Resource ORAS Good Cores (Check Post #714)

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Can I try?

Gardevoir + Gyarados

Not sure if this's been posted before, but I love this balance core. Gardevoir + Gyarados is pretty awesome. Nothing really wants to take a Hyper Voice, especially from a Modest Mega Gardevoir. Though, 100 base speed is pretty slow, especially with a Modest nature. Gardy is all kinds of weak to basically every physical attacker ever, from Staraptor to Victini, from Mega Metagross to Talonflame? The answer? Gyarados. Gyarados walls most every physical attacker in the meta, including the most scarce special attackers that Gardevoir has trouble with. Not much else to explain. Modest nature is preferred on Gardevoir just for sheer wallbreaking power, and Thunder Wave is preferred on Gyarados to cripple Mega Metagross.

That's not to say this core is invincible. After paralyzing Mega Metagamegross, there's not much else that the core can do to it. Strong enough physical attackers that have Electric moves can give this core a tough time, things like Jolly CB Victini. For this reason, I recommend Landorus-T in the third team slot. Not only can it form a double Intimidate core with Gyarados, but it can occasionally use a slow U-Turn to bring Gardevoir in safely, set up rocks, and smack Mega Metagross with Earthquake.

36 Defense EVs are used on Gyarados to ensure that Terrakion never kills Gyarados with Stone Edge before Stealth Rocks, just for a last-ditch attempt because this core is given trouble by Terrakion.
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp / Substitute / Taunt

Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 36 Def / 216 SpD / 8 Spe
Careful Nature
- Waterfall
- Rest
- Sleep Talk
- Thunder Wave
would roar not be more effective over twave? Also defensive gyara with mega gard is a slightly weird combo. (chimpact used something similar with wish tect mega gard however)
 
Can I try?

Gardevoir + Gyarados

Not sure if this's been posted before, but I love this balance core. Gardevoir + Gyarados is pretty awesome. Nothing really wants to take a Hyper Voice, especially from a Modest Mega Gardevoir. Though, 100 base speed is pretty slow, especially with a Modest nature. Gardy is all kinds of weak to basically every physical attacker ever, from Staraptor to Victini, from Mega Metagross to Talonflame? The answer? Gyarados. Gyarados walls most every physical attacker in the meta, including the most scarce special attackers that Gardevoir has trouble with. Not much else to explain. Modest nature is preferred on Gardevoir just for sheer wallbreaking power, and Thunder Wave is preferred on Gyarados to cripple Mega Metagross.

That's not to say this core is invincible. After paralyzing Mega Metagamegross, there's not much else that the core can do to it. Strong enough physical attackers that have Electric moves can give this core a tough time, things like Jolly CB Victini. For this reason, I recommend Landorus-T in the third team slot. Not only can it form a double Intimidate core with Gyarados, but it can occasionally use a slow U-Turn to bring Gardevoir in safely, set up rocks, and smack Mega Metagross with Earthquake.

36 Defense EVs are used on Gyarados to ensure that Terrakion never kills Gyarados with Stone Edge before Stealth Rocks, just for a last-ditch attempt because this core is given trouble by Terrakion.
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp / Substitute / Taunt

Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 36 Def / 216 SpD / 8 Spe
Careful Nature
- Waterfall
- Rest
- Sleep Talk
- Thunder Wave
i dont necessarily dislike m-garde and gyara as a core, but those sets dont really have much synergy and i dont really like your reason for why theyre paired together. why is gyarados the one physical wall that sticks out to you, but its not a physical wall? it has pseudo-physical bulk due to intimidate, but its not by any means a physical wall. why gyarados? why not something like rotom-w (this is an example)
 
Speaking of Gardevoir, I have a nice Offensive core involving the mon.


Gardevoir_Mega_Shiny_XY.gif
+
Heatran_XY.gif
(Scarf)
These two compliment each other well as they form 2/3 of a FDS core; with Heatran being able to beat ALL the steel types that stop Garde. Heatran is also able to outspeed everything up to Lopunny while being able to hit extremely hard with overheat, this allows Heatran to serve as a nice revenge killer and even wall breaker while being able to take a hit. Heatran also helps with Volcarona, Talonflame, and Victini, as he eats up their fire type moves, thanks to flash fire, and bops them with a clean stone edge. Garde helps Heatran by spamming hyper voice, beating Chansey (with either psyshock/calm mind/taunt), beating Keldeo, dragons, and Mega Gyarados. These two really benefit from having a Dragon complete the FDS core but from my experience any dragon is viable with them, from Kyurem to Latias, as it really only depends on your teams needs. Heatran also acts as a nice surprise mon, as it is typically expected for him to be a sp.def rock setter. I find that hazard stacking works wonders with these two and speed control is nice (through thunder wave), as Garde isn't the fastest mon around.

This core struggles with Fast powerful physical attacker such as Garchomp, scarf Lando-T, Zard-X, rush Drill, etc. This means it is necessary to have either pokemon who can deal wit all these threats, such as your own scarf Lando or Bisharp, or physical wall such as Tank chomp, Ferrothorn, etc. Ferrothorn works extremely well with the two as he provides speed control, hazard stacking, and a nice check to many physical pokemon.

