New Triple core Ideas

I want to dedicate a thread to team cores that involve 3 pokemon.
This would be an example of the core I'm looking for (Please Don't use FWG cores in actual posts though).

Hippopotas@Evolite
252 HP 252 DEF 4 ATK
Sand Stream
Relaxed Nature
-Stealth Rock
-Yawn
-Slack Off
-Earthquake

Hippopotas is the first part in my sample core. He kicks up a sandstorm, which aids Stoutland and Golurk. He also sets Up stealth rocks to further complament the core. The Ev's are to enshure maximum defence.

Stoutland@ChoiceBand
252 SPE 252 ATK 4 HP
Sand Rush
Adamant Nature
-Frustration / Return
-Pursuit
-Wild Charge
-Ice Fang

Stoutland is the second part of my team core. He draws in hitmontop, which gives golurk a pokemon to set up on. Stoutland is often though of as the UU excadrill because of his ability sand rush. Stoutland can serve as a potent revenge killer with pursuit, or a heavy attacker with return.

Golurk@Leftovers
252 HP 252 ATK 4 DEF
Iron Fist
Adamant Nature
-Substitute
-Focus Punch
-Earthquake
-Shadow Punch

Golurk is the final part of my sample core. He switches in on the common hitmontop that is either trying to kill my stoutland, or trying to spin away my entry hazards. He sets up a sub as an attemt to avoid the sucker punch, or when the hitmontop switches out, then he whacks the switch in with a focus punch.
 
This is Smogon, we don't care about other server banlists, just saying.

For Venusaur though, I think Lilligant would work just as well.

Lilligant @ Life Orb
Timid
Own Tempo
4 HP/252 SpA/252 Spe
-Quiver Dance
-Petal Dance
-Hidden Power[whatever]
-Leech Seed
 

Pocket

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If you really want to get this thread started -

1: Use Smogon's UU List. You can find them here

2: Add description that explains your core. Fire-Water-Grass alone is a shitty explanation.

EDIT: much better, HonchkrowPimp
 
Might as well try my hand at this. This is a physical defense core I've been using, and it works pretty well with Chansey for all around defense. These three also happen to be a FWG core, making their typings an excellent match up for each other.

Tangrowth@ Leftovers
Regenerator
Impish
252 HP / 252 Def / 4 Sp.Att
-Sleep Powder
-Giga Drain
-HP Ice
-Leech Seed
Tangowth here can put powerful attackers to sleep and proceed to sap the life out of them with Leech Seed and Giga Drain. In combination with Leftovers and Regenerator, Tangrowth is getting a plethora of HP back. Should a Grass type switch in, HP Ice will solve the problem.


Slowbro@ Leftovers
Regenerator
Bold
252 HP / 252 Def / 4 Sp.Att
-Scald
-Psyshock
-Slack Off
-Yawn
Slowbro is the second part of the Regenerator core. With a 30% chance to halve the opponents Attack, Scald is a great choice for a physical wall. Psyshock is there for Sp.Def walls that love to switch into Slowbro, as well as making him a great counter to Fighting types (ex. Hitmontop). Slack Off and Regenerator give Slowbro plenty of healing, while Yawn either puts the foe to sleep, or forces it to switch out, ruining set-up sweepers.


Arcanine@ Leftovers
Intimidate
Impish
4 HP / 252 Att. / 252 Def
-Will-o-wisp
-Morning Sun
-Flare Blitz
-ExtremeSpeed
Recoil moves may seem like an odd choice on a wall, but Arcanine really doesn't have a whole lot of options other than Flame Wheel and Thunder Fang :/. The EVs give him some offensive prescence, while retaining defensive capabilities. Will-o-wisp cripples any physical attackers, and with the EVs and Intimidate, Arcanine will be taking a few hits before going down, which can be further delayed by Leftovers and Morning Sun.
 
This is a non FWG defensive core that allows you to sponge hits and spread status until your offensive pokes' counters and checks are weakened or crippled.
The core has strong type synergy, together resisting hits of all types except Fire and Water, and covering each others' weaknesses well.
The core is resistant/immune to entry hazards.
The core attacks with Psychic, Poison, Fire, Electric and Ice moves which provide good coverage in combination.


Sigilyph @ Flame Orb
Magic Guard
Timid
252 HP / 172 Spe / 86 SpD
-Cosmic Power
-Stored Power
-Psycho Shift
-Roost

Anything this weird and ugly has to be damn useful to find its way onto teams. Immune to status after one turn, as well as capable of burning things left right and centre. Burned enemies with SE attacks are no longer scary (just be careful about Psycho Shifting burns when Heracross is around), and Sigilyph can Roost away 3 of its weaknesses with good speed. Once it has a chance, Sigilyph can start setting up Cosmic Powers that boost defences and the Stored Power that it has.

