Other Good Cores (V2)

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dwarfstar

mindless philosopher
Micro Mercury Minor change to that Landorus-T set: run Knock Off or Hidden Power Ice over Brick Break. If memory serves, all the OU-relevant Pokemon weak to Brick Break are also neutral or weak to Earthquake, meaning the two moves will do equivalent damage (neutral STAB Earthquake and 2x SE Brick Break both have 150 base power, and 2x SE Earthquake and 4x SE Brick Break both have 300) and Brick Break is completely redundant. Knock Off gives you SE coverage on Ghosts and general utility, while HP-Ice allows Landorus-T to smack around Gliscor and opposing Landorus (both of which can be annoying for both Mawile and Lando-T).
 
Micro Mercury I'd probably slash Swords Dance with Iron Head on that Mawile set. After and SD, Play Rough hits pretty much anything that Iron Head does, due to Fairy not resisting itself. Fire Fang is really the only additional coverage you need, plus Sucker Punch for priority.
 
A SubPunch, Substitute + 3 or SD + 3 attacks set on Mawile work well with Landorus-T, because Landorus can cripple the opponent with intimidate and U-Turn out the next turn to give Mawile a chance to set up. For this very reason, I prefer a bulkier and slower set on Landorus-T (say 252 HP, 252 Def, 4 Spe) in order to take a hit if necessary, use a slow U-Turn and get Mawile in for free.

The core with the bulkier Landorus-T would probably play very differently to the core posted though.
 

Leafeon @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Aerial Ace

S- or A-Ranked Pokemon checked by Leafeon:

Aegislash
Azumarill
Rotom-W
Hippowdon
Manaphy
Breloom
Baton Pass Scolipede
Diggersby
Tyranitar or Mega Tyranitar
Stealth Rock or Life Orb Terrakion
Mamoswine
Excadrill
Gengar (in sun)
Greninja (in sun)
Latios (in sun)

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower / Fire Blast
- Solar Beam
- Dragon Pulse / Focus Blast
- Roost

S- or A-Ranked Pokemon checked by Mega Charizard Y:

Ferrothorn
Bisharp
Breloom
Scolipede
Skarmory
Scizor or Mega Scizor
Mega Mawile
SubToxic Gliscor
Gengar
Mamoswine
Clefable
Excadrill
Mega Venusaur
Mega Heracross


Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Protect
- Wish
- Heal Bell

S- or A-Ranked Pokemon checked by Sylveon:

Latias
Greninja
Breloom
Keldeo
Mandibuzz
Kyurem-B (non-Iron Head)

Summary:
- Offensive sun core that checks most common threats
- Leafeon hits Water and Rock-types that threaten Charizard, while Charizard hits the Steel-types that wall Leafeon
- Grass / Flying / Dark is resisted by only 3 Pokemon (Klefki, Bisharp, and Mawile), and all of them are easily dispatched (or more precisely, obliterated) by Charizard
- Sylveon serves as cleric support, and hits Dragon-types that wall and threaten Leafeon and Charizard. Pixilate-boosted Hyper Voice off of a base 110 special attack is not something to be underestimated
- Leafeon's Leaf Blade, will, at the very least, score a 3HKO on an unresisted hit
- Charizard will be putting dents in anything that isn't a special wall

Team Support:
- Users of the EdgeQuake combo and its variants take care of most of the core's counters. Heatran and Garchomp are probably the best choices.
- Since this is a sun core, other sun abusers are recommended
- Baton Passers, particularly ones that can pass speed, defense, and special defense buffs, increase survivability
- HAZARD REMOVERS. I can't stress this enough.
- Hazard setters, or anything that can inflict status or chip away at the opponent's health can also help
- Dragon-types can take care of Garchomp and Dragonite

Counters:
- Latios (w/o sun up)
- Choice Scarf Staraptor
- Talonflame
- Heatran
- Mega Pinsir
- Garchomp and Mega Garchomp
- Dragonite