Sets
Black Widow (Gardevoir) (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast/Wish
- Calm Mind/Taunt
Gardevoir is one the hardest hitting pokemon around, and if it gets a CM up you are in some deep dodo. The set is standard and is nothing special however taunt can be used over CM as it provides some nice stall breaking if needed. Focus Blast provides nice coverage for Garde. Wish is slashed only for recovery on a stall breaker set if that option is chosen. The evs allow it to out speed fast Gliscor variants and allows Garde to take two LO Latios Physhocks, allowing her to check it.
Irony (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
Shiny: Yes
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Overheat/Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge/Ancient Power
Overheat is Heatranx STAB of choice as it allows him to to revenge kill and break much more efficiently, however Fire blast, while unadvised, can be used if the -2 special attack drop turns you off. Flash canon is mandatory as it allows Heatran to beat Diancie, Altaria, and Opposing Gardevoirs. Earth power is for Zard X and other Heatran. Stone Edge allows an OHKO on Zard Y and offensive Volcarona while ancient power is more accurate and has more pp. The evs let heatran hit as hard as possible while outspeeding mega Lopunny and +1 mega Altaria, running adamant (correct me if I'm wrong but that is what Altaria typically runs) with the choice scarf.
 

Garchomp + Skarmory
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
this core is there for just spreading kool-aid damage and getting hazards up while checking a bunch of the metagame. garchomp sets up rocks and goes h.a.m. on most the physical metagame with rocky helmet + rough skin. obviously, fairy-types are prioritize garchomp killers so all you do is run specially defensive skarmory with spikes and you have a double hazard core. rocky helmet skarmory lets you bring on the new god flow of residual damage, but if your normal and boring, you can use leftovers or shed shell. the best part is the synergy because specially defensive skarmory takes on mega diancie, lati twins, landorus, mega altaria without fire blast,... while garchomp comes in on mega lopunny and other cool things that skarmory won't be able to handle. once you set up hazards, both of them can use their phazing moves to spread that damage. mega venusaur fits this core as a teammate nicely because it takes on electric- and water-types. if you hazards up, it can be fat and just spam stab + hp fire and sweep. the core takes on its checks easily such as latios and heatran. mega venusaur also lets you run brave bird on skarmory which is pretty cool. while it seems redundant that this core double checks things, most teams run stuff to wear down garchomp down, so having a double check for most the metagame is nice. mega altaria is also another cool teammate because its typing also checks water- and electric-types (ddd, defensive mix,and cotton guard dd roost altaria in particular). try it out and it probably won't be too hard because i am sure garchomp is on half of your teams :]
 
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p2

Banned deucer.

Garchomp + Skarmory
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 132 SpD / 28 Spe
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
this core is there for just spreading kool-aid damage and getting hazards up while checking a bunch of the metagame. garchomp sets up rocks and goes h.a.m. on most the physical metagame with rocky helmet + rough skin. obviously, fairy-types are prioritize garchomp killers so all you do is run specially defensive skarmory with spikes and you have a double hazard core. rocky helmet skarmory lets you bring on the new god flow of residual damage, but if your normal and boring, you can use leftovers or shed shell. the best part is the synergy because specially defensive skarmory takes on mega diancie, lati twins, landorus, mega altaria without fire blast,... while garchomp comes in on mega lopunny and other cool things that skarmory won't be able to handle. once you set up hazards, both of them can use their phazing moves to spread that damage. mega venusaur fits this core as a teammate nicely because it takes on electric- and water-types. if you hazards up, it can be fat and just spam stab + hp fire and sweep. the core takes on its checks easily such as latios and heatran. mega venusaur also lets you run brave bird on skarmory which is pretty cool. while it seems redundant that this core double checks things, most teams run stuff to wear down garchomp down, so having a double check for most the metagame is nice. mega altaria is also another cool teammate because its typing also checks water- and electric-types (ddd, defensive mix,and cotton guard dd roost altaria in particular). try it out and it probably won't be too hard because i am sure garchomp is on half of your teams :]
You're missing 100 EVs on Skarmory, I assume they're supposed to all into SDef? But otherwise, this is a pretty nice core.
 

bludz

a waffle is like a pancake with a syrup trap
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The team I received from AM in the Teambuilder's Shop actually has a variant of that core with Defog on Skarmory (yeah you don't get the full hazard stacking) but I can confirm they definitely cover each other well since Chomp takes on fire types like Talonflame as well. Mega Altaria is also a pretty nice partner.
 

jzplr

formerly SuperLuigi9624
i dont necessarily dislike m-garde and gyara as a core, but those sets dont really have much synergy and i dont really like your reason for why theyre paired together. why is gyarados the one physical wall that sticks out to you, but its not a physical wall? it has pseudo-physical bulk due to intimidate, but its not by any means a physical wall. why gyarados? why not something like rotom-w (this is an example)
While Gyarados is less of a check to Talonflame, Staraptor, ect. than Rotom-W, Gyarados has better Special bulk and a handy neutral-ality to grass, making it more effective against things like Mega Charizard Y and Mega Venusaur, who happen to give this core trouble if Gyarados is not used. I just think that Gyarados fits in the core better than Rotom-W with my experiences.

