Resource ORAS Good Cores

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Well, since it's been a while, here's a core that I'm honestly surprised nobody else uses.

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M-PINSIR + SCARF EXCADRILL + ROTOM WASH (Offense)
Mega Pinsir hits ridiculously hard with a +2 Aerilate boosted STAB Return, has a great priority move in Quick Attack, which is also boosted, and is actually pretty damn good in this meta. However, things like Thundurus, Rotom Wash, Talonflame, Rotom Wash, Zapdos, Skarmory, and others can give him trouble. That's where Scarfcadrill and Rotom Wash come in. Scarf Drill can handle Thundurus, Talonflame, Zapdos, and Rotom Wash all after SRs damage, and it can also get rid of Stealth Rocks that Mega Pinsir loathes. Rotom Wash can handle Skarmory, which is very nice, provides a more reliable answer to Talonflame, and Keldeo, who gives this core trouble if MPinsir isn't set up. It also handles fire types bar Zard Y, who already gets revenge killed by Scarf Excadrill. This core is pretty simple to use on the surface, and greatly appreciates Stealth Rocks of it's own to pressure the opposing team, so both Klefki and Clefable are welcome here as well, as they can both spread paralysis and be a general thorn in your opponent's side. Beware though, that Klefki stacks another Fire weakness, so be sure to pack another fire resist or two.

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
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+
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+
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Mega heracross+Thunderus+Heatran

Back with another awesome offensive core that I loved using~ Mega heracross is my 3rd fav mega and I decided I really want to post this, he is very underrated threat that poses (185) attack stats plus skill link pin missile and close combat being backed up. He can be super threatening to defensive team, even against balanced teams if foe is not prepped for. His cons is that after mega evolve his speed slides from 85--->75 making him more vulnerable of getting revenge killed, he is often overlooked because of this, thus it's no wonder why thunderus straightly came to mind as an amazing heracross partner, thundy t wave gives mega heracross speed control that he really appreciate, he can also remove annoying stuff like defensive landorus t,gliscor or tankychomp with lo hp ice, he can also check mons like talonflame or pinsir if he can get in safely, also if you desire you can run volt switch which can also bring mega heracross straight against fat special wall(chansey for example), or nasty plot to weaken opposing wall, allowing heracross clean up.

For last partner, there is heatran, heracross don't have much switch" in but unaware clefable, mega alta, sylveon, fairy types are kinda problematic foe heracross, thus heatran rounds up this core, pressuring them with taunt+toxic while getting up rocks, it can switch into zard x(no eq) or y which can threaten heracross if they get in safely.


For this core, there are lots of mon that can fit, water resist is kinda needed since this core lacks it, another landorus switch is also appreciated since you can't always rely on thunderus to check it, klefiki add another speed control which can be more helpful, if anyone have more suggestion, let me know [:




[Show]
Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pin Missile
- Rock Blast
- Close Combat
- Substitute


Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Nasty Plot or Volt switch
- Thunderbolt
- Hidden Power [Ice]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 196 SpD / 64 Spe
Calm Nature
- Stealth Rock
- Taunt
- Lava Plume
- Toxic
 
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and
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These pokemon work very well together. Mega latios can take fighting, fire and ground type attacks with ease that magnezone doesn't like and magnezone can trap pokemon such as ferrothorn and mega scizor, which stop mega latios from sweeping. This core works very well and I enjoy it a lot :]

Here are the sets

Latios-Mega @ Latiosite
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Outrage
- Zen Headbutt

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
/
 
A Core For The Spiteful
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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Earthquake
- Knock Off
- Rock Slide

Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 232 Def / 28 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off

I'm so surprised this hasn't been posted yet, coz it's so potent. Tangrowth often receives a lot of hate because of other the bulky Grasses Amoon and Mega Venusaur, but the fact that Tangrowth doesn't take the Mega Slot and isn't passive asf gives it a nice standing. So the synergy between Slowbro and Tangrowth is incredible. The things these two can cover themselves is awesome. Tangrowth takes on fast electrics (it can beat Mega Man 1v1 as well as non HP Flying Thundy), the Latis who can only hurt it through Draco due to its high Defense, Mega Alakazam, Mega Diancie, the whole enchilada. Slowbro takes on the move physical threats like Mega Charizard X, Talonflame, Mamoswine (who's on the rise), etc. What seals the deal with these to is Regenerator. It makes them extremely hard to get rid of so they continue to annoy the opposing team for a large portion for the match.

Calm Mind Slowbro is ran to potentially Sweep the opposing team and since it can get multiple opportunities to do so. Rock Slide is ran in a way to lure Mega Charizard Y since it can single handedly best this duo.

From my own personal experience Mega Charizard X is probably one of the best partners for this duo. It finishes off the FWG core and takes advantage of what they can deal with to create free turns for it, which is something your oppo don't want. Hazard Removal in the form of Latios is the best way to go as it has nice typing synergy with these two and you completely cockblock Keldeo as well as a switch in to Mega Charizard Y.

Threats to this core include Weavile, Gengar, Mega Charizard Y, Mega Venusaur, and Mega Altaria (which is shaky if Slowbro gets a burn). Speed Control in Klefki is the best form, specifically the Dazzling Gleam variant that can potentially get rid of Mega Sab who's the Devil for the core.

All in all this is an really great core that fits as a nice glue for Offensive and Balanced teams alike.
 
