuff, but if rocks are up there are some additional threats, such as Xerneas.

As for good partners, some switch-ins to the above checks tend to help the core defensively. Sun support is always nice, and Groudon is a great partner since it not only provides sun so that Ho-Oh can spam sun-boosted Sacred Fires, but it also can switch in to Zekrom and phaze Extreme Killer Arceus. Also, the core is ironically weak to opposing Ho-Oh because it is one of the few pokemon that can switch in to Xerneas's Moonblast easily and threaten back, while Ho-Oh cannot check itself naturally. This is somewhat alleviated with a prediction using Rock Slide, but it is still useful to have a Ho-Oh switch in. Of course, Ho-Oh greatly appreciates defog support as well. Support Arceus-Rock can provide a switch-in to Ho-Oh and a defogger, while also checking Extreme Killer Arceus which is nice. Entry hazard support is useful since the pokemon in this core are firing off unboosted attacks, so it may help achieve some KOs, but this is true for most cores anyways.
*Note that Jolly CB Ho-Oh is also good, give me some feedback here as to which is a better fit

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Yveltal @ Black Glasses
Ability: Dark Aura
EVs: 68 Atk / 252 SAtk / 4 SDef / 184 Spd
Mild Nature
- U-turn
- Dark Pulse
- Oblivion Wing
- Sucker Punch

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Taunt
- Destiny Bond
- Sludge Bomb
- Focus Blast

While some above poster mentioned this core, it unfortunately had the extremely shit scarf Yveltal in it. The key to trap turns efficiency is that it requires less prediction than when using a choiced U-turner. The way Gengar removes bulky fairys for the game is a nightmare to stall. However, it can be tricky going up against a solid Pursuit user like TTar, who you have to hit on the switch in with Focus Blast (if you run it).

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Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Reflect
- Light Screen
- Taunt

Groudon @ Lum Berry
Ability: Drought
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 104 HP / 28 Def / 252 SAtk / 124 Spd
Modest Nature
- Geomancy
- Moonblast
- Psyshock
- Hidden Power [Fire]

A pretty standard screen offense combination, which is effective especially vs other HO that you manage to get those screens up against. Both Groudon and Xerneas are appreciating the screen support, they are also practically impossible to Defog on. Extremekiller Arceus comes to mind as a mon that pairs up with Groudon well, so it's defintely a welcome addition. Other partners incude the following: Wobbufett can provide further set up opportunities and safeguard, Gengar can remove an annoying wall, and Lucario/Rayquaza can serve as alternative priority users to soft check Xerneas with.


Defensive Cores
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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- Wish
- Protect
- Iron Head
- Thunder Wave

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 224 HP / 100 Def / 184 Spd
Jolly Nature
- Foul Play
- Roost
- Taunt
- Toxic

Palkia @ Leftovers
Ability: Pressure
EVs: 248 HP / 84 SDef / 176 Spd
Calm Nature
- Toxic
- Rest
- Sleep Talk
- Spacial Rend / Surf

This core functions around Toxic + Wish stalling between three synergetic pokémon who between the three of them can check/counter three massive Uber threats. Jirachi is the center of the core providing strong Wishes for both Palkia and Yveltal on a switch in. Thunder Wave is there mostly for the purpose of stopping GeoXern leaving it open to revenge killing from a team mate or a death by Iron Head. Protect is for scouting and definite Wish healing. Yveltal appreciates being able to switch in on Rocks and regain his HP. Functioning as the Defensive check for the core he can successfully come in and kill off large threats such as Ho-Oh, EKiller, Landorus, and others with Foul Play. Toxic is there to provide residual damage through WishStalling. Roost is Yveltal's own form of healing so that he is not entirely Wish dependent. Taunt works well against Support mons and Walls. Palkia provides a much needed counter to Kyogre, also being able to Toxic and RestTalk stall. Spacial Rend or Surf is used in case of Taunt, or to finish off an opponent.

Mega-Blaziken: Mega Chicken is able to Low Kick / Flare Blitz it's way to victory through these three mons. Yveltal cannot safely switch in, requiring a sack to bring it in which just wears down the TriCore.

Mega-Lucario: Mega Luke is a strong bastard, capable of destroying all three of these mons with Close Combat (although Yveltal may survive one CC[Too lazy to calc]).

SubGeoXern: SubGeo Xerneas can evade Jirachi's Thunder Wave allowing it to wear down Jirachi and then sweep through Palkia and Yveltal with ease.


