NU Combinations V2

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Hello Nu community! Incon here to present to you the updated version of Raseri's NU combination thread. After the release of B2W2, I thought it would be a good idea to start this thread up again, since there have been many new toys to play with in the tier. The main purpose of this thread is to discuss popular and effective partners for key Pokemon, as well as help new members with team building in Nu, as well as discuss the effectiveness of cores that have already been posted.

A core consists of 2-3 pokemon that work well together through defense, offense, both, or through other ways to counter most of the metagame. This makes having a solid core one of the most important parts of team building. There are four different types of cores and they are as follows:

Defensive: This core consists of 2-3 Pokemon that compliment each other defensively. They are designed to counter a wide range of threats through bulk and synergy, while taking resisted and neutral hits with relative ease.

Offensive: This core is made up of Pokemon that have great coverage and power so that they can take out a wide range of threats in the tier.

Mixed: This core consists of pokemon that synergize well both offensively and defensively. For this type, you may have two walls and one offensive mon that all have great synergy and work well together.

Other: This includes Pokemon who work together in other ways. Like a toxic spikes user and a substitute + calm mind sweeper. Or a spiker and a pokemon with a lot of power but not enough to break through walls without spikes. Even a lure and a sweeper can count as a combinations.

Please remember that there is no such thing as a perfect core and just because there is a counter to your core doesnt mean it isnt a good one. Please include the type of core, your Pokemon's name, evs, nature, ability, and moves, as well as a brief description of how the cores works. I will compile all of the cores in the OP for easy access.
Ill start off the thread with one of my favorite cores that is also showing the format in which your cores should be posted.

Defensive Core:



Weezing @ Black Sludge
Trait: Levitate
Evs: 252hp/252Def/4SpAtk
Nature: Bold
-Pain Split
-Sludge Bomb
-Haze
-Will-O-Wisp



LickiLicky @ Leftovers
Trait: Own Tempo
Evs: 252Hp/252SpDef/4Atk
Nature: Careful
-Wish
-Protect
-Heal Bell
-Dragon Tail

After playing NU for about 6 months now, I have come to love the defensive core of Weezing and Lickilicky. Due to their great typing and synergy, this core boasts only two weaknesses. Weezing's great physical bulk allows him to tank any super effective fighting or neutral physical attacks aimed Lickilicky with ease, while Lickilicky is able to tank psychic and other neutral type special attacks aimed at Weezing. Both have a semi reliable form of recovery in pain split and wish, while the latter is able to be passed to Weezing for even more healing. Both carry a counter to set up sweepers in the form of haze and dragon tail, while Lickilicky carries Heal Bell to rid the team of any status. This has been one of the most succesful cores i have used and has had great success in my nu experience.


With all that said, have fun posting your favorite nu cores!



Defensive​
Alomomoonguss
Defensive Core: Alomomoonguss



Alomomola @ Leftovers / Shed Shell
Ability: Regenerator
EV's: 252 HP / 252 Def / 4 Spe
Nature: Bold
-Wish
-Protect
-Toxic
-Waterfall / Scald



Amoonguss @ Black Sludge / Shed Shell
Ability: Regenerator
EV's: 252 HP / 252 Def / 4 Spe
Nature: Bold
-Spore
-Giga Drain
-Clear Smog / Sludge Bomb
-Synthesis / Hidden Power Ice

This is quite possibly the most powerful (and most annoying) defensive core in the NU metagame. In a tier filled with heavy hitters, Alomomoonguss appears on the scene as one of the best answers to physical attackers that NU has to offer. Both Pokemon have very good bulk on the physical side, both have semi-reliable ways of recovering their HP (even without Leftovers), and both have quite possibly the best ability that a wall could hope for in Regenerator. Both Pokemon can easily tank stronger physical hits and retaliate with Toxic and Spore, respectively. Their typing allows them to take on plenty of common attacking types in the tier (Fighting, Rock, and Water are notable). Alomomola's standard Wish + Protect allows for easy healing, but you can also just switch out to Amoonguss for both the Regenerator bonus and to keep a wall on your opponent's Pokemon. Wish+Protect+Toxic allows her to stall out anything that's not Poison-type or has Heal Bell. Amoonguss has the infamous Spore, allowing him to put potential counters to sleep. Other moves include Giga Drain for recovery and Clear Smog to stop boosting Pokemon such as Gurdurr (watch out for Ice Punch). With this kind of stall power, it is extremely hard to break through Alomomoonguss with most physical attackers.
Although it does look fairly intimidating, it's also not that difficult to defeat with either proper prediction or powerful special attacks. Both Rotom formes (and lol Jumpluff) have super effective STAB against this core, while Alomomoonguss is setup bait for things like SubSD Lickilicky and Klang. There are also powerful physical hitters such as Emboar and SD Zangoose that have the raw power to smash this core to pieces (although in Emboar's case it will lose the majority of its HP due to recoil). Gothitelle is also running rampant through the tier right now and it can easily destroy Alomomola and Amoonguss, so I've added Shed Shell as a viable item for both of them to hold (they're already recovering a fuck ton of HP anyways).



Alomomola + Duosion


Alomomola (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Waterfall
- Toxic
- Wish
- Protect


Duosion (F) @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Psychic
- Hidden Power [Fighting]
- Thunder Wave
- Recover

Simple, annoying and requires few skill to use.

We all know how alomomola is a boss at tanking nearly every unboosted physical move in NU, healing like it don't give a shit and team healing just as well. I paired it with an unusual special wall: Duosion. There are many psychic types with great sp.def and reliable recovery, and while duosion has inferior walling capacities to stuff like musharna, he has a nice niche in the form of magic guard. Before talking about magic guard, I want to note that bulky psychic types usualy invest in defense to tank fighting moves and many use CM to boost their other defence, but using psychics as special walls in NU is still a great option many people tend to neglect. With shadow ball being kind of weak, dark pulse and bug buzz being near unnexistant, Psychic types are extremly hard to wallbreak on the special side. Now duosion even has access to recover and magic guard. This means he will not only come in on special attacks aimed to alomomola but also toxic and leech seed. Access to thunder wave even makes some of the scariest special attackers much easier to take on. Even though Duosion can't take 2 ludicolo Surf's he can slow him down to a ridiculous level. T wave also helps duosion overcome his speed problems and let's him outspeed nearly everything for better use of recover. As if that wasn't enough, duosion's coverage is perfect to take care of what alomomola can't touch with toxic. Thanks to regenerator and magic guard, the core can wall pretty well even when facing spikes stacking teams.

The core still has it's weaknesses.

-Even though Duosion can usualy wall psychic types, he isn't doing much in return (especially when they have calm mind or synchronoize).