Teammates that can deal with these counters include:

Heatran
Garchomp
Kyurem-B
Lucario
Kingdra
Rotom-W
Volcarona
Salamence
 

Leafeon @ Life Orb
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Aerial Ace

S- or A-Ranked Pokemon checked by Leafeon:

Aegislash
Azumarill
Rotom-W
Hippowdon
Manaphy
Breloom
Baton Pass Scolipede
Diggersby
Tyranitar or Mega Tyranitar
Stealth Rock or Life Orb Terrakion
Mamoswine
Excadrill
Gengar (in sun)
Greninja (in sun)
Latios (in sun)

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower / Fire Blast
- Solar Beam
- Dragon Pulse / Focus Blast
- Roost

S- or A-Ranked Pokemon checked by Mega Charizard Y:

Ferrothorn
Bisharp
Breloom
Scolipede
Skarmory
Scizor or Mega Scizor
Mega Mawile
SubToxic Gliscor
Gengar
Mamoswine
Clefable
Excadrill
Mega Venusaur
Mega Heracross


Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Protect
- Wish
- Heal Bell

S- or A-Ranked Pokemon checked by Sylveon:

Latias
Greninja
Breloom
Keldeo
Mandibuzz
Kyurem-B (non-Iron Head)

Summary:
- Offensive sun core that checks most common threats
- Leafeon hits Water and Rock-types that threaten Charizard, while Charizard hits the Steel-types that wall Leafeon
- Grass / Flying / Dark is resisted by only 3 Pokemon (Klefki, Bisharp, and Mawile), and all of them are easily dispatched (or more precisely, obliterated) by Charizard
- Sylveon serves as cleric support, and hits Dragon-types that wall and threaten Leafeon and Charizard. Pixilate-boosted Hyper Voice off of a base 110 special attack is not something to be underestimated
- Leafeon's Leaf Blade, will, at the very least, score a 3HKO on an unresisted hit
- Charizard will be putting dents in anything that isn't a special wall

Team Support:
- Users of the EdgeQuake combo and its variants take care of most of the core's counters. Heatran and Garchomp are probably the best choices.
- Since this is a sun core, other sun abusers are recommended
- Baton Passers, particularly ones that can pass speed, defense, and special defense buffs, increase survivability
- HAZARD REMOVERS. I can't stress this enough.
- Hazard setters, or anything that can inflict status or chip away at the opponent's health can also help
- Dragon-types can take care of Garchomp and Dragonite

Counters:
- Latios (w/o sun up)
- Choice Scarf Staraptor
- Talonflame
- Heatran
- Mega Pinsir
- Garchomp and Mega Garchomp
- Dragonite

Teammates that can deal with these counters include:

Heatran
Garchomp
Kyurem-B
Lucario
Kingdra
Rotom-W
Volcarona
Salamence
Leafeon sucks tbh
 

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind



Pinsir @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

Alright so lets go over the things that wall Mega Pinsir: Zapdos, Skarmory, Rotom-W, Lando-T (kinda), Hippowdon, and Gliscor. Out of these, Keldeo beats Skarm, Lando, Gliscor, Hippowdon, and Rotom (Volt Switch isnt a OHKO while Secret Sword is a clean 2HKO). In return, Pinsir demolishes Mega Venu and Amoongus that like to give Keldeo trouble. So these two can handle each others checks and counters really well, which paves way for one or the other to sweep. Mega Pinsir is a complete monster, as he singlehandedly dismantles the VenuTran core (also featured here), while also having a great ability, a reliable STAB, and priority, which is very much needed in todays Meta. Frustration is my go to option over Return because of Dittos, as not many want to risk having a 1 BP Return if they opt for min happiness. Swords Dance is there for a late game sweep, as even a +2 Quick Attack cleans up teams. EQ is the best coverage move.