Teammates who appreciate this core would be a vast majority of sweepers who have trouble dealing with threats, or revenge killers who like to come in and clean up once the core has eaten away at the opponent's team. An additional option would be using wall breakers such as MMX or Zekrom to break down opposing walls and leave this core able to wall the opponent's team completely

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Sylveon (M) @ Leftovers
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Wish
- Protect
- Heal Bell
- Hyper Voice

Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 228 Def / 32 Spd
Bold Nature
- Toxic
- Roost
- Substitute
- Whirlwind

Arceus-Grass @ Meadow Plate
Ability: Multitype
EVs: 252 HP / 144 SDef / 112 Spd
Timid Nature
- Judgment
- Recover
- Defog
- Will-O-Wisp

Realistically a pursuit Scizor or something similar must be used to support this core. I'd still dub it a core as when given the correct support, it walls a bunch of different threats courtesy of the ever so amazing Lugia when supported by Defog and Heal Bell is just a beast. A ground type like Lando-T is also useful for taking on Zekrom much easier, and Kyogre's rain can give a nice boost to a potential sdef addition Scizor when checking HP Fire Gengar and Xerneas.

arceus-poison.gif gliscor.gif palkia.gif
Arceus-Poison @ Toxic Plate
Ability: Multitype
EVs: 248 HP / 116 Def / 48 SDef / 96 Spd
Jolly Nature
- Poison Jab
- Will-O-Wisp
- Defog
- Recover

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Stealth Rock
- Earthquake
- Roost
- Toxic

Palkia @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Surf
- Rest
- Toxic
- Sleep Talk

A litte more unorthodox, nevertheless efficient core I've been using quite a bit. With three mons that don't mind Toxic and 2 that don't mind burns, this combination will fare pretty well against stall for a balanced core. It checks most threats in the metagame quite well: Kyogre, Ho-oh, grounds, Xerneas are all pretty easy to handle. Arceus-Normal, Yveltal and especially Mewtwo are way more troublesoem so stuff like defensive Yveltal, scarf Xerneas and Sableye are all pretty good additions to this.

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Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 SDef / 248 HP / 8 Spd
Calm Nature
- Scald
- Rest
- Sleep Talk
- Roar

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spd
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
- Spikes
- Toxic
- Leech Seed
- Gyro Ball

This can be seen as an alternative to the Klefki core above, but it has some interesting perks on its own- Kyogre having roar to abuse spikes being one of them. With double specially defensive walls, even HP Fire Xerneas can be managed. Keep in mind to play smart vs any Xerneas variant as you lack the insurance that Klefki can bring. Ferrothorn and Lando-T makes the core Zekrom-proof while Kyogre adds an efficient status sponge and Darkrai check. Problematic for this core is Ho-oh, Yveltal overloading tactics, gen5 Palkia as well as mixed MMX so a bulky Arceus handling a few of these is rather nice. Shed Shell Blissey can also help somewhat if you choose to rearrange the Kyogre set a bit.

klefki.gif landorus-therian.gif palkia.gif
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SDef
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Spikes

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spd
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Palkia @ Leftovers
Ability: Pressure
EVs: 52 HP / 204 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Toxic
- Rest
- Hydro Pump
- Spacial Rend

Klefki is an interesting mon, and as we all know it does a great job of checking offensive Xerneas variants. The core is pretty straightforward, and handles most of the metagame which is very cool. Among stuff it needs is a better E-killer check and a way to break stall quickly. A defog Arceus like Grass+cleric will prove to be very bad match up for this core alone, so Mega-Gengar becomes a natural good partner (hence why I prefer U-turn on Landorous-T) as it has a fast taunt and can hopefully remove the defog Arceus troubling you. Having this dedicated Xerneas check gives you a little more freedom in building the rest of the team- suddenly Xerneas prone mons like Arceus-Dark and Sableye are nice options you can use with little trouble!

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Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 240 Def / 16 Spd
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Roar

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 252 HP / 140 Atk / 40 SDef / 76 Spd
Adamant Nature
- Sacred Fire
- Brave Bird
- Thunder Wave
- Roost

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 56 Spd / 200 SDef / 252 HP
Calm Nature
- Judgment
- Will-O-Wisp
- Recover
- Defog
Everyone knows how powerful Life Orb Ho-oh is when there no rocks on the field. While this is a pretty old school type of core that gets a lot of shit for no reason nowadays, I honestly think that just like any core it will have its good and bad match ups: the good being most balance and even offense while the bad is Shadow Tag and stall. Blaziken is a nice partner on any sun offense, it doubles up on the physical side with Ho-oh to blow massive holes in the opposition.

Arceus-Water can be replaced by Palkia, but I prefer having the most optimal sun defoger possible, most others have very detrimental weaknesses.
 