-While duosion hits hard enough not to be set up bait, alomomola is very weak and anything with sub that doesn't fear waterfall can use the oppurtunity to sweep your whole team.

-Volt switch is always annoying since duosion is not healing the damage taken when you double switch him (unlike alomomola).

-Duosion, the status absorber is not absorbing spore and doesn't appeciate paralysis too much.

-Duosion fears pursuit of course.

There are many possible teammates for ths core, Anyhting that takes on the listed threats will help the core give you victory. Prankster liepard for example can encore anything trying to set up on alomomola and take on some psychic types that duosion has trouble getting rid of. And just like every defensive core, hazards are appreciated (read cacturne).



AmoongiRock


Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Spore



Regirock @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef or 252 HP / 4 Atk / 252 SDef
Adamant Nature or Careful Nature
- Stealth Rock
- Stone Edge
- Drain Punch
- Ice Punch / Thunder Wave


This is a simple defensive core with good synergy that can also set up Stealth Rocks. Amoonguss and Regirock cover each other's weaknesses extremely well and check a large amount of threats such as Braviary, Gurdurr, Samurott, and Zangoose. It is ideal for balanced teams since both Pokemon can act as pivots against bulky threats and support the team with Spore or Thunder Wave. A team will rarely need any other dedicated wall with these two Pokemon around, which frees up space for bulky attackers such as Emboar and Skuntank. This core is extremely easy to use, so get out there and try it!

ps: its much cooler than alomomoonguss



Offensive​
Musharna + Gurdurr

Musharna @ Leftovers
Trait: Synchronize
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Moonlight
- Psychic / Stored Power
- Calm Mind
- Heal Bell / Signal Beam



Gurdurr @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Ice Punch / Payback

This core is soo good, it's amazing. Musharna is arguably the best Bulky Psychic in the tier, especially now that it has Heal Bell and Signal Beam. Musharna is bulky as fuck in both spectrum, and after +1 is hard to kill even with a crit. Usually, it hates poison. However, with Heal Bell, it doesn't really care as much as it used to. However, Musharna looses to any Dark-type (Absol can't switch into Signal Beam), which is where Gurdurr comes in. Gurdurr with eviolite is not only strong, but also really bulky. Ice Punch hits the #1 Ghost-type right now SE (Golurk) while also doing good damage to Haunter. Mach Punch is decently strong, and hits the fast and fragile sweepers hard, especially after a +1. Despite getting Heal Bell, I still feel Musharna is stronger with Heal Bell support, as Signal Beam is really good on Musharna. Also, Payback is an option on Gurdurr to hit all Ghost-types SE, but I find Ice Punch to be in general more effective (it's stronger and allows you to hit Amoongus for SE damage if it's needed). Iron Fist / Sheer Force can be used on Gurdurr if Musharna has Heal Bell, but I prefer Guts on every Gurdurr because Burn could be deadly. Overall, Musharna and Gurdurr make a great offensive core together. Skuntank is a potential partner to the core, making a nice Fight / Dark / Psy core. Absol and Scraggy are also options, although Gurdurr and Scraggy share Flying weaknesses. Unless Musharna runs Signal Beam, other Psychic's give this core problems.



Altaria + Emboar + Samurott


SpecsTaria @ Choice Specs
Trait: Natural Cure
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature (+SpA, -Atk)
- Draco Meteor
- Dragon Pulse
- Hidden Power [Ground]
- Rest

+


CBoar @ Choice Band
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SpA)
- Flare Blitz
- Superpower
- Head Smash
- Wild Charge

+


ROTT TIME @ Lum Berry
Trait: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SpA)
- Swords Dance
- Waterfall
- Megahorn
- Aqua Jet

Ebeast posting about SpecsTaria? What a surprise! This core is making a comeback from the original NU Combinations and is updated to fit with the 5 month older metagame. Even with the replacement of Torterra the way the core works is the same, Altaria and Emboar have beyond excellent offensive synergy together, and not too shabby defensive synergy as well. Together they break down both sides of the defensive spectrum and can each destroy each other's counters easily. Wielding the power of a Modest Latios, out of the commonly used Pokemon in NU only Specially Defensive Lickilicky, Specially Defensive Gardevoir, and Probopass can reliably take a Draco Meteor from Altaria. Outside of Gardevoir, Emboar is generally given a free switch into these Pokemon can easily start destroying anything in it's way. Out of the things that could claim to be capable of withstanding Emboar's inferno, Alomomola is the one to stand out the most. It can easily take any hit Emboar could dish out, even Wild Charge, and proceed to wall it or recover lost health with Regenerator. Thankfully for Emboar, SpecsTaria is a hard counter to Alomomola, as it doesn't care about Toxic or Waterfall and Draco Meteor is going to OHKO. Last, but not least Samurott finishes the combination by using its good bulk to set up a Swords Dance to sweep any remaining scraps left behind.

The most fun about this core is the sheer spam factor of SpecsTaria and CBoar. They can break down so many Pokemon by just spamming Draco Meteor or Flare Blitz/Superpower, respectively. This makes breaking down Pokemon a lot easier and makes Samurott sweeps more accessible. EVs on Altaria are set to outspeed Adamant/Modest Samurott and other base 70 Speed Pokemon. Dragon Pulse is great against more offensive teams, where Draco would be overkill and preventing Altaria from becoming possible set up fodder at -2 is undesirable, while Hidden Power Ground will 2HKO any variant of Probopass and Bastiodon barring Air Balloon or Shuca Berry. Emboar uses a Jolly nature to outspeed other Altaria, (2HKOes offensive varients with Flare Blitz and even defensive ones after SR) to guarantee outspeeding Specs Gothitelle (Normally runs Modest), and lastly to outspeed Adamant Absol and not risk taking a possible Superpower or Psycho Cut. Another great perk about Jolly Emboar is that it doesn't miss out on any key OHKOes or 2HKOes, outside of Alomomola who is beaten by Altaria anyways. Since Altaria and Emboar already break down walls so well, Samurott can afford to change it's attitude and put down it's Life Orb in exchange for becoming Jolly and gaining a one-time immunity to status in Lum Berry. One turn though is all you'll need though as a +2 Samurott can cleanly finish teams that have been broken down by the rest of the core and Jolly comes with the perk of, like Emboar, not missing out on any key KOes and allows Samurott to out prioritize Adamant Absol's Sucker Punch with its +2 Aqua Jet.