So with Pinsir covered, we have Keldeo next. With a great STAB combo in Water + Fighting, Keldeo hits a good portion of the meta for SE damage, though outside of his STABs theres not much. Anyways, a base 129 SpAtk is great, and when a Choice Specs is slapped onto him, he becomes one of the most potent wallbreakers in the entire meta. Hes also one of the few pokes who can reliably switch into Bisharp, which is always nice. Scald is the most spammable move in the game, as even resists hate being burned. Hydro Pump is for a high powered STAB, tho the accuracy can be a problem. With Mega Pinsir taking care of Venu/Amoongus, the coverage move of choice goes to Icy Wind, as it allows him to nail the Latis on the switch, which otherwise become very problematic for this core. It also hits dragons for SE damage, most notable Garchomp and DNite.

There are a few pokes that dismantle this core. Zapdos and Thundurus both have SE STAB moves against both, with the former being exceptionally bulky, while the latter simply outspeeds and OHKOes both with T-Bolt. The Latis can be annoying if Icy Wind is forgone for another coverage option, so a pursuit trapper is always appreciated. Funnily enough, the biggest threat to this core is opposing Birdspam, tho most notably Talonflame, as he can simply OHKO both with Brave Bird before either can move, so a bulky flying resist is pretty much needed. On top of that, Hazard control is needed for Pinsir, otherwise youre losing a huge chunk of your health. Excadrill can spin away rocks, and pairs nicely with these two, and with TTar, you have 4 pokes that work well together. Another option for a teammate is Talonflame, which paired with Pinsir creates the infamous Birdspam core that everyone hates. So yeah, thats pretty much it.

Replay:
http://replay.pokemonshowdown.com/ou-140007473 (it the lower ladder cuz I havent laddered high enough yet, tho it still shows these two working together well)
 
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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind



Pinsir @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

Alright so lets go over the things that wall Mega Pinsir: Zapdos, Skarmory, Rotom-W, Lando-T (kinda), Hippowdon, and Gliscor. Out of these, Keldeo beats Skarm, Lando, Gliscor, Hippowdon, and Rotom (Volt Switch isnt a OHKO while Secret Sword is a clean 2HKO). In return, Pinsir demolishes Mega Venu and Amoongus that like to give Keldeo trouble. So these two can handle each others checks and counters really well, which paves way for one or the other to sweep. Mega Pinsir is a complete monster, as he singlehandedly dismantles the VenuTran core (also featured here), while also having a great ability, a reliable STAB, and priority, which is very much needed in todays Meta. Frustration is my go to option over Return because of Dittos, as not many want to risk having a 1 BP Return if they opt for min happiness. Swords Dance is there for a late game sweep, as even a +2 Quick Attack cleans up teams. EQ is the best coverage move.

So with Pinsir covered, we have Keldeo next. With a great STAB combo in Water + Fighting, Keldeo hits a good portion of the meta for SE damage, though outside of his STABs theres not much. Anyways, a base 129 SpAtk is great, and when a Choice Specs is slapped onto him, he becomes one of the most potent wallbreakers in the entire meta. Hes also one of the few pokes who can reliably switch into Bisharp, which is always nice. Scald is the most spammable move in the game, as even resists hate being burned. Hydro Pump is for a high powered STAB, tho the accuracy can be a problem. With Mega Pinsir taking care of Venu/Amoongus, the coverage move of choice goes to Icy Wind, as it allows him to nail the Latis on the switch, which otherwise become very problematic for this core. It also hits dragons for SE damage, most notable Garchomp and DNite.

There are a few pokes that dismantle this core. Zapdos and Thundurus both have SE STAB moves against both, with the former being exceptionally bulky, while the latter simply outspeeds and OHKOes both with T-Bolt. The Latis can be annoying if Icy Wind is forgone for another coverage option, so a pursuit trapper is always appreciated. Funnily enough, the biggest threat to this core is opposing Birdspam, tho most notably Talonflame, as he can simply OHKO both with Brave Bird before either can move, so a bulky flying resist is pretty much needed. On top of that, Hazard control is needed for Pinsir, otherwise youre losing a huge chunk of your health. Excadrill can spin away rocks, and pairs nicely with these two, and with TTar, you have 4 pokes that work well together. Another option for a teammate is Talonflame, which paired with Pinsir creates the infamous Birdspam core that everyone hates. So yeah, thats pretty much it.