Attachments

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(Offensive Core: The Land of Key Reign)

Landorus-T @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge


Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Toxic
- Play Rough
- Thunder Wave
- Spikes

Overall, this is a pretty sweet hazard core to work with on a good amount of team archetypes. Landorus-T keeps up the momentum, lays SR and can soften up physical attackers (aside from having a Ground immunity), and Keys can lay Spikes, be a panic button, and check Defoggers and Xerneas all at the same time. The severe weaknesses of the core are covered by each other, aside from Water (Landorus-T) and Fire (Klefki), making this blanket check core have a good amount of synergy involved. The idea is to lay SR with Lando and U-turn into Keys as a Defogger comes in to thwart Lando's plans, only for Klefki to cripple them with Toxic and can let the two freely set hazards at a later date.

Ho-Oh doesn't let the two switch in without drawbacks, and Sacred Fire is very troublesome despite the two having Stone Edge, Stealth Rock, and Toxic. Kyogre is also extremely dangerous, particularly Specially Defensive variants, as Klefki cannot cripple with status unlike Scarf or Specs variants and Landorus-T can't switch in at all because of Scald's power in rain. Extreme Killer Arceus is also not fully checked, and can deal some large damage to Landorus-T even after an Intimidate debuff since Lando does not have defensive investment.

Sweepers such as Extreme Killer Arceus and Geomancy Xerneas absolutely love having these hazards up and the momentum of U-turn on their side, and with the resid can sweep earlier than anticipated. Scarf Zekrom can add an additional Ho-Oh and Kyogre check and the utility of Volt Switch can make the core even more deadly to hazard removers. Palkia also can serve as a solid Kyogre check and can provide an extra Toxic user and can patch up the remaining type weaknesses of the core, though it cannot always defeat Ho-Oh. Physically Defensive Yveltal or Ghost Arceus can hard check Extreme Killer Arceus and can retaliate against physical sweeprs that offensive Lando-T's can't handle solidly (EKiller comes to mind).
 
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Iron Head
- Shadow Sneak
- Toxic
- King's Shield

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 136 Def / 120 HP
Adamant Nature
- Shadow Sneak
- Outrage
- Will-O-Wisp
- Defog

Yveltal @ Assault Vest
Ability: Dark Aura
EVs: 252 SAtk / 96 HP / 160 SDef
Quiet Nature
- Dark Pulse
- Oblivion Wing
- Rock Slide
- Sucker Punch

Yveltal destroys things and with assault vest + oblivion wing can wall a lot of the strongest special attackers (including mega Gengar, offensive Yveltal, Darkrai, Palkia, etc), but is set up bait for Xerneas. That's where Aegislash comes in. Yveltal also likes rocks and Ekiller gone, so Giratina-O is there to save the day with defog and will-o-wisp. The two ghosts can't be trapped by mega Gengar and AV Yveltal wrecks Gengar's face, so your core will stay intact as long as you play smart. Everything in this core has priority, which is really awesome. Another advantage is that you get your defog support from something other than Arceus, which means you can use Arceus as a sweeper (sup ekiller/arc ghost).

Kyogre is kind of annoying to this core. With priority they can pick off weakened Ogres or at least weaken his water spout, but it's still good to have a switch in so you can keep your main guys fresh. Palkia and Dialga both work great for this. Toxic + foul play Yveltal can hurt you, but you usually only see those fuckers on defensive teams, so you will know not to switch your Ybird into their Ybird if it's a stall team. Ho-oh is also pretty annoying if you use the spreads I used, so get rocks up early and maybe add another mon that can bait Ho-oh with a rock move. Feel free to use a Hasty nature and even add some speed to Yveltal so you can outrun the bird and hit him with rock slide before he hits you.
 
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I'm in a giving mood tonight so here's another. Note: do not use these 3 on the same team as the above 3, they don't complement each other well:

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- V-create
- ExtremeSpeed
- Dragon Claw
- Draco Meteor

Genesect @ Choice Band
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- U-turn
- Iron Head
- ExtremeSpeed
- Ice Beam / Explosion

Arceus @ Silk Scarf
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- ExtremeSpeed
- Earthquake
- Shadow Claw
- Swords Dance

Speed means nothing when the 3 strongest extreme speed users are put together. Offensive teams crumble, and even defensive teams have a hard time withstanding attacks from these monsters. Ray is the wall breaker, Arceus is the sweeper, and Gene does a bit of both; as long as you make sure to get him a physical download boost, Gene has the strongest extreme speed of the 3 and his iron head is almost at the level of Ray's v-create. You can revenge kill anything with the ridiculous priority seen here, and you can outrun other common priority users thanks to extreme speed moving before sucker punch and shadow sneak.

