Resource DOU Effective Cores

#26
Sun trick room core, which is really good right now in my opinion:

Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 144 Def / 116 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Solar Beam
- Overheat
- Protect

Necrozma @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psyshock
- Calm Mind
- Moonlight

Scrafty @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Drain Punch
- Knock Off
- Quick Guard
 
#27

Charizard + Heliolisk + (Tapu lele)

With the extreem speedcreep and psychic terrain more (physical) frailer and faster pokemon have become good. So here a core with Heliolisk and charizard with tapu lele as back-up.

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Hidden Power [Ground]/Overheat/Fire Blast
- Protect

Heliolisk @ Choice Scarf
Ability: Solar Power
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk
- Volt Switch/Thunderbolt
- Hidden Power [Ice]/Hidden Power [Ground]
- Hyper Voice
- Focus Blast/Grass knot

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic/Psyshock
- Moonblast
- Taunt
- Protect

This core revolves around heliolisk removing the counter and checks for charizard (and sun).Tapu lele helps it against trick room and priority.

Charizard is pretty basic;Go as fast and hit as hard as possible.

Heliolisk deals with pokemon that give chrizard a hard time. Volt switch deals with volcanion and other water types. Hidden power [Ice] ohko's scarf landarus and M-salamence, Hidden power [Ground ohko's heatran. Focus blast does good damage on tyrranitar on swich while grass knot is a move reliable option of dealing with rock types. Focus blast can also be used as a shaky way of checking heatran. Lastly hyper voice give it a nice spread.

Tapu lele prevents proirity with it's terrain and helps dealing with trick room with taunt. As the core is somewhat weak to asault vest you can use psyshock over psychic for only a little loss of power but this really depents on the rest of the team.

Furthermore this core has nice type sync. Heliosk can switch on ghost and 'steel' moves target at tapu and electric moves targeted at charizard. In return Charizard come in on fighing and ground moves. Tapu lele also absorbs fighing moves quiet good.

Calcs:
252+ SpA Solar Power Heliolisk Hidden Power Ice vs. 252 HP / 0 SpD Landorus-Therian: 460-544 (120.4 - 142.4%) -- guaranteed OHKO
252+ SpA Solar Power Heliolisk Hidden Power Ice vs. 252 HP / 0 SpD Salamence-Mega: 416-492 (105.5 - 124.8%) -- guaranteed OHKO
252+ SpA Solar Power Heliolisk Volt Switch vs. 252 HP / 0 SpD Volcanion: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
252+ SpA Solar Power Heliolisk Hidden Power Ground vs. 0 HP / 0 SpD Heatran: 364-432 (112.6 - 133.7%) -- guaranteed OHKO
252+ SpA Solar Power Heliolisk Hidden Power Ground vs. 252 HP / 0 SpD Heatran: 364-432 (94.3 - 111.9%) -- 68.8% chance to OHKO
252+ SpA Solar Power Heliolisk Focus Blast vs. 252 HP / 0 SpD Heatran: 362-428 (93.7 - 110.8%) -- 62.5% chance to OHKO (Also OHKO's heatran with no hp invesment)
252+ SpA Heliolisk Focus Blast vs. 252 HP / 0 SpD Tyranitar: 340-404 (84.1 - 100%) -- 6.3% chance to OHKO (Tyrantitar on switch)
 
#28
Pelipper @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 12 Def / 76 SpA / 128 SpD / 40 Spe
Bold Nature
- Rain Dance
- Hurricane
- U-turn
- Tailwind

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Rain got 2 nice new toys, who happen to work well together as a volt turn core. Pelipper lives 2 solar beams from zard, tons of shit on the physical side (diancie diamond storm, kang fake out + return are two bigs ones), can 2HKO sitrus berry amoonguss, and outspeeds base 110's in tailwind. Pelipper's great utility and flying typing makes it a lot stronger of a choice than politoed. The advantage with the sun matchup that pelipper has over toed cannot be understated. Scald and roost are also 2 solid move options. Tapu Koko is pretty straight forward, but also really strong.
 