Replay:
http://replay.pokemonshowdown.com/ou-140007473 (it the lower ladder cuz I havent laddered high enough yet, tho it still shows these two working together well)
Added.
 

Volcarona @ Leftovers
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Fiery Dance
- Quiver Dance
- Bug Buzz
- Giga Drain

Aegislash
Bisharp
Scizor
Ferrothorn
Breloom
Scolipede
Mega Aggron
Skarmory
Mega Heracross



Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Talonflame
Azumarill
Greninja
Mega Pinsir
Hippowdon
Landorus-T
Mamoswine (non-Freeze Dry)
Heatran



Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Diamond Storm / Stone Edge / Rock Slide
- Protect

Talonflame
Mega Pinsir
Mega Charizard Y
Mandibuzz
Mega Charizard X (Bulky Dragon Dance and Bulky Will-o-Wisp)
Kyurem-B (non-Iron Head)


Summary:
- A defensive core
- The core is completely Talonflame-proof. Rotom-W is already a counter, while Diancie walls and 1HKOs it, allowing Volcarona to sweep
- Volcarona takes care of the Grass and Steel-types that threaten Rotom-W and Diancie
- Rotom-W serves as a counter to Azumarill and Greninja, which would otherwise take Volcarona and Diancie out in one hit
- Type synergy helps with coverage

Team Support:
- Diancie and Rotom-W lack reliable forms of healing or removing status ailments. Clerics, such as Sylveon, can compensate for this.
- Tailwind users allow the core to outspeed most Dragon-types
- Actual counters to said Dragon-types can also help
- Anything that can keep hazards off your side of the field
- Anything that can counter Taunt users

Counters:
Latios
Latias
Garchomp
Dragonite
Heatran
Salamence


Demonstration:
http://replay.pokemonshowdown.com/ou-140931334
 

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When youre seen using a Shell Bell and Vaporeon on a team, its /really/ hard to take something like this seriously (not to mention the very low ladder ranking). On top of that, Volcarona is not good this gen and any core with it should include hazard removal which this does not. On top of this, theres no mention of the threats to this core. Already I see a glaring weakness to SD Chomp and DD LumNite, to which all three are easlily KOed by the proper move (+2 252 Atk Garchomp Dragon Claw vs. 252 HP / 0 Def Rotom-W: 246-291 (80.9 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock Wont even bother with EQ or Stone Edge). Im not trying to be mean, but this really isnt that great :/
 
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When youre seen using a Shell Bell and Vaporeon on a team, its /really/ hard to take something like this seriously (not to mention the very low ladder ranking). On top of that, Volcarona is not good this gen and any core with it should include hazard removal which this does not. On top of this, theres no mention of the threats to this core. Already I see a glaring weakness to SD Chomp and DD LumNite, to which all three are easlily KOed by the proper move (+2 252 Atk Garchomp Dragon Claw vs. 252 HP / 0 Def Rotom-W: 246-291 (80.9 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock Wont even bother with EQ or Stone Edge). Im not trying to be mean, but this really isnt that great :/

I think you're forgetting something important.... like the fact that he actually mentioned Counters to his core (which he included Garchomp and Dragonite) and he also mentioned the need for a cleric and a defogger/rapid spinner.

He explained his core but the rest of the team really depends. Taking your example, if he puts a Physical Defensive Mandibuzz (with Rocky Helmet), it can deal with the SD Garchomp. And if he goes for Stone Edge, you switch in to a safer bet. Basically, depends on the teammates you put in. His replay was just an example.
 