172 Speed EVs allow it to outspeed neutral natured base 100s like Zapdos and positive natured Rotom formes, allowing Sigilyph to Roost to remove its Electric weakness before they can hit it.

Defensive Synergy:
4x resistant to Fighting for Magneton
Immune to Ground for Magneton
Resistant to Psychic moves for Weezing
Burns Physical attackers
Absorbs status, can throw Para/Burn/Poison back at enemy

Note: if you want to use Xatu instead, it has the same typing but isn't as sturdy, and both pokemon can reflect/are immune to status. Therefore it is only recommended if you're very keen to reflect entry hazards.


Weezing @ Black Sludge
Levitate
Bold
252 HP / 96 Def / 160 SpD
Clear Smog
Flamethrower
Pain Split
Toxic/Will-O-Wisp

Making up the second part of the core is everyone's favourite website mascot evolution, Weezing.

Weezing supports the team with physical bulk, stat elimination through use of Clear Smog (which is stopped by Steels but has ok coverage with Flamethrower) and by spreading status. Toxic is preferred as Sigilyph has a more accurate Burn move. Also, Weezing is already resistant to many physical sweepers, and Flamethrower is SE against the many Grass/Poison types in UU, as well as Toxicroak, so poison immune pokes better watch out! Pain Split for stalling while Toxic does its work.

Note: You could also use Stockpile but it doesn't go well with Clear Smog, so then Venoshock becomes an option.

Defensive Synergy
2x resistant to Fighting for Magneton
Immune to Ground for Magneton
Only weakness Psychic is covered by Sigilyph and Magneton.
Takes Fighting, Bug, Poison and Grass hits like 'a champ'.


Magneton
Eviolite
Magnet Pull
Bold +Def/-Att
252HP / 252Def / 4SpD
Substitute/Thunder Wave
Metal Sound
HP Ice/Thunder Wave
Discharge/Thunderbolt

This is what happens when you leave magnets too close to one another, they get stuck together. If we were to leave them alone any longer, they might even turn into an alien!

Magneton is best known for trapping Steels, however they're not that common in UU. You'll most often find Steelix, who should not be dealt with by Magneton, or Registeel, who is a piece of cake after a Metal Sound or two. Substitute for protecting against status and incoming checks/counters.
Discharge for spreading paralysis, and it packs a punch with Metal Sound. If you need reliable paralysis use Thunder Wave. Metal Sound is great for forcing switches and turning special walls into paper.

Note: You could also go on the offence with 252Spa/252 Spe, Leftovers/Life Orb and Thunderbolt, but since this is a defensive core I am focusing on MagneTON.

Defensive Synergy
4x resists Electric for Sigilyph
2x resists Dark, Ice, Rock for Sigilyph
2x resists Psychic for Weezing
Its partners are immune to its 4x weakness, Ground
Its partners are resistant to its weakness to Fighting
Still has a Fire weakness that needs covering

Comments and criticisms are most welcome!
 
Will definitely try that core, but a quick look tells me that core needs to watch out for Gallade, who can nail Magneton and Weezing with STAB and also Sigilyph with super effective Stone Edge. Although, Sigilyph can outspeed and cripple it with Psycho Shift or use Roost to eliminate the Stone Edge weakness, Gallade carry Substitute can use it on the switch then Stone Edge (or even Taunt if he's carrying it). Also, Gallade with Substitute can set-up Bulk Ups on Weezing without fear. On the bright side is could be difficult for Gallade to switch-in since it is completely crippled by any of the status the core can inflict.
 
Audino/Slowbro/Tangrowth

Regenerator trio

Only thing uncovered is Poison which is rare and sludge bombs do nothing to audino, Flying which is also rare and Brave Birds to minimal to Slowbro, Bug which U-turns do nothing to Tang/Bro anyway. Heracross can be tricky bug they're usually scarfed and easy to predict and Dark which is still lul but handled by Audino

Tangrowth (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Impish Nature (+Def, -SAtk)
- Leech Seed
- Power Whip
- Toxic
- Protect

Slowbro (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Slack Off
- Psychic
- Thunder Wave
- Scald

Audino (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Flamethrower

Max defenses allow me to sponge as many hits as possible. Leech seed is really helpful, along with Toxic. You'd be amazed how often I can win battles by simply switching between them for about 30 turns. Rapid Spin support helps but isn't necessary. The moves are to hit as much stuff as possible. You should try it out
 
@reddygo-Why not use slowking over tangrowth? It can sponge special hits for tang.
Slowking's typing does not match it's stats. Electric, Grass, and Ghost are almost always Special, destroying Slowking. However, Psychic/Water takes Fighting, Rock, and Ground type attacks really well, which are almost always physical. Slowbro has better stats for his typing. I've tried Slowking in his place, and he's just too weak to the attack's he's supposed to sponge.
 