#29
Pelipper @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 12 Def / 76 SpA / 128 SpD / 40 Spe
Bold Nature
- Rain Dance
- Hurricane
- U-turn
- Tailwind

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Rain got 2 nice new toys, who happen to work well together as a volt turn core. Pelipper lives 2 solar beams from zard, tons of shit on the physical side (diancie diamond storm, kang fake out + return are two bigs ones), can 2HKO sitrus berry amoonguss, and outspeeds base 110's in tailwind. Pelipper's great utility and flying typing makes it a lot stronger of a choice than politoed. The advantage with the sun matchup that pelipper has over toed cannot be understated. Scald and roost are also 2 solid move options. Tapu Koko is pretty straight forward, but also really strong.
imo Wide Guard > Rain Dance, and Hydro Pump > Hurricane unless you really need the Flying coverage. U-turn is a neat idea that I never considered though. With Peli's slow base speed and good bulk, it can set rain, tank a few hits, then slow-pivot into another offensive mon to keep up your momentum.
 
#30
sorry bout the double post, but i wanted to post this core.



Charizard-Mega-Y @ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Protect

Venusaur @ Life Orb
Ability: Overgrow
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Protect

It was kinda weird having char y and venu in the art, but not actually in the thread, so i may as well write it up. Charizard provides sun to make venu fast with chlorophyll, and breaks steels for it. Venu takes on bulky waters for zard, and can sleep stuff.

Venusaur is used here over skymin because fast sleep is amazing, and it beats tapu koko with sludge bomb. It's also really fast under sun (my spread outruns max speed scarf genesect) and outspeeds and ohkoes scarf tapu lele. Life orb is used because you need it to OHKO tapu lele, and to 2hko all the common milotic and suicune spreads with giga drain.

GEN ONE EDIT: You can get the ohko on milo and suicune if you use leaf storm

The Charizard set isnt anything really exciting, you can use whatever char y you want here.

In general, I feel that people are less prepared for this core in this gen, with pretty much nothing running safety goggles and such. This core has trouble with sand, heatran, and dragons (pretty much only mega mence right now), so run things to cover that stuff. Lando T and Milotic both do great in that regard, def consider them as additional team mates if you use this core.
It's a classic core and I love it since Charizard and Venusaur complement each other quite a lot, but how will the core survive with the rise of Rain and other Weather cores in the format?
 
#32
V-Cune Spam



The core focuses on one bulky TW user and another mon that spams its STAB as if it was its Z-move. With an incredible "Fire Power", Victini is bound to OHKO, or if not, do a significant amount of damage to Suicune's threats (ex. Tapu Koko & Tapu Bulu). This gives Suicune the opportunity to set up TW and let Victini spam V-Create at least one or two more times. Suicune also does a great job in eliminating Victini's threats (ex. Salamence-Mega, Landorus-T, & Heatran). Lum Berry is there so that Suicune can full-heal in an instant and set up another TW for the rest of the team.

Victini @ Choice Scarf
Ability: Victory Star
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- V-create
- Final Gambit
- Bolt Strike
- U-turn

Suicune @ Lum Berry
Ability: Pressure
EVs: 252 HP / 92 SpA / 108 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Rest
- Tailwind
 
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#33


This core can shutdown most if not all of the top meta-game threats. Jirachi doesn't eat EQs and physical Mence dislikes Rock Slide spam and intimidate, it also doesn't tank Heavy Slam very well, Kangaskhan also dislikes Landorus-T very much. Lando can kill most things that plague Celesteela with her Electric and Fire weakness. Celesteela does its thing being an annoyance.