Sawsbuck + Rapidash


Vivaldeer @ Leftovers
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+SpA, -Atk)
- Substitute
- Baton Pass
- Horn Leech
- Return / Swords Dance / Agility


Rapidash @ Life Orb
Trait: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+SpA, -Atk)
- Flare Blitz
- Wild Charge / Baton Pass
- Low Kick / Baton Pass
- Morning Sun

This is a pretty fun core that's designed to seize momentum from Amoonguss/Alomomola etc. So the basic gist is, Amoonguss is about to Spore something, or use Giga Drain on your Carracosta or something. Sawsbuck comes in and gets the Sap Sipper boost, and the Amoonguss guy can either get out or spam Sludge Bomb. If he picks the former option, just set up a Substitute; if he picks the latter, just Baton Pass to something that can take it and likes the boost. If the opponent ever tries to use a Fire-type to block Sawsbuck, just pass to Rapidash and it'll have both the Sap Sipper and the Flash Fire boost. Then you can just go to town on your opponent, especially if you have the Substitute intact. Alomomola is also dealt with since Sawsbuck can block Toxic with Substitute and doesn't care about Waterfall. Rapidash also has the option of Baton Passing back to Sawsbuck if they bring in a Water or Rock-type and you don't have the appropriate coverage move.

Obviously Stealth Rock is a bitch, so pack Armaldo, which becomes scary powerful when passed an Attack boost. It also takes Sludge Bombs with ease, so it's a great candidate to support the core with.


Musharna + Regice​

Musharna@ Leftovers
Trait: Synchronize
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Calm Mind
- Baton Pass
- Psychic
- Moonlight


Regice @ Life Orb
Trait: Clear Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Ice Beam
- Thunderbolt
- Rock Polish
- Focus Blast


This core I stumbled upon has been the backbone of my most succesful team this meta, the premise is simple. bring Musharna in, use Calm Mind as they switch to a counter, baton pass to Regice and SMASH. It is generally best to dry pass the first time musharna goes in because theyll likely go to skuntank or Absol, so you go to Sawk and force them out. A +1 Regice is nearly impossible to stop, as it is so bulky and strong, only bulky psychics can really tank a hit. The best counters to this core are Grumpig and Absol, as Absol can defeat both with ease, and Grumpig walls both. Regice can also use Rock Polish without a boost and smash everything if thats what you prefer. It is really hard to stop. The Musharna can also work with many other special sweepers, Ive used Ampharos and Electabuzz to success with it as well.


Samurott + Ludicolo​

Samurott (M) @ Life Orb
Trait: Torrent
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Aqua Jet/Megahorn

+


Ludicolo (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Hydro Pump
- Ice Beam
- Giga Drain

This is probably my favorite offensive core in the current metagame. Ludicolo and special Samurott both have very little counters and most of those overlap, so weakening those counters with one part of the core, Samurott, while cleaning with the other part, Ludicolo, later on makes sense. The best switch-ins to special Samurott are specially bulky Pokemon such as Lickilicky (who can't really stand up to this core's powerful Hydro Pumps) as well as specially defensive Amoonguss and Ludicolo. Apart from that, there really aren't many Pokemon that like taking STABed, Life Orb boosted Hydro Pumps; those that do are taken out by Hidden Power [Grass] or Ice Beam in most cases. Aqua Jet on Samurott is a good option even with a Timid nature as priority is invaluable for most teams; using Megahorn, on the other hand, means that there is one less counter to this core as Ludicolo gets destroyed by it. While Samurott and Ludicolo don't cover each other that well defensively, that shouldn't cause too many problems as most users of Flying/Electric/Grass moves hate switching into this core, Amoonguss and Ludicolo (assuming Samurott doesn't have Megahorn) being the exceptions.


EggyZard​

Exeggutor @ Leftovers
Trait: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid/Modest Nature
- Sunny Day
- Substitute/Sleep Powder
- SolarBeam
- Psychic


Charizard @ Choice Scarf
Trait: Solar Power
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- SolarBeam
- Focus Blast

This core focuses on speed and brute power. Eggy sets up Sunny Day to a) double its speed through Chlorophyll, b) activate Solar Power for Charizard, c) boost the power of Fire Blast, and d) activate 1-turn SolarBeams. Eggy can achieve this through either Substituting on harmless pokemon such as Alomomola or using Sleep Powder to cripple almost everything. Scarf Zard is used since Solar Power already boosts its good special attack and scarf allows it to avoid getting revenge killed while hitting extremely hard. Exeggutor takes care of the Rock, Ground, and Water-types that Charizard has trouble with while Charizard can annihilate the Steel-types and most special walls that stop Eggy with his Solar Powered, Sun-Boosted Fire Blasts. This is a pretty powerful core, but if you don't want to bother abusing sun, you can use other Eggy sets such as LumRest or Specs and the core still functions just as well (just remember to change SolarBeam to Hidden Power Grass on Zard).

Skurdurr​

Skuntank @ Black Sludge
Trait: Aftermath
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Taunt
- Sucker Punch
- Pursuit
- Posion Jab / Crunch


Gurdurr @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Ice Punch

This is one of the best offensive cores for good reasons. Gurdurr is an amazing set-up sweeper but has its good share of counters in the form of bulky Psychic and Ghost types. This is where Skuntank comes in. Skuntank can trap the Psychic and Ghost types that Gurdurr fears while Gurdurr can defeat the Rock and Steel-types that Skuntank has troubles with. Once Gurdurr's counters have been removed, Gurdurr can easily set up and sweep while regaining HP through Drain Punch. Both also carry powerful priority attacks as a bonus. Skuntank's EV spread allows it to outspeed max speed 70s such as Samurott or Ludicolo which is important so Skuntank doesn't get obliterated by strong special attacks or getting outprioritized by Aqua Jet. Very simple core and fits on many teams such as offense or balanced.


Mixed​
Regice + Golurk
Finaly, I was wandering if someone would ever revive this thread, thanks Incon.

This one works pretty well defensively and offensively and is extremly powerful with the some support especiay with paralysis. (and it looks really cool because both are huge titans)



Regice @ leftovers
Ability: clear body
EV's: 252 HP, 252 Sp.A, 4 Spe
Nature: Modest
-Ice beam
-Thunderbolt
-Rest
-Sleep talk

I never know what speed and hp EVs to put golurk so feel free to change that.



Golurk @ leftovers
Ability: No guard
172 HP, 252 Att, 84 Spe
Nature: Adamant
-Dynamic Punch
-Earthquake
-Shadow Punch
-Substitute

This core is made of two rather bulky slow hard hitters. Their weaknesses match up pretty well since golurk resists 2 of regice's main weaknesses. regice only covers ice but his awesome special defence makes him a good counter against most special water and grass pokes too. They also come together very well offensively since they both have pretty awesome coverage that fit together perfectly. The coolest thing about this core is that once golurk is behind his sub, he is a true pain to take down. Dynamicpunch makes his sub much harder to break and will often help take down his counters to let him make big damage late game. The best counter to dynamicpunch golurk is the famous regen core of alomomla and amoonguss since they can easily take everything golurk throws at them and can switch out when confused (plus dpunch has very few pp). Regice counters this wonderfully since he can hit hard both members of the core and can even come in on spore and then sleep talk (and few things can safely come in on regice). Regice can also act as a decent status absorber for your team. Golurks ground typing also counters volt switchers who could abuse your low speeds and bring crucial momentum. (and maybe absorb some team mates t waves). The core really appreciates paralysis support because it is very slow and increases the effectivness of dynamic punch creating the infamous parafusion status (read free subs).