What about my reasoning didn't you like? I addressed Gyarados and Mega Gardevoir's synergy, why I chose Modest over Timid, and options after the core.

Also, even though Gyarados still doesn't have the best physical bulk, Intimidate is valuble with Landorus-T and its U-Turn. I should've posted it as a triple core instead, but I didn't for whatever reason.

would roar not be more effective over twave? Also defensive gyara with mega gard is a slightly weird combo. (chimpact used something similar with wish tect mega gard however)
Never tried Roar over Thunder Wave, but I think it would be less effective because it doesn't necessarily cripple attackers that don't set up. That and I just prefer Paralysis > Phazing. You can use Roar if you want.
 
While Gyarados is less of a check to Talonflame, Staraptor, ect. than Rotom-W, Gyarados has better Special bulk and a handy neutral-ality to grass, making it more effective against things like Mega Charizard Y and Mega Venusaur, who happen to give this core trouble if Gyarados is not used. I just think that Gyarados fits in the core better than Rotom-W with my experiences.

What about my reasoning didn't you like? I addressed Gyarados and Mega Gardevoir's synergy, why I chose Modest over Timid, and options after the core.

Also, even though Gyarados still doesn't have the best physical bulk, Intimidate is valuble with Landorus-T and its U-Turn. I should've posted it as a triple core instead, but I didn't for whatever reason.



Never tried Roar over Thunder Wave, but I think it would be less effective because it doesn't necessarily cripple attackers that don't set up. That and I just prefer Paralysis > Phazing. You can use Roar if you want.
How is roar not better? As a "physical wall as you put it you need to phaze out the pokemon as nothing stops several pokemon from setting up on you otherwise and sleep talk ignores roars - priority.
 

jpw234

Catastrophic Event Specialist
Hey guys, here's two cores I have been playing with. A caveat being that both of those cores get absolutely destroyed by Aegislash, so either don't run them on the suspect ladder or bring some serious Aegi help.

Core 1:
+
+

Sets:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 HP / 232 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- Acrobatics
- High Jump Kick


So this is a core based on setting up Hawlucha to sweep/clean. With Unburden increasing its speed to ridiculous levels, Swords Dance, and two high-powered STABs in Acrobatics and High Jump Kick, Hawlucha is a major pain for both balance and offense to deal with. However, there are a couple of things that Hawlucha struggles with: full stall, BirdSpam (mostly Talonflame and Mega-Pinsir), and Intimidate shenanigans (particularly the common Mega-Manectric + Scarf Landorus-T core). So, we get our teammates. Mega-Gardevoir is a fantastic stallbreaker, particularly with Taunt. In addition, it can put a major hurt on offensive teams if it gets a free shot to fire off a Hyper Voice, which can occur against some special attackers due to its decent Special Defense stat (for example, Mega-Manectric). Rotom-W rounds out the core, greatly helping both members. It counters the birds that can revenge kill Hawlucha (particularly Talonflame), and helps Mega-Gardevoir in a couple of ways. First of all, it checks some Steel types that take advantage of Gard, like Mega-Metagross and sand Excadrill. Second, it spreads burns that give Gardevoir a much easier time tanking a couple of physical hits. Finally, it provides slow Volt Switches to get Gardevoir in and give her a chance to fire off powerful Hyper Voices.
This is probably closest to a balanced core. Some threats to this core are SD Natural Gift Talonflame, Charizard-Y, Mega-Metagross (to an extent), fast SD Scizor (the kinds that can kill Rotom-W at +2) and a few bulky Psychics that might be tough to break through (most notably Mew).

------------------

Core 2:
+
(+
)
Sets:
Altaria @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 108 SpD / 152 Spe
Careful Nature
- Dragon Dance
- Return
- Cotton Guard
- Roost

Breloom @ Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Natural Gift

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet


Now this is an offensive core based supporting a sweep by DD Mega-Altaria. This is a threat you guys probably know fairly well. The most reliable counters to Mega-Altaria are Mega-Venusaur and Amoonguss due to their typing and bulk; Venusaur can kill Altaria with Sludge Bomb, while Amoonguss can cut short a sweep with Spore or Clear Smog. These Pokemon are seeing something of a resurgence (in particular Mega-Venusaur). To lure them, we're using a Breloom set of my own creation - you can read about it in detail here. Breloom also helps Altaria in a couple of other ways, most notably by punching holes in stall with Swords Dance, and threatening stuff like Sand Exca and Mega-Lopunny with Mach Punch (both of which bother Altaria).
These two Pokemon form the basis of the core, and with offensive DD Altaria I would probably stop with them. Here, I've decided to use the Cotton Guard set to really mess with more offensive teams. With that said, these two Pokemon might struggle a little bit against stall, particularly Pokemon like Skarmory and Unaware Clefable. So for a third Pokemon, I've chosen an underrated wallbreaker in Crawdaunt. First off, we have some nice synergy as Breloom luring Mega-Venusaur and Amoonguss (and also Celebi to an extent) is very nice for Crawdaunt, who fears these defensive Grass types. Once these hard counters are out of the way, Crawdaunt simply blows holes through opposing stall teams. In case you're unfamiliar with the power that Crawdaunt brings to the table with Adaptability:
+2 252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 304-359 (91 - 107.4%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 348-411 (98.8 - 116.7%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 248 HP / 216+ Def Rotom-W: 367-434 (121.1 - 143.2%) -- guaranteed OHKO
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Unaware Quagsire: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
After Crawdaunt is finished running train through your opponent, you can bring in Altaria to clean up.
This core presents very nice synergy, but it struggles with a couple of Pokemon. Most notable are Gengar, Talonflame, and opposing Mega-Altaria. Very fast threats can also pose some trouble, such as Mega-Lopunny and Mega-Alakazam, and TWave Thundurus can also be annoying. If you take this core in a more balanced direction, be sure to pack answers to these threats. If you want to go more of a pure HO route, just use the two SD users to wallbreak and use your remaining three slots to keep momentum. I really like Klefki with this core, as it checks a bunch of the problems noted above, spreads TWave against offensive teams to give your wallbreakers even more chances to smack things, and lays down Spikes to soften up defensive teams.
 