The only thing you need to watch out for really is opposing Celesteela, but you can outstall with Rock Slide flinches. Recommend using some other Pokemon for opposing Celesteela like Tapu Koko or Rotom.

edit: besides opposing Celesteela, Bisharp is also an annoyance. +1 Knock Off hurts and rids Celesteela of Leftovers, while a Sucker Punch can kill Landorus-T if weakened. Recommend not leading Landorus-T vs Bisharp and instead some other pokemon to deal with steels that can tank a knock off or similar.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Protect
- Leech Seed
- Substitute
- Heavy Slam

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
 
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Sylveon.

formerly darksylvion
#34
I have got a core, well, not exactly gimmicky but yeah a little weird, called Gravity Nuke-em and their mothers core
+
+

As you can see I was building around these as they fare pretty well right now imo, but unfortunately are pretty much stopped by walls like celesteela, even bulky char-y can stay in on metagross and lando lacking rock slide, basically most flying mons with a good secondary typing and rotom forms.
So, what this core does is that it lures shit like celesteela without revealing gravity and next turn metagross moves first and uses gravity, while lando kills with e-power, later allowing powerful attackers like choice scarf tapu bulu to rampage freely and take care of most bulky waters.
You might want to argue that gravity is a waste of slot on meta-gross, maybe it is, but to be honest when aim of your team is that, no way it is an issue. Also, third slot of metagross is usually open and it runs substitute/ice punch, but seeing lando-i easily 2hkoes most switch-ins invalidates ice punch and sub is pretty unnecessary when your primary purpose is to lure stuff. Also since we are not taking any of the standard moves away, it prevents the core to be too much match-up dependent, though against teams with afore-mentioned mons it has an intrinsic advantage.

Sets(though pretty standard)
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gravity
- Meteor Mash
- Zen Headbutt
- Protect

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Superpower
- Nature's Madness
 

Pocket

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#35
Building up on BlueSkiddo's core, here's an offensive trio of Tapu Lele, Charizard Y, & Zygarde!



Fairy + Fire + Ground is pretty much all you need to bust through the opposing team. BlueSkiddo highlighted the Fairy + Fire core, but with Zygarde added we can have Fairy + Ground or Fire + Ground offense which are much appreciated to break through threats like Heatran, Muk, TTar, & Rotom. Zygarde also offers paralysis support, which grants more offensive pressure with Tapu Lele & Charizard Y. Tapu Lele can be theoretically be replaced by Sylveon, and Charizard Y can be technically be replaced by another Heat Wave spammer, but I feel like Zygarde's Thousand Arrows & Glare are too good to be replaced by Lando-T. With these 3 mons spammng their respective powerful spread moves that complement well with each other, it really punishes opponents who are playing safe / passively.

As for the respective sets, Tapu Lele has Tbolt as Water-types are slightly harder to punish with this core. I personally prefer HP Ground > SolarBeam on Charizard to not be set-up bait on Heatran. Zygarde runs Groundium Z to give it a nuke option like Charizard Y's Overheat and Tapu Lele's Psychic, but you can choose to give it a different item / less Speed to make it more bulky.

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Protect
- Thunderbolt

Charizard @ Charizardite Y
Ability: Solar Power
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Hidden Power [Ground]
- Protect

Zygarde @ Groundium Z
Ability: Aura Break
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Thousand Arrows
- Glare
- Protect
- Dragon Dance
 
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#36
Building up on BlueSkiddo's core, here's an offensive trio of Tapu Lele, Charizard Y, & Zygarde!



Fairy + Fire + Ground is pretty much all you need to bust through the opposing team. BlueSkiddo highlighted the Fairy + Fire core, but with Zygarde added we can have Fairy + Ground or Fire + Ground offense which are much appreciated to break through threats like Heatran, Muk, TTar, & Rotom. Zygarde also offers paralysis support, which grants more offensive pressure with Tapu Lele & Charizard Y. Tapu Lele can be theoretically be replaced by Sylveon, and Charizard Y can be technically be replaced by another Heat Wave spammer, but I feel like Zygarde's Thousand Arrows & Glare are too good to be replaced by Lando-T. With these 3 mons spammng their respective powerful spread moves that complement well with each other, it really punishes opponents who are playing safe / passively.