A Core For The Spiteful
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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Earthquake
- Knock Off
- Rock Slide

Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 232 Def / 28 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off

I'm so surprised this hasn't been posted yet, coz it's so potent. Tangrowth often receives a lot of hate because of other the bulky Grasses Amoon and Mega Venusaur, but the fact that Tangrowth doesn't take the Mega Slot and isn't passive asf gives it a nice standing. So the synergy between Slowbro and Tangrowth is incredible. The things these two can cover themselves is awesome. Tangrowth takes on fast electrics (it can beat Mega Man 1v1 as well as non HP Flying Thundy), the Latis who can only hurt it through Draco due to its high Defense, Mega Alakazam, Mega Diancie, the whole enchilada. Slowbro takes on the move physical threats like Mega Charizard X, Talonflame, Mamoswine (who's on the rise), etc. What seals the deal with these to is Regenerator. It makes them extremely hard to get rid of so they continue to annoy the opposing team for a large portion for the match.

Calm Mind Slowbro is ran to potentially Sweep the opposing team and since it can get multiple opportunities to do so. Rock Slide is ran in a way to lure Mega Charizard Y since it can single handedly best this duo.

From my own personal experience Mega Charizard X is probably one of the best partners for this duo. It finishes off the FWG core and takes advantage of what they can deal with to create free turns for it, which is something your oppo don't want. Hazard Removal in the form of Latios is the best way to go as it has nice typing synergy with these two and you completely cockblock Keldeo as well as a switch in to Mega Charizard Y.

Threats to this core include Weavile, Gengar, Mega Charizard Y, Mega Venusaur, and Mega Altaria (which is shaky if Slowbro gets a burn). Speed Control in Klefki is the best form, specifically the Dazzling Gleam variant that can potentially get rid of Mega Sab who's the Devil for the core.

All in all this is an really great core that fits as a nice glue for Offensive and Balanced teams alike.

I think I've used something to this effect before. Anyway its a good core and I highly encourage pairing it with Tankchomp to specifically punish U-Turn users, which is bad for this duo. But it also lays Rocks for offensive pressure, and can Dragon Tail set up sweepers. That or a Terrakion to both take U-Turns and also safely switch into Knock Off users to preserve their items. Terrakion could either lay SR for you, or be a good revenge killer with choice scarf, wallbreaker with choice band, or setup cleaner. Mega Altaria of your own takes both U-Turn and Knock Off and also has Heal Bell which would be amazing for curing burns and poison.
 
Balanced / Offence (it really works with both) Core

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So BlazeLatias made a team and I decided to be a dirty pig and post a key core from it (don't worry I asked him) like a jerk.

Anyway, the premise of this core is to use some form of Mega Altaria (DDD works best but EQ + Roost is good too) and to have AV Metagross act as a total killer of key threats: Mega Venusaur, Jirachi, Heatran, Zone, fairies, Tentacruel and Quagsire, things that DDD Mega Altaria can't beat on it's own, all in one set which I came up with after some experimenting. This in turn allows Altaria to sweep much more defensive teams and let's it have a partner that can actually switch into things like the Lati@s, Starmie and even some Kyu-B, which is much appreciated. AV Metagross is actually really good atm so I thought I'd pair it with this thing to show how good it actually is. Bulky grounds other than Quagsire aren't all that problematic for DDD Mega Altaria so it has a blast against those which would normally curb-stomp this core too. Furthermore, Chomp has real trouble with DDD Mega Altaria once it mega evolves so perhaps the best and most common check to Metagross is ticked off immediately. In summery, the pair have excellent synergy offensively and defensively, allowing it to do well against most teams as they cover each other's checks and counters brilliantly.

As with any core, it has weaknesses. The 3 most notable are definitely Hoopa-U, Excadrill and Gengar. As Hoopa-U is really a problem for all balanced teams you might want to go more offensive and run Choice Scarf Keldeo or Choice Scarf Landorus-T, both of which are good checks to all three and offer a great deal of offensive presence. Weavile could also potentially be nice as it Pursuit traps which leaves Metagross with a free slot but it kinda strait up loses to Excadrill in sand so it might not be your best bet. If you want to go in more of a balanced direction, Tankchomp is absolutely excellent, rounding off the SFD core and at least dealing with Excadrill, non wisp Talonflame and Scizor, with something like your own Talonflame checking the other threats such as opposing Weavile. This core could also have a lot of trouble with Zard X, all the more reason to consider Landorus-T and similar Pokemon such as maybe even Hippowdon instead of Tankchomp if you're really worried about it. Stealth rock nets some important kills so you definitely want those.

In short, this is a really flexible core with ease of use no matter how you build it, and therefore can preform really well. This replay (although it lacks DDD MAlt for a more offensive one) showcases this point really well.

0- SpA Metagross Grass Knot (80 BP) vs. 252 HP / 0 SpD Quagsire: 284-336 (72 - 85.2%) -- guaranteed 2HKO after Leftovers recovery

160+ Atk Metagross Zen Headbutt vs. 252 HP / 240+ Def Mega Venusaur: 174-206 (47.8 - 56.5%) -- guaranteed 2HKO after Stealth Rock

252 SpA Heatran Magma Storm vs. 252 HP / 96 SpD Assault Vest Metagross: 216-254 (59.3 - 69.7%) -- guaranteed 2HKO
with 160+ Atk Metagross Earthquake vs. 0 HP / 0 Def Heatran: 440-520 (136.2 - 160.9%) -- guaranteed OHKO

252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 96 SpD Assault Vest Metagross: 160-189 (43.9 - 51.9%) -- 11.7% chance to 2HKO

160+ Atk Metagross Earthquake vs. 252 HP / 0 Def Jirachi: 232-274 (57.4 - 67.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Altaria-Mega @ Altarianite
Ability: Cloud Nine
Shiny: Yes
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Heal Bell

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Meteor Mash / Bullet Punch
- Zen Headbutt
- Grass Knot
- Earthquake
 
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Guess ill step in with a core of my own.