Everything that's physically defensive can beat these 3 one on one. In particular, physically defensive Yveltal, Ho-oh and Lugia are impossible to break from full health, so wear them down by having rocks up and at least one strong special attacker that you can u-turn into. Physically defensive Kyogre is hard to beat as well, but those don't really exist in the meta right now so don't worry too much about that. Groudon can possibly give you trouble, but he's easy to lure out with Ray and then you hit him with a draco meteor. Aegislash and Heatran lose to Arceus but if they get a free switch in on the others that's not good; Genesect can't touch them at all and king's shield can ruin Ray's attempts at getting through Aegis with v-create. Fast support Arceus forms (rock in particular, since he resists extreme speed) are going to threaten these 3 with will-o-wisp, so have a status absorber ready.
 

Disaster Area

formerly Piexplode
My favourite Defensive duo

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Spd
Careful Nature
- Pursuit
- Payback
- Low Kick
- Stealth Rock / Stone Edge

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Roost
- Brave Bird
- Sacred Fire
- Toxic / Substitute / Whirlwind

Okay so I really like this core cos it handles Mewtwo and Ho-oh really nicely, as well as providing you a couple of options for leads which is always nice on stall. It also provides a nice check to GeoXern although it doesn't cover that weakness thoroughly. Tyranitar also gives you a little more lee-way into using more gengar-weak mons; clerics in particular have significant issues with that. Tyranitar is an average yveltal check too, and without rocks up ho-oh generally walls a lot of things, and can also work to tear apart the opposing team. No stall 'core' is going to sufficiently stop every threat in the meta, and it is noticably weak to palkia and kyogre, and you need hazard control, and control for zekrom and blaziken, but I generally consider this pair of pokemon a core that I just love using on stall as it covers so much so easily and compresses a lot of roles. Obviously ho-oh gives you stealth rock weakness, but it's only rarely I find a stall build doesn't merit having it. So that's my contribution to this.
 
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Disaster Area

formerly Piexplode
I tried whirlwind and found myself missing substitute. Toxic is good though. edited the above post.

Sub can work nicely vs offensive teams as it allows u to play around certain predictable switches with a low-ish cost of misprediction, but toxic is a stronger matchup versus less-offensive builds, although a lot of the time you might use it to try and catch burns on stuff. Actually, thinking about it, toxic on it is really nice for opposing ho-ohs, but generally u need more speed creep..
 
Defensive Core

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- Wish
- Protect
- Iron Head
- Thunder Wave

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 224 HP / 100 Def / 184 Spd
Jolly Nature
- Foul Play
- Roost
- Taunt
- Toxic

Palkia @ Leftovers
Ability: Pressure
EVs: 248 HP / 84 SDef / 176 Spd
Calm Nature
- Toxic
- Rest
- Sleep Talk
- Spacial Rend / Surf

This core functions around Toxic + Wish stalling between three synergetic pokémon who between the three of them can check/counter three massive Uber threats. Jirachi is the center of the core providing strong Wishes for both Palkia and Yveltal on a switch in. Thunder Wave is there mostly for the purpose of stopping GeoXern leaving it open to revenge killing from a team mate or a death by Iron Head. Protect is for scouting and definite Wish healing. Yveltal appreciates being able to switch in on Rocks and regain his HP. Functioning as the Defensive check for the core he can successfully come in and kill off large threats such as Ho-Oh, EKiller, Landorus, and others with Foul Play. Toxic is there to provide residual damage through WishStalling. Roost is Yveltal's own form of healing so that he is not entirely Wish dependent. Taunt works well against Support mons and Walls. Palkia provides a much needed counter to Kyogre, also being able to Toxic and RestTalk stall. Spacial Rend or Surf is used in case of Taunt, or to finish off an opponent.

Mega-Blaziken: Mega Chicken is able to Low Kick / Flare Blitz it's way to victory through these three mons. Yveltal cannot safely switch in, requiring a sack to bring it in which just wears down the TriCore.

Mega-Lucario: Mega Luke is a strong bastard, capable of destroying all three of these mons with Close Combat (although Yveltal may survive one CC[Too lazy to calc]).

SubGeoXern: SubGeo Xerneas can evade Jirachi's Thunder Wave allowing it to wear down Jirachi and then sweep through Palkia and Yveltal with ease.


Teammates who appreciate this core would be a vast majority of sweepers who have trouble dealing with threats, or revenge killers who like to come in and clean up once the core has eaten away at the opponent's team. An additional option would be using wall breakers such as MMX or Zekrom to break down opposing walls and leave this core able to wall the opponent's team completely.
 
