Added second core, dont like the first. I dont really get how the two sweepers support each other, as suicune isnt really breaking past CM mega bro. And then Jirachi is just, there.Charizard-X + Suicune + Jirachi Balence core
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Alright i found this core out while building teams and this is a pretty cool core i made that fits on bulky offence and balence teams. The way the core works is that Jirachi sets up stealth rocks to help aid suicune and zard x to wittle down mons due to how they force so many switches. On top of that jirachi is running body slam to help para faster pokemon to help aid the two slow sweepers out. Charizard X and suicune works very well together due to how zard hates dealing with stuff such as slowbro which suicune can set up on to some extent as well as remove special walls and grass types to help suicune set up better. This Core is really weak to azumaril due to how hall of the members can fall to one of its coverage moves. Zard is shut down completly by azu, suicune CAN try and burn it and rest the damage off but nothing more while rachi can only flinch it to death but risk the knock off. Teammates to beat azumarill such as thuderous and breloom come to mind as well as help break down stall more as well as bulky waters. Other teamates such as latias work great due how how she synergizes nice with zard but this makes you weak to dark types so lure clefable is a great to have as a teammate as well. Landorus t(and incarnate) also work nicely as they can help remove heatran and in landorus-i's case help break down bulky mons to help zard pull as mid-late game sweep off. Overall this is a pretty cool core and i think you should try it if you want to use Charizard-X.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Stealth Rock
- Body Slam
- Iron Head
- U-turn
Might as well post another core. Also if you dont mind answering boltsandbombers why was the dual intimidate core and d/f/s+f/w/g core with zard x not posted whats wrong with it so i can fix it.
Mega Altaria + Volcarona Offensive core
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this is a pretty neat core ive been fiddling with and its pretty nice. In a way its alternative to the mega altaria + talonflame core but with more bulk. The way this core works is that volc removes fairies not named azumarill as well as steels that altaria might have trouble breaking past. The spread on volc turns volc into a more bulky sweeper rather then investing his evs in offensive stats. The spread allows volc to be 2ohd by azumarils aqua jet and have a 50% Chance to live azumarils waterfall This allows volc to continue sweeping even if a azumarill is in the way. Mega altarias job is to check heatran which hard walls volc as well as remove stuff like t-tar, terakion as well as rotom-w and other water types. The spread allows mega alt to outspeed max speed azumaril and speed tie with rotom-w with 44 speed evs. (if you want you can increase that so you outspeed those rotom.) The rest was put into hp. I recomend using serperior due to how it can help with the removal of water types as well as excadrill and tyranitar due to how well alt works in sand. Naturally hazard removal is Needed for volc so the best hazard removers to pair these two with are either excadrill or starmie. Volc works well with F/W/G cores so keep that in mind. Hippowdon also works nice with this core due to how its resist rock type moves and checks birds.
Altaria-Mega @ Altarianite
Ability: Pixilate
Shiny: Yes
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Hyper Voice
- Earthquake
- Roost
- Fire Blast
Volcarona @ Leftovers
Ability: Flame Body
Shiny: Yes
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
- Giga Drain
- Fiery Dance
- Roost
- Quiver Dance
Nice core. I'd really suggest changing lando to a +speed nature or making it the rock polish set, as you generally want to run neutral speed natures on that set and +speed natures on the other lando sets. There's a few formatting errors that shouldnt be too hard to fix by just copypasting the two mons from the export function on the teambuilder in PS.View attachment 36994 View attachment 36995
Offensive Core: Mega Sharpedo + Landorus Incarnate
Landorus-I @ Life Orb
Ability: Sheer Force
EVs: 4 Atk/252 Spa/252 Spe
Rash Nature
- Earth Power
- Focus Blast
- Psychic/Sludge Wave
- Knock Off
Sharpedo @ Sharpedite
Ability: Speed Boost ---> Tough Jaws
Evs: 252 Atk/40Spa/216 Spe
Naughty Nature
- Protect
- Crunch
- Hydro Pump
- Poison Jab/Poison Fang/Zen Headbutt
The idea around this core is pretty simple. Landorus punches holes in teams and Sharpedo cleans up the remains. The reason I made this core is becuase I recently found out that shapedo is an really fun (and productive) pokemon to use, and Landorus is one of the best pokemon in the metagame (easy S rank). Balance teams can really have issues with this core, as can stall, and if offensive teams lack Talonflame or bisharp they are in grave danger of being swept by Sharpedo.
