Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
say hello to 6th gen, where skarm/chans is still used quite frequently, and by that I mean a lot. Personally I am not a huge fan of *using* skarm, but he can be a little bitch to take out some time, reliably defogs...thundy-i shits on him oc, as well as most special attackers, but thats where chansey comes in , sponging sp attacks like a boss. Some new wall breaker/powerhouse can give these boys a bit of trouble tho, guys/fellas like lando-i, char x, the list probly goes on, but fuck, if you want a go to phys/spec wall core, these are the go to guys AS FAR AS I KNOW, and having them listed in the op is perfectly fine....thank you for listening. idek what gyaravire is, i guess i'm dumb ;~;
ahhh, that must have been when electivire first came out, and ppl were like "gyara has 4x weakness to electric, we'll bait the thunderbolt for electivire to get a speed boost and then sweep lol" hehe :D I seem to remember a recent Yilx rant about such shenanigans ;;;;;; lelele
Rosenfeldius is correct, SkarmChanse is very difficult to break, considering how many partners are available to cover their weaknesses; they can also support their teammates exceptionally well through hazard stacking, wish passing, and the occasional Defog. They're a pretty bomb core, especially when paired with a fairy (Generally Magic Guard Clefable as a dedicated status absorber) or Unaware Quagsire, who can make set up sweepers a non-issue; Quag is especially useful if Skarmory forgoes Whirlwind (the Defog Buff has given it 4MSS, unfortunately).
I suspect you're being facetious on the GyaraVire comment; with all of the wonderful Ground types available since GyaraVire was en vogue, you're much better pairing with Landorus-T for the double intimidate factor, and to absorb Fighting type attacks when Mega.
Other partner options include Excadrill (add in Latios for the ever sexy Gyarados-Excadrill Latios aka GEL offensive core), and Landorus-I to put additional pressure on Stall, and help Gyarados focus on cleaning up late game.
it wasn't u, it was this little piece of shit moxie infinite who thought he could just insult/sarcasm your legit post about a legit core that hadn't been put on the list, no matter how well known it is.
lol no one said skarmbliss yet
I am not particularly seasoned in OU, and many of my statements/sets may be incorrect/ineffective. Please don't hurt me if I do something wrong.
Skarmory checks most physical threats in the meta, with its amazing typing and Defense stat. It offers utility in Defog, Stealth Rocks, and taunt, phazing in Whirlwind (idk where to slash it) and healing in roost.
Chansey's legendary bulk lets it survive many special attacks. It can give wish support to the rest of the team, Heal Bell away status, and toxic stall a threat until it is dead. Any special attacking threats that Skarmory cannot handle are easily dispatched by the fat pink blob.
THREATS:
Mixed Attackers: Thundurus (with knock off / superpower), Landorus-I(with physical coverage; idk what specifically it runs), Offensive Deoxys-Speed, and Keldeo can easily rip through this core. If one switches in Chansey on Thundurus/Landorus expecting just special attacks, Chansey can be dispatched easily with Superpower or whatever. Deoxys-S is self explanatory :P. Keldeo's Secret Sword targets Chansey's low physical defense stat, while powerful Hydro Pumps can severely dent Skarm.
Gothitelle: Tricks choice item onto chansey, destroys Skarm with powerful special attacks.
Knock off spam: Chansey hates to lose its eviolite, and is easily OHKO'd or 2HKO'd be any reasonably powerful knock off. Skarm no longer resists Knock Off, and a powerful knock off may still be able to do damage through its huge physical defenses.