Optional: As said before, this core appreciates paralysis support. Tangela works well to counter physical water pokes and powerful ground moves and can spam stun spore and leech seed to bring a small form of recovery to the core. This does leave you very weak to fire but you can cover that with other mons. The main downside of using tangela is that it leaves you very slow if your opponent runs a cleric. It also absorbs cinccy's bullet seed aimed at sub golurk (which is only a check not a counter because he's not coming in on dpunch).

T wave Regirock works the same way but brings SR instead of recovery and counters fire instead of water ground and grass (physical grass mons aren't really common anyway). Regirock also adds to the cool factor fitting the titan theme.

Note that even with these, klang and life orb samurott are important threats to counter.]


Other​
Diglett + Gothitelle
Type: Maximum (BAN ME PLEASE)ry



Diglett @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
Jolly Nature
- Stealth Rock
- Memento
- Earthquake/Bulldoze
- Toxic/Round/you get the point this is mostly filler



Gothitelle @ Leftovers
Trait: Shadow Tag
EVs: 252 HP / 4 Spd / 252 Def
Bold Nature
- Calm Mind
- Substitute
- Psychic
- Whatever you want as coverage

How this works is easy. Find a wall that is holding leftovers/eviolite, trap it with champion diglett and use memento, get your +6 with Goth, win the game. I personally like Bulldoze on Diglett to make setting up on things like Alomomola way easier for Goth. For ultimate set up you can add Cottonee for para, a second memento, and encore support.


Rotom-S + Seismitoad (Rain Dance)

Rotom-S@Damp Rock
Levitate
Modest Nature
252 HP / 4 Def / 252 SpA
-Rain Dance
-Air Slash
-Thunder
-Pain Split


Seismitoad@Damp Rock
Swift Swim
Modest Nature
96 HP / 252 SpA / 160 Spe
-Rain Dance
-Hydro Pump
-Earth Power
-Stealth Rock

I know what you're thinking: "This has got to be the oddest pair I've seen in a while." And you'd be correct, it IS odd. However, it is one of the most effective Rain Dance pairs I've had. The secret lies in the type synergy that the two have, both offensively and defensively. Both are bulky, both can set up Rain Dance, and both can take advantage of Rain Dance. Seismitoad takes advantage of Rain Dance by outspeeding its opponents with Swift Swim while hitting them with STAB Hydro Pump and Earth Power. Additionally, it can set up Stealth Rock to weaken opponents up for other Rain sweepers to run through. However, Seismitoad has trouble with Grass- and Water-types, which can wall Seismitoad easily. That's where Rotom-S comes in. With Rain Dance up, it can spam Thunder to take out Water-types, while Air Slash takes care of most Grass-types, such as Amoonguss and Tangela. Additionally, Seismitoad can switch into the Rock-type moves that Rotom-S attracts. Overall, the two make a great Rain Dance pair. However, the pair does have some weaknesses, such as special walls like Lickilicky and Altaria. Thankfully, this can be compensated for by adding a physical Rain Dance sweeper like Huntail to the mix. Feel free to try this out!



Ninjask + Marowak (Baton Pass)


Ninjask @ Leftovers
Trait: Impish
Evs: 248 Hp / 224 Def / 36 Spe
Ability: Speed Boost
-Baton Pass
-Protect
-Substitute
-Swords Dance

+


Marowak @ Thick Club
Trait: Adamant
Evs: 4 Hp / 252 Atk / 252 Spe
Ability: Rock Head
-Bonemerang
-Double Edge
-Stone Edge
-Substitute

This offensive core is one of the most fun and effective cores i have used. Ninjask is one of the best baton passers in the tier and with good reason. His ability to set up speed and attack at the same time is unprecendented. His set is self explanatory as it is to maximize his passing capabilities. To complete the core, i chose to pass to Marowak. With his signature item, Thick Club, Marowak has one of the highest attack stats in the tier. While his speed is slow to start, some boosts from Ninjask make Marowak quite the speedy sweeper. If Marowak is fortunate enough to also receive a Swords Dance boost, he is able ohko most of the tier. Bonemerang is used over Earthquake so that he can Ohko sturdy users such as Golem and Bastiodon. With Rock Head, Double Edge becomes a recoiless 120 Base power move and provides great coverage. Stone Edge is to hit what the other two moves cannot such as ghost types. The last move is basically filler but if you can get a sub up, Marowak is much harder to take down. Ninjask will have trouble with taunt users because they completely stop the set. Torterra still gives this set trouble, as he is only 2hkoed by Marowak's moves and is able to hit back hard with Wood Hammer. Bronzor, although very rare, walls this set completely. Basically, this is one of my favorite combos and sweeping with Marowak is the best feeling ever.
 
Defensive Core: Alomomoonguss


Alomomola @ Leftovers / Shed Shell
Ability: Regenerator
EV's: 252 HP / 252 Def / 4 Spe
Nature: Bold
-Wish
-Protect
-Toxic
-Waterfall / Scald


Amoonguss @ Black Sludge / Shed Shell
Ability: Regenerator
EV's: 252 HP / 252 Def / 4 Spe
Nature: Bold
-Spore
-Giga Drain
-Clear Smog / Sludge Bomb
-Synthesis / Hidden Power Ice

This is quite possibly the most powerful (and most annoying) defensive core in the NU metagame. In a tier filled with heavy hitters, Alomomoonguss appears on the scene as one of the best answers to physical attackers that NU has to offer. Both Pokemon have very good bulk on the physical side, both have semi-reliable ways of recovering their HP (even without Leftovers), and both have quite possibly the best ability that a wall could hope for in Regenerator. Both Pokemon can easily tank stronger physical hits and retaliate with Toxic and Spore, respectively. Their typing allows them to take on plenty of common attacking types in the tier (Fighting, Rock, and Water are notable). Alomomola's standard Wish + Protect allows for easy healing, but you can also just switch out to Amoonguss for both the Regenerator bonus and to keep a wall on your opponent's Pokemon. Wish+Protect+Toxic allows her to stall out anything that's not Poison-type or has Heal Bell. Amoonguss has the infamous Spore, allowing him to put potential counters to sleep. Other moves include Giga Drain for recovery and Clear Smog to stop boosting Pokemon such as Gurdurr (watch out for Ice Punch). With this kind of stall power, it is extremely hard to break through Alomomoonguss with most physical attackers.
Although it does look fairly intimidating, it's also not that difficult to defeat with either proper prediction or powerful special attacks. Both Rotom formes (and lol Jumpluff) have super effective STAB against this core, while Alomomoonguss is setup bait for things like SubSD Lickilicky and Klang. There are also powerful physical hitters such as Emboar and SD Zangoose that have the raw power to smash this core to pieces (although in Emboar's case it will lose the majority of its HP due to recoil). Gothitelle is also running rampant through the tier right now and it can easily destroy Alomomola and Amoonguss, so I've added Shed Shell as a viable item for both of them to hold (they're already recovering a fuck ton of HP anyways).
 