As for the respective sets, Tapu Lele has Tbolt as Water-types are slightly harder to punish with this core. I personally prefer HP Ground > SolarBeam on Charizard to not be set-up bait on Heatran. Zygarde runs Groundium Z to give it a nuke option like Charizard Y's Overheat and Tapu Lele's Psychic, but you can choose to give it a different item / less Speed to make it more bulky.

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Protect
- Thunderbolt

Charizard @ Charizardite Y
Ability: Solar Power
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Heat Wave
- Overheat
- Hidden Power [Ground]
- Protect

Zygarde @ Groundium Z
Ability: Aura Break
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Thousand Arrows
- Glare
- Protect
- Dragon Dance
It looks really cool, although Solar Power might be tricky when facing a Pokemon with Trace (i.e. Gardevoir) because then the opponent can benefit off the sun as well.

Technically, while that IV set is necessary for Zard having a Ground-type Hidden Power, considering you can just put 'em into Hyper Training, the SpA and SpD IVs might as well be 31 each.

Another thing I was wondering, though it extends to previous Zard sets I've seen here as well, but wasn't the speedy Timid build from ZardY counter-intuitive after the XY-meta due to Mega Salamence becoming a thing with Lando-T and Mega Kangaskhan gaining more presence?
During the ORAS scene, 248 HP / 64 Def / 88 SpA / 108 Spe Modest ZardY was the norm, and given the fact high-offensive mons such as the Tapus, UBs and Deoxys-A are currently lurking around, ZardY would be outsped without Tailwind support anyway and get KO'd without much effort.
 
#38
I don't know if this is a core but Charizard-Mega-Y and Rhyperior have great synergy. First Charizard is weak to electric attacks and Rhyperior has Lightning Rod causing electric type attacks to be directed away from Charizard-Mega-Y. Second Rhyperior is x4 weak to water and grass but Charizard-Mega-Y has Drought causing water type moves to do less damage and it is a fire type so it can OHKO Grass pokemon with its fire STAB. Charizard-Mega-Y and Rhyperior also have speed synergy with Charizard-Mega-Y being a fast pokemon and Rhyperior being slow enough to function in Trick Room.

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Heat Wave
- Solar Beam
- Protect

Rhyperior @ Life Orb
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Drill Run
- Rock Slide
- Ice Punch
- Protect
 

DaAwesomeDude1

speed of the moment
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#39


Pretty sick offensive core that I've been using for a bit. Nihilego dunks on stuff that threaten Azu like Tapu Bulu, Koko, Charizard which helps Azu set up more. Nihilego also threatens Lele in case your opp wants to be cheeky and go Lele to set up terrain. Azu threatens ground-types after it sets up which works with Nihilego. Azu spread is to outrun neutral Aegislash for the people who are still running that but probably gonna go Jolly Azu or something to creep Aegi.

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Power Gem
- Hidden Power [Ice]
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Protect
 
#40

Thundurus + Pelipper* = Rain²

Rain is a powerful archetype but opposing Charizards and Tyranitars can mess up a rain sweep pretty quick. Thundurus finds a niche in SM as a secondary manual rain setter with a good offensive presence, and as a bonus it can OHKO Celesteela with Gigavolt Havoc. I run Thunderbolt and Focus Blast with Electrium Z to kill opposing Zards and pick off weakened TTars. Focus Blast > HP Ice imo because rain teams shouldn't really struggle with Lando or Dragons, but your call.
Thundurus @ Electrium Z
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Rain Dance
- Protect

Pelipper @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Tailwind
- Wide Guard
- U-turn


*Politoed is also usable instead of Pelipper
 
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#41

SubTran+Gastro

These two compliment each other pretty well, gastro sucking up water attacks and serving damage, while Heatran, can sub in response to your mad predictions skills when you switch in gastro. You can also run bloom doom, as this core is weak to other gastro, or even add bulu to complete fwg and give some cute regen to your bulky mons.