ADDITIONS:
Unaware Clefable/Quag can stop potentially dangerous setup sweepers.
will edit hopefully
ah, so this thread was for original cores that haven't been around for 5 yrs/since the creation of Pokemon in general...
in that case i will submit my totally shit head idea of an offensive core ;~;
Scolipede @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Swords Dance
- Megahorn
- Rock Slide
- Earthquake
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 180 HP / 76 Spd
Adamant Nature
- Earthquake
- Crunch
- Stone Edge
- Pursuit
how the core works
This Core on a team got me to the prestigious ranking of 1791 on the PS Lader! I haven't played any tournaments with it or had any help from ppl like Dice to tell me the error of my ways! If anyone would like to help me plz do! btw mega t-tar is a monster #suckup, while choice Band? who uses that these days is the opinion ive heard...
maybe u need back up info (given later in the importable), skip to -
OK, SO the way this core functions is scolipede is so incredibly weak to fly spame which totally nullifies is god given speed boost talent. therefore, Choice Band t-tar sticks his dick in the way of those goddamned t-flames and pursuit traps the bitch as long as he doesn't u-turn like a bitch. CB pursuit KOs! woo celebration.
Also, due to having similar edgequake combo, they weaken shit, like counters and stuff? idk
also t-tar beats lati@s trying to excape w/ pursuit. Alternatively, Scolipede KOs shit like Lati@s for breakfast with megahorn, running jolly but still has a chance of KO DeoD
252 Atk Life Orb Scolipede Megahorn vs. 252 HP / 4 Def Deoxys-D: 283-335 (93 - 110.1%) -- 62.5% chance to OHKO
Running Jolly means he naturally outspeeds Zards, Lando, Keldeo, Garchomp, dumb ass pinsirs who wanna set up on you bc they dont know youre not gay passing, lati@s, gengar, at +1 you outspeed deo-S and can megahorn his skinny ass if he tries to RK u
Mainly this core is for letting T-Tar deter/fuck fly spam out the ass and break walls w/ CB power to let scoli clean up late game.
In a paragraph, describe threats to the core
there are no threats, fuck
...
walls like, Mandibuzz shit on these guys, thats why i have LO offensive clef lol
hippo doesnt gaf
neither does skarmory
keldeo is annoying bc +2 EQ from scoli only has 6% chance to KO and she kills w/ Choice specs H pump
defensively, these two mons have all the right synergy in the right places - T-Tar resists Flying, Fire, Psychic, Scoli resists Fighting, bug
offensively, they have like almost all the same moves lol
In a paragraph, describe what pokemon can support the core
I'm not really sure what to say here as I have only used this core with variations of the below team. As a note, I have interchanged mons with Stall breaker Talonflame, Latios, Mega T-Tar, CB Scizor, changed certain items and sets, as well as Scoli's to the Adamant/Protect and T-tars, Clefable to classic Unaware etc etc but i beilve the below iterations (wtf does that word even mean) is the one i enjoyed the most:
Scolipede @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Swords Dance
- Megahorn
- Rock Slide
- Earthquake
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 180 HP / 76 Spd
Adamant Nature
- Earthquake
- Crunch
- Stone Edge
- Pursuit
Garchomp @ Rocky Helmet / Life Orb
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Stealth Rock
- Dragon Claw
- Fire Blast
- Earthquake
Scizor @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 252 Atk / 136 Spd / 120 HP
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Roost
Clefable @ Life Orb
Ability: Magic Guard
EVs: 240 HP / 252 SAtk / 16 Spd
Modest Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
alternatively use Mega T-Tar and CB Scizor. FOr this team tho, i like the above
I stopped playing with this team bc it's kind of hard to play/fucking annoying to lose with because, idk, maybe it's not very good, but i liked it enough when i was playing with it
Scoli can clean up late game IMO if he can take a weak hit or force a favorable switch. kind of prediction reliant imo
here are a couple replays which generally showcase my shitty playing, however scoli and t-tar manage to keep me from completely fucking myself over:
I don't really wanna theory mon about other mons that would "synergize" or work well bc honestly i really don't know and I suck at that hehe, rather talk from my experience which is flawed but real enough-
yea so if u think this core is shit then that's fine, i've moved on from like 2 months ago when i was using these guys but i wanted to provide something bc why tf not, it might be useful to some chump
alright, so u might wanna use t-bolt on latias/latios to get rid of skarm/mandibuzz for scoli. Usually my strat was , lure skarm with Chomp to Fire blast, Mandi dies to Clef.