Sorry I'm too fucking lazy but
Offensive Core
Thundurus I
Dialga
Kyogre

Abuse T-wave/Thunder spam
I advise to use the manliest Specsogre to abuse that para, especially with SR support from Dialga.
 

haxiom

God's not dead.
is a Top Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Sorry for necroing but...

Offensive Core:

Ho-Oh @ Choice Band*
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 76 Atk / 248 SAtk / 184 Spd
Rash Nature
- Moonblast
- Megahorn
- Focus Blast
- Rock Slide

This is a solid offensive core that aims to break down an opposing team with Banded Ho-Oh in order to potentially open up a late game clean for Scarf Xerneas. A lot of Xerneas's common checks, such as Scizor and Aegislash, give Ho-Oh a ton of free switches, so Xerneas can be used to force in a counter, then switch to Ho-Oh and abuse the free turn. This is especially nice since it gives Ho-Oh a lot of opportunities to burn its checks, such as Landorus-Therian, and crippling them for the remainder of the match. Ideally, Ho-Oh will eventually overwhelm the opposing team with its staying power and brute force, allowing for Xerneas to clean up the remaining mess with a very spammable move in Moonblast.

This core may have a lot of offensive potency, but it is quite lackluster in terms of defensive synergy and there are many threats to this core. Common threats, like Extreme Killer Arceus, Kyogre, Ho-Oh, Zekrom, and Mewtwo are all quite threatening to this core. However, it should be noted that while this core struggles to switch in to the aforementioned checks, Xerneas has the ability to revenge the majority of them. Ho-Oh can check a lot of stuff, but if rocks are up there are some additional threats, such as Xerneas.

As for good partners, some switch-ins to the above checks tend to help the core defensively. Sun support is always nice, and Groudon is a great partner since it not only provides sun so that Ho-Oh can spam sun-boosted Sacred Fires, but it also can switch in to Zekrom and phaze Extreme Killer Arceus. Also, the core is ironically weak to opposing Ho-Oh because it is one of the few pokemon that can switch in to Xerneas's Moonblast easily and threaten back, while Ho-Oh cannot check itself naturally. This is somewhat alleviated with a prediction using Rock Slide, but it is still useful to have a Ho-Oh switch in. Of course, Ho-Oh greatly appreciates defog support as well. Support Arceus-Rock can provide a switch-in to Ho-Oh and a defogger, while also checking Extreme Killer Arceus which is nice. Entry hazard support is useful since the pokemon in this core are firing off unboosted attacks, so it may help achieve some KOs, but this is true for most cores anyways.

*Note that Jolly CB Ho-Oh is also good, give me some feedback here as to which is a better fit
 

Inspirited

There is usually higher ground.
is a Contributor Alumnus
Here is one you should all know well:

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest nature
- Dark Pulse
- Oblivion Wing
- U-Turn
- Hurricane


Mega Gengar @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Sludge Bomb
- Focus Blast
- Destiny Bond

The idea behind this offensive core is bring out Fairy-type Pokemon with Yveltal and U-Turn to have Gengar trap and KO them. Once these Fairy-types are gone, Yveltal can start going to town on most teams while Gengar usually lives the encounter with the Fairy making useful fodder, or allowing it to pick up another KO with Destiny Bond. Gengar can also help Yveltal take down a Tyranitar, either with a destiny trade with Mega Tyranitar, or with Focus Blast since U-Turn and Focus blast will always KO base Tyranitar after Rocks.

Mega Tyranitar + Fairy messes with this core pretty bad since Gengar has to play carefully in order to not get Pursuit trapped before it can take out the targeted fairy. Dark Arceus and a Fairy-type mess this core up in a similar fashion only it will begin to set up as Gengar is forced out. It s advised that a strong Fighting-type Pokemon be used with this core in order to help against these annoying Dark-types.
 
Took the sets from my teambuilder so EVs are a bit team specific, but what the hell since no one actually posted any "good" cores except the painfully obvious Klefki+Lando-T (which isn't a core, Palkia completes that, however).

Groudon+Ho-oh+Arceus-Water (Palkia)
Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 240 Def / 16 Spd
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Roar

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 252 HP / 140 Atk / 40 SDef / 76 Spd
Adamant Nature
- Sacred Fire
- Brave Bird
- Thunder Wave
- Roost

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 56 Spd / 200 SDef / 252 HP
Calm Nature
- Judgment
- Will-O-Wisp
- Recover
- Defog

Everyone knows how powerful Life Orb Ho-oh is when there no rocks on the field. While this is a pretty old school type of core that gets a lot of shit for no reason nowadays, I honestly think that just like any core it will have its good and bad match ups: the good being most balance and even offense while the bad is Shadow Tag and stall. Blaziken is a nice partner on any sun offense, it doubles up on the physical side with Ho-oh to blow massive holes in the opposition.