So this isn't the most 'OU' core, but I've used it with quite a bit of success on PS. With Will-O-Wisp Weezing can wall pretty much any physical attacker that isn't fire type. Paired with Umbreon, an amazing special wall, they cover each other's weaknesses perfectly.

Defensive Core:

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpDef
Bold Nature
- Flamethrower
- Will-O-Wisp
- Stockpile / Clear Smog
- Pain Split

This set is incredible against any physical attacker that isn't fire type. Weezing can switch into a plethora of strong physical attacks and cripple the opponent with a burn. When the opponent tries to predict a toxic and switches in a steel type, flamethrower does decent damage coming off a base 85 Special Attack. Stockpile allows Weezing to boost to insane levels of defense, and can often hold it's own on the special side once it has three boosts, but Clear Smog can be used to stop set-up sweepers if your team has trouble with that. And finally pain split is Weezing's main method of recovery, and is surprisingly effective. Nothing is more satisfying than surprising your opponent with a Pain Split on a switch-in.



Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpDef
Calm Nature
- Foul Play
- Toxic
- Wish
- Heal Bell / Protect

Umbreon is a strong partner with Weezing, covering it on the special side. With it's psychic immunity, it covers Weezing's only weakness, and it's own weaknesses to Bug, Fairy, and Fighting are mitigated by Weezing's great defensive typing.
Synchronize is a great defensive ability, especially on a mon with access to Heal Bell. Due to a lack of counters for moves like Spore/Sleep Powder, I often find myself switching Umbreon in to take the sleep for my team. Even asleep, it can tank special hits for days with it's great typing and stats.
You can also run 248 HP / 184 Def / 76 SpDef for stronger mixed defenses, and this allows it to handle Bisharp/Agieslash better, but when paired with Weezing it's not as important.
Foul Play is a great move for a wall, but is unfortunately not as effective as it could be. Unlike the other eeveelutions, Umbreon lacks a strong STAB attacking move, and has to resort to this or Payback. Toxic is pretty much a staple, allowing it to spread status through the team and wear down any opposing walls. Wish is excellent with Umbreon's massive HP stat, allowing it to pass huge wishes to it's team mates and suppport with Heal Bell. Though protect is usually Umbreon's prefered move, increasing it's staying power massively, if your team already lacks a cleric than it is probably the best choice on Umbreon.

So there you have it. A large part of this core is the surprise factor. I don't think the common OU player expects anything from a Weezing ad I find this often working to my advantage.
 
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Change Stockpile to clear smog on weezing, so that you can stop setup sweepers
I have considered that, but I already have clear smog on a gastrodon on my team to deal with that. Plus, when burned, and weezing gets enough stockpiles, the opponents setup doesnt really matter. I'll slash it though.
 
Hey I prefer running more of a mixed set as it handles bisharp aegi, excadrill and kyurem a little better. It can still handle special attackers quite well. I use personally use 248hp 184def 76sdef on mine as he can now avoid the 3hko from any of mega pinsirs attacks barring cc (which may see more use now that aegi may be gone).
To be honest umbreon's niche I've something like sylveon or Chaney as a cleric is his typing being one of the few defensive dark types, stab foul play, and great mixed bulk. Also his typing often leaves him vulnerable to some of Ou's strongest special attackers like Keldeo, zard y, mega garde, and landorus have super effective moves on umbreon and he really can't due much back. Therefore a mixed wall set is better. Even with minimal investment umbreon can still take on greninja, gengar, and the lati twins fairly decently.
By investing in defence you can now spam foul play against the powerful physical attackers in ou. Pinsir have often set up in front of umbreon thinking he is set up bait only to ohko'd by foul play. If he opts to attack he takes over half from a foul play and now is severely weakened allowing another team member to eliminate pinsir.
Tl;dr mixed bulk on umbreon greatly helps with his niche in ou as a cleric and helps him deal with a larger portion of the ou meta
 