Tested the core out and here's my 2 cents.

1. Magneton is completely useless against Ground types, and even with its fantastic resistances, it's low stats, even with Eviolite, and its lack of recovery means it tends to die very quickly. Iirc. even a uninvested Scald from Empoleon will break a sub from max sp. def Magneton, which shows just how weak it is. Many steel types, even in UU, beat it e.g. Cobalion, especially if Magneton takes a hit or lets them set up from switching in, so Magnet Pull really isn't that good. TLDR Magneton sucks.

2. Weezing takes physical hits quite well, but with lack of good recovery it dies after a while and once that happens the core falls apart. It also gets shutdown by Taunt hard. It also isn't going to take special hits very well even with sp. def investment so maybe just stick all its EVs into defense instead to make it take physical hits even better.

3. Sigilyph like Weezing, is completely neutered by Taunt. It's also too weak to tank special attacks without 2+ Cosmic Powers.

4. The core lacks special defensive capabilities. Adding a specially defensive wall means this core will take 4 slots, with the only possibility of hazards being Stealth Rock on the special wall since Spikes/Toxic Spikes are available on physically defensive Pokemon. But that's 4 slots out of 6 that lack offense so eventually the defense will fall from lack of reliable healing. Also, stall usually needs a spinner so that's another slot.

5. Steel types can set up, especially if they get a sub up on Magneton to avoid the paralysis.

6. Alakazam can beat all 3 members (Encore for Sigilyph, Psychic for Weezing and Focus Blast for Magenton).

So what I found that is Xatu can be used over Sigilyph because it slows down hazards from being applied, stops status from being inflicted onto your own team and it doesn't need to run speed EVs so specially defensive Xatu can take special hits far more easily than Sigilyph. Xatu can also run Light Screen to further make the team resistant to special attacks. It also reflects Taunt, instead of being Taunt bait by Sigilyph.

Specially defensive Empoleon is probably better than Magneton since it has better stats and offers resistance to common water attacking type while still resisting a bunch of stuff, and can also run Stealth Rock and phaze with Roar to stop set-up. It's electric weakness can be covered by something like Nidoqueen or Roserade, both of which can lay down Toxic Spikes and the latter Spikes for further indirect damage.

This is a non FWG defensive core that allows you to sponge hits and spread status until your offensive pokes' counters and checks are weakened or crippled.
The core has strong type synergy, together resisting hits of all types except Fire and Water, and covering each others' weaknesses well.
The core is resistant/immune to entry hazards.
The core attacks with Psychic, Poison, Fire, Electric and Ice moves which provide good coverage in combination.


Sigilyph @ Flame Orb
Magic Guard
Timid
252 HP / 172 Spe / 86 SpD
-Cosmic Power
-Stored Power
-Psycho Shift
-Roost

Anything this weird and ugly has to be damn useful to find its way onto teams. Immune to status after one turn, as well as capable of burning things left right and centre. Burned enemies with SE attacks are no longer scary (just be careful about Psycho Shifting burns when Heracross is around), and Sigilyph can Roost away 3 of its weaknesses with good speed. Once it has a chance, Sigilyph can start setting up Cosmic Powers that boost defences and the Stored Power that it has.

172 Speed EVs allow it to outspeed neutral natured base 100s like Zapdos and positive natured Rotom formes, allowing Sigilyph to Roost to remove its Electric weakness before they can hit it.

Defensive Synergy:
4x resistant to Fighting for Magneton
Immune to Ground for Magneton
Resistant to Psychic moves for Weezing
Burns Physical attackers
Absorbs status, can throw Para/Burn/Poison back at enemy

Note: if you want to use Xatu instead, it has the same typing but isn't as sturdy, and both pokemon can reflect/are immune to status. Therefore it is only recommended if you're very keen to reflect entry hazards.


Weezing @ Black Sludge
Levitate
Bold
252 HP / 96 Def / 160 SpD
Clear Smog
Flamethrower
Pain Split
Toxic/Will-O-Wisp

Making up the second part of the core is everyone's favourite website mascot evolution, Weezing.

