Resource ORAS Good Cores (Check Post #714)

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I didn't want to post this core because I was actually pretty sure Mega Metagross was going to be banned. But this is something cool I used when testing out Tyrantrum.

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Tyrantrum + Mega Metagross is a really fantastic wallbreaking duo. Tyrantrum with a Choice Band already hits insanely hard, with the only things that really stop it being Hippo and Chesnaught to an extent. As it turns out, Grass Knot Mega Metagross lures in Hippo very easiler, and also has little trouble with Chesnaught (although having an extra switch-in to it is recommended). Then, Celebi covers the weaknesses the core has, while also providing Substitute support. Metagross and Tyrantrum behind a substitute is no laughing matter. The biggest issue with both, I would say (but mostly Tyranitrum), is the ease with which it is revenge killed. But Substitute prevents that from being a factor. For the rest of the team, something to cover Landorus-I would probably be good for the rest of the team, as well as things like Charizard X and Wisp Talon. An additional check to Lati/Diancie/other based 110s would also be good. But the core in general is super fun and makes really good use of both Tyrantrum's and Metagross's best qualities.

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 252 Spe / Def
Adamant Nature
- Head Smash
- Outrage
- Superpower
- Fire Fang

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 Def / 36 Spe
Bold Nature
- Giga Drain
- Substitute
- Baton Pass
- Recover
 
I didn't want to post this core because I was actually pretty sure Mega Metagross was going to be banned. But this is something cool I used when testing out Tyrantrum.

tyrantum.gif
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celebi.gif


Tyrantrum + Mega Metagross is a really fantastic wallbreaking duo. Tyrantrum with a Choice Band already hits insanely hard, with the only things that really stop it being Hippo and Chesnaught to an extent. As it turns out, Grass Knot Mega Metagross lures in Hippo very easiler, and also has little trouble with Chesnaught (although having an extra switch-in to it is recommended). Then, Celebi covers the weaknesses the core has, while also providing Substitute support. Metagross and Tyrantrum behind a substitute is no laughing matter. The biggest issue with both, I would say (but mostly Tyranitrum), is the ease with which it is revenge killed. But Substitute prevents that from being a factor. For the rest of the team, something to cover Landorus-I would probably be good for the rest of the team, as well as things like Charizard X and Wisp Talon. An additional check to Lati/Diancie/other based 110s would also be good. But the core in general is super fun and makes really good use of both Tyrantrum's and Metagross's best qualities.

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 252 Spe / Def
Adamant Nature
- Head Smash
- Outrage
- Superpower
- Fire Fang

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 Def / 36 Spe
Bold Nature
- Giga Drain
- Substitute
- Baton Pass
- Recover

For partners to the core, might I suggest LO Weavile? Its speed tier and Ice Shard means it can check/revenge even Rock Polish Lando-I (without hazards nothing threatens an OHKO except EP). It also outspeeds the Latis, OHKOing them with either STAB (KO doesn't even need the item on it) from full, and the combination of Icicle Crash + Ice Shard does 90% minimum to RP Mega Diancie, only requiring rocks or a layer of spikes (admittedly not the easiest since it's a Magic Bouncer) to finish it.

I also got some mileage out of Klefki or Prankster Thundurus alongside Tyrantrum. Klefki can lay out spikes to break Sturdy/Sashes and secure KOs for Gross, Thundurus brings some more offensive presence on the Special side, and both have Prankster TW to slow down the two aformeated threats, Stallbreaker Talonflame doing pitiful BB damage to either of them before being Paralyzed. Zard-X, worst case scenario, sack something if it's already set up, Paralyze, and Tyrantrum can OHKO w/Head Smash. And if you want a general Birdspam check there's always TW/Double Status Rotom-W.

While not with Mega Gross, I've been playing around with Tyrantrum a lot, and I've had matches where that TW for the opposing sweeper was the only work a teammate needed to put in for me to win the match. I personally thought Gross being around would be a problem for Tyrantrum, so nice to see him used as an asset to it as well.
 
So since ppl are talking about Tyrantrum now...