Hippo also big prob, scoli needs to be at +2 already to 2hko physDefensive. Surf on Latias 2hko Hippo and if he's SpD, he's not as big a problem
alright that's it guys, gotta move on. Tell me how this could be improved if you dare, also im p confrontational, so don't mind me about that hehe
i feel like i need to add more stuff.. AgoustheV8manGary2346alexwolfJukain #quote2014 "this core is literally cancer" DiceAirChesnaught
also i talk big
So, questions for u reading this, what do you see that could be improved? Added? Subtracted? a-anything? Does this core even work? Does this team surrounding this core even work? (on the lower ladder maybe) Is it worthy for a spot on the list? Idc if it is? How high is a baloon? Do apes shit in real time? Do the pyfagrigus theorem surround the exposential curve of t - meenute exploragus? These are questions for u to consider. Also, by saying these things I am trying my hardest to pretend that none of u exist..I'm extremely sorry for this but it is probably my most detrimental flaw. Peace ~ it's pointless saying anything to me
ah, so this thread was for original cores that haven't been around for 5 yrs/since the creation of Pokemon in general...
in that case i will submit my totally shit head idea of an offensive core ;~;
Scolipede @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Swords Dance
- Megahorn
- Rock Slide
- Earthquake
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 180 HP / 76 Spd
Adamant Nature
- Earthquake
- Crunch
- Stone Edge
- Pursuit
how the core works
This Core on a team got me to the prestigious ranking of 1791 on the PS Lader! I haven't played any tournaments with it or had any help from ppl like Dice to tell me the error of my ways! If anyone would like to help me plz do! btw mega t-tar is a monster #suckup, while choice Band? who uses that these days is the opinion ive heard...
maybe u need back up info (given later in the importable), skip to -
OK, SO the way this core functions is scolipede is so incredibly weak to fly spame which totally nullifies is god given speed boost talent. therefore, Choice Band t-tar sticks his dick in the way of those goddamned t-flames and pursuit traps the bitch as long as he doesn't u-turn like a bitch. CB pursuit KOs! woo celebration.
Also, due to having similar edgequake combo, they weaken shit, like counters and stuff? idk
also t-tar beats lati@s trying to excape w/ pursuit. Alternatively, Scolipede KOs shit like Lati@s for breakfast with megahorn, running jolly but still has a chance of KO DeoD
252 Atk Life Orb Scolipede Megahorn vs. 252 HP / 4 Def Deoxys-D: 283-335 (93 - 110.1%) -- 62.5% chance to OHKO
Running Jolly means he naturally outspeeds Zards, Lando, Keldeo, Garchomp, dumb ass pinsirs who wanna set up on you bc they dont know youre not gay passing, lati@s, gengar, at +1 you outspeed deo-S and can megahorn his skinny ass if he tries to RK u
Mainly this core is for letting T-Tar deter/fuck fly spam out the ass and break walls w/ CB power to let scoli clean up late game.
In a paragraph, describe threats to the core
there are no threats, fuck
...