Weezing supports the team with physical bulk, stat elimination through use of Clear Smog (which is stopped by Steels but has ok coverage with Flamethrower) and by spreading status. Toxic is preferred as Sigilyph has a more accurate Burn move. Also, Weezing is already resistant to many physical sweepers, and Flamethrower is SE against the many Grass/Poison types in UU, as well as Toxicroak, so poison immune pokes better watch out! Pain Split for stalling while Toxic does its work.

Note: You could also use Stockpile but it doesn't go well with Clear Smog, so then Venoshock becomes an option.

Defensive Synergy
2x resistant to Fighting for Magneton
Immune to Ground for Magneton
Only weakness Psychic is covered by Sigilyph and Magneton.
Takes Fighting, Bug, Poison and Grass hits like 'a champ'.


Magneton
Eviolite
Magnet Pull
Bold +Def/-Att
252HP / 252Def / 4SpD
Substitute/Thunder Wave
Metal Sound
HP Ice/Thunder Wave
Discharge/Thunderbolt

This is what happens when you leave magnets too close to one another, they get stuck together. If we were to leave them alone any longer, they might even turn into an alien!

Magneton is best known for trapping Steels, however they're not that common in UU. You'll most often find Steelix, who should not be dealt with by Magneton, or Registeel, who is a piece of cake after a Metal Sound or two. Substitute for protecting against status and incoming checks/counters.
Discharge for spreading paralysis, and it packs a punch with Metal Sound. If you need reliable paralysis use Thunder Wave. Metal Sound is great for forcing switches and turning special walls into paper.

Note: You could also go on the offence with 252Spa/252 Spe, Leftovers/Life Orb and Thunderbolt, but since this is a defensive core I am focusing on MagneTON.

Defensive Synergy
4x resists Electric for Sigilyph
2x resists Dark, Ice, Rock for Sigilyph
2x resists Psychic for Weezing
Its partners are immune to its 4x weakness, Ground
Its partners are resistant to its weakness to Fighting
Still has a Fire weakness that needs covering

Comments and criticisms are most welcome!
 
This is only a two person combo, but you can really add any supporter in general for the the last spot. Uxie works because it covers Fighting which these two don't cover and can provide Stealth Rock.


Flygon @ Life Orb
Naughty Nature
152 Attack / 104 Special Attack / 252 Speed
~ Outrage
~ Earthquake
~ Fire Punch / Fire Blast
~ Draco Meteor

A simple yet effective wall breaker set that works wonders in UU. It breaks apart the common Slowbro / Tangrowth / filler core that is around. The Speed EVs allow Flygon to just outspeed the rotom forms. Draco Meteor, along with a Life Orb and 104 EVs allows it to break the regenerator duo, as Slowbro is always KO'd by the combination of Draco Meteor and Outrage, even without Stealth Rock, while Tangrowth has a chance of being OHKO'd with Stealth Rock by Draco Meteor alone.


Cobalion @ Life Orb / Air Balloon
Jolly Nature
252 Attack / 4 Def / 252 Speed
~ Swords Dance
~ Close Combat
~ Iron Head / X-Scissor
~ Stone Edge / X-Scissor

Pretty self explanatory, with the physical walls gone, this guy is free to sweep and does a fairly good job with 108 Speed. You can put X-scissor in there to deal with Celebi if you'd like, or finish off Slowbro / Tangrowth if they aren't finished yet by Flygon. The two of them actually have decent Synergy with each other as well, another plus.
 
It looks like sub nasty plot houndoom can rip the the audino, slowbro, tangrowth core apart. Doing massive damage to tangrowth and slowbro and setting up in audino with impunity.
 
Cobalion, Zapdos, and Milotic make a great balanced trio, the only weakness that isn't covered is Electric, which is patched up easily with a Ground-type.

Edit: Gastrodon can replace Milotic and then the Electric weakness is covered :P
 
I really find it funny how theres a team you can make with no more than 4 pokemon, and its been proven it can beat almost any team regardless of what moves/abilities they had, funny how people are still trying to make a good team.
 
Cobalion, Zapdos, and Milotic make a great balanced trio, the only weakness that isn't covered is Electric, which is patched up easily with a Ground-type.
That depends if its a Lighteningrod Zapdos you're using, in which case Electric is indeed covered.
 
Cobalion, Zapdos, and Milotic make a great balanced trio, the only weakness that isn't covered is Electric, which is patched up easily with a Ground-type.

Edit: Gastrodon can replace Milotic and then the Electric weakness is covered :P
I was actually gonna post the exact same core haha
with Gastrodon and not Milotic!

Alternatively, I think Sigilyph can go over Zapdos, too, which also helps attract Dark attacks for Cobalion. Or something like Cobalion/Sigilyph/Snorlax(Thick Fat) might work, too.
 

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