Gyarados+Lure Heatran Offensive Core
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This is a nice offensive core ive been enjoying recently with Sub DD gyarados and Solar beam power herb heatran. The whole point of this core is to lure in some of gyara's usual checks that heatran has in common such as rotom-w, Quagsire, Slowbro to name a few and hit them with solarbeam which in most cases ohko's all 3 of them when rocks are up. What this does is once these switch-ins have been removed from the game it allows gyarados to sweep with much more ease now that the main pokemon that wall him are removed from the game. Gyarados is running the standerd bulky DD spread which allows gyarados to set sub's much better with the increased bulk while still out speeding key pokemon in the tier at +1 such as lopunny and manetric. Heatran on the other hand runs the normal stallbreaker set which allows you to trap in the water type pokemon preventing them from switching out which means you wont be solarbeaming the wrong pokemon. Taunt allows you to prevent pokemon from setting up on you or from getting hazards up while earthpower hits things like other heatran and charizard-x. One of the biggest issues this core has would have to be cm clefable. It pretty much shuts both pokemon down if it grabs a boost and if its a t wave variant both tran and gyara straight up lose. Good partners to this core would be pokemon that can set rocks up so landorus-T, Garchomp and clefable make for great partners. Garchomp has great type synergy with both member's of this core and takes care of wisp talon. Ways to remove hazards are really useful because of gyarados being weak to stealth rocks so latios and latias work well here. This is a pretty cool core because of how several mega evolution's can fit here. Lopunny mega works well as she loves quag gone while mega gardevoir can wallbreak for gyara allowing him to sweep late game. Speaking of wallbreakers Kyurem-Black works really well with this core being able to kill off ground types which can prevent gyara from setting up because of rock coverage.
Make sure you pack 1 or 2 wallbreakers on this team because sadly non-mega gyarados is actually not as strong as you think.

Gyarados @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 88 HP / 220 Atk / 4 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Substitute

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Solar Beam
- Magma Storm
- Earth Power
- Taunt
 
Mega-Tyranitar + Serperior

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Mega-Tyranitar, an underrated threat in the OU. Surprisingly, after one Dragon Dance a lot of teams are unprepared for Mega-Tyranitar. With the famous Earthquake and Stone Edge combination, Tyranitar can take out numerous Pokemon like Aerodactyl, Heatran, Magnezone, Mega-Charizard X & Y, Talonflame, Tornadus-T, etc. Depending on your team structure will determine which elemental punch to use as the final move. Ice Punch can take out mons like: Garchomp, Altaria, Latios, Latias, Landorus-T, and Gliscor. While Fire Punch can be used to lure out steel types like Bisharp, Seizor, Skarmory, and Ferrothorn. However, even at +1 there are some mons that can stop Tyranitar. This is where Serperior comes in. Serperior gets rid of annoying walls like: Hippowodon, Gastrodon, Rotom-W, Slowbro, Breloom, and Keldeo (be careful of the Scarf set) with its STAB Leaf Storm. Glare is chosen as a way of speed control and to punish typical switch ins like Tornadus-T that want to to counter it, and other fast users.

Tyranitar-Mega (M) @ Tyranitarite
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Ice Punch / Fire Punch

Serperior @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
 
Mega-Tyranitar + Serperior

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Mega-Tyranitar, an underrated threat in the OU. Surprisingly, after one Dragon Dance a lot of teams are unprepared for Mega-Tyranitar. With the famous Earthquake and Stone Edge combination, Tyranitar can take out numerous Pokemon like Aerodactyl, Heatran, Magnezone, Mega-Charizard X & Y, Talonflame, Tornadus-T, etc. Depending on your team structure will determine which elemental punch to use as the final move. Ice Punch can take out mons like: Garchomp, Altaria, Latios, Latias, Landorus-T, and Gliscor. While Fire Punch can be used to lure out steel types like Bisharp, Seizor, Skarmory, and Ferrothorn. However, even at +1 there are some mons that can stop Tyranitar. This is where Serperior comes in. Serperior gets rid of annoying walls like: Hippowodon, Gastrodon, Rotom-W, Slowbro, Breloom, and Keldeo (be careful of the Scarf set) with its STAB Leaf Storm. Glare is chosen as a way of speed control and to punish typical switch ins like Tornadus-T that want to to counter it, and other fast users.