walls like, Mandibuzz shit on these guys, thats why i have LO offensive clef lol
hippo doesnt gaf
neither does skarmory
keldeo is annoying bc +2 EQ from scoli only has 6% chance to KO and she kills w/ Choice specs H pump
defensively, these two mons have all the right synergy in the right places - T-Tar resists Flying, Fire, Psychic, Scoli resists Fighting, bug
offensively, they have like almost all the same moves lol
In a paragraph, describe what pokemon can support the core
I'm not really sure what to say here as I have only used this core with variations of the below team. As a note, I have interchanged mons with Stall breaker Talonflame, Latios, Mega T-Tar, CB Scizor, changed certain items and sets, as well as Scoli's to the Adamant/Protect and T-tars, Clefable to classic Unaware etc etc but i beilve the below iterations (wtf does that word even mean) is the one i enjoyed the most:
Scolipede @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Swords Dance
- Megahorn
- Rock Slide
- Earthquake
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 180 HP / 76 Spd
Adamant Nature
- Earthquake
- Crunch
- Stone Edge
- Pursuit
Garchomp @ Rocky Helmet / Life Orb
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Stealth Rock
- Dragon Claw
- Fire Blast
- Earthquake
Scizor @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 252 Atk / 136 Spd / 120 HP
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off
- Roost
Clefable @ Life Orb
Ability: Magic Guard
EVs: 240 HP / 252 SAtk / 16 Spd
Modest Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower
alternatively use Mega T-Tar and CB Scizor. FOr this team tho, i like the above
I stopped playing with this team bc it's kind of hard to play/fucking annoying to lose with because, idk, maybe it's not very good, but i liked it enough when i was playing with it
Scoli can clean up late game IMO if he can take a weak hit or force a favorable switch. kind of prediction reliant imo
here are a couple replays which generally showcase my shitty playing, however scoli and t-tar manage to keep me from completely fucking myself over:
I don't really wanna theory mon about other mons that would "synergize" or work well bc honestly i really don't know and I suck at that hehe, rather talk from my experience which is flawed but real enough-
yea so if u think this core is shit then that's fine, i've moved on from like 2 months ago when i was using these guys but i wanted to provide something bc why tf not, it might be useful to some chump
alright, so u might wanna use t-bolt on latias/latios to get rid of skarm/mandibuzz for scoli. Usually my strat was , lure skarm with Chomp to Fire blast, Mandi dies to Clef.
Hippo also big prob, scoli needs to be at +2 already to 2hko physDefensive. Surf on Latias 2hko Hippo and if he's SpD, he's not as big a problem
alright that's it guys, gotta move on. Tell me how this could be improved if you dare, also im p confrontational, so don't mind me about that hehe
i feel like i need to add more stuff.. AgoustheV8manGary2346alexwolfJukain #quote2014 "this core is literally cancer" DiceAirChesnaught
also i talk big
So, questions for u reading this, what do you see that could be improved? Added? Subtracted? a-anything? Does this core even work? Does this team surrounding this core even work? (on the lower ladder maybe) Is it worthy for a spot on the list? Idc if it is? How high is a baloon? Do apes shit in real time? Do the pyfagrigus theorem surround the exposential curve of t - meenute exploragus? These are questions for u to consider. Also, by saying these things I am trying my hardest to pretend that none of u exist..I'm extremely sorry for this but it is probably my most detrimental flaw. Peace ~ it's pointless saying anything to me
skarmory and bulky char-x is also a great core.
skarmory cheacks char-x weaknesse (ground, stone, dragon) and char-x checks skarmory weaknesses (electric, fire). skarmory also provides defoq support, while phisically defensive char x can beat +2 bisharp.
skarmory and bulky char-x is also a great core.
skarmory cheacks char-x weaknesse (ground, stone, dragon) and char-x checks skarmory weaknesses (electric, fire). skarmory also provides defoq support, while phisically defensive char x can beat +2 bisharp.
We seem to be forgetting that every core has its flaws, and that a given team has plenty of room to cover the weaknesses of two particularly hard working pokes.
Since there are only a handful of threatening rock attacks being tossed around OU, none of them specially offensive, Skarm makes a fine check for anything not boosted, banded, or overzealously critting. Looking at common Rock-wielding attackers (Landorus-T, Terrekion, and Tyranitar) Skarmory is usually seen as the natural response, only threatened by CB Terrekion and Fire Blast Tyranitar. Most other variants are stalled out by Roost, or hazard stacked upon.