How about M-Sableye and Chansey for a Defensive Core?
I use it on my stall team a lot and this is why:

M-Sableye is weak to Fairy types, which are usually Sp-Attackers. Chansey sponges SpAttacks. Chansey is weak to physical attacks, which I can sponge with M-Sableye. All this switching is a weakness to hazards, which M-Sableye can hopefully Magically Bounce back. If M-Sableye is statused, Chansey can Heal Bell.

Here are the sets I like using:

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
- Recover
- Knock Off/Will o Wisp (depending on your playstyle)
- Calm Mind
- Shadow Ball

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Toxic
- Soft-Boiled
- Heal Bell
- Wish
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
How about M-Sableye and Chansey for a Defensive Core?
I use it on my stall team a lot and this is why:

M-Sableye is weak to Fairy types, which are usually Sp-Attackers. Chansey sponges SpAttacks. Chansey is weak to physical attacks, which I can sponge with M-Sableye. All this switching is a weakness to hazards, which M-Sableye can hopefully Magically Bounce back. If M-Sableye is statused, Chansey can Heal Bell.

Here are the sets I like using:

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
- Recover
- Knock Off/Will o Wisp (depending on your playstyle)
- Calm Mind
- Shadow Ball

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Toxic
- Soft-Boiled
- Heal Bell
- Wish
On Sableye, run Bold>Sassy, you need the physical defense. Will-o-Wisp>Knock Off is also optimal, WoW is a really important move on Sableye. Chansey should have a spread of 4 HP / 252 Def / 252 SpD with a Bold Nature, still maximizes special bulk. Imo, a set of Toxic / Soft-Boiled / Heal Bell / Seismic Toss is best for Chansey,
The core looks fine, especially for a stall team, though I'm not a fan of Chansey, just wanted to point out some suggestions :)
 
+

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Knock Off
- Earthquake
- Swords Dance
- Roost

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Psyshock
- Focus Blast
- Calm Mind
- Recover

These two make for a great stallbreaking core. Reuniclus's immunity to residual damage and access to recovery make it a nightmare for stall teams to handle, since most stallmons lack ways of damaging it. However, it struggles a lot against Mega Sableye, who walls it entirely and can possibly set up on it. Reuniclus also struggles to punch past bulky Psychic mons, and dislikes Knock Off greatly. Enter Gliscor, who, once it's Toxic Orb has been activated, has no fear of any of those things. It can easily set up on Mega Sableye, Mega Scizor, and most of the bulky Psychics that Reuniclus struggles with, and also provides a solid switch in to more offensive Dark types like Bisharp.
 

AM

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+

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Knock Off
- Earthquake
- Swords Dance
- Roost

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Psyshock
- Focus Blast
- Calm Mind
- Recover

These two make for a great stallbreaking core. Reuniclus's immunity to residual damage and access to recovery make it a nightmare for stall teams to handle, since most stallmons lack ways of damaging it. However, it struggles a lot against Mega Sableye, who walls it entirely and can possibly set up on it. Reuniclus also struggles to punch past bulky Psychic mons, and dislikes Knock Off greatly. Enter Gliscor, who, once it's Toxic Orb has been activated, has no fear of any of those things. It can easily set up on Mega Sableye, Mega Scizor, and most of the bulky Psychics that Reuniclus struggles with, and also provides a solid switch in to more offensive Dark types like Bisharp.
This is going to make a nice core of a team I might make later with 6 Fat Mons in dedication to boltsandbombers love of stall. Nice work.
 

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Fang
- Earthquake
- Waterfall

Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

This is a ballin offensive core that I made for the suspect ladder but I imagine that or performs just as well in the regular oras meta.
So FatRH Garchomp is everyone's blanket check for like every contact attacker like loop, bisharp, talon, metagross, mGyara, etc. That's why I have Ice Gang on gyara. it kills mega alt too which is nice and it can still beat the latis.

Gyarados competely wrecks every Talon check. It can dd on timid mega man at 75% and ohko with Eq the next turn. Gyara kills Rotom, fat chomp, landt, and hippo probably loses I'm not sure lol. SubDD with crunch is ight too but shit really hits the fan when your opponents gyara check is bopped by a coverage move.