Tyranitar-Mega (M) @ Tyranitarite
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Ice Punch / Fire Punch

Serperior @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

This core is good I can testify to that. 1 Big problem tho is Mega lopunny. Outspeeds and can OHKO both members of the core even after a dragon dance so an answer to her is a must if you want to succead especially given she is a common mega. Slowbro, Bold Clefable, Mew, Celebi and Victini both make fantastic partners to the core as a result since they can easily switch into her and then force her out as well as offer there respective various utility. Figure thats worth mentioning :)
 
This core is good I can testify to that. 1 Big problem tho is Mega lopunny. Outspeeds and can OHKO both members of the core even after a dragon dance so an answer to her is a must if you want to succead especially given she is a common mega. Slowbro, Bold Clefable, Mew, Celebi and Victini both make fantastic partners to the core as a result since they can easily switch into her and then force her out as well as offer there respective various utility. Figure thats worth mentioning :)

Since we're looking at a more offensive core here I'd recommend something with a bit more offensive presence to deal with MLop (Clefable and Victini are certainly acceptable ias a result), say Scarf Keldeo (which really benefits the removal of the Latis), Landorus-T (can act as a lovely offensive pivot), Regular Gyarados etc. The core really needs something for steels like MGross so I think something like Scarf Lando-T would be a good partner. Keep in mind the threat of Low Kick Weavile, however, as well as Mega Venusaur. make sure you run something for those, among other notable threats.
 
I see people are posting AV Metagross cores so I will share my own.

Offensive Core
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Kyurem-Black + AV Metagross

So Kyurem-Black is checked by Latios, Alakazam, Mega Gardevoir and Gengar which are all vulnerable to being pursuit trapped by Metagross (switch in to Gengar only on doubles frenz). On top of that Meta can check Clefable which is one of Kyu-B's best switch-ins, and funnily enough you can pursuit it once or twice (cuz whos staying in lol) so that it can't come in on Kyu-B reliably.

Basically trap fast threats that check Kyu-B and let it wreak havoc on slow shit. I've been running HP Fire just so Scizor and Ferro can't come in and wall the core but Roost or Earth Power is fine. Alternatively you can run physically based which dumps on stall or even Band or something, whatever tickles your fancy.

Cool thing about this core is unlike many offensive cores it isn't overrun by electrics. That said its definitely weak to a lot of things on offense like Talon, Lop, Exca, Bisharp, offensive Scizor, Keldeo and stuff like that. For this reason Garchomp, Lando-T, Keldeo, Azu and Rotom-Wash make good teammates.

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Earth Power / HP Fire
- Roost / HP Fire

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Earthquake
 
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Offensive Core:
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Surprised to see this wasn't listed anywhere (though i didn't dig through the old thread to make sure of that). Zard and Excadrill are both among each other's most common partners, and for very good reasons. They both have amazing offensive and defensive synergy and tear straight through some of the strongest physical cores.

Zard-X covers skarmory, ferro, scizor, celebi, bisharp sorta, etc. He absorbs scalds or willowisps easily from things like slowbro, defensive starmie, or rotom. He can switch into fire and grass easily, while having the bulk to roost off neutral hits from weaker waters/fighting types, and pre-mega he provides a ground switch in along with a harder answer to breloom. Excadrill in return provides spinning support, paralysis absorbtion, and scares off things like heatran, ttar, clefable, or diancie. He can switch into rock, fairy, dragon, and flying moves. Together they do a very good job of breaking down the things that wall them both. +1 charizard can 2hko pretty much every one of his switch ins, and the walls that excadrill doesnt straight up kill will often find themselves forced to come in and stop him. Things like hippo or quagsire will be forced to switch in and burn turns healing, while things with worse recovery like landorus will get worn down to the point where it cant prevent charizard from sweeping anymore.

There are a lot of ways you can roll with these two. Both scarf Excy and sand offense work really well, as do the few variations for zardx. There's nothing particularly unique about the following sets but these are two top tier mons so standard shit is still good.

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Roost

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Roost

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch
Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Flare Blitz
- Earthquake
- Roost
- Will-O-Wisp

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Iron Head
- Earthquake
- Rock Slide
- Swords Dance

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 96 Def / 164 SpA
Relaxed Nature
- Stone Edge
- Ice Beam
- Fire Blast
- Stealth Rock
 
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Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

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

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch


So here's a core that I was testing against AM the other day. M-Manectric and Keldeo both do well against HO and Balanced archetypes, respectively, and seeing as to how most of these teams carry pokemon to check them are mauled by Tyranitar, I decided to try it out and it worked really well.

HO teams usually rely on stuff like Lati@s and Raikou to check M-Manectric. I click Volt Switch on their switch in and go out to Tyranitar to trap them with Pursuit. This also opens up the path for Keldeo to put in some work too. It's checks like Heatran and Clefable can be overwhelmed by Keldeo and Tyranitar.

Keldeo can plough through a lot of teams with its Specs set. Balanced teams usually rely on Tornadus-T, Slowbro, Lati@s, and Tangrowth to check it. Slowbro is dealt with by M-Manectric or Tyranitar, Tornadus-T and Latios are trapped with Pursuit Tar. Tangrowth can be dealt with through Tyranitar and M-Manectric. Keldeo is also weak to stuff like Talonflame so M-Manectric and Tyranitar are two excellent checks to it.

Threats to the core include Fairy-types, M-Lopunny, M-CharizardX, M-CharizardY, Kyurem-B, Keldeo. The first thing I'd add as a potential teammate would be Ferrothorn as it covers majority of the aforementioned pokemon
 
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Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

Wobbuffet @ Colbur Berry
Ability: Shadow Tag
EVs: 4 HP / 236 Def / 240 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Tickle
- Counter
- Mirror Coat

Bisharp @ Life Orb / Black Glasses
Ability: Defiant
EVs: 204 Atk / 52 SpD / 252 Spe
Adamant / Jolly Nature
- Pursuit
- Sucker Punch
- Knock Off
- Iron Head
Fast Colbur Berry Wobbuffet is capable of trapping and almost every threat to Hawlucha, and because it necessitates the use of a Pursuit trapper Bisharp seemed to fit the bill perfectly. Basically, the aim of this core is to weaken the checks to Hawlucha and initiate a sweep.