I will say that the common offensive core of Keldeo, Landorus and Pursuit trapper Aegislash kills this SkarmZardX core dead. It does so well against it that you might consider pairing them all on the same team. You cover the Rock weakness almost excessively, and gain a number of dynamic immunities (Electric, Poison, Fighting, Ground) to back up your resistances (Dark, water, ice, grass, fire, etc.) allowing for a number of safe switch ins.
Round these guys out with a water sponge (say, Gastrodon, Amoongus or Chansey) and you have a team. Since Keldeo-Lando-Trapper is often seen in tandem with Zard Y teams, you have the brickshitting surprise value when you do turn X.
Heracross @ Heracronite
Ability: Guts / Moxie
EVs: 28 HP / 252 Atk / 228 Spd
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Toxic
This core is an offense / defense core, but I would say it's more of bulky offense. The idea here is that Mega Heracross can trample teams, but not if the opponent can Will-O-Wisp it, Toxic it, or send in Talonflame, Charizard, Aegislash, or Skarmory. Heatran just so happens to be able to stop those threats and wall quite a few of them. It sets up rocks and can phaze, which helps give Mega Heracross a little extra help against things it can't quite OHKO, and together, they cover each other's weaknesses, except water. However, water isn't a huge problem when Bullet Seed on Mega Hera can do damage such as:
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 0 Def Mega Blastoise: 340-410 (93.9 - 113.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 252 Def Rotom-W: 300-360 (98.6 - 118.4%) -- guaranteed OHKO after Stealth Rock
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 252+ Def Milotic: 340-400 (86.2 - 101.5%) -- approx. 93.8% chance to OHKO after Stealth Rock
A lot of people would call me stupid for running Bullet Seed and not Earthquake. The reason for that is that Aegislash doesn't really warrant the move slot. I'd rather be able to kill Rotom-W and any other bulky water with Bullet Seed than to rely on Earthquake, a move people often expect and carry an Air Balloon for. Besides, this is a thing:
252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 0 Def Aegislash-Blade: 170-200 (52.4 - 61.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Another thing you might ask for are the reasons for Heracross' EVs. The EVs put Heracross ahead of Bisharp and Rotom-W in speed, as well as having maximum power.
The main threats to the core are physically defensive ground types. Hippowdon, Gliscor, etc. Hippowdon is easily 2HKO'd by Bullet Seed, but Gliscor is tougher to kill. On sets without EQ (Which exist, my Air Balloon Aegislash learned that the hard way), Heatran's Roar can go through their sub, making them less of a pain at the moment. Another problem can be bulky waters that predict the switch to Heracross and Will-O-Wisp. To be fair, it would be strange to keep Heatran in on a water type.
Bulky grass types are great friends to the core, specifically Celebi. Physically defensive Celebi with Thunder Wave can make it easier for Heracross to outspeed things and get free kills, and the bulkiness helps against physical attackers. Also, it's a great way to shrug off incoming status with Natural Care, and a good answer to those bulky water types and defensive ground types. Using the three of these Pokemon, you have a core that fits the standards of bulky offense.
The purpose of keldeo is to be a late game cleaner with its nice offenses and STABs and also to deal with greninja who can be a pain in this core if it carries extrasensory, but it can also be a pain In a ground type named gliscor. But it's mainly here to late game clean which it can do effectively and consistently. Aegislash is here because of its ability to take advantage of heracross' weakness to talonflame as it can take a flare blitz activating weakness policy and wreak havoc on the opposing team with a combo of shadow ball to hit hard and shadow sneak to finish off the opposition and as a nice priority in case this turn is the last move for the broken Steele pokemon (10 points if somebody gives me reference and no googling it)
Feel free to fix my fuck ups as this is the first time I've posted sets.
Edit: you also might want to add that heracross alone completely destroys deosharp with its own STABs so this allows a defogger like zapdos to come in and do whatever the fuck he wants.