SD talon is a phucking threat man. SpeDef is most common set which is cool but SD wrecks so many offensive builds rn it's unreal. Jolly+Plate let's me ohko thundurus after rocks which is legit since thundy is a dick to gyara most of the time and luring that in and killing it is nice. Also beats raikou and zone who can annoy unboosted gyara.

As far as partners go, neither really like stealth rocks so a defoger is good. Latias works very well since it checks keldeo and HW support is very nice especially for gyara. Something that can lay rocks is nice too as hazards are very helpful for easier kills. I also like to run jolly sd bisharp to help break Ferros because it's kind of annoying bc of iron barbs. It also appreciates gyara killing helmet chomp.
Loppunny can be hard to play around if rocks are up so RH chomp is nice here as a check for it.
 

boltsandbombers

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Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Fang
- Earthquake
- Waterfall

Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

This is a ballin offensive core that I made for the suspect ladder but I imagine that or performs just as well in the regular oras meta.
So FatRH Garchomp is everyone's blanket check for like every contact attacker like loop, bisharp, talon, metagross, mGyara, etc. That's why I have Ice Gang on gyara. it kills mega alt too which is nice and it can still beat the latis.

Gyarados competely wrecks every Talon check. It can dd on timid mega man at 75% and ohko with Eq the next turn. Gyara kills Rotom, fat chomp, landt, and hippo probably loses I'm not sure lol. SubDD with crunch is ight too but shit really hits the fan when your opponents gyara check is bopped by a coverage move.

SD talon is a phucking threat man. SpeDef is most common set which is cool but SD wrecks so many offensive builds rn it's unreal. Jolly+Plate let's me ohko thundurus after rocks which is legit since thundy is a dick to gyara most of the time and luring that in and killing it is nice. Also beats raikou and zone who can annoy unboosted gyara.

As far as partners go, neither really like stealth rocks so a defoger is good. Latias works very well since it checks keldeo and HW support is very nice especially for gyara. Something that can lay rocks is nice too as hazards are very helpful for easier kills. I also like to run jolly sd bisharp to help break Ferros because it's kind of annoying bc of iron barbs. It also appreciates gyara killing helmet chomp.
Loppunny can be hard to play around if rocks are up so RH chomp is nice here as a check for it.
As much as I like this core, its really similar to one in the OP that has these two + serperior. Also I don't agree with your Mega Gyarados set, as I really feel that Crunch is a necessity on it. Some of the info seems really awkwardly worded, for stuff like talonflame luring in Thundurus when thats not necessarily true due to how common Sharp Beak / Sky Plate SD sets are.
SpDef Talonflame is not the most common set btw, as far as usage stats go.
 
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As much as I like this core, its really similar to one in the OP that has these two + serperior. Also I don't agree with your Mega Gyarados set, as I really feel that Crunch is a necessity on it. Some of the info seems really awkwardly worded, for stuff like talonflame luring in Thundurus when thats not necessarily true due to how common Sharp Beak / Sky Plate SD sets are.
SpDef Talonflame is not the most common set btw, as far as usage stats go.
O I didn't see that core. This one works differently anyways.
As far as crunch being required I'm gonna disagree.
Ice fang is legit rn on gyara as it let's you get passed mega Alt and bulky chomper, two of the most common counters for Gyarados. Ya Dark STAB is awesome and all but the only thing it hits that this set doesn't is Slowbro, and Slowbro is never a gyara counter since it is shredded by subDD.
No one ever expects Ice Fang so you'll usually get a free surprise kill and proceed to run train

Also I'm writing this from my phone. I'll fix my grammar later
 
Bringing a pretty nice defensive backbone to the party, featuring two rather uncommon mons and one pretty unconventional set. Threats that are accounted for and not accounted for at the bottom.



Garchomp-Mega (M) @ Garchompite
Ability: Rough Skin
EVs: 252 HP / 176 Def / 76 SpD / 4 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Rest
- Sleep Talk/Toxic/Fire Blast/Stone Edge

Now, Mega Garchomp is normally seen as a super-powerful wallbreaker (4 attacks set, can be mixed) or a sweeper (SD). But what's often overlooked is that very nice bulk (108/115/95) with a defensive typing that lets it beat a lot of common Volt-Turn members, and properly EV'd, lets this check/counter many of the top threats in the meta. Put this thing in balanced/Defensive teams in need of something that walls Charizard Y, Bisharp, and Heatran all in one slot, while checking/countering a bunch of miscellanous top-tier OU mons. In addition, having a sleep absorber is nice. While similar to TankChomp in many ways, this set benefits from the greatly increased bulk and the massive increase in damage (you still hit harder than ScarfChomp with 0 attack investment), so you still maintain quite a great offensive presence (mentioned later) while being fat as hell.

EQ for powerful STAB, Dragon Tail for STAB phazing and racking up hazard damage, Rest because it's your only form of recovery, and Sleep Talk because you now function as a great status/sleep absorber. Toxic is okay, as are Fire Blast (for Ferro and Mega Scizor who wall or can set up on you depending on the spread), Stone Edge is pretty much for SpDef/Stallbreaker Talonflame. 4 EVs to outspeed defensive Rotom-W and Lando-T, rest in bulk. Calcs can be found in the "Creative and underrated sets" thread, showing how bulky this thing is.