The given EVs allow Wobbuffet to outpace neutral Skarm so that it can encore it as it comes in on roost. Good teammates include VoltTurners like Manectric, Raikou and Scizor, Memento users like Latios, Dugtrio and... uh... Uxie (I'm running out of Memento users lol; I guess Garde and Zoroark could run it, but they'd rather carry something else lol; even Latios is shaky), Healing Wish users like Latias or MLop and Talon/Weave checks (I deliberately chose my VoltTurners to fill this criteria lol).
 
Rotom-H + Latios Offensive Core
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Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Bold Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp / Thunder Wave
- Pain Split

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover / Thunder
- Defog

This cores fucking awesome. Rotom-H is one of the more underrated Pokemon right now and it functions really well in OU given the high usage of Torn-T, Electrics, Scizor, Ferrothorn and other Grass, Flying, and Bug types.
Rotom-H is troubled by the likes of Keldeo and Manaphy, which Latios covers pretty well outside of specific variants while Latios is troubled by Steel types, mainly the aforementioned ones which Rotom-H comfortably switches into easily and gets a free Volt or Overheat off. Another thing to note is that the combination of Electric and Fire coverage isn't well prepared for, meaning that common "answers" to the combination such as Raikou, get blown back by STAB Overheat, while Heatran picks up SR + Volt Switch damage. Latios also Defogs which means that Rotom has the necessary support needed to function well and switch into threats a bunch of times. A fast set on Rotom allows it to check Bisharp better while still maintaining decent bulk to check physical attackers, and the option of Wisp or Twave is team dependent. Thunder Wave allows Rotom to function as a stop to Charizard X, Volcarona, Heatran, and Torn-T while Wisp allows it to generally check and weaken the same stuff as Washer can, while being able to check Electrics better.
 
What's up guys got a fun core core to drop

Wobbuffet + Keldeo + Bisharp
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Taking inspiration from gamer boy , the Wobb God, I decided to make the core seen here. Wobbuffet handles a lot of things with CounterCoat + Encore + Shadow Tag, and this core really appreciates its unique attributes. Wobbuffet does many useful things, like shutting down or annoying defensive pokemon like Ferrothorn, Clefable, Hippo, and Skarmory with Encore, preventing hazards, status or setting up in clef's case. Encore is also cool for allowing Keldeo a free set-up with Calm Mind. Tickle is also useful, especially with Pursuit trappers, as it makes mincemeat of fat walls and also helps Keldeo in set-up. The spread lives 2 sludge bombs from modest mega venusaur and specs hydro from keldeo after sr and blows them back with Mirror Coat while outspeeding no speed Skarmory. Bisharp smashes Fairy-types, provides Pursuit support for Keldeo, and also has nice priority in Sucker Punch. Keldeo is the sweeper of the core, and it does work once wobb and bish do their jobs successfully, while checking Dark types and Ground types for bish and wobb. Overall, I think it does well. Some teammates I recommend are Mega Manectric, as it checks Talonflame and Azumarill while baiting in clef and allowing wobb to trap it. Landorus-therian sets up stealth rock, can provide slow uturns, and checks talonflame and excadrill. Latios checks keldeo and mega manectric while having powerful dracos and defog.
Replays (more coming soon): http://replay.pokemonshowdown.com/ou-294741218 (this one mostly shows wobb doing work)

Wobbuffet @ Leftovers / Sitrus Berry
Ability: Shadow Tag
EVs: 28 HP / 156 Def / 88 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Tickle

Keldeo-Resolute @ Leftovers / Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute / Taunt
- Scald
- Secret Sword

Bisharp @ Black Glasses
Ability: Defiant
EVs: 204 Atk / 52 SpD / 252 Spe
Jolly Nature / Adamant
- Pursuit
- Sucker Punch
- Knock Off
- Iron Head
252+ SpA Mega Venusaur Sludge Bomb vs. 28 HP / 88 SpD Wobbuffet: 210-247 (39.7 - 46.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 28 HP / 88 SpD Wobbuffet: 364-429 (68.9 - 81.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
RIP
 
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Victini @ Life Orb
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blue Flare
- Thunder / Focus Blast
- Psychic
- Glaciate

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Spore
- Swords Dance
- Bullet Seed
This core has been such a pleasure to use and it's very satisfying. The synergy between the two is quite exceptional, Victini being able to take on some Ice, Fairy, Psychic, and Poison-types and Breloom wrecking Water, Ground, Rock, and Dark-types. So Victini draws in fat things like Slowbro, Tyranitar, Garchomp, and Lando-T like dudes to a stripper. Breloom can make some short work of Victini's common checks through it's STABs, Bullet Seed for fat Waters like Slowbro and Suicune and Mach Punch for Bish, TTar, and Weavile. The SD + Spore Variant is effective asf and uses so much stuff as easy fodder and it eases the prediction required for Victini. A +2 Technician LO Mach Punch hits like a train off the tracks, grabbing close OHKO's against sturdy threats like Keldeo and Kingdra. As for Victini the Special LO Lure Set is the Messiah. It draws in Breloom's checks like Mega Venusaur, Mega Sableye, TankChomp, and Lando-T through it's coverage moves + STABs and Blue Flare just tears stuff up like a rabid dog.