Arceus-Water can be replaced by Palkia, but I prefer having the most optimal sun defoger possible, most others have very detrimental weaknesses.

Klefki+Landorous-T+Palkia
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SDef
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Spikes

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spd
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Palkia @ Leftovers
Ability: Pressure
EVs: 52 HP / 204 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Toxic
- Rest
- Hydro Pump
- Spacial Rend

Klefki is an interesting mon, and as we all know it does a great job of checking offensive Xerneas variants. The core is pretty straightforward, and handles most of the metagame which is very cool. Among stuff it needs is a better E-killer check and a way to break stall quickly. A defog Arceus like Grass+cleric will prove to be very bad match up for this core alone, so Mega-Gengar becomes a natural good partner (hence why I prefer U-turn on Landorous-T) as it has a fast taunt and can hopefully remove the defog Arceus troubling you. Having this dedicated Xerneas check gives you a little more freedom in building the rest of the team- suddenly Xerneas prone mons like Arceus-Dark and Sableye are nice options you can use with little trouble!

Kyogre+Landorous-T+Ferrothorn
Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 SDef / 248 HP / 8 Spd
Calm Nature
- Scald
- Rest
- Sleep Talk
- Roar

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spd
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
- Spikes
- Toxic
- Leech Seed
- Gyro Ball

This can be seen as an alternative to the Klefki core above, but it has some interesting perks on its own- Kyogre having roar to abuse spikes being one of them. With double specially defensive walls, even HP Fire Xerneas can be managed. Keep in mind to play smart vs any Xerneas variant as you lack the insurance that Klefki can bring. Ferrothorn and Lando-T makes the core Zekrom-proof while Kyogre adds an efficient status sponge and Darkrai check. Problematic for this core is Ho-oh, Yveltal overloading tactics, gen5 Palkia as well as mixed MMX so a bulky Arceus handling a few of these is rather nice. Shed Shell Blissey can also help somewhat if you choose to rearrange the Kyogre set a bit.

Arceus-Poison+Gliscor+Palkia
Arceus-Poison @ Toxic Plate
Ability: Multitype
EVs: 248 HP / 116 Def / 48 SDef / 96 Spd
Jolly Nature
- Poison Jab
- Will-O-Wisp
- Defog
- Recover

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Stealth Rock
- Earthquake
- Roost
- Toxic

Palkia @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Surf
- Rest
- Toxic
- Sleep Talk

A litte more unorthodox, nevertheless efficient core I've been using quite a bit. With three mons that don't mind Toxic and 2 that don't mind burns, this combination will fare pretty well against stall for a balanced core. It checks most threats in the metagame quite well: Kyogre, Ho-oh, grounds, Xerneas are all pretty easy to handle. Arceus-Normal, Yveltal and especially Mewtwo are way more troublesoem so stuff like defensive Yveltal, scarf Xerneas and Sableye are all pretty good additions to this.

Yveltal+Gengar
Yveltal @ Black Glasses
Ability: Dark Aura
EVs: 68 Atk / 252 SAtk / 4 SDef / 184 Spd
Mild Nature
- U-turn
- Dark Pulse
- Oblivion Wing
- Sucker Punch

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Taunt
- Destiny Bond
- Sludge Bomb
- Focus Blast

While some above poster mentioned this core, it unfortunately had the extremely shit scarf Yveltal in it. The key to trap turns efficiency is that it requires less prediction than when using a choiced U-turner. The way Gengar removes bulky fairys for the game is a nightmare to stall. However, it can be tricky going up against a solid Pursuit user like TTar, who you have to hit on the switch in with Focus Blast (if you run it).


Sylveon+Lugia+Arceus-Grass
Sylveon (M) @ Leftovers
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Wish
- Protect
- Heal Bell
- Hyper Voice

Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 228 Def / 32 Spd
Bold Nature
- Toxic
- Roost
- Substitute
- Whirlwind

Arceus-Grass @ Meadow Plate
Ability: Multitype
EVs: 252 HP / 144 SDef / 112 Spd
Timid Nature
- Judgment
- Recover
- Defog
- Will-O-Wisp

Realistically a pursuit Scizor or something similar must be used to support this core. I'd still dub it a core as when given the correct support, it walls a bunch of different threats courtesy of the ever so amazing Lugia when supported by Defog and Heal Bell is just a beast. A ground type like Lando-T is also useful for taking on Zekrom much easier, and Kyogre's rain can give a nice boost to a potential sdef addition Scizor when checking HP Fire Gengar and Xerneas.