TROP

BAN DRUDDIGON. FIREWALL DRAGON DID NOTHING WRONG
is a Tiering Contributor Alumnus
Type: Maximum (BAN ME PLEASE)ry


Diglett @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
Jolly Nature
- Stealth Rock
- Memento
- Earthquake/Bulldoze
- Toxic/Round/you get the point this is mostly filler

Gothitelle @ Leftovers
Trait: Shadow Tag
EVs: 252 HP / 4 Spd / 252 Def
Bold Nature
- Calm Mind
- Substitute
- Psychic
- Whatever you want as coverage

How this works is easy. Find a wall that is holding leftovers/eviolite, trap it with champion diglett and use memento, get your +6 with Goth, win the game. I personally like Bulldoze on Diglett to make setting up on things like Alomomola way easier for Goth. For ultimate set up you can add Cottonee for para, a second memento, and encore support.
 

Sweet Jesus

Neal and Jack and me, absent lovers...
Finaly, I was wandering if someone would ever revive this thread, thanks Incon.

This one works pretty well defensively and offensively and is extremly powerful with the some support especiay with paralysis. (and it looks really cool because both are huge titans)


Regice @ leftovers
Ability: clear body
EV's: 252 HP, 252 Sp.A, 4 Spe
Nature: Modest
-Ice beam
-Thunderbolt
-Rest
-Sleep talk

I never know what speed and hp EVs to put golurk so feel free to change that.


Golurk @ leftovers
Ability: No guard
172 HP, 252 Att, 84 Spe
Nature: Adamant
-Dynamic Punch
-Earthquake
-Shadow Punch
-Substitute

This core is made of two rather bulky slow hard hitters. Their weaknesses match up pretty well since golurk resists 2 of regice's main weaknesses. regice only covers ice but his awesome special defence makes him a good counter against most special water and grass pokes too. They also come together very well offensively since they both have pretty awesome coverage that fit together perfectly. The coolest thing about this core is that once golurk is behind his sub, he is a true pain to take down. Dynamicpunch makes his sub much harder to break and will often help take down his counters to let him make big damage late game. The best counter to dynamicpunch golurk is the famous regen core of alomomla and amoonguss since they can easily take everything golurk throws at them and can switch out when confused (plus dpunch has very few pp). Regice counters this wonderfully since he can hit hard both members of the core and can even come in on spore and then sleep talk (and few things can safely come in on regice). Regice can also act as a decent status absorber for your team. Golurks ground typing also counters volt switchers who could abuse your low speeds and bring crucial momentum. (and maybe absorb some team mates t waves). The core really appreciates paralysis support because it is very slow and increases the effectivness of dynamic punch creating the infamous parafusion status (read free subs).

Optional: As said before, this core appreciates paralysis support. Tangela works well to counter physical water pokes and powerful ground moves and can spam stun spore and leech seed to bring a small form of recovery to the core. This does leave you very weak to fire but you can cover that with other mons. The main downside of using tangela is that it leaves you very slow if your opponent runs a cleric. It also absorbs cinccy's bullet seed aimed at sub golurk (which is only a check not a counter because he's not coming in on dpunch).

T wave Regirock works the same way but brings SR instead of recovery and counters fire instead of water ground and grass (physical grass mons aren't really common anyway). Regirock also adds to the cool factor fitting the titan theme.

Note that even with these, klang and life orb samurott are important threats to counter.
 
Type of pair: Mixed / Other

Rotom-S@Damp Rock
Levitate
Modest Nature
252 HP / 4 Def / 252 SpA
-Rain Dance
-Air Slash
-Thunder
-Pain Split

Seismitoad@Damp Rock
Swift Swim
Modest Nature
96 HP / 252 SpA / 160 Spe
-Rain Dance
-Hydro Pump
-Earth Power
-Stealth Rock

I know what you're thinking: "This has got to be the oddest pair I've seen in a while." And you'd be correct, it IS odd. However, it is one of the most effective Rain Dance pairs I've had. The secret lies in the type synergy that the two have, both offensively and defensively. Both are bulky, both can set up Rain Dance, and both can take advantage of Rain Dance. Seismitoad takes advantage of Rain Dance by outspeeding its opponents with Swift Swim while hitting them with STAB Hydro Pump and Earth Power. Additionally, it can set up Stealth Rock to weaken opponents up for other Rain sweepers to run through. However, Seismitoad has trouble with Grass- and Water-types, which can wall Seismitoad easily. That's where Rotom-S comes in. With Rain Dance up, it can spam Thunder to take out Water-types, while Air Slash takes care of most Grass-types, such as Amoonguss and Tangela. Additionally, Seismitoad can switch into the Rock-type moves that Rotom-S attracts. Overall, the two make a great Rain Dance pair. However, the pair does have some weaknesses, such as special walls like Lickilicky and Altaria. Thankfully, this can be compensated for by adding a physical Rain Dance sweeper like Huntail to the mix. Feel free to try this out!
 

canno

formerly The Reptile
Core Type: Offensive Core dank core


is dank
Musharna @ Leftovers
Trait: Synchronize
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Moonlight
- Psychic / Stored Power
- Calm Mind
- Heal Bell / Signal Beam



Gurdurr @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Ice Punch / Payback