Both Mega Zards threaten them a lot, Mega Diancie, Talonflame, and the Lati's give this core a lot of trouble. Some teammates include Starmie since it provides hazard removal for Victini and threaten a lot through it's speed tier. Mega Diancie itself is a pretty great partner since it threatens both Zards, the Lati, Tflame, and Hoopa-U. Overall really fun core.

e: sry for the 2x post
 
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Here's a little fun core.

Mega Charizard X + Breloom + Manaphy
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But before we begin let me tell you how awesome SD + Tailwind ZardX is. First, you can handle offense AND slower teams in just one merry set (I know DD Zard practically does the same thing but w/e). Second, it nabs KOs our dancing counterpart can't, such as guaranteed OHKOs on both Hippowdon and Slowbro. Third, it gives the team Tailwind support. Who doesn't like that? Anyways, as awesome I think it is, it's still vulnerable to some things before a boost, namely stuff like MLop before Tailwind and the aforementioned walls before SD. Fret not, as we have teammates for that. Breloom is just so good in the meta right now, cleanly OHKO-ing would-be threats to Zard like Sand Rush Drill and Lop. It also Spores random stuff so everybody goes to town. This thing also loves the Tailwind support. To complete the FWG thing Manaphy is there. I was thinking of Azumarill but since it'd become way too physical, I picked Manaphy. Psychic Manaphy is there to maul MVenu, which is hard to KO by the other members alone. It also loves the Tailwind support. As for problems, we have +1 Mega Altaria and faster Dragons like the Latis, MVenu (still a problem but can be caught by Psychic), Talonflame (the reason I put Sash Tomb Breloom as an option), a snowballing Serperior and general faster offense. To accommodate, pack stuff like Talonflame of your own, Tyranitar (for Tflame and the Latis), Landog and whatnot. Hazard stacking is already overkill with this core but could be added. Clerics like HW Lati and Clefable is nice. PUT HAZARD SUPPORT BC ZARD IS STILL ZARD. This definitely put a new spin on your ZardX. Enjoy.

Charizard @ Charizardite X
Ability: Blaze
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Tailwind
- Flare Blitz
- Outrage

Breloom @ Life Orb / Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance / Rock Tomb

Manaphy @ Wacan Berry / Lum Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Tail Glow
- Scald
- Ice Beam
- Psychic
 
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OFFENSIVE CORE: THE CORE OF SAVAGERY (HERACROSS-MEGA + KYUREM-BLACK)

Zd4YLiSG7j8rkHaQx_aJFOaPQR1i3GoSpl5eARQihY4xrt-0lfJxeyeaCmPMlhAeb15RFsvshv9k2mG4BI-eoQA6Q-5wPVHD8fl8Y8fFPJGjEMnDbAvyfYEGWmPApikwk7PLsO94
kyurem-black.gif


Punch Buggy (Heracross-Mega) (F) @ Heracronite
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Pin Missile
- Rock Blast

Not Scarfed (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 252 SpA / 240 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Hidden Power [Fire]

EV's: Kyurem-Black's are from his Smogon Pokedex entry with the exception of Spe and Atk, because I had to make up for the loss IV in Spe.

Heracross-Mega and Kyurem-Black are pretty savage. The idea of this offensive core is that not a lot of things switch into Heracross-Mega and the same goes for Kyurem-Black, and that's pretty savage.

To go in depth, Mega Heracross destroys everything, but has trouble with Rotom-Wash and Mega Manectric, things Kyurem-Black destroy.
And Kyurem-Black hates Chansey, Blissy (rare), Tyranitar, Bisharp, Conkeldurr, and Mew which Heracross-Mega destroys.

It's an offensive core that lacks a lot of switch-ins, it really destroys, evidence of the core's effectiveness can be found in my RMT (self-advertisement?), Get Rektile Dysfunction, where the peaked 1700+.

Weaknesses include:

  • Fairies
    • Clefable (revenge-killed)
    • Sylveon (revenge-killed)
  • Bird
    • Tornadus-T (Kyu-B lives LO Superpower and AV Focus Miss Blast)
    • Talonflame (Kyu-B can live any hit)
  • Lati-Twins
  • Charizard-Mega-Y
  • Metagross-Mega
  • And much much more! So don't say any, all cores have a plethora of weaknesses.
Repays for days:



 
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Defensive Core

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Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 84 Def / 172 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Thunder Wave / Psyshock / Flamethrower
- Slack Off

GastroDON @ Leftovers
Ability: Storm Drain
EVs: 200 HP / 252 Def / 56 SpD
Sassy Nature
- Curse
- Recover
- Scald
- Earthquake

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 164 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Rest
- Psychic
- Heal Bell / Thunder Wave / Calm Mind

Mega Slowbro is a fucking beast in the first place, so what happens if you pair it up with Curse Gastro and broken Goth? You probably guessed right: demolition. What Mega Slowbro does is pretty known, but the last move is not always Psyshock. Thunder Wave is great move to cripple a lot of opposing pokemons and can help slow teams a lot, Psyshock allows to get past Mega Venusaur and Amoonguss and helps you win some CM wars vs. Clef and Suicune and such. Flamethrower is a niche move that stops Mega Slowbro's usual counters/checks, aka Ferrothorn, Celebi, Scizor (can be annoying if scald doesn't burn), Magnezone (insta kill always best), and can do a lot to Serperior.