Deoxys-S+Groudon+Xerneas
Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Reflect
- Light Screen
- Taunt

Groudon @ Lum Berry
Ability: Drought
EVs: 120 HP / 252 Atk / 136 Spd
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 104 HP / 28 Def / 252 SAtk / 124 Spd
Modest Nature
- Geomancy
- Moonblast
- Psyshock
- Hidden Power [Fire]

A pretty standard screen offense combination, which is effective especially vs other HO that you manage to get those screens up against. Both Groudon and Xerneas are appreciating the screen support, they are also practically impossible to Defog on. Extremekiller Arceus comes to mind as a mon that pairs up with Groudon well, so it's defintely a welcome addition. Other partners incude the following: Wobbufett can provide further set up opportunities and safeguard, Gengar can remove an annoying wall, and Lucario/Rayquaza can serve as alternative priority users to soft check Xerneas with.

Have fun!
 
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This is a similar setup as Hack's first core, but instead of operating offensively it aims to check as many common threats as possible.

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 152 Def / 108 Spd
Timid Nature
- Judgment
- Recover
- Will-O-Wisp
- Roar / Defog

Palkia @ Assault Vest
Ability: Pressure
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature
- Spacial Rend
- Fire Blast
- Hydro Pump
- Thunder

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 128 HP / 216 Atk / 164 SDef
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Between these three, a lot of dangerous threats are covered. Notably, Arceus-Rock can cover Extremekiller Arceus, Ho-oh, and Rayquaza to some extent. Palkia covers Kyogre and other Water-Types, and Ho-oh can take down Xerneas (w/o rocks), Mega Blaze, Darkrai, Dialga, Scizor, and others. Obviously it needs support to function, but it works well to glue tanky teams together. The reason that this core is able to function at the level of success that it does is that it is able to handle physical attackers by spreading burn with Ho-oh and Arceus-Rock, and any special attackers that can be switched into with a member of this cocre are opportunities to make use of the fact that both Palkia and Ho-oh have significant offensive presence and can put a dent in just about anything. That being said, powerful mixed attackers like Mewtwo and give this setup significant problems; be sure to prepare for them if you use it.
 

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock / Protect


Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Dragon Tail
- Shadow Sneak
- Will-O-Wisp
- Toxic

This worked better in BW since Steel types resisted Dark/Ghost e.e

This is a fun defensive core to use, Heatran is an amazing Pokemon defensively with 91 / 108 / 108 stats, and it makes a great check to Xerneas that don't carry Focus Blast. Lava Plume hits hard for a defensive Pokemon, and makes Pokemon like Groudon think twice before switching in as it deals about 50% under sun and even more with the possible burn. Toxic is a great utility move and pairs well with Lava Plume. Toxic is especially useful for crippling switch ins like Kyogre or Palkia. Protect is very useful on Heatran allowing him to scout Choice Kyogre and create 50/50 situations with things that threaten him.

Giratina-O covers up every weakness that Heatran has, Water, Ground (Levitate), and Fighting. Dragon Tail and Shadow Sneak are weak, but nice STAB moves the former shuffling around mons and the latter revenging weakened mons like Mewtwo or Kyogre. Dual status is really useful, Will-O-Wisp is primarily for physical mons who think they can set up on Giratina, and Toxic cripples a lot of thing but I usually use it for switchins (Xerneas and Yveltal 99% of the time). Actually the only reason I had Toxic over the more common Defog is because I already had a defogger on the team. As Giratina-O has no form of recovery, it's really prone to status. Heatran helps this by absorbing burns and poison. It's also a full stop to Double Dance Groudon who can sweep teams if unprepared.

Looking at this you probably see Palkia as an obvious threat. Sylveon or Xerneas is necessary to assist this core, but I didn't bother to put it here since it doesn't really assist the core besides checking Palkia (and Giratina appreciates the Wish support from Sylveon I guess). The core also works well with hazard stacking, as both are bulky phazers and status users, which is a great way to rack up passive damage
 
It's also a full stop to Double Dance Groudon
+2 252+ Atk Groudon Stone Edge vs. 252 HP / 0 Def Giratina-O: 266-313 (52.7 - 62.1%) -- guaranteed 2HKO

+2 252+ Atk Life Orb Groudon Stone Edge vs. 252 HP / 0 Def Giratina-O: 346-407 (68.6 - 80.7%) -- guaranteed 2HKO

+2 252+ Atk Life Orb burned Groudon Stone Edge vs. 252 HP / 0 Def Giratina-O: 173-203 (34.3 - 40.2%) -- guaranteed 3HKO

You take a GIANT dent if you try to phaze it (like, enough that you won't be able to switch into it again) and if you try to burn it you're screwed regardless of whether it's carrying Lum or LO.
 