This core is soo good, it's amazing. Musharna is arguably the best Bulky Psychic in the tier, especially now that it has Heal Bell and Signal Beam. Musharna is bulky as fuck in both spectrum, and after +1 is hard to kill even with a crit. Usually, it hates poison. However, with Heal Bell, it doesn't really care as much as it used to. However, Musharna looses to any Dark-type (Absol can't switch into Signal Beam), which is where Gurdurr comes in. Gurdurr with eviolite is not only strong, but also really bulky. Ice Punch hits the #1 Ghost-type right now SE (Golurk) while also doing good damage to Haunter. Mach Punch is decently strong, and hits the fast and fragile sweepers hard, especially after a +1. Despite getting Heal Bell, I still feel Musharna is stronger with Heal Bell support, as Signal Beam is really good on Musharna. Also, Payback is an option on Gurdurr to hit all Ghost-types SE, but I find Ice Punch to be in general more effective (it's stronger and allows you to hit Amoongus for SE damage if it's needed). Iron Fist / Sheer Force can be used on Gurdurr if Musharna has Heal Bell, but I prefer Guts on every Gurdurr because Burn could be deadly. Overall, Musharna and Gurdurr make a great offensive core together. Skuntank is a potential partner to the core, making a nice Fight / Dark / Psy core. Absol and Scraggy are also options, although Gurdurr and Scraggy share Flying weaknesses. Unless Musharna runs Signal Beam, other Psychic's give this core problems.
 

ebeast

she's probably sexting nprtprt
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Core Type: Offensive


SpecsTaria @ Choice Specs
Trait: Natural Cure
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature (+SpA, -Atk)
- Draco Meteor
- Dragon Pulse
- Hidden Power [Ground]
- Rest

+


CBoar @ Choice Band
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SpA)
- Flare Blitz
- Superpower
- Head Smash
- Wild Charge

+


ROTT TIME @ Lum Berry
Trait: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SpA)
- Swords Dance
- Waterfall
- Megahorn
- Aqua Jet

Ebeast posting about SpecsTaria? What a surprise! This core is making a comeback from the original NU Combinations and is updated to fit with the 5 month older metagame. Even with the replacement of Torterra the way the core works is the same, Altaria and Emboar have beyond excellent offensive synergy together, and not too shabby defensive synergy as well. Together they break down both sides of the defensive spectrum and can each destroy each other's counters easily. Wielding the power of a Modest Latios, out of the commonly used Pokemon in NU only Specially Defensive Lickilicky, Specially Defensive Gardevoir, and Probopass can reliably take a Draco Meteor from Altaria. Outside of Gardevoir, Emboar is generally given a free switch into these Pokemon can easily start destroying anything in it's way. Out of the things that could claim to be capable of withstanding Emboar's inferno, Alomomola is the one to stand out the most. It can easily take any hit Emboar could dish out, even Wild Charge, and proceed to wall it or recover lost health with Regenerator. Thankfully for Emboar, SpecsTaria is a hard counter to Alomomola, as it doesn't care about Toxic or Waterfall and Draco Meteor is going to OHKO. Last, but not least Samurott finishes the combination by using its good bulk to set up a Swords Dance to sweep any remaining scraps left behind.

The most fun about this core is the sheer spam factor of SpecsTaria and CBoar. They can break down so many Pokemon by just spamming Draco Meteor or Flare Blitz/Superpower, respectively. This makes breaking down Pokemon a lot easier and makes Samurott sweeps more accessible. EVs on Altaria are set to outspeed Adamant/Modest Samurott and other base 70 Speed Pokemon. Dragon Pulse is great against more offensive teams, where Draco would be overkill and preventing Altaria from becoming possible set up fodder at -2 is undesirable, while Hidden Power Ground will 2HKO any variant of Probopass and Bastiodon barring Air Balloon or Shuca Berry. Emboar uses a Jolly nature to outspeed other Altaria, (2HKOes offensive varients with Flare Blitz and even defensive ones after SR) to guarantee outspeeding Specs Gothitelle (Normally runs Modest), and lastly to outspeed Adamant Absol and not risk taking a possible Superpower or Psycho Cut. Another great perk about Jolly Emboar is that it doesn't miss out on any key OHKOes or 2HKOes, outside of Alomomola who is beaten by Altaria anyways. Since Altaria and Emboar already break down walls so well, Samurott can afford to change it's attitude and put down it's Life Orb in exchange for becoming Jolly and gaining a one-time immunity to status in Lum Berry. One turn though is all you'll need though as a +2 Samurott can cleanly finish teams that have been broken down by the rest of the core and Jolly comes with the perk of, like Emboar, not missing out on any key KOes and allows Samurott to out prioritize Adamant Absol's Sucker Punch with its +2 Aqua Jet.
 

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Core Type: Offensive


Vivaldeer @ Leftovers
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+SpA, -Atk)
- Substitute
- Baton Pass
- Horn Leech
- Return / Swords Dance / Agility


Rapidash @ Life Orb
Trait: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature (+SpA, -Atk)
- Flare Blitz
- Wild Charge / Baton Pass
- Low Kick / Baton Pass
- Morning Sun

This is a pretty fun core that's designed to seize momentum from Amoonguss/Alomomola etc. So the basic gist is, Amoonguss is about to Spore something, or use Giga Drain on your Carracosta or something. Sawsbuck comes in and gets the Sap Sipper boost, and the Amoonguss guy can either get out or spam Sludge Bomb. If he picks the former option, just set up a Substitute; if he picks the latter, just Baton Pass to something that can take it and likes the boost. If the opponent ever tries to use a Fire-type to block Sawsbuck, just pass to Rapidash and it'll have both the Sap Sipper and the Flash Fire boost. Then you can just go to town on your opponent, especially if you have the Substitute intact. Alomomola is also dealt with since Sawsbuck can block Toxic with Substitute and doesn't care about Waterfall. Rapidash also has the option of Baton Passing back to Sawsbuck if they bring in a Water or Rock-type and you don't have the appropriate coverage move.

Obviously Stealth Rock is a bitch, so pack Armaldo, which becomes scary powerful when passed an Attack boost. It also takes Sludge Bombs with ease, so it's a great candidate to support the core with.
 
Holy shit I love the core Erisia posted. When Sawsbuck first dropped I used it together with Rapidash to large success, but I never thought about running Baton Pass on both of them. Seriously cool.
 
Core type: Offensive



@ Leftovers
Trait: Synchronize
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Calm Mind
- Baton Pass
- Psychic
- Moonlight

@ Life Orb
Trait: Clear Body
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Ice Beam
- Thunderbolt
- Rock Polish
- Focus Blast


This core I stumbled upon has been the backbone of my most succesful team this meta, the premise is simple. bring Musharna in, use Calm Mind as they switch to a counter, baton pass to Regice and SMASH. It is generally best to dry pass the first time musharna goes in because theyll likely go to skuntank or Absol, so you go to Sawk and force them out. A +1 Regice is nearly impossible to stop, as it is so bulky and strong, only bulky psychics can really tank a hit. The best counters to this core are Grumpig and Absol, as Absol can defeat both with ease, and Grumpig walls both. Regice can also use Rock Polish without a boost and smash everything if thats what you prefer. It is really hard to stop. The Musharna can also work with many other special sweepers, Ive used Ampharos and Electabuzz to success with it as well.
 
