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This is a pretty solid core for offensive teams thanks to the very solid offensive synergy that these Pokemon have. First up, NP Mega Houndoom is an extremely underrated threat in the meta. With its high Special Attack & Speed, coupled with dual STAB's turn it into a fearsome sweeper. Up next we have CB Azumarill, who's excellent typing makes it a top tier threat. Azumarill helps out Mega Houndoom by taking out Mega Diancie, Tyranitar, Chansey, and Fighting types, especially Keldeo. In return, Megadoom can roast the Steel types that plague Azumarill, most notably Mega Metagross, Mega Scizor, and Skarmory. Garchomp rounds out the core by providing Stealth Rock support and checking powerful physical threats to the core, most notably Talonflame and Mega Lopunny.
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Will-O-Wisp / Taunt
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower / Knock Off
A defensive core that focus on support Azumarril, Heatran help to check the steel type that Azu hates like bisharp (Although Dark stab does a ton), Ferrothorn, Scizor, etc and venusaur ofc, also with this set allow to trap bulky waters. Lando-T is the pivot of the core u-turning out and have free switch ins to Azu, also provide SR support to secure some HKO and is the ground immunity, and last Azu help checking Keldeo because as you can see is a huge problem for the core. Some detail of sets: Heatran max speed to check max speed scizor as well burn Bisharp, Azumarril had PuP to make it a win con late game with enough speed to outspeed Clef, and last Enough speed on lando-t to outpace Adamant Bish as a backup check is able to survive a +1 Sucker.
Heatran @ Power Herb
Ability: Flash Fire
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
- Solar Beam
- Magma Storm
- Will-O-Wisp / Flash Cannon
- Earth Power
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 144 HP / 252 Atk / 16 SpD / 96 Spe
Adamant Nature
- Power-Up Punch
- Waterfall
- Aqua Jet
- Play Rough
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 144 Def / 8 SpD / 104 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
PD: You should link the winner cores in the hall of fame, this way people can see the description of the core and sets.
hello this core is very funny, Camerupt helps against mega Manectric, azu thanks to BD return eliminates venu easily if dying Camerupt, chomp helps against Excadrill, Bisharp and charizard y mainly, good evening: D
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 HP
- Aqua Jet
- Return
- Play Rough
- Belly Drum
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Tail
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp
Hey so I mainly lurk but when I saw the latest types I wanted to share one of my favourite cores :)
CharX is an absolute monster and possibly the best pokemon in OU right now and this core is based around supporting a sweep both offensively and defensively.
Defensively, Excadrill makes a fantastic partner for CharX as it reliably removes rocks and resists 2 of CharX's 3 weaknesses - rock and dragon - so give Exca the air balloon and they have perfect defensive synergy. Then Azumarill comes in - Azu resists fire, water and fighting for Excadrill and in turn Exca is immune to poison and electric for Azu while CharX resists grass, meaning between the three of them there are no weaknesses that aren't resisted by another. [edit: in fact ghost is the ONLY unresisted type by this core] Between them they also have immunity to wil-o, toxic, and t-wave.
Offensively, they all break each others' checks and counters. Choice band Azu is a scary wallbreaker which can punch holes early game and kill or weaken bulky mons such as Slowbro, rock and ground types as well as faster dragons to clear the way for a CharX sweep, or CharX can weaken grass types such as Amoongus and M-Venu for Azu to clean. Similarly, in addition to removing rocks, Exca can check electrics for Azu, or Heatran and fairy types for CharX.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Jolly is chosen over Adamant on CharX to outspeed scarf Lando-T after one DD which is really common RN. Air balloon on Exca can be replaced by scarf if the rest of the team isn't bothered by grounds, making him a good revenge killer too, or mold breaker can be changed for sand rush if paired with Ttar or Hippo - sandstorm also helps wear down bulky mons for Azu or CharX. 204 speed on Azu is to get the jump on other Azus which trouble the core otherwise. Knock off over superpower as CharX deals with Ferro easily and knock off helps vs Slowbro plus just good general utility.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Earth Power
- Stone Edge
This core is meant to support a Mega-Altaria sweep by weakening her counters with some surprise sets. Life Orb Garchomp is meant to weaken the physically defensive Pokemon that like to switch into Altaria so that it can set up and sweep late game. The duo is pretty weak to the likes of Weavile and Mega Diancie (or any fast attacker with Fairy or Ice coverage) so I added scarf Heatran to combat those threats and to better check Talonflame, Clefable and Scizor.
Partners who can take on Sand Offense are greatly appreciated.