Hey I prefer running more of a mixed set as it handles bisharp aegi, excadrill and kyurem a little better. It can still handle special attackers quite well. I use personally use 248hp 184def 76sdef on mine as he can now avoid the 3hko from any of mega pinsirs attacks barring cc (which may see more use now that aegi may be gone).
To be honest umbreon's niche I've something like sylveon or Chaney as a cleric is his typing being one of the few defensive dark types, stab foul play, and great mixed bulk. Also his typing often leaves him vulnerable to some of Ou's strongest special attackers like Keldeo, zard y, mega garde, and landorus have super effective moves on umbreon and he really can't due much back. Therefore a mixed wall set is better. Even with minimal investment umbreon can still take on greninja, gengar, and the lati twins fairly decently.
By investing in defence you can now spam foul play against the powerful physical attackers in ou. Pinsir have often set up in front of umbreon thinking he is set up bait only to ohko'd by foul play. If he opts to attack he takes over half from a foul play and now is severely weakened allowing another team member to eliminate pinsir.
Tl;dr mixed bulk on umbreon greatly helps with his niche in ou as a cleric and helps him deal with a larger portion of the ou meta
What kind of EV's would you reccomend in that case?
 
eh I don't know if this has been posted or not but this is a pretty fun Bulky Offense core I've been using that does a fairly good job at breaking each others counters and simultaneously covering their weaknesses as well.
The EVs are highly personalized and can be changed.
This core is for Post-Aegi ban if it happens hence all the slashes for superpower.


Schere (Scizor-Mega) (F) @ Scizorite
Ability: Technician
EVs: 248 HP / 24 Atk / 100 SpD / 136 Spe
Adamant Nature
- Bullet Punch
- Knock Off / Superpower
- Roost
- Swords Dance
The point of this core is to beat mega scizor's Checks and Counters in order to ensure an easy sweep.
The EVs are to outspeed 44 Spe Rotom Wash and KO with a +2 Knock Off / Superpower after prior weakening.
They also allow you to outspeed 36 Spe Heatran and do this:
+2 24+ Atk Mega Scizor Superpower vs. 252 HP / 0 Def Heatran: 520-614 (134.7 - 159%) -- guaranteed OHKO


Azumarill (F) @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
The Glue of the core, Assault Vest lets him take Special Fire moves for Scizor and Ice and Water moves for Landorus-T while still letting him have quite a bit of offensive presence
Waterfall and Play Rough for STAB
Aqua Jet because priority is always welcome and
Knock Off to hit Aegislash although Superpower can be used to do some damage to ferrothorn.


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge / Rock Slide
- U-turn
The Offensive Pivot and Elecric immunity, Mamoswine also works in this slot but I prefer Landorus due to it's ability to check Talonflame and many other physical threats while checking Thundurus.
Earthquake for STAB
Knock Off for the Utility and ability to cripple some Pokemon
Stone Edge to hit Flying Types and deal with the Thundurus.
and finally U-turn for Momentum and occasional mind games :]

The core greatly appreciates special attackers as the mons above all physical, Defog because it's ridiculously easy to wear a Landorus-T down and Stealth Rock only makes that job a lot harder and finally Wish Support.
Well that's it.
Sorry for the short descriptions but I'm not the best of writers :/ :[
 
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Something I found quite well, with some good synergy:

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Gyarados @ Gyaradosite
Ability: Moxie -> Mold Breaker
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Rest
- Sleep Talk
- Waterfall
- Dragon Dance

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / SDef
Bold
- Cosmic Power
- Stored Power
- Softboiled
- Charge Beam

Yes, I know that Clefable and MegaDos both are running physical defensive sets, but the types that they check from each other are primarily Physical.

Magnezone: Magnezone is basically a Steel Trap, like normally. He's able to switch into what would normally be Super Effective against Clefable and trap potential threats; Mainly Aegislash and Lucario. The one bad thing about Aegislash is it's availability to Sacred Sword, which would OHKO (Or so I believe) Magnezone; that is if it's running a physical Aegi. Magnezone also can check any set up or steel walls, such as Ferro, Skarm, and Forretress. And I can't forget that he also checks MegaDos' fairy weakness.