Heatran @ Leftovers/Grassium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Substitute/Solarbeam
- Protect
- Heat Wave
- Flash Cannon/Earth Power

Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 232 HP / 176 Def / 48 SpA / 52 SpD
Quiet Nature
IVs: 0 Atk
- Earth Power/Ice Beam
- Muddy Water
- Recover
- Protect
 
#42

SubTran+Gastro

These two compliment each other pretty well, gastro sucking up water attacks and serving damage, while Heatran, can sub in response to your mad predictions skills when you switch in gastro. You can also run bloom doom, as this core is weak to other gastro, or even add bulu to complete fwg and give some cute regen to your bulky mons.

Heatran @ Leftovers/Grassium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Substitute/Solarbeam
- Protect
- Heat Wave
- Flash Cannon/Earth Power

Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 232 HP / 176 Def / 48 SpA / 52 SpD
Quiet Nature
IVs: 0 Atk
- Earth Power/Ice Beam
- Muddy Water
- Recover
- Protect
Firium Z is also a great option on Heatran for bypassing Wide Guard and hitting things like a truck with strong Fire STAB. Earth Power shouldn't be slashed; the ground coverage is way more relevant than Muddy Water as it hits harder against bulky steels like Jirachi, Aegislash and Heatran. Icy Wind is also a good option over Ice Beam.
 
#43


One Quiver Dance and you may find yourself in trouble. Don't act fast and you lose, but you can't send out Landorus-T or Mence cause Milotic is there...
Offensively speaking, Inferno Overdrive (+1) KO's almost everything except Salamence-Mega. HP Ice is the best set, but having Milotic makes it redundant. That's why I have Giga Drain, and honestly it's not that bad since water-types tends to switch into Volcarona. Speed-wise, Milotic can always use Icy Wind. Sometimes, I purposely use it on Faster water-types (say in their TW), so that Volcarona can have the opportunity to setup and tank a hit.. then, drain their HP.

Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 132 Def / 36 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Icy Wind
- Hydro Pump
- Protect
- Recover

Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Quiver Dance
- Protect
- Giga Drain
 

Sylveon.

formerly darksylvion
#44

I'll be honest with you, Kyu-B is one of my favourite mons, so I was looking to make it work this gen. The core revolves around the offensive prowess of life orb kyu-b + char-y basically taking out each other's checks. Kyu-B with it's excellent coverage is really hard to wall specially when paired with follow me support to take on new fairies. As far as hitting each other's checks is concerned, Kyu-B takes out stuff like tran, gyarados, lando-t etc, while char-y takes out fairies, jirachi for kyu-b and jirachi all this time provides some speed control with icy wind and taking on tapus. Also shuca berry is an option on rachi to lure stuff like lando-i which could be a problem. As for the rest of the team, something to take on koko is appreciated as neither of members like taking on koko(except char-y + rachi can still take it out).
Other than that core likes tailwind support + maybe better rain answer. I have already posted a team around this core in team-building competition, but hoping you guys can make a better one.

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Protect

Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Jirachi @ Shuca Berry
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Careful Nature
- Iron Head
- Icy Wind
- Follow Me
- Protect
 
#45
Pelipper @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 12 Def / 76 SpA / 128 SpD / 40 Spe
Bold Nature
- Rain Dance
- Hurricane
- U-turn
- Tailwind