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Toxic
- Protect/Stealth Rock/HP Ice

Bronzong handles most of the fairies that plague MegaChomp, while acting as a fairly solid special wall. EVs are standard, as are Gyro Ball (dumpsters fairies and fast frail mons) and to a lesser degree, EQ (for Metagross and to surprise Heatran and non-Air Balloon Excadrills). Toxic is good for hitting stuff like Hippo which you can't damage, and putting a timer on Lando-I/Nasty Plot Thundurus, etc. Protect is useful in conjunction with Toxic and Leftovers, but it also functions to scout out coverage moves that might threaten Bronzong or the core. Stealth Rock is also a great option since Bronzong is pretty good at setting them up and beats some common SR setters like Mamoswine. HP Ice lets you beat Garchomp/Lando-I/Gliscor but isn't necessarily good simply because you'll not OHKO those pokemon with no investment. If you run Ice Beam on Clefable as shown below, no need to run HP Ice (which in all honesty is probably suboptimal anyways).



Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Moonlight
- Heal Bell
- Ice Beam

Clefable's ability to handle most Kyurem-B sets makes it a pretty nice partner to the core, which struggles with Kyurem (both forms) pretty hard due to Teravolt negating Bronzong's Levitate and Ice STAB wrecking Mega Garchomp. It also handles the two common variants of MSableye, which doesn't really care about Bronzong and this Garchomp set. Another threat handled pretty nicely by this and not as much by the rest of the core is the relatively uncommon SD Mega Heracross. Standard-ish EVs, if you want to handle LO Tornadus T/Kyurem-B/TG Manaphy better, give more SpDef investment. Heal Bell is great because Toxic ruins Unaware Clefable, and being able to wake up MegaChomp in a pinch is really useful (and Bronzong really doesn't like burns since they neuter Gyro Ball and EQ, but more because it's chip damage). Ice Beam seems weird, but it lets Clefable beat SD Gliscor (and other variants too), who otherwise walls this core hard and can set up on it pretty easily.

Threats Covered: Life Orb Gengar (hard countered by MegaChomp), Charizard Y (hard countered by MegaChomp), Mega Metagross that don't carry Ice Punch (countered/checked by MegaChomp and Bronzong, depending on moveset), Life Orb Mamoswine (soft countered by Bronzong, hard assuming no Knock Off), Life Orb Excadrill (hard countered by MegaChomp), Offensive Heatran (hard countered by MegaChomp), Mega Gardevoir (soft countered by Bronzong), Choice Band Victini (hard countered by MegaChomp), Mega Lopunny (checked/countered by MegaChomp if no Ice Punch, checked/countered by Clefable otherwise), (SD) Mega Gallade (checked/countered by MegaChomp if no Ice Punch, checked countered by Clefable otherwise), (SD) Mega Heracross (countered by Clefable), Life Orb Bisharp (hard countered by MegaChomp), Choice Band Scizor (hard countered by MegaChomp), Scarf Keldeo (soft countered by MegaChomp and Clefable), Scarf/LO Kyurem-B (Checked/Countered by Clefable depending on the moveset and spread of Kyurem-B), Life Orb Breloom (checked by MegaChomp/Bronzong/Clefable), Calm Mind Mega Sableye (countered by Clefable), SD Gliscor (countered by Clefable), Mega Gyarados (hard countered by MegaChomp if no Ice Fang, hard countered by Clefable assuming no Iron Head), Choice Specs Dragalge (checked by MegaChomp, countered by Bronzong), Mega Manectric (checked by MegaChomp and Bronzong), (Mega) Latios and Latias (countered by Bronzong and checked/countered by Clefable), Choice Band/DD/Scarf (Mega) Tyranitar (countered by Mega Chomp if no Ice Beam, checked/countered by Clefable otherwise), Mega Pinsir (checked by Bronzong and by Clefable/MegaChomp), Specs Raikou (checked by Bronzong and MegaChomp), Mega Diance (countered by Bronzong, checked by MegaChomp), Physical/Cotton Guard Mega Altaria (checked by Bronzong, countered by Clefable), Banded Talonflame (countered by MegaChomp)

Threats not covered: (TG) Manaphy, NP Thundurus, CM Landorus-I, AoA Landorus-I (checked by Bronzong and MegaChomp, but not as well as I'd like), Mega Metagross with Ice Punch, LO Tornadus-T, BD Azumarill, CroBro/Cune, Offensive Mega Venusaur (MegaChomp checks it and Bronzong kinda walls it if no HP Fire but that's it), Mega Medicham, Volcarona, Special Mega Altaria, Specs/CM Keldeo, Stallbreaker/SpDef Talonflame

Obviously, haven't listed everything, but this shows how darn versatile this defensive core is. Good defensive partners will address those threats, and good offensive partners include strong sweepers that can muscle past Ferrothorn especially (who just walls these 3 fairly casually).
 