Surprised how Aegi/Hydreigon isn't in the OP
Aegislash + Hydreigon resists all of the types in the game ( they also covers each other's weaknesses)
Aegislash is Immune to: Normal/Fighting/Poison
Aegislash resists:Flying/Rock/Bug/Steel/Grass/Psychic/Ice/Dragon/Fairy
Aegislash is weak to:Ground/Ghost/Fire/Dark
Hydreigon is Immune to:Ground (Levitate)/psychic
Hydreigon resists:Ghost/Fire/Water/Grass/Electric/Dark
Hydreigon is weak to:Fighting/Bug/Ice/Dragon/Fairy
When you look at their resistance/immunity,ALL of the types in the game are listed.
I found this in the hydreigon thread so??? idk. I'll just wait till' someone write this core.
Surprised how Aegi/Hydreigon isn't in the OP
Aegislash + Hydreigon resists all of the types in the game ( they also covers each other's weaknesses)
Aegislash is Immune to: Normal/Fighting/Poison
Aegislash resists:Flying/Rock/Bug/Steel/Grass/Psychic/Ice/Dragon/Fairy
Aegislash is weak to:Ground/Ghost/Fire/Dark
Hydreigon is Immune to:Ground (Levitate)/psychic
Hydreigon resists:Ghost/Fire/Water/Grass/Electric/Dark
Hydreigon is weak to:Fighting/Bug/Ice/Dragon/Fairy
When you look at their resistance/immunity,ALL of the types in the game are listed.
I found this in the hydreigon thread so??? idk. I'll just wait till' someone write this core.
Aegi/Hydra is a decect core. Just having Synergy doesnt mean its great, really. its mainly since Hydriegon is bad in-it of itself and that both done hit hard enough.
Feel free to do a right up.
Sets Would Be:
Aegi: Kings Shield / Iron Head / Shadow Ball / Shadow Sneak @ Life Orb
Hydra: Draco / Dark Pulse / Fire Blast / Earthquake OR Superpower OR roost @ Specs / Life Orb
Here's a defensive core that crossed my mind, it's more of a prototype at the momentso I'll definitely appreciate input and testing. I also don't know how to post sprites, if a mod could edit them in / someone could tell me how to do it, that'd be great.
Charizard @ Charizardite X
Ability: Blaze/Tough Claws
248 HP / 144 SDef / 120 Spd
Careful Nature
-Earthquake / Fire Punch
-Dragon Claw
-Will-o-Wisp
-Roost
Standard bulky WoW-ZardX, which has been discovered as a pretty good stall mon recently. Has the benefit of being pretty unpredictable pre-mega and even after, as ZardX can run multiple very dangerous sets.
Azumarill @ Assault Vest
Ability: Huge Power
16 HP / 252 Atk / 240 SDef
Adamant Nature
-Aqua Jet
-Play Rough
-Knock Off/Superpower
-Waterfall
Assault Vest Azumarill is pretty underrated imo, it got very good special bulk and only a few weaknesses, which allows it to switch into quite a few special attacks relatively unscathed. Make no mistake though, its attacks still put out a LOT of damage. Is mainly used as a switch-in to Lando-I who pretty much wrecks the rest of this core, even though it can't repeatedly switch into its attacks and should be careful of Sludge Wave on a predicted switch. Also has no form of recovery, so it might appreciate Wish support to be able to come in more often.
Ferrothorn @ Leftovers/Rocky Helmet
Ability: Iron Barbs
252 HP / 216 Def / 40 SpD
Relaxed / Impish Nature
-Leech Seed
-Protect / Thunder Wave
-Power Whip / Gyro Ball
-Stealth Rock / Gyro Ball / Spikes
Pretty standard defensive Ferrothorn, I guess by now we all know what it does. My personal favorite is the set which is slashed first, since it's really annoying to face and Leech Seed + Protect + Leftovers is actually pretty decent recovery, even though it doesn't mind Wish support either. Spikes can be chosen if your team has another SR setter already, Gyro Ball as a secondary STAB for more offensive presence might also be nice.