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Dazzling Gleam
- Protect

Rain got 2 nice new toys, who happen to work well together as a volt turn core. Pelipper lives 2 solar beams from zard, tons of shit on the physical side (diancie diamond storm, kang fake out + return are two bigs ones), can 2HKO sitrus berry amoonguss, and outspeeds base 110's in tailwind. Pelipper's great utility and flying typing makes it a lot stronger of a choice than politoed. The advantage with the sun matchup that pelipper has over toed cannot be understated. Scald and roost are also 2 solid move options. Tapu Koko is pretty straight forward, but also really strong.
imo Wide Guard > Rain Dance, and Hydro Pump > Hurricane unless you really need the Flying coverage. U-turn is a neat idea that I never considered though. With Peli's slow base speed and good bulk, it can set rain, tank a few hits, then slow-pivot into another offensive mon to keep up your momentum.
I agree on what GenOne had said, and I admit that Koko Rain is a pretty popular. Well, what I use on Koko is Rain Dance. By doing this I have another source of Rain, thus not always having to rely on Pelipper to support Kingdra. This strategy is always useful for baiting Sun or Sand to switch in, only to have done so for naught. Thundurus also have the same role, but sometimes that natural speed and coverage is just too good.



I also got another Weather core. Well, I was surprised how vulnerable Sand is to Rain. With Mence + Sand, that is already three mons that can directly be KO'd by Rain. As of result, I thought about a mon that can tank hits from Rain and possibly even Zard, and set up Sandstorm right in front them. The result was Volcanion. It's also a good pivot for Mence + Sand as well as something that can clean up that annoying mon, Celesteela. If there are popular mons that side with Rain (Koko) or Sun (Zapdos), take them out with Excadrill or Tyranitar, respectively.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 8 HP / 252 Atk / 248 Spe
Adamant Nature
- Stone Edge
- Crunch
- Ice Punch
- Low Kick

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 84 HP / 252 Atk / 172 Spe
Jolly Nature
- Iron Head
- Drill Run
- Rock Slide
- Protect

Volcanion @ Wiki Berry or Firium Z
Ability: Water Absorb
EVs: 204 HP / 128 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Steam Eruption
- Protect
- Sandstorm


http://replay.pokemonshowdown.com/gen7pokebankdoublesou-516851520
http://replay.pokemonshowdown.com/gen7pokebankdoublesou-517415292

I'm going to get so much crap for posting this...
 
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Sylveon.

formerly darksylvion
#46
+

More the meta progresses ahead, more I find myself appreciating the anti-meta STAB coverage of nihilego if it is paired with a mon which can take out ground types/steel types comfortably. The core obviously focuses on much hyped cm-tapu fini which is actually quite a good mon and really hard to take down once it gets rolling, but one of the main issues with it is the prevalence of other tapus mainly koko and bulu. So in order to offensively check the tapus scarf nihilego is used, which either straight up KOes koko before it moves or at-least threatens it out allowing fini to get off an easy calm mind. Also an excellent speed tier means it outspeeds scarf lando-t and takes it out down using hp ice. Basically it is a fun mon to use and allows the player to play aggressively using tapu-fini rather than just protecting/being reliant on follow me etc.
Core really appreciates a strong fire type or even tailwind and life orb hoopa to clean up late game efficiently. Also other supportive methods like fake out/follow me always help.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 136 SpA / 104 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Power Gem
- Hidden Power [Ice]
- Grass Knot/Thunderbolt
 
#47

Zygarde + Rachi

It's a pretty obvious core and I'm definitely not the first to use it, but I didn't see it yet in this thread so I'm posting it here. Rachi redirects the Ice and Fairy attacks Zygarde doesn't want to take, and Zygarde just gets off Dragon Dances and spams Thousand Arrows.

156 Speed EVs let Zygarde outspeed Tapu Koko and Mega Gengar after one Dragon Dance, 252+ EVs in Attack let it hit as hard as possible, and the rest go into HP to increase its overall bulk. There are a few viable movesets and items to choose from on Zygarde. Sub + Leftovers helps protect it from damage, intimidates and status conditions. Groundium Z lets you avoid being walled by Aegislash. Sitrus Berry is also an option for extended longevity. If you're not using Leftovers, you can replace Substitute with another attacking move like Extremespeed or Crunch, or a status move like Glare.