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Albacore

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Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower


Heracross @ Heracronite
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance / Earthquake (depending on whether you're using this on the suspect ladder or the regular ladder)

So, as I was writing up Tyrantrum's analysis I was looking for good partners to the Scarf set, and as it turned out, Mega Heracross is pretty much perfect. Unlike the banded variant, Scarf Tyrantrum is pretty threatening for offenisve teams, and instead has a hard time against defensive teams, which Heracross helps a lot against. More specifically, Tyrantrum is weak to bulky Steel and Ground types. Fortunately, these are 2 types which Mega Heracross has absolutely no trouble beating. Heracross also acts as a blanket check to Lopunny and Sand Rush Excadrill, two of the more annoying things for Tyrantrum.
In return, Tyrantrum acts as a great check to Flying types and Fire types which threaten Heracross. It also severly weakens Landorus-T who is often used as a check to Heracross.

One of the best things about Scarf Tyrantrum is that it's a pretty obscure threat, most people assume Band or DD on it. As a result, a lot of people keep their Latis, YZard, Thundurus and Torn-Ts in hoping to outspeed and Draco Meteor/Focus Blast/Superpower Tyrantrum to death, only to get proverbially smashed to pieces by Head Smash. This leaves room for Heracross to roam free.

This core obviosuly requires a switchin to Fairy type moves (particularly Phys Def Clefable which is a huge threat to this core, but thankfully is less common than its SpD counterpart), as well as a swicthin to Dragon types, particularly Latis. Kelfki and Jirachi are really good partners to the core, depending on whether you want to build balance or bulky offense. You also want an answer to MMetagross since it pretty eeasily switches into both members of the core. VolTurn support from stuff like Rotom and Landorus-T is also highly appreciated.
 
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Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower


Heracross @ Heracronite
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance / Earthquake (depending on whether you're using this on the suspect ladder or the regular ladder)

So, as I was writing up Tyrantrum's analysis I was looking for good partners to the Scarf set, and as it turned out, Mega Heracross is pretty much perfect. Unlike the banded variant, Scarf Tyrantrum is pretty threatening for offenisve teams, and instead has a hard time against defensive teams, which Heracross helps a lot against. More specifically, Tyrantrum is weak to bulky Steel and Ground types. Fortunately, these are 2 types which Mega Heracross has absolutely no trouble beating. Heracross also acts as a blanket check to Lopunny and Sand Rush Excadrill, two of the more annoying things for Tyrantrum.
In return, Tyrantrum acts as a great check to Flying types and Fire types which threaten Heracross. It also severly weakens Landorus-T who is often used as a check to Heracross.

One of the best things about Scarf Tyrantrum is that it's a pretty obscure threat, most people assume Band or DD on it. As a result, a lot of people keep their Latis, YZard, Thundurus and Torn-Ts in hoping to outspeed and Draco Meteor/Focus Blast/Superpower Tyrantrum to death, only to get proverbially smashed to pieces by Head Smash. This leaves room for Heracross to roam free.

This core obviosuly requires a switchin to Fairy type moves (particularly Phys Def Clefable which is a huge threat to this core, but thankfully is less common than its SpD counterpart), as well as a swicthin to Dragon types, particularly Latis. Kelfki and Jirachi are really good partners to the core, depending on whether you want to build balance or bulky offense. VolTurn support from stuff like Rotom and Landorus-T is also highly appreciated.
I really like this core; but there is one really big threat you neglected to mention: Mega Metagross. This core really has a lot of trouble with it as it beats both 1-1; not really caring about anything Tyrantrum can do.
 

Albacore

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I really like this core; but there is one really big threat you neglected to mention: Mega Metagross. This core really has a lot of trouble with it as it beats both 1-1; not really caring about anything Tyrantrum can do.
Oh yeah well spotted, mentioned MMeta as a threat to the core.
 

DarkNostalgia

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Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Stone Edge
- Earth Power

Pretty cool offensive core I've been playing around with, and it utilizes a really underrated threat in today's metagame: Life Orb Alakazam. I was writing up Alakazam's analysis, and I was brainstorming possible partners to this particular set. Heatran fit really well, both offensively and defensively. Alakazam is checked by Mega Sableye, Mega Scizor, Klefki, Mandibuzz, Skarmory, as well as various Dark-types and priority/faster Pokemon such as Tyranitar and Bisharp, Talonflame and Tornadus-T. Heatran is a really cool partner, in the sense that it deals with most of Alakazam's checks. It smashes Sableye, Scizor, Skarmory and Klefki, and is a good stop to Talonflame and Tornadus-T, especially since this variant runs Stone Edge. Furthermore, it deals with most Bisharp, unless at +2, which, with Sucker Punch, can really ruin Alakazam's day. Heatran also provides Stealth Rock support, meaning that Alakazam can do its wallbreaking job better, because it naturally forces many switches.

Alakazam, in turn, provides a decent answer to Stall archetypes, due to Encore. It ruins the likes of Cresselia and Chansey, and messes up setup sweepers/status inducers such as Calm Mind Landorus and Rotom-W, which Heatran hate. Because of its power and Speed, Alakazam breaks through bulky Water- and Ground-types that Heatran dislike, such as Rotom-W and Hippowdon.