So, how does this core work? When building cores, two very popular types are Fire/Water/Grass and Fairy/Steel/Dragon. Guess what? This core is both. All three mons are more than capable to take a hit, 1.5 of them have recovery and they all can dish out some hefty damage as well. Ferrothorns Weaknesses are covered by Azumarill (and it's Fire weakness by Zard X as well), even more by its AV since most attacks aimed at Ferrothorn will probably be special anyways and Azumarill can threaten most Fire/Fighting users out. Its ability to switch moves comes in really handy as well as you might be able to get off a surprise attack on the next opposing mon, given that your opponent doesn't run calcs and/or mistakes you for the BD set. Azumarill's weaknesses are covered by Ferrothorn (1 immunity, 2 resists) and also decently by Zard X (2 resists). Zard X on the other hand has its Dragon weakness covered by Azumarill (immunity) and Ferrothorn (resist) and its Rock weakness covered by Ferrothorn. The only problem are Ground attacks which hit all 3 members of the core at least for neutral damage and are very common, but can also be worked around with the right teammates.
Between its very solid resistances/immunities and offensive presence, this core also provides hazard support, status support (as well as Leech Seed if you count that), Knock Off support and priority and as such is pretty well-rounded. Depending on the teammates chosen, the core can work in full stall or more balanced teams.
So yeah, that's my idea. As said, input and testing as well as threats would be appreciated, I didn't have the time to test it extensively so far (I don't have the time for extensive testing in general, which kinda sucks), but I think there's some potential here if I didn't miss something very important.
Shadow ball
Shadow Sneak/Sacred sword
Iron head
King's Shield
This core covers eachothers weaknesses and do a lot of damage while they're on the field.
Iron head is a must since you can threaten all the fairys that can give hydreigon problems. Excadrill may be the main problem but you can make your team to work around that or just give Aegislash that Air balloon. This core may be a bit mediocre, since I haven't tested it at all but whatever.
hey, sry if I'm minimoding but when adding cores it would be nice to have the spread in "importable from PS" format, and to include a sprite/model, which you can find on pldh.net, as well as attempting to answer the questions in the OP -
[Up to 3 Pokemon can be used, 4 is pushing it, however, if the core is good enough it can be accepted]
In a paragraph, describe what pokemon can support the core
that said, I'd like to introduce a two mon core that has been working well for me on a team I enjoy playing with (suggestions/comments are welcomed ;P)
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Psycho Cut
- Fake Out / Fire Punch
- Ice Punch
How the Core Works
I love MegaCham. He has insane power and can break down stall teams pretty easily..however his speed is only decent and he is extremely frail. Therefore, Sylveon is there to take on special attackers such as Greninja, Keldeo, Lati@s, Thundy-I so that MegaCham can have an easier path. If you're playing against a more Stall oriented team, Sylveon has the option of passing wishes to MegaCham when he comes in on an expected switch or weak attack. She can also use Heal Bell to cure him of Paralysis which he hates. Notice, you may not be able to have the time to Wish Pass or Heal bell against more offensive teams, but Sylveon can still tank special hits from faster special threats and threaten with Hyper Voice, either taking them out or causing hazard damage from switching out. Sylveon's EV spread is probably not optimal, but I wanted her to be able to take physical hits while bulking up her spDefense a bit. I forget what the 16 SAtk was for, but it was needed to KO something that I wanted her to be able to.
Threats to the Core
Aegislash is a big threat with Shadow Ball/Sneak for Medi and Iron head/Flash Cannon for Sylveon. It doesn't help that the two of the do jack squat to Aegi unless Medi is running Fire Punch to catch him on the switch.
Talonflame OHKO's Medi and 2HKO's Sylveon, so Sylveon can't come in on her but can wear her down with WishTect if they're both in.