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Once upon a time, Chariard-Y and Keldeo were having a bunch of fun with their BFF Tyranitar who was there to pursuit trap the annoying Lati twins. Then Charizard-Y and Keldeo went to Tyranitar's house for a glass of nice refreshing lemonade after 6-0ing a fat stall team. Tyranitar's grandpa named Tyrantrum greeted the pony and fire dragon and also enjoyed a nice glass of lemonade. By the end of the day, Keldeo and Charizard became the best of friends with Tyranitar's grandpa and before you knew it, the three were running train on every defensive core in existence.

So ya that's the story of how I thought of this core. Zard-Y, Keldeo and Tyrantrum are three of the strongest nukes in the tier and as a group, the three can 2HKO then entire tier. The only things that are barely 2HKO'd are bulky waters like Manaphy and Suicune and passive tanks like P2 and Cresselia. Everything else is obliterated. The three have OK defensive synergy too I guess.

As far as partners go, Tyranitar is a great option because Pursuit trapping is still great as Lati@s is a big annoyance for every member of the core. This core absolutely loves hazard support so Ferrothorn also fits very well. Azumarill is a bitch to play around with this core so Ferrothorn fits in great since it can lure in Heatran which is forced out by Keldeo and Tyrantrum all day. Another good team mate is Excadrill. You can run Rapid Spin for ZardY. More importantly, Tyrantrum puts massive dents in every Excadrill switch in existence. (With rocks up, Head Smash can: OHKO Rotom-W, OHKO scarf landot, outspeed 2HKO defensive landot, 2HKO skarm, 2HKO spedef Bronzong and easily 2HKO slowbro. And Outrage 2HKOs Hippo and Chesnaught like holy shit!)

If you want to use the core to the maximum potential, double switches can really put you in a good position. Since this core puts off an absurd about of offensive pressure, double switches are fairly easy to pull of and very rewarding since collectively they can threaten almost every thing in OU.

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

Get Back (Charizard) @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Grandpa (Tyrantrum) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- Head Smash
- Outrage
- Dragon Claw
- Superpower
 
Basically, just read what I said about Sub PuP Lopunny about one of the previous cores - not a necessary change just something to think about. In addition, I strongly suggest changing Drain Punch to HJK, as while the recovery from the move to heal off the damage from subs may seem appealing, the power difference is very significant. As I said before, PuP is much better suited on the Fake Out set, and from your logic I can tell that you were aiming to have one Pokemon excel versus defensive teams while the other excel versus offense. There are a bunch of ways you can go about this: Lopunny's Fake Out set [Fake Out / HJK / Return / PuP | Ice Punch] gives offense trouble, so then you could consider making Landorus a Calm Mind variant or a 4 Attacks set, while you could go with the Substitute set [HJK / Return / Sub / Encore | Baton Pass] and keep Lando as the Rock Polish set. Let me know what you think of these changes.
edited lop to the sub+encore, thanks :toast:

so uh heres a rad balance core i like

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I've always wanted to use Gastro in OU, cause it's a cool rain check and answer to Rotom-W and Heatran and stuff. Its main flaws stem from its x4 weakness and susceptibility to toxic and being set up fodder for things like Clefable or Altaria. Enter Venusaur! Venusaur has a quad resist to Gastro's quad weakness, immunity to toxic, and is able to beat Clef & Alt. Gastrodon, on the other hand, is able to handle Heatran, Metagross without Grass knot and Talonflame for Venu. This core is also able to handle Bisharp, M-Diancie, Thundurus, Megaman, Magnezone, and Rain Offense. Heatran and SpDef Talonflame are good partners for this core, as it forms a FWG core that's able better to handle Latis and Mega Garde. I think this is a cool core for balance teams that's able to handle the rise of Hippo, Starmie, and Keldeo/Ttar cores.
Here's the sets!
afraid (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Earth Power
- Toxic
- Recover

sweater weather (Venusaur) @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Giga Drain
- Hidden Power [Fire]
- Synthesis
- Sludge Bomb
have a good day!
 