Of course, this core isn't entirely self-sufficient. It is broken down by powerful Pokemon, such as Mega Lopunny, Mega Altaria, RP Landorus, SD Bisharp, Azumarill. Mega Metagross also has a decent match-up against this duo, as Shadow Ball from Alakazam isn't a guaranteed OHKO.

Fairy-type checks are good to pair with this core, as Heatran lacks Flash Cannon. Skarmory is a good partner, as it deals with Dragon Dance Altaria, which this core struggles with, as well as Landorus and weakens Metagross. Slowking counters Mega Metagross, and deals with most Mega Lopunny and Mega Altaria, and RP Landorus too if running Assault Vest; if not, then it checks AoA variants.
 

SketchUp

Don't let your memes be dreams
Balanced Core

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Ice Punch / Fire Punch


Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Foul Play

From my experience, this core works best on a semi-stall team. Many teams aren't very well prepared for DD Mega Tyranitar. Common bulky cores suc as Hippowdon / Tornadus-T / Starmie don't have too many issues with Scarfed Tyranitar but they are very weak to DD Mega Tyranitar, especially when it gets at +1. Tyranitar has problems setting up against stuff like Clefable, Breloom and Keldeo, but this is where Amoonguss comes in. Amoonguss resists 4 of Tyranitars 8 weaknesses and is not weak against any of the remaining 4. Besides spreading Spore, Amoonguss also does a great job beating DD Mega Altaria, Mega Diancie, (Belly Drum) Azumarill, Breloom and Serperior to name a few, which opens up opportunities for Tyranitar to set up. In exchange, stuff that annoy Amoonguss like Talonflame, Latios and NP Togekiss are defeated by Tyranitar.
This core still struggles with many common pokemon because Tyranitar has issues switching in because of its many weaknesses. At +1, Tyranitar can 2hko Hippowdon with Ice Punch, but in a 1v1 situation it loses which is very annoying. Pokemon who have coverage for both members of this core (Hurricane + Superpower Tornadus-T, Psychic/Ice Beam Manaphy, Mega Gardevoir, Mega Metagross) are the most problematic pokemon for this core because both pokemon lack speed to revenge kill these pokemon. Thundurus, WoW Talonflame and Taunt Mew are also some pokemon that can easily wear this core down.
Some good partners to this core are SpD Talonflame (helps with Mew, Mega Gardevoir, Zard-Y, burns stuff like Mega Metagross and Tornadus-T, Revengekills stuff like Volcarona) AV Slowking (very good against non-Energy Ball Manaphy, is also a nice switchin to Mega Gardevoir and Mega Metagross) Skarmory (Gives hazards support, is a good switchin for non-Heat Wave Tornadus-T, Mega Gardevoir, Mega Metagross and most Landorus sets) and Scarf Victini (helps with the weakness to Special Mega Altaria, Mega Metagross and Mega Gardevoir, while also revengekilling many stuff such as Tornadus-T, Landorus and Manaphy. It also wears stuff like Fatchomp and Hippowdon down.

Offensive Core

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Rash / Naive Nature
- Rock Polish
- Earth Power
- Sludge Wave / Hidden Power [Ice]
- Rock Slide


Volcarona @ Passho Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Many teams use the same pokemon to handle these 2 pokemon: Talonflame, Tornadus-T and Gyarados to name a few examples. This core does a great job at luring in threats to this core so the other member can sweep. Lati@s is nice against Volcarona if it lacks Bug Buzz, but because you don't want both members to be walled by Latias, Bug Buzz is often the superior option. Knock Off on Landorus is an option to lure in Latios and Chansey. Azumarill and Keldeo are both lured in by Passho Berry Volcarona and killed by a +1 Giga Drain (AV Azumarill lives but it can't revengekill Landorus) AV Tornadus-T, Charizard-Y, Talonflame and Gyarados all defeat Volcarona 1v1 but Landorus lures them in with Rock Slide so Volcarona can often sweep after a QD boost.
The biggest issue of this core is that it has to set up before it can succesfully kill the pokemon that it needs to lure. Their speed pre-evo is not bad but against stuff like Mega Lopunny you are still going to have issues. When pokemon like Tornadus-T are in te field, you can't set up a RP with Landorus to finish it off with Rock Slide [or just rock slide directly], which means Volcarona also can't set up and break Tornadus-T. This core also can't switch in on many pokemon because their weaknesses aren't really covered by each other. Stuff like Thundurus, Keldeo and Mega Alakazam gives this core zero opportunties to set up.
Good teammates are pokemon that can lure pokemon like Tornadus-T out. A defensive backbone or a fast scarfer to help with stuff like Mega Manectric and Mega Alakazam is needed so you can find opportunities to set up a Quiver Dance or Rock Polish late game (double switching with this core is very effective) Also, if you don't have Knock Off on Landorus, you need something to lure in Chansey (no, bisharp doesn't work) These include Knock Off Clefable (who is also the defensive pokemon you need for Alakazam / Manectric / Tornadus-T) and Knock Off Thundurus (Nice switchin to Tornadus-T, also prankster twaves Scarfers) Manaphy is also a great partner because it puts in work vs. stall while also helping with the big water weakness.

Also forgot to add but Naive on Landorus might be better in this situation because you really want to outspeed Timid Zard-Y / Volcarona
 
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