Landorus Sludge Wave 2HKO's Sylveon and EarthPower OHKO Medicham
Some more threats, will edit in
Supporting Pokemon
Since Aegislash is a big problem to this core, Bisharp is appreciated for his ability to pursuit trap or KO with Knock Off. Bisharp also helps vs Lati@s not running Hp Fight. Mandibuzz can also work as a more defensive answer to Aegislash.
Deoxys-S is greatly appreciated for Revenge Killing mons that are faster than Medicham, such as Greninja, Keldeo, Lando-I, Garchomp, Lando, Gengar etc. The combination of a powerful wall breaker + RK'r work well, although this does compound weakness to Aegislash/Gengar, thus compounding the need for a check/counter for them.
Landorus-I forms a two man wallbreaking combo with Medicham. It's hard for walls/stall teams to be able to stand up to their attacks coming from both sides of the spectrum.
Thunder wave support can be a nice perk, from mons such as Slowbro, Chansey, Ferrothorn, or Thundurus-I. This can help Medicham to outspeed faster mons that would have been able to OHKO him, allowing him to bash them first with his powerful attacks.
Chansey can be used as a bulky pivot to sponge attacks medi doesn't want to take, with a slight possibility of passing wishes although it can be difficult, so it's not required per say.
Slow voltturners also help to bring Medicham in safely as he doesn't want to come in on anything besides a weak resisted hit. Rotom-W or slow Lando-T work well in this job.
Alright, that's mostly what I've got for now. I've found that Sylveon + Mega-Medicham work well on semi-stall/balanced teams, as u are able to slowly chip away at the opponent until you are able to find a hole/weakness and bring Medicham in to break stuff. Thx for reading.
Funny thing is I've been running that exact same Medicham set but with a Chansey instead of a Sylveon. It's been working pretty well for me too, but the frailty of Medicham made it impossible to pass wishes so I gave Chansey Softboiled instead. I also found that pairing the two with a slow voltturner can be helpful for getting Medicham in safely.
Funny thing is I've been running that exact same Medicham set but with a Chansey instead of a Sylveon. It's been working pretty well for me too, but the frailty of Medicham made it impossible to pass wishes so I gave Chansey Softboiled instead. I also found that pairing the two with a slow voltturner can be helpful for getting Medicham in safely.
I definitely agree with this. I'm also playing him on a team with Chansey and slow Lando-T . The slow voltturn especially appeals to me as it can make it much easier. ill add that. thx man
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 Atk / 8 HP / 252 Spd
Hasty/lonely Nature
- Stealth Rock
- Earthquake/stone edge/pursuit
- Crunch/pursuit
- Ice Beam
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Swords Dance/rapid spin
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
This is one of my favorite competitive cores, they work especially well together, as a offensive core.
Basically you send out TTar, get up the sand, and set up rocks. Depending on the opponent you can either switch out directly or attempt to ko the opposing poke, or if needed let TTar stay in and die. In the sand exca reaches a shocking 550 speed stat, outspeeding every other non boosted pokemon, even base 110 scarfed mons stand no chance to Match this, only reaching 525 speed. Excadrill also outspeed a lot of common setup pokes, like +2 dragonite, +2 mega TTar, +1 salamance among many other, Easley KOing them the with it's very powerful STAB moves, as well as super effective rockslide, KOing dragonite after a turn of sandstorm
Talonflame is mostly there to check some of the threats to the core, being able to kill the common Mach punch users, being breloom, infernape and conkeldurr, as well as setting up a tailwind in a pinch.
A huge threat to this core is bisharp, as well as mega mawile, if not played around correctly. Another huge threat is rain offense, as it can remove the sand, and easily kill off TTar, rendering exca almost useless.
I like to add a conkeldurr, as it counters bisharp, and a mega zard y, as it checks rain teams.
Mega mawile can still be a problem, but the keyword here is can, as you can outspeed it with ease, and all the mons have a reliable way to ko it, as long as you predict right, but it will screw you over if you opponent predict you.