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I posted about this core in the Metagame Discussion thread, and based on the positive feedback there, I decided to go ahead and post this core here. Kyubes + Sab + Starmie is a core that I started using after user ABR suggested it, and I have to say it works really well. The whole premise of this core is preventing opposing teams from setting up entry hazards by using both means of removal, prevention, and pressure. Sab can bounce them back, Starmie can spin them away, and Kyubes can pressure the most common setters to do somethign other than set up Stealth Rock in fear of losing their hazard setter. However, this core still does other things as well, such as taking on opposing balance teams with ease. Sab in itself gives these types of teams trouble thanks to its good defensive presence coupled with access to gems such as Will-O-Wisp, Knock Off, and Magic Bounce, all of which have the capability to disrupt the flow of the opponent. It also takes on key Pokemon such as Gengar, Landorus-T, Mega Gallade, Bisharp, and Ferrothorn, all of which can be problemaic to a multitude of teams otherwise. Starmie takes on some of the things that Sab cant, such as Heatran, Fire-types, and certain other Pokemon. Additionally, it has Rapid Spin and Natural Cure, which allows it to remove hazards and absorb status. Finally, Kyubes rounds the core off by applying immense pressure on opposing balance teams by nature of its incredibly strong attacks. Gliscor, a Pokemon that has seen a surge in usage due to being able to boost on many Pokemon, is forced out by Kyubes. Aside from that, Kyubes has next to no switch ins bar something like Clefable, which loses after a bit of prior damage. This again applies a lot of pressure on opponents, and Kyurem B can open holes into an opponents team for a teammate to sweep.

Mons that pair well with this core include Pokemon that take on Hyper Offense well, because those teams can apply enough pressure to these three to the point where they cant function properly. Additionally, something for Fairy-types is needed because they match up relatively well against these three. lastly, a form of VoltTurn support to bring in Kyubes is a good idea because although he has great bulk, his Stealth Rock weakness and reliance on holding a Life Orb can quickly wear him down if not played properly. Roost helps alleviate this somewhat, but Kyubes doesnt always get the chance to use it.

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Rash Nature
- Roost
- Ice Beam
- Earth Power
- Fusion Bolt

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Psyshock
- Recover

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Will-O-Wisp
- Metal Burst
- Recover
- Knock Off
 
Core dump!

Defensive Core
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This is a pretty cool defensive core featuring Mega Aggron. Mega Aggron is one of the most physically bulky tanks in OU, with a solid mono steel defensive typing, a sky high defense stat, and filter. However, it's much weaker on the special side, only having 70 / 80 special bulk. This is where sylveon comes into play. It also has a decent defensive typing, and great 95 / 130 special bulk. Sylveon is frail on the physical side though, but Mega Aggron deals with just about every physical attacker in OU, such as Mega Metagross, Mega Pinsir, and Mega Altaria. Sylveon and Mega Aggron also have solid synergy together; Sylveon is weak to poison and steel, while Mega Aggron is immune to poison and doesn't care about steel-type attacks. Mega Aggron is weak to fighting-types, which sylveon resists. These two can handle a large portion of the meta, including threats like keldeo, mega sableye, mega metagross, mega altaria without fire blast, mega scizor, etc. Sylveon can also pass wishes to heal mega aggron, as it lacks reliable recovery, while also being able to use heal bell to cure mega aggron of status, as it's really neutered by will-o-wisp.

Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Avalanche / Thunder Wave
- Fire Punch / Earthquake / Rock Slide

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
- Wish
- Heal Bell
- Protect
- Hyper Voice

Offensive Core
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shiny emboar!!

This is an offensive core featuring Emboar. Emboar is an extremely powerful physical wallbreaker that is insanely hard to counter. Paired up with Garchomp, these two can easily smash through common teams. This core is actually quite simple, Emboar basically nukes everything in it's sight, allowing SD garchomp to clean up the mess after everything is weakened. Emboar + SD Lum Garchomp just smashes common balanced and stall builds such such as celebi + heatran + slowbro, mega sableye + jirachi + tentacruel, venutran, venutran + rotom-w, slowbro + ferro + gliscor, mew + clefable + heatran, skarmchans I could go on.

tl;dr, just a pretty simple offensive core with Life Orb Emboar acting as a nuke / wallbreaker, while Garchomp can destroy some teams on it's own while SD + lum makes it a great set up sweeper and can easily clean up the mess after Emboar has done it's job punching holes in the opposing team.