Thanks everyone for all the great posts so far! I cant wait to try out that Sawsbuck + Rapidash core.
Anyway, here is an offensive core that i have found to be quite effective.


Ninjask @ Leftovers
Trait: Impish
Evs: 248 Hp / 224 Def / 36 Spe
Ability: Speed Boost
-Baton Pass
-Protect
-Substitute
-Swords Dance

+


Marowak @ Thick Club
Trait: Adamant
Evs: 4 Hp / 252 Atk / 252 Spe
Ability: Rock Head
-Bonemerang
-Double Edge
-Stone Edge
-Substitute

This offensive core is one of the most fun and effective cores i have used. Ninjask is one of the best baton passers in the tier and with good reason. His ability to set up speed and attack at the same time is unprecendented. His set is self explanatory as it is to maximize his passing capabilities. To complete the core, i chose to pass to Marowak. With his signature item, Thick Club, Marowak has one of the highest attack stats in the tier. While his speed is slow to start, some boosts from Ninjask make Marowak quite the speedy sweeper. If Marowak is fortunate enough to also receive a Swords Dance boost, he is able ohko most of the tier. Bonemerang is used over Earthquake so that he can Ohko sturdy users such as Golem and Bastiodon. With Rock Head, Double Edge becomes a recoiless 120 Base power move and provides great coverage. Stone Edge is to hit what the other two moves cannot such as ghost types. The last move is basically filler but if you can get a sub up, Marowak is much harder to take down. Ninjask will have trouble with taunt users because they completely stop the set. Torterra still gives this set trouble, as he is only 2hkoed by Marowak's moves and is able to hit back hard with Wood Hammer. Bronzor, although very rare, walls this set completely. Basically, this is one of my favorite combos and sweeping with Marowak is the best feeling ever.
 

CrashinBoomBang

außerirdisch, anunnaki
is a Top Tiering Contributor Alumnusis a Contributor Alumnusis a defending SPL Champion
Core Type: Offensive


Samurott (M) @ Life Orb
Trait: Torrent
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Aqua Jet/Megahorn

+


Ludicolo (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Hydro Pump
- Ice Beam
- Giga Drain

This is probably my favorite offensive core in the current metagame. Ludicolo and special Samurott both have very little counters and most of those overlap, so weakening those counters with one part of the core, Samurott, while cleaning with the other part, Ludicolo, later on makes sense. The best switch-ins to special Samurott are specially bulky Pokemon such as Lickilicky (who can't really stand up to this core's powerful Hydro Pumps) as well as specially defensive Amoonguss and Ludicolo. Apart from that, there really aren't many Pokemon that like taking STABed, Life Orb boosted Hydro Pumps; those that do are taken out by Hidden Power [Grass] or Ice Beam in most cases. Aqua Jet on Samurott is a good option even with a Timid nature as priority is invaluable for most teams; using Megahorn, on the other hand, means that there is one less counter to this core as Ludicolo gets destroyed by it. While Samurott and Ludicolo don't cover each other that well defensively, that shouldn't cause too many problems as most users of Flying/Electric/Grass moves hate switching into this core, Amoonguss and Ludicolo (assuming Samurott doesn't have Megahorn) being the exceptions.
 
Core Type: Offensive


Samurott (M) @ Life Orb
Trait: Torrent
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Aqua Jet/Megahorn

+


Ludicolo (M) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Hydro Pump
- Ice Beam
- Giga Drain

This is probably my favorite offensive core in the current metagame. Ludicolo and special Samurott both have very little counters and most of those overlap, so weakening those counters with one part of the core, Samurott, while cleaning with the other part, Ludicolo, later on makes sense. The best switch-ins to special Samurott are specially bulky Pokemon such as Lickilicky (who can't really stand up to this core's powerful Hydro Pumps) as well as specially defensive Amoonguss and Ludicolo. Apart from that, there really aren't many Pokemon that like taking STABed, Life Orb boosted Hydro Pumps; those that do are taken out by Hidden Power [Grass] or Ice Beam in most cases. Aqua Jet on Samurott is a good option even with a Timid nature as priority is invaluable for most teams; using Megahorn, on the other hand, means that there is one less counter to this core as Ludicolo gets destroyed by it. While Samurott and Ludicolo don't cover each other that well defensively, that shouldn't cause too many problems as most users of Flying/Electric/Grass moves hate switching into this core, Amoonguss and Ludicolo (assuming Samurott doesn't have Megahorn) being the exceptions.
CrashinBoomBang, have you seen my Rain Dance team? Because I use that EXACT same core along with my own Rain Dance core. I can attest to the above core's effectiveness. So....yeah. Kinda cool, kinda creepy that you use the exact same core as I do.
 

CrashinBoomBang

außerirdisch, anunnaki
is a Top Tiering Contributor Alumnusis a Contributor Alumnusis a defending SPL Champion
I have not, but I've been using that core basically all the time since B2W2 was released. It's so ridiculously good if you play it right it isn't even funny, especially when partnered with Zangoose.
 
looks pretty good, might try out the core since I love samurott and ludicolo so much. Although personally I would run rash on samurott so I could be stronger specially and have a better aqua jet. i guess it's up to the user though depending on if they need to outrun absol or ludicolo or not. I would probably use these guys with gurdurr or some shit to deal with absol. But yeah, again, nice core CBB.
 

CrashinBoomBang

außerirdisch, anunnaki
is a Top Tiering Contributor Alumnusis a Contributor Alumnusis a defending SPL Champion
Nah, if anything you'd want Modest (which is definitely a possibility, I just prefer Timid) as the Special Defense lost by Rash kills you more often than the extra damage you do with Aqua Jet: Remember that you do like 20%-30% at most with it since you don't have any attack EVs, so the extra 2%-3% are pretty much worthless compared to the defense lost.
 
Yes, but the drop in power imo makes a differance often as aqua jet is forced into some very near KOs and the worst feeling for me is to try to kill something with aqua jet and having them live with 1 hp. Although it means i lose the ability to take hits as well, I wont be staying in on most special attackers anyway and I wont have to deal with those frustrating near-kills most of the time.
 

Sweet Jesus

Neal and Jack and me, absent lovers...
Ordinary defensive core that's been very successful on the ladder (1 loss for about 45 wins if not more)


Alomomola (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Waterfall
- Toxic
- Wish
- Protect


Duosion (F) @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Psychic
- Hidden Power [Fighting]
- Thunder Wave
- Recover

Simple, annoying and requires few skill to use.