Mega Gyarados: This set is used to be a bulky, set up sweeper. MegaDos is able to check Magnezones fire weakness, and then proceed to DDance setup. Once you get a +1 DDance, your attack becomes 519, and your speed 297. For MegaDos to be able to set up sweep, though, you'll have to make sure that any of his biggest threats are out of the way first.

Clefable: Clefable is a set up tank. Cosmic Power allows Clefable to become both Physically and Specially Defensive. While you get your defense up, you can also use those stat boosts to your advantage and use Stored Power. And on top of that, Charge Beam allows your Special attack to raise too. Clefable is also a check to both Magnezone and MegaDos' fighting weakness.

Notable Support:
- Clefable can also act as a wish support towards Magnezone.
- A flying type Pokemon, to check Magnezone's ground weakness.
-Anything to keep Spikes/Toxic Spikes off of the field.
- A fire or ghost type Pokemon, preferably hyper offensive, to counter Aegislash

List of threats:
-Quagsire (Do to his Sub-Water typing, making Gyra not being able to cleanly OHKO)
-Aegislash (Has a wide move pool that can handle all three)
- Keldeo (ish)
- I know there are quite a bit more, but I'm having a difficult time thinking right now, so I'll come back and add in the rest when I'm able to clearly think.
 
Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 4 Def / 252 Atk
Adamant
- Bullet Punch
- U-Turn
- Pursuit
- Superpower

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 4 SDef / 252 SAtk
IVs: 0 Atk
Calm
- Calm Mind
- Wish
- Aromatherapy/Protect
- Moonblast

Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 HP / 252 Spd
Jolly
- Dragon Dance
- Dragon Claw
- Earthquake
- Stone Edge/ Fire Blast

This is your basic Steel/Fairy/Dragon core. A mix between a Physical Tank, a Special Tank, and a Physical Sweeper. Now I know the combination is a little weird, considering that there's just "an extra mon", but Mega Garchomp is the cherry on top, the icing on the cake.

Description:
I guess you CAN say that Garchomp doesn't even need to be apart of the core, so let's say it's not for this first part. The idea of Florges and Scizor is for Florges to wall the special attacks that would normally take out Scizor (Pretty much just fire). The idea for Scizor is vice versa, to wall Physical Steel attacks that come towards Florges, and to make poison type moves coming towards Florges useless. Scizor can also be utilized as a revenge killer, hence the CB + Bullet Punch, and as a Force Switch with pursuit. Florges doesn't resist fire? No problem, that's where Garchomp comes in. Chomp not only resists Fire, but he can force switch it and get up a free DDance. Dragon Type comes out to kill Chomp? Switch to Florges to make it useless. Ice type? Straight to Scizor, and same to fairy. You can counter/switch on every single weakness.

Threats:
- Charizard Y (W/ Dragon Pulse)
- Ferrothorn (Not necessarily a threat, but since I like to run a DDance Chomp, it becomes harder to take out)
- Latios/Lati@s (If Garchomp hasn't gotten off DD)
- Scizor (Considering he resists two, and resists half of Chomp)
- The biggest threat is Mamoswine, in my opinion. Ice can hit Garchomp hard, and Ground hits Scizor for neutral, and Florges has no Def investments, or Defensive BS at all.

Support Options:
A fast, special water type would be a good Pokemon to use to counter at Charizard Y, if he isn't running Solarbeam, so Starmie, Keldeo, Greninja, ETC.
A Bulky, special Fire type Pokemon, or another special sweeper that's fire type, to take care of Physically Bulky Pokemon such as Ferro, Scizor, Foretress, etc.

I'm fairly new to competitive, I started about a few months ago, and I would really appreciate feedback. Whether it's good or bad, I don't mind!
 
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