Latias makes a nice partner for this core, being able to defog away hazards which combined with life orb + recoil can easily wear emboar down, it also forms a double dragon core with garchomp, and has healing wish, giving either emboar a second chance to wallbreak, or allowing garchomp another shot at sweeping.

Emboar @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch / Head Smash

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Outrage / Stealth Rock


edit: post #696
 
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Offensive Core
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shiny emboar!!

This is an offensive core featuring Emboar. Emboar is an extremely powerful physical wallbreaker that is insanely hard to counter. Paired up with Garchomp, these two can easily smash through common teams. This core is actually quite simple, Emboar basically nukes everything in it's sight, allowing SD garchomp to clean up the mess after everything is weakened. Emboar + SD Lum Garchomp just smashes common balanced and stall builds such such as celebi + heatran + slowbro, mega sableye + jirachi + tentacruel, venutran, venutran + rotom-w, slowbro + ferro + gliscor, mew + clefable + heatran, skarmchans I could go on.

tl;dr, just a pretty simple offensive core with Life Orb Emboar acting as a nuke / wallbreaker, while Garchomp can destroy some teams on it's own while SD + lum makes it a great set up sweeper and can easily clean up the mess after Emboar has done it's job punching holes in the opposing team.

Latias makes a nice partner for this core, being able to defog away hazards which combined with life orb + recoil can easily wear emboar down, it also forms a double dragon core with garchomp, and has healing wish, giving either emboar a second chance to wallbreak, or allowing garchomp another shot at sweeping.

Emboar @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch / Head Smash

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Outrage / Stealth Rock
Out of curiosity, what is your reason to use Emboar specifically? I just recall a lot of people tend to recommend Victini as a Physical Fire nuke.

I could very well believe if you have a reason, I'd just like to ask what it is?
 
Emboar is a lot harder to wall, and has a much better hard hitting fighting-stab move to hit stuff like rotom-w. Also Victini usually runs either CB or scarf, so it's a lot more reliant on prediction, whereas Emboar is using life orb, so stuff like slowbro can't wall you because if it switches in on flare blitz then Emboar could go for wild charge next turn. It's fine to use victini in place of Emboar on that core, but I was just testing out emboar and I wanted to give it a go. Emboar also has priority sucker punch, making it harder for mons like latios to revenge kill it. But I guess the main reason I chose emboar was because of Fighting STAB, it hits lots of neutral mons extremely hard, and it has a neutrality to SR.
 
oops, double posting, but here's a cool offensive core that I'm surprised no one has mentioned yet:

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Mega Scizor + Kyu-B is a pretty common and effective core. Bulky SD Mega Scizor with Roost | Swords Dance | Bullet Punch | Knock Off is a great win condition, but it's hard for it to get past some common Pokemon such as Rotom-W, Heatran, and Zapdos. Enter Kyurem-Black!
Thanks to Teravolt and good coverage in the form of Earth Power, it can get past Rotom-W thanks to Teravolt negating Levitate, while Earth Power simply destroys Heatran. Ice Beam can hit many Flying-types such as Skarmory and Zapdos, weakening them or even KOing them so that Scizor can attempt to set up and sweep without getting walled. These two also have decent synergy, with Kyu-B being weak to Dragon- and Fairy-type attacks, both of which Scizor resists. Scizor can also take priority hits such as Bullet Punch from opposing Scizor, or Mach Punch from a Breloom. Scizor's priority Bullet Punch can also take out Mega Diancie and Mega Altaria, which can check Kyu-B.

Keldeo can be quite annoying for this core; it can basically come in on something and just spam Scald, hoping for a burn on either Kyu-B or Scizor. Since Kyu-B isn't Scarfed, it won't be able to outspeed Keldeo, so it can hardly check it. Latias can be a great partner, taking on Keldeo nicely while also being able to Defog away hazards which Kyu-B hates, as well as providing Healing Wish support giving Scizor another opportunity to sweep. Latios is also a fine option, as it has HP Fire to deal with Ferrothorn, which can be annoying for Kyu-B to deal with; however, it should not be used in tandem with Latias as it stacks too many Dragon- and Fairy-type weaknesses.