True, I guess I didn't think of it in a situation like that. All the DD Groudon I've faced went for the speed boost first.
 
This is a similar setup as Hack's first core, but instead of operating offensively it aims to check as many common threats as possible.

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 152 Def / 108 Spd
Timid Nature
- Judgment
- Recover
- Will-O-Wisp
- Roar / Defog

Palkia @ Assault Vest
Ability: Pressure
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature
- Spacial Rend
- Fire Blast
- Hydro Pump
- Thunder

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 128 HP / 216 Atk / 164 SDef
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Between these three, a lot of dangerous threats are covered. Notably, Arceus-Rock can cover Extremekiller Arceus, Ho-oh, and Rayquaza to some extent. Palkia covers Kyogre and other Water-Types, and Ho-oh can take down Xerneas (w/o rocks), Mega Blaze, Darkrai, Dialga, Scizor, and others. Obviously it needs support to function, but it works well to glue tanky teams together. The reason that this core is able to function at the level of success that it does is that it is able to handle physical attackers by spreading burn with Ho-oh and Arceus-Rock, and any special attackers that can be switched into with a member of this cocre are opportunities to make use of the fact that both Palkia and Ho-oh have significant offensive presence and can put a dent in just about anything. That being said, powerful mixed attackers like Mewtwo and give this setup significant problems; be sure to prepare for them if you use it.
If I'd dig up the state of my teambuilder about 8 months ago, i'd probably find a team using this core. Don't wanna be hard on you but this combination of mons is very outdated both reasons being sets being used (AV Palkia) and one mon that we thought was gonna be sooo great on sun offense (Arceus-Rock) when it really isn't. The combination itself leaves a Kyogre weakness that's especially noticable when Palkia can't recover its health via rest and that you will want to use Groudon too. It's going to be hard to compress 6 team slots that aren't having major weakness to big threats by electing to use Arceus-Rock and AV Palkia here. Not to mention how disgusting stall is going to beat you unless you elect to use a cleric- but those are often Gengar weak. The best thing I could come up with by still keeping this core would be something like Groudon/Ho-oh/Arceus-Rock/Palkia/shed Blissey/scarf- but even then you have big problems with grounds, fighting types, Psyshock Geomancy Xern among other things. And also, even though it looks like Arceus-Rock is a really good Ho-oh check, nothing really is and a simple Sacred Fire+burn will put enormous pressure on it as even LO Ho-oh often carries EQ.
 
looks like its time to update this thread, sorry ive been slacking lately. :[
EDIT- Finally Done.
 
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Is it really such a wise decision including all posted cores? Whoever is maintaining this thread should distinguish which cores aren't really cores and stuff that isn't really viable (ass vest yveltal core is lol, ho-oh+ttar isn't a core without a third member, giratina-o+heatran isn't effective at all). I can provide reasoning if necessary. The bottom line is maintaining this thread needs a certain knowledge of the meta as well. If you can't differentiate between a good, a bad and an incomplete core then i suggest you ask experienced enough players for their input.
 
Yeah, you're right. I should probably think about how effective a core is before I put it in the thread. (at least I didnt put that espeeders one in there :P)
 


So, a combination that I like on more defensive builds is Stalltwo + Rock Arceus. The idea is pretty simple -- Mewtwo covers a lot of powerful attackers with Will-O-Wisp + Taunt, while Arceus covers things like Ho-Oh and Yveltal that give Mewtwo trouble. Specially defensive Kyogre is a great addition to these two, as it covers things like Darkrai and Ghost Arceus well. It also brings rain, which lets Mewtwo check Blaziken. A few examples of good teammates for these Pokemon are Blissey, which can provide cleric support and handle Lustrous Orb Palkia nicely, Ferrothorn, which can set up Stealth Rock and deal with Zekrom in particular, and defensive Yveltal, which helps out against Pokemon like offensive Groudon and Normal Arceus.

Examples of usual sets:

Mewtwo @ Leftovers / Mewtwonite Y
Ability: Unnerve
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Taunt
- Will-O-Wisp
- Recover

Arceus @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Recover
- Will-O-Wisp

Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
 

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