The Landorus set is the standard wall breaker set. The idea is to just to force some switches and and hit some stuff really hard, making it easier for Sharpedo to clean up later on. Earth power is mandatory, as it is landorus' go to stab move, and can hit really hard, without taking any life orb recoil. Focus blast is used to hit stuff like ferrothorn and Skarmoryhard, and can 2hko chansey after its Evolite is removed. Psychic is for mega venuaur, and flying types switching in on eseth power. However, Sludge wave can be used to beat fairy types, while giving Sharpedo the option to run zen Headbutt. Knock off is Landorus's only way of hitting Cressilia, and is great for nailing the eon twins, chansey and other bulky pokemon on a switch. The great thing about Landorus is that it can easily 2hko mega Sableye, which is the face of stall teams, which Sharpedo does not like dealing with.
Sharpedo is used to finish off weakened teams. It is important that you keep speed boost until you are certain you can sweep (not factoring in hax), and can be used to outpace offensive teams. Due to Sharpedos very powerful crunch, and hydro pump for pokemon frailer on the special side, Sharpedo is very threatning to many teams. Protect is is mandatory for gabbing a speed boost, and for allowing Sharpedo to safely mega evolve. Crunch is very consistent and powerful, and has a nice chance of weakening Defense, making certain bulky pokemon quiver. Hydro pump is for pokemon like bisharp that don't mind taking sharpdeos other moves, and hits physical walls such as Skarmory hard. Poison fang is for Azumarill, clefable and other fairies. However, if your running sludge wave Landorus, you might as well run zen Headbutt, for Keldeo and conkeldurr.
This core is threatended easily by talonflame, which can make short work of both these pokemon. Keldeo is very annoying, particularly if scarf, though it can't switch in on Landorus comfortably. Bisharp can revenge kill both these pokemon if weaken, though it must be wary of switching in. Set up sweepers such as mega Altaria make short work of this core, particualy if they predict sharpedos protect or if sharpedo lacks poison fang.
Answers to Talonflame are madatory partners to this core, so bulky or fast electrics are appreciated. Answers to bisharp and such are also nice additions, so pokemon such as counter Skarmory can be used. Set up stoppers such as Thunderus and Klefki work well this core, as they prevent a dangerous position for the core and the team. Finally, hazard support is very useful to have, as it soften ups pokemon, so Sharpedo has an easier time sweeping.
Also change the pictures please.
Gave my thoughts on the first and 3rd, and I dont really like the 2nd either. Basically, suicune isnt really breaking past CM mega sableye because its just not as proactive as other sableye checks that can easily work with Gallade like clefable.Balanced Core
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Ive been having fun with core alot specially because with toxic spikes and a mon like jirachi, sableye has an easy time setting up on weakened mons after toxic spikes. As that being said with Toxic spikes being up jirachi can break the mons that counter sableye and just has a fun time with flinches and poison having a timer. Cruel gives me a fire switchin and a way to beat mons like heatran and also check lopunny to some sort overall pretty gimmicky core that is fun to use
Offensive CoreSableye @ Sablenite
Ability: Prankster
EVs: 232 HP / 252 Def / 20 SpD / 4 Spe
Impish Nature
- Calm Mind
- Will-O-Wisp
- Dark Pulse
- Recover
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 120 HP / 240 Atk / 148 Spe
Jolly Nature
- Iron Head
- Substitute
- Zen Headbutt
- Fire Punch
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 200 HP / 252 Def / 56 SpD
Bold Nature
- Acid Spray
- Toxic Spikes
- Scald
- Rapid Spin
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With gallade weak to sableye+fatstallmons I placed on a heavy wallbreaker that gets checked by what gallade beats. With that being said I needed a mon that could check birdspam but also set up on mons after gallade and exploud do their job. Pretty simple minded but effective. speed on cune lets you speed creep no speed rotom and speed sploud goes for the same with mandibuzz.
Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
Exploud @ Choice Specs
Ability: Scrappy
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Boomburst
- Overheat
- Surf
- Focus Blast
Offensive Core
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This a pretty solid wallbreaking core both walled by many mons and checked as well but in general i would place something in the form of rotom wash but that would just be a pivot anyways i can place it on later their are obviously more teammates. Moving on im really loving to use this core vs hyper offense since their arent too many switch ins to these two. Mega tar+terrak beats most common stall teams too barring their resistances. Terrak beats steels for tar while tar beats physics for terrak.
BLACKBEARD (Tyranitar) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Crunch
- Earthquake
AKAINU (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Substitute
- Swords Dance
Anima Artificialis I really appreciate your attempts to contribute, but seeing that there are still a few issues with the core, particularly the fact that Klefki doesnt fit on the same playstyle that venusaur and hippowdon would, it shouldnt have to take so many corrections.
Added everything else that was not responded to, keep it up as always

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