We all know how alomomola is a boss at tanking nearly every unboosted physical move in NU, healing like it don't give a shit and team healing just as well. I paired it with an unusual special wall: Duosion. There are many psychic types with great sp.def and reliable recovery, and while duosion has inferior walling capacities to stuff like musharna, he has a nice niche in the form of magic guard. Before talking about magic guard, I want to note that bulky psychic types usualy invest in defense to tank fighting moves and many use CM to boost their other defence, but using psychics as special walls in NU is still a great option many people tend to neglect. With shadow ball being kind of weak, dark pulse and bug buzz being near unnexistant, Psychic types are extremly hard to wallbreak on the special side. Now duosion even has access to recover and magic guard. This means he will not only come in on special attacks aimed to alomomola but also toxic and leech seed. Access to thunder wave even makes some of the scariest special attackers much easier to take on. Even though Duosion can't take 2 ludicolo Surf's he can slow him down to a ridiculous level. T wave also helps duosion overcome his speed problems and let's him outspeed nearly everything for better use of recover. As if that wasn't enough, duosion's coverage is perfect to take care of what alomomola can't touch with toxic. Thanks to regenerator and magic guard, the core can wall pretty well even when facing spikes stacking teams.

The core still has it's weaknesses.

-Even though Duosion can usualy wall psychic types, he isn't doing much in return (especially when they have calm mind or synchronoize).

-While duosion hits hard enough not to be set up bait, alomomola is very weak and anything with sub that doesn't fear waterfall can use the oppurtunity to sweep your whole team.

-Volt switch is always annoying since duosion is not healing the damage taken when you double switch him (unlike alomomola).

-Duosion, the status absorber is not absorbing spore and doesn't appeciate paralysis too much.

-Duosion fears pursuit of course.

There are many possible teammates for ths core, Anyhting that takes on the listed threats will help the core give you victory. Prankster liepard for example can encore anything trying to set up on alomomola and take on some psychic types that duosion has trouble getting rid of. And just like every defensive core, hazards are appreciated (read cacturne).
 

watashi

is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Three-Time Past SPL Champion
World Defender
20:38
Raseri
amoongirock

Core type: Defensive


Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Spore


Regirock @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef or 252 HP / 4 Atk / 252 SDef
Adamant Nature or Careful Nature
- Stealth Rock
- Stone Edge
- Drain Punch
- Ice Punch / Thunder Wave


This is a simple defensive core with good synergy that can also set up Stealth Rocks. Amoonguss and Regirock cover each other's weaknesses extremely well and check a large amount of threats such as Braviary, Gurdurr, Samurott, and Zangoose. It is ideal for balanced teams since both Pokemon can act as pivots against bulky threats and support the team with Spore or Thunder Wave. A team will rarely need any other dedicated wall with these two Pokemon around, which frees up space for bulky attackers such as Emboar and Skuntank. This core is extremely easy to use, so get out there and try it!

ps: its much cooler than alomomoonguss
 
hm, i'll probably use this sometime. I've been wanting to make a more balanced team lately but I couldnt think of a good defensive pair. Either way, amoongirock looks strong and ive lost to it a few times before. As you mentioned, it should work well with bulky attackers. To me, it seems sheer force mawile and/or klang would work well here because of good type synergy and ability to sweep. You also would want a pursuit trapper of course because psychics could be problematic. However, this core seems legit at stopping most physical attackers, so i'll have to try it.
 
14:53 fooly_schooly change it to
14:53 fooly_schooly skurdurr

I'm quite surprised that this core hasn't been posted yet since it is one of the most common and effective cores in NU.

Offensive Core (Skurdurr)



Skuntank @ Black Sludge
Trait: Aftermath
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Taunt
- Sucker Punch
- Pursuit
- Posion Jab / Crunch


Gurdurr @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Ice Punch

This is one of the best offensive cores for good reasons. Gurdurr is an amazing set-up sweeper but has its good share of counters in the form of bulky Psychic and Ghost types. This is where Skuntank comes in. Skuntank can trap the Psychic and Ghost types that Gurdurr fears while Gurdurr can defeat the Rock and Steel-types that Skuntank has troubles with. Once Gurdurr's counters have been removed, Gurdurr can easily set up and sweep while regaining HP through Drain Punch. Both also carry powerful priority attacks as a bonus. Skuntank's EV spread allows it to outspeed max speed 70s such as Samurott or Ludicolo which is important so Skuntank doesn't get obliterated by strong special attacks or getting outprioritized by Aqua Jet. Very simple core and fits on many teams such as offense or balanced.

WOAH! TWO CORES IN ONE POST! ASFDGSAKHDGSKFDDS

Offensive Core (EggyZard)


Exeggutor @ Leftovers
Trait: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid/Modest Nature
- Sunny Day
- Substitute/Sleep Powder
- SolarBeam
- Psychic


Charizard @ Choice Scarf
Trait: Solar Power
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- SolarBeam
- Focus Blast

This core focuses on speed and brute power. Eggy sets up Sunny Day to a) double its speed through Chlorophyll, b) activate Solar Power for Charizard, c) boost the power of Fire Blast, and d) activate 1-turn SolarBeams. Eggy can achieve this through either Substituting on harmless pokemon such as Alomomola or using Sleep Powder to cripple almost everything. Scarf Zard is used since Solar Power already boosts its good special attack and scarf allows it to avoid getting revenge killed while hitting extremely hard. Exeggutor takes care of the Rock, Ground, and Water-types that Charizard has trouble with while Charizard can annihilate the Steel-types and most special walls that stop Eggy with his Solar Powered, Sun-Boosted Fire Blasts. This is a pretty powerful core, but if you don't want to bother abusing sun, you can use other Eggy sets such as LumRest or Specs and the core still functions just as well (just remember to change SolarBeam to Hidden Power Grass on Zard).

(I decided to include both of these cores since I use both cores on my current team and they are extremely effective)
 

watashi

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I've been using Gurdurr + Skuntank ever since I started playing NU, and it has never let me down throughout all these metagame changes. With the right support, they can break through any type of team and is extremely hard to stop.
 
Core type: Defensive

Probopass (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Power Gem
- Thunder Wave
- Volt Switch

Exeggutor (F) @ Lum Berry
Trait: Harvest
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Leech Seed
- Psychic
- Giga Drain
- Rest

Just a small core I came up with when I wanted to create a new balanced team. Fits pretty easily on most teams I think. These guys have perfect synergy aside from Fire attacks. And only Fire and Steel type moves are unresisted. Still not a perfect core obviously, Water types with Ice move coverage will blast right through and Emboar can pretty easily smash it if it predicts well (or not choiced). But yeah, this core can be valuable to your team outside of taking hits too, Thunder Wave support and amazing Leech Seed stalling can give a lot of space for your other team members. I've found Samurott to do well with this core as it sets up on Fire types and appreciates T-wave a lot.
 
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