Gastrodon was added because Mega Slowbro struggles a lot with elecs, and Gastrodon is the best electric check out there. Curse makes it a very good wincon and with EVs it can take a lot of hits.

Gothitelle is here to trap what usually gives a really hard time to both of these: Mega Venusaur, Ferrothorn, Celebi, Breloom, Chansey, Clefable, and Quagsire. It also cripples manaphy by tricking Scarf on to it, and because it will usually lock itself into Scald, Gastro can force it to switch out, and Slowbro can set up on it later. For the last move, Heal Bell can be used to give this fat core much more longevity, Thunder Wave helps w/ a lot of stuff such as Zard Y, M-Alt, etc., while Calm Mind can easily prove to be a viable wincon that can set up on Clefable and such. Overall this core demonstrated its effectiveness in my rmt (shameless self advertisement lol) in my sig.

EVs: A lot of SpD on Mega Bro to do some cool stuff like take Draco from Latios w/ ease and handle Elecs at +1/+2 much better. EVs on Gothitelle outspeed up to Raikou w/ Scarf, Clefable tricked w/ Scarf, and help me survive 3 EQs from Quagsire and has a really high chance to evade Moonblast + Crit Moonblast + Moonblast from Clefable.

Weaknesses:

  • Gengar
  • Hoopa-U
  • Shed Shell Manaphy/Togekiss + Pursuit trapper
  • GK Thundurus (esp. LO or NP)
  • Mega Zard Y (T-wave Goth helps though)
  • Specs Latios (yes, actually)
  • Well played Mantine (YES IT ACTUALLY HAPPENED ONCE)

Replays:

http://replay.pokemonshowdown.com/ou-292252608 - vs. BC Wish Killer. Slowbro + Goth just tear his team apart until he forfeits.
http://replay.pokemonshowdown.com/ou-293155878 - Shows Mega Slowbro's massive effectiveness from early game.
http://replay.pokemonshowdown.com/ou-293269668 - vs. Mob Barley, Curse Gastrodon late-game clean :]
http://replay.pokemonshowdown.com/ou-293157478 - Curse Gastrodon BEEN sweeping

Also blunder get bodied in his video here (gets destroyed by gastro), here, and auto-forfeit here.
 
Conkeldurr + Talonflame

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Why use this over Lopunny + Talonflame? Simple. Obese, shit-faced stall and balance cores on the ladder that Sheer Force Conkeldurr rips apart without using a Mega slot.
Talonflame covers offensive stuff, M-Venusaur, M-Sableye (somewhat), and Scizor which Conk doesn't handle well, and in return Conk savages almost every other fat Pokemon in the tier. Hippo, Rotom-W, Slowbro, Tyranitar, Heatran, Garchomp, Manaphy, Ferro, Gyarados, Quagsire, Lando-T, Gliscor, Clef, Skarmory, and Chansey off the top of my head.

Sets:
Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Thunder Punch
- Ice Punch
- Poison Jab / Mach Punch
- Superpower

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Swords Dance
- Flare Blitz
- Roost

Good partners for this core include anything that can handle M-Sab, Gothitelle, and offensive Electric types. Hazard removal is also very ideal.
Mega Gardevoir is an excellent partner for this core since it handles M-Sab, M-Venu, Goth, can run HP Fire to bait in Scizor for Conk, and appreciates Conk's ability to remove SkarmChans. Between those three Pokemon alone you can probably shred 95% of the ladder right now.
Latios is a good partner for hazard removal, checking Electrics, and also benefits from Conkeldurr's wallbreaking.
 
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With Sab not on the ladder, I've been messing around with spikes stacking a lot. Not having Sab around to block hazards, it is actually dumb to try and deal with. I devised this core when building a balanced hazard stacking team utilising an FWG core and it just looks like gen 5 lol. It worked, so I thought I might as well post it:

Balanced Core
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Ferrothorn @ Leftovers / Shed Shell
Ability: Iron Barbs
EVs: 248 HP / 68 Def / 192 SpD
Impish / Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Thunder Wave / Protect / Gyro Ball

Heatran @ Leftovers / Shed Shell
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Taunt
- Lava Plume

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Recover
- Hex / Toxic
This core aims to stack hazards throughout the match. Pursuit Bisharp support is very good for this core because it provides a secondary way of keeping them on the field. Basically, this uses the survivability of these three fatmons to easily stack multiple layers of hazards onto the opponent. Normally I wouldn't give things like Jellicent and Ferrothorn 248 HP, but in the suspect test metagame having a HP stat that isn't divisible by four is a complete necessity on any grounded Pokemon to minimise the damage from triple spikes. Basically, I have two hazard setters in Heatran and Ferrothorn, which get plenty of opportunities to lay hazards, and I have Jellicent to hard wall Starmie and prevent it from spinning. Their natural synergy works well with the fatness of the core, and it is really difficult to combat on the whole.

The Shed Shells on Ferrothorn and Heatran are there to act as buffers against Magnezone, Dugtrio and Gothitelle on teams which struggle v.s. them, and it works with the archetype due to the need for them to be alive to repeatedly lay hazards.