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up / Swords Dance
- Will-O-Wisp
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Excadrill (M) @ Leftovers
Ability: Mold Breaker
EVs: 224 HP / 32 Atk / 212 SpD / 40 Spe
Careful Nature
- Toxic / Stealth Rock
- Earthquake
- Iron Head
- Rapid Spin
The terrible, adaptable trio. Individually, their roles are pretty obvious. Excadrill acts as hazard control, removing Rocks and the like while also possibly setting them for you (through Magic Bounce, I might add). Clefable is the physically defensive backbone to a team, healing things with Wish, like Excadrill who shares particular synergy, and healing status moves thrown about. Talonflame is the general cleanup crew, sweeper, and secondary special defensive backbone for some things Excadrill can't handle, like Ground-, Fire-, and Fighting-type attacks. Excadrill and Talonflame together form a potent anti-fairy core, particularly against those that scream like Gardevoir and Special M-Altaria. Talonflame also can get rid of a few things that Clefable can't handle by itself, like Scizor, M-Pinsir, and Hoopa-U to name a few. It also spreads burns everywhere, essentially making Clefable and Excadrill all the bulkier.
The movesets for Talonflame and Clefable are not at all set in stone. Clefable in particular is perfectly able to run a Calm Mind set of either variety, a Stealth Rock setter, or any other slippery idea you can think of. With a crazy move like Focus Blast, you can become a fantastic Heatran lure to further Talon's sweep, and take some of the pressure off of Excadrill to remove Heatran. A Magic Guard set goes a long way at halting Rotom-W as well, who is another stop to Talon. Without Wish, though, Excadrill will only have Leftovers to heal itself with, so be wary.
Talonflame can run this model of Specially Defensive attacker, the Swords Dance Specially Defensive set, or the Bulky Swords Dance (248 HP / 252 Atk / 8 Spe) version to apply more pressure faster and act less like a wall.
Teammates include things that hate Fairies (M-Sableye, M-Gallade, Dragon-types in general), things that hate hazards (like the already present Talonflame, Gyarados, and things that switch a lot), and generally more offensive partners to make up for the relative passiveness of Excadrill and Clefable.
ps: Excadrill's spread is to hit a Leftovers number, outspeed 44 Spe Rotom-W to smack them with EQ, and to ensure the 2HKO on a Defensive Clefable that's had it's Leftovers Knocked Off. I used this core with a Sableye, so opposing Clef often were without their Leftovers.
Basic premise of this core is Volcarona + Azumarill, with Azumarill supporting Volcarona by removing a lot of its checks and counters such as Keldeo, Latios, Latias, Heatran, Tornadus-T, Dragonite, Mega Diancie, Mega Charizard X, Mega Altaria, Garchomp, and Chansey, and Volcarona removing the likes of Slowbro, Bronzong, Ferrothorn, Celebi, and Breloom. However, Volcarona and Azumarill struggles against Talonflame and enjoy having Stealth Rock support to whittle switch-ins, and that's where Garchomp, specifically defensive Garchomp, comes in. It also beats the likes of Mega Charizard Y, Mega Metagross, and Heatran more easily. However the core struggles against Dragon Dance Mega Altaria, and has no entry hazard control for Volcarona. Azumarill can run either Assault Vest to switch into the likes of Keldeo, Mega Altaria, and Heatran more easily, while Choice Band provides more wallbreaking power, especially in tandem with Aqua Jet to revenge kill the likes of Heatran and Talonflame.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower OR
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail / Stone Edge
- Fire Blast / Stone Edge
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance
Talonflame and Mega Gardevoir forms a nice Offensive core as both Pokemon applies pressure on each other's checks; for instance, Talonflame pressures Bisharp, Mega Scizor and Skarmory while Mega Gardevoir deals huge amount of damage to Tank Chomp, Slowbro and Hippowdon. Excadrill is added to the core to help revenge kill troublesome Pokemon such as +1 Mega Charizard-X, Mega Diancie, opposing Talonflame and fast Electric-types. It can also provide Rapid Spin support for Talonflame while getting rid of annoying Heatran and Magnezone.
Will post explanation later
Edit Explanation comin thru
Now u may think this core is preeety obvious but it isnt. This terrible trio of mons is so epic well, you know see 4 urself . Tall flame beats all steel types apart from Heatran which doesn't carry flash cannon lots of the time . The eQ on malt and exca both Ohko iirc anyway. Malt has to sweep most of the time. So send something to weaken its checks before letting it destroy everything. Also this could work as an excadrill sweep if you set up on a tyranitar sandstorm and set up with an optional sd . Talon flame can also sweep to so this team is really versatile taking advantage of most situations in PS!.
One sad thing is that they are all physical attackers so they get walled by physical tanks . If running swords dance on exca it's recommended to have a spinner/defogger so something like Starmie would be appreciated. Unfortunately we need another Heatran check so a fighting type would be heavily recommended. I think I'm rambling so I'm going to stop