This core excels in taking down more balanced builds such as Celebi + Heatran, Rotom-W + Heatran + Ferrothorn, Latias + Heatran, etc. A Substitute set on Kyu-B can also work with this core.

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

Kyurem-Black @ Life Orb
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Outrage / Roost
Cheers!
 
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That is an excellent core firehusky and I'm glad you posted it. I would perhaps slash Roost with Outrage for longevity on Kyu-B, and maybe mention that a Substitute set is also viable. I would also slash Superpower on Scizor but I do agree that Knock Off is definitely preferred.
 
That is an excellent core firehusky and I'm glad you posted it. I would perhaps slash Roost with Outrage for longevity on Kyu-B, and maybe mention that a Substitute set is also viable. I would also slash Superpower on Scizor but I do agree that Knock Off is definitely preferred.
Fixed, but I don't think Superpower is necessary on Scizor on this core, as the main target that it hits is Heatran, which is already dealt with by Kyu-B.
 
Ferrothorn is also set up bait to Scizor, as it can't really do much back besides leech seed and set up hazards, while Scizor gets up to +6. I guess it's ok, but definitely not the best choice.
I'd probably leave Ferrothorn to teammates. While Scizor CAN set up on him, some of the things he risks (Leech Seed being a problem to his sweep, Thunder Wave, letting Ferro get up hazards before going to a check/counter) and he needs to be at +6 to 2HKO an itemless Ferrothorn, or +4 to 2HKO with an item and then itemless hit, which affords Ferrothorn at least 4 turns to work with. And of course, there's residual damage in Iron Barbs and a potential Rocky Helmet.

Scizor COULD beat Ferrothorn, but carrying something to defeat it instead might just be an easier option. You noted Latias for Defog support and a Keldeo check, could I note Latios as well, who could KO Ferro w/ HP Fire, still potentially check Keldeo and Defog, at the cost of HW for Scizor?
 
I'd probably leave Ferrothorn to teammates. While Scizor CAN set up on him, some of the things he risks (Leech Seed being a problem to his sweep, Thunder Wave, letting Ferro get up hazards before going to a check/counter) and he needs to be at +6 to 2HKO an itemless Ferrothorn, or +4 to 2HKO with an item and then itemless hit, which affords Ferrothorn at least 4 turns to work with. And of course, there's residual damage in Iron Barbs and a potential Rocky Helmet.

Scizor COULD beat Ferrothorn, but carrying something to defeat it instead might just be an easier option. You noted Latias for Defog support and a Keldeo check, could I note Latios as well, who could KO Ferro w/ HP Fire, still potentially check Keldeo and Defog, at the cost of HW for Scizor?
Thunder Wave Ferrothorn is quite rare and tbh residual damage doesn't really matter too much towards Scizor because it has Roost, and Scizor also has the option of just getting to +2 on the switch, going for knock off, and then switching out to Kyu-B; now Ferrothorn is weakened and is capable of being 2HKOed. I'll note Latios, but Latias is generally preferred for Healing Wish, and using both lati twins is kind of awkward.
 
I like the concept of Aggron+Wishpasser, but typically isn't defensive wishpass Clefable generally better than defensive Sylveon? Cause of Clef's great defensive ability, while pretty much doing the same thing?
Aggron's weakness is it's special defense, Sylveon has better special defense than clefable so it can better ward off more powerful special attackers. Clefable is fine too in the sense that it can wishpass just as well, but sylveon is better for handling special attackers which is why I chose it.
 
Thunder Wave Ferrothorn is quite rare and tbh residual damage doesn't really matter too much towards Scizor because it has Roost, and Scizor also has the option of just getting to +2 on the switch, going for knock off, and then switching out to Kyu-B; now Ferrothorn is weakened and is capable of being 2HKOed. I'll note Latios, but Latias is generally preferred for Healing Wish, and using both lati twins is kind of awkward.
Duly noted, though Kyurem-B doesn't want to risk hard-switching into Ferrothorn. Thunder Wave is not the most common, but Gyro Ball is at least something to consider, and

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0- Def Kyurem-B: 342-404 (87.4 - 103.3%) -- 18.8% chance to OHKO

So Kyurem-B wouldn't survive 2HKOing because of LO or any residual damage

+2 84 Atk Mega Scizor Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 141-167 (40 - 47.4%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Life Orb Teravolt Kyurem-B Ice Beam vs. 252 HP / 168 SpD Ferrothorn: 152-179 (43.1 - 50.8%) -- guaranteed 3HKO after Leftovers recovery

Ferrothorn isn't a hard stop, but still a pain in the side for the core. I admittedly just suggested Latios because it could do something similar in Latias's role as Defogger and Keldeo check, but I just think some check to Ferrothorn (admittedly not the hardest to come by) might be a good mention.