Rachi is just standard Sitrus Berry Rachi, but you can tweak its set to suit the rest of your team.

This core splashes onto a lot of teams, honestly, but I've really enjoyed pairing it with Mega Salamence and Mega Charizard. Milotic is also a neat option that discourages Intimidate users from switching in on Zygarde, which really can't afford to be taking Atk drops given its low base Atk stat.

Zygarde @ Leftovers
Ability: Aura Break
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Protect

Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect
 

SMB

Akaru Kokuyo's Kawaii Neko
is a Tiering Contributor
#48


So this core, featuring a mon that is not really used on DOU such as Arcanine, focuses in wear down slowly the opponent's team with the combination of support moves like double snarl, WoW, icy wind and Arcanine's intimadate.

Good partners for this core are set up mons like bulky DD mega mence or CM tapu fini which are benefited thanks to the constant switches this 2 mons cause and the ability to weaken opponent's attacks.
Superpower Tapu Bulu also pairs well since one of the weakness of this core are competitive/defiant mons such as Milotic or Bisharp (who uses bisharp tho?) which could boost their attack if they switch in and grassy terrain gives even more longevity.

Arcanine @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 36 Atk / 148 Def / 12 SpD / 60 Spe
Impish Nature
- Flare Blitz
- Will-O-Wisp
- Snarl
- Morning Sun

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 104 Def / 96 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Tailwind
- Scald
- Icy Wind
- Snarl
 
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#49

Oranguru (M) @ Mental Herb
Ability: Inner Focus
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Instruct
- Protect
- Foul Play


Torkoal (M) @ Charcoal
Ability: Drought
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Protect
- Eruption
- Heat Wave
- Earth Power

The strategy here is pretty simple: use Trick Room and sweep with Instruct Eruption. Inner Focus over Telepathy so Fake Out doesn't work with it and Mental Herb to prevent Taunt first turn and make sure you set Trick Room while Torkoal protects to keep the HP at full. Now you can abuse Eruption with Instruct until something resists 2 hits and KO Torkoal (which is not that easy with HP Investiment) or the opponent have Wide Guard. Sun boosted Charchoal Eruption at full HP becomes 405 BP (not sure on that one, my calc was 150 x 1.2 x 1.5 x 1.5) and with Instruct you just double it. Heat Wave is here in case you get hit and Eruption becomess useless, and still hit both foes. Earth Power is good vs Flash Fire users, doesn't hit both foes though. This is a fun set that i've been using for a time and guaranteed me some incredible funny sweeps. Ofc, the core has a lot of weakness like I said before. Not everything can resist Eruption twice, but if they do, you're kinda screwd and will have to rely on the rest of your team. I do have some replays from it, but they are fairly old and this one is the best I could get. Not an incredible game, just showing how Torkoal sweeps function using a very gimmick team.

http://replay.pokemonshowdown.com/gen7pokebankdoublesou-501274823
This is just showcasing Zard-Y and Cherrim: http://replay.pokemonshowdown.com/gen7pokebankdoublesou-498920007
 

qsns

seen and not seen
is a Tiering Contributor
#50


One of the better defensive duos this gen; they take on common physical attackers such as Landorus-T and Zygarde due to their natural type advantages against them and most special hits bounce off of Fini and Misty Seed Zapdos. Fini has a few sets it can run on this core, ranging from the standard CM to the more offensive Specs, but Zapdos usually runs the same support set. Zapdos provides Tailwind support for a more offensive backbone, making up for this pair's relative passiveness. This core has seen a few uses in SPL, all with success, so give it a shot :)

Zapdos @ Misty Seed
Ability: Static
EVs: 248 HP / 136 Def / 36 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Roost
- Hidden Power [Ice]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Muddy Water
- Moonblast
- Protect


will post more + update OP tmrw
 
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