Ferrothorn's EV spread takes 2 Ice Beams from mild Life Orb Kyurem-B after Stealth Rock while having a HP stat that isn't divisible by 4, allowing it to happily click Leech Seed or Gyro Ball on the following turn while also covering the core's back due to Fusion Bolt+Earth Power tearing through the other members of the core. Heatran has enough speed investment to outpace and Taunt Suicune, lessening my predictability with Jellicent/Ferro and stopping it from clicking anything other than Scald. I personally don't think that any less speed should ever be run on Heatran anyway, so I just went with the benchmark. Finally, Jellicent has been EV'd to outpace standard Belly Drum Azumarill and burn it with Will-O-Wisp before it can use Knock Off or Play Rough. This is useful because Azumarill can be a pain otherwise due to Superpower variants otherwise just beating the core.

Other unlisted options are Knock Off on Ferrothorn, Wisp on Heatran and Ice Beam on Jellicent. However, these are much more team-specific so I decided to not list them.

Edit Mar 10 2016: Replaced Shadow Ball with Hex
 
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Here we go again, i'm here to introduce a core i made recently and to be honest i didn't expect that to be so good.
I got the idea because of the metagame being constantly stallish these days (especially in OLT where you can see 3 gothitelle stall a game), so i needed a core that could potentially give me free win against that kind of playstyle.​

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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Blast
- Pin Missile
- Substitute

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

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Trick
- Drain Punch
- Hyperspace Fury
- Gunk Shot

As you can see Hoopa-U and Heracross have pretty good offensive synergy since they both have same checks (Clefable / Landorus-T / Klefki / Altaria...) in addition to be one of the best wallbreakers in the game, so i definitly had the offensive pressure i needed against stalls and fat teams. This is simple, all you have to do is pressuring with one so he can weaken checks / resists and clean with the second one, that's the purpose of this core. However as you can see, Heracross and Hoopa-U are relatively slow and so can't really fit against offensives teams due to them being usually fast, thanks to its bulk Heracross-Mega can still force a fuck ton of switches against offense, that's also why i'd suggest Substitute to make it as easy as possible.

Although these 2 pokemons are offensives it would be better to make a bulky team around them as they are slow and then can't really match up in a Hyper Offensive team, covering weaknesses such as fairy / Tornadus-T / Landorus-T are really mandatory here as they will most of time forced to switch out against those threats. Then i'd suggest to keep at least 2 spots, these 2 spots will be mainly focused on Offense as that's the roughest playstyle for this core. Indeed you should at least have 2 pokemons relatively fast so you can have some good back up / answers against offensives teams because they usually don't like fast pokemons (note that prio are good as well).

I would also like to say that i don't think this will work in some Trick Room team archetype because this is pretty matchup reliant and inconsistent most of time.
I hope i helped and maybe next time with another core :]
 
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Literal Satan (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Dark Pulse
- Psychic
- Gunk Shot
- Drain Punch / Focus Blast

lucario.gif

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Close Combat
- Iron Tail / Bullet Punch
- Extreme Speed
- Swords Dance

talonflame.gif

Literal Aids (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Swords Dance
- Brave Bird
- Roost
- Taunt

This core is so stupidly good because of how stacking a strong wallbreaker in Hoopa-U with strong priority users in Adamant Talonflame and LO Lucario literally puts pressure on almost every team. Hoopa-U literally breaks all of their defensive checks, with Lucario pressuring Ttar and Bisharp and Talonflame pressuring Torn-T and Keldeo in return. Bullet Punch isn't mandatory on Lucario, considering there will be times when you need to avoid depending on Hoopa-U too much against bulkier teams and may want Iron Tail to help with Mega Sableye and some other bulkier mons if these teams carry counter-measures to Hoopa-U; however, Bullet Punch is useful to beat Mega Diancie and Mega Aerodactyl if these mons trouble your team, as they would trouble this core otherwise.

Good teammates include Starmie as a spinner, since Talonflame wants Stealth Rock gone; Starmie also likes the strong mixture of offensive pressure against all playstyles already provided. Literally every other mon found on offense fits, though technically you want to focus more on support like Mega Manectric, Garchomp, Landorus-T, and Klefki to set up hazards, provide switch-in opportunities, or provide offensive momentum to complement the core.
 
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Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Zen Headbutt
- High Jump Kick
- Bullet Punch
- Fake Out

Dragalge @ Toxic Plate / Draco Plate
Ability: Adaptability
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Focus Blast
- Toxic Spikes
The majority of M-Chams better checks such as Mew, Slowbro, Mega Slowbro, along with some faster grounded threats are all prone to Toxic Spikes with Dragalge complimenting the special wall-breaker role with M-Chams physical wall-breaking role. Traditional M-Cham builds such as that one spammed on the ladder are normally if not all Thundurus, Keldeo, and Fairy weak in a general sense. Dragalge provides some relief from these while being able to fire off powerful STABs to whoever plans on switching in. Klefki, Lando-T, Bisharp, Diggersby, Keldeo, Rotom-W and a bunch other stuff are good partners.

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Metagross @ Assault Vest
Ability: Clear Body
EVs: 248 HP / 164 Atk / 96 SpD
Adamant Nature
IVs: 30 Spe
- Meteor Mash
- Earthquake
- Pursuit
- Bullet Punch

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore
One of the most biggest annoyances of using Breloom is the fact that stuff like Latis, M-Gard, Togekiss, Torn-T will always be a pain in the ass for Breloom to contend with before it sets up. AV Metagross has found itself on a lot of offensive teams for the role compression of fairy switch in, Lati trapper and priority to pick off weakened targets such as Weavile. A lot of Metagross' problems stem from its inability to break fatter waters and grounds that Breloom helps eliminate. Breloom wins again.
 
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