I like the concept of Aggron+Wishpasser, but typically isn't defensive wishpass Clefable generally better than defensive Sylveon? Cause of Clef's great defensive ability, while pretty much doing the same thing?

I'd assume because Sylveon has better overall bulk on the special side than Max HP/Max Def Clefable, which is a nice complement to Aggron's immense Physical bulk

Edit: And Ninja'd
 
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Offensive Core: Talonflame + Starmie + Serperior

So I spam Serperior on all my squads and this is a core I found to work pretty well. Talonflame hates rocks, Starmie spins them away, Talonflame loses to Heatran, Starmie beats Heatran, Talonflame loses to Rotom-W, Serperior beats Rotom-W. Although watch out for ScarfTar, you have to nail it on the switch with Reflect type(or Scald burn), or just bring a partner for it. Starmie beats Heatran for Serperior as well, while Talonflame can force out Ferrothorn although Serperior can choose to run HP Ground or Fire depending on the team. Try to have something for Raikou as well, as it outspeeds all the members of this core and can hurt them badly. Also I guess its a FWG core, and all the members have good speed tiers so they do well against slower teams. Talonflame and Serperior are the main wincons from both sides of the spectrum, overall a decent offensive core.

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Roost
- Flare Blitz

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
- Reflect Type
- Recover
- Scald
- Rapid Spin

Serperior @ Life Orb
Ability: Contrary
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Giga Drain
- Glare / Knock Off
 
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imo if you're running Jolly Talonflame, only run 168 speed EVs to outspeed Raikou, or 136 to outspeed Thundurus. There's really no reason to outspeed Jolly max speed Talonflame unless to outrun other Jolly max speed Talonflame. Also I don't think Naive is worth it on Serperior, the only reason to use it is to take away Chansey's eviolite, as it doesn't KO the lati twins.
 
imo if you're running Jolly Talonflame, only run 168 speed EVs to outspeed Raikou, or 136 to outspeed Thundurus. There's really no reason to outspeed Jolly max speed Talonflame unless to outrun other Jolly max speed Talonflame. Also I don't think Naive is worth it on Serperior, the only reason to use it is to take away Chansey's eviolite, as it doesn't KO the lati twins.
Please tell this to the Talonflame analysis people... Right now they are making the official analysis a max Speed version just to Speed creep other Talons.

Beautiful core, blinkie. Really fun FWG one that covers a lot by itself rather well.

EDIT: @below, sure whatever. Could argue it, but not gunna. I fold.
 
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Please tell this to the Talonflame analysis people... Right now they are making the official analysis a max Speed version just to Speed creep other Talons.

Beautiful core, blinkie. Really fun FWG one that covers a lot by itself rather well.
Lol we're not speed creeping other Talons we're putting uniformity amongst the other analysis by having general spreads with specifics such as 168 speed Talons in set details so we don't have a bunch of speed creeps everywhere. Please don't bring up points like this without understanding the actual details behind this thanks.
 
Hi all, want to share a FWG Defensive core I have been using recently.

Starmie + Chesnaught + Talonflame
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The core works like your standard FWG defensive core. Bulk Up Specially Defensive Talonflame can fire off Will-o-Wisps at anything Jolly Excadrill or slower or can go for the stallbreaker set with taunt. Bulk Up chosen here over Swords Dance so it does not get screwed over by Mega Sableye's Foul Play. Specially Defensive chosen to prevent getting screwed over by Mega Gardevoir. Chesnaught is the physical wall on the team and can reliably check threats such as Bisharp, Keldeo and wreck Sand Offense. Starmie functions as the obligatory hazards control that is essential when running Talonflame. Reflect Type chosen here over Psyshock to prevent it from getting screwed over by Bisharp mind games and Mega Zard Y/ non HP Ice Landorus-I which are pain for Stall. The EVs for Starmie were shamelessly stolen from the Hippowdon/Starmie/Ferrothorn core.

Threats to this core include Zard X, Latios and Scarf Victini. This team would appreciate teammates such as Defensive Landorus-T or any other rocks setter.


Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 Atk
Impish Nature
- Drain Punch
- Leech Seed
- Spiky Shield
- Spikes/ Wood Hammer

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP/ 200 Spd/ 60 Spe
Careful Nature
- Bulk Up
- Will-o-Wisp/ Taunt
- Brave Bird
- Roost

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 Def / 4 SpA / 16 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin
edit: made changes by Darth Darkrai . Will not do this before I sleep again.

I'm using the same core as you in my team, but the set is quite different. Yy Starmie has Psyshock (for Keldeo and Gengar) and Life Orb (to 2hko Gliscor otherwise it can SD in front of your face) My talon uses the stallbreaking set and my Chesnaught run speed to outspeed 252Spe Azu (Belly drum Azu fuck up my team). I use this core in my sand team to that Ttar and exca drill can cover the flying and Electric weakness of this core (Chesnaught resist electric but its too frail specailly and most electric has Ice coverage that can 2hko Chesnaught)
 
Alright, so if you didn't notice I've been doing some major edits to the formatting of the archive and I'm finally finished with it. Previously, with all the hide tags and such it felt like a mess. So, I took a few hours and found every single post for the cores and hyperlinked them which allowed me to condense them all into the OP as opposed to the posts below. In each section they're not really organized in any fashion but if you have a good idea as to how that should be done you can vm me.

With that said, I've updated everything with the cores I liked. Great stuff as always everyone :]
 
Just giving you guys a heads up the hyperlinks will lead you to the page itself and not the actual post so make sure to look through the page to find the core you're looking for. This is actually an occurrence through hyperlinks in general so don't be alarmed if it's a little wonky. Anyways....

Defensive Core: Garchomp + Tentacruel + Ferrothorn

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Gonna call this a defensive core since it's a solid backbone for balanced teams with emphasis on hazard stacking to help offensive cores and win conditions. Garchomp is the popular Rocky Helmet set being used as of lately to threaten contact attackers, Fire Blast to help the core handle Scizor and Ferrothorns better, with Stealth Rock support. Tentacruel provides utility with its typing to remove Toxic Spikes, provide Toxic spikes itself, Rapid Spin, and Acid Spray to threaten Clefable, Suicune, and a variety of defensive set up sweepers. Ferrothorn provides an additional threat to contact attackers, Spikes support, along with a pseudo check to threats such as Gengar, M-Gardevoir, non Fire Blast Dragon Dance M-Altaria, and plenty more that Ferrothorn is known to help handle. Depending on the team you have preferences in movesets such as using Endure or Rest on Garchomp to add more pressure to contact attackers, Haze on Tentacruel to slow down BD Azumarill, Knock Off on Ferrothorn to remove items such as Leftovers to enhance hazards a bit more. Good partners include anything that can take advantage of the hazards provided such as Mega Metagross, M-Gallade, M-Gardevoir, Thundurus, and so forth. Been using this on a team with M-Medicham just to give you an idea of using hazards to make wall-breakers and cleaners more effective. So that's that, enjoy.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Leech Seed
 
Balanced Core: Garchomp + Klefki + Starmie
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This core looks a bit like the one AM posted. However, this core more suited for offensive teams. These three pokemon provide really good hazard support, as they have sr, spikes and rapid spin, Sableye-Mega has trouble blocking the hazards and toxic on Garchomp makes sure a lot of pokemon with defog are pressured, like Mandibuzz, Zapdos, etc. Rapid Spin gets punished by Rough Skin and Rocky Helmet. This core gives your team a big part of the switchins you want on offensive teams, like bird spam, SR Excadrill, Lopunny-Mega, Latios, Keldeo. Starmie is a great wallbreaker with hazards on the field.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic / Fire Blast
- Stealth Rock

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
 
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