Resource OU Good Cores

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Good Cores | Sun & Moon Edition



Thread hosted by Subject 18 & Finchinator
A strong core is one of the single most valuable things to form when creating a new team. Cores are typically made up of a group of Pokémon that, when used together, work excellently toward accomplishing a specific goal, and any good player uses them, intentionally or not. The majority of cores have varying characteristics that allow them to triumph in different areas, and depending on your team, cores can be built to succeed offensively or defensively. An offensive core is a group of Pokémon that are both focused towards and designed to enable the team to break through most other team styles while being balanced for general play. A defensive core is a group of Pokémon chosen to give a team a solid set of resistances and the ability to switch into many of the common and threatening attacks in the metagame, allowing it to stick around long enough to win the match. Overall, cores function as a fantastic base or starting point for a wide range of teams and they are commonly used while teambuilding to achieve a specific goal.​

With the introduction of many new threats and aspects to the game in Sun & Moon OU, there are a multitude of cores, Pokemon and ideas to theorymon and ideally test. With that being said, we welcome you to Good Cores: Sun & Moon Edition!

Posting Guidelines
  • Any person can post a core in this thread. The cores are broken down into four categories: offensive cores, balanced cores, defensive cores, and weather cores. When posting your core, please make sure to state which one of these categories your core falls under.
  • Although the way your core works may be obvious to you, this may not be the case for others. As such, when posting a core, please make sure to explain how the core operates and any other details you think are important to include. The explanations don't have to be essays; as long as your post has some substance and conveys the main idea behind the core, it's all good. Here are some things you may like to include when explaining your core:
  • Offensive Core: Should your core be an offensive one, such as Greninja + Heatran, you could explain how those two Pokemon work together to break down their similar checks and any other synergistic traits. You could also mention any weaknesses the core has and any partners you believe work well with the core. Here is a good example of what we look for taken from the ORAS iteration.
  • Defensive Core: Should your core be defensive, such as Tapu Fini + Ferrothorn, you could explain how their typing synergy allows these two Pokemon to cover problematic Pokemon like Mega Charizard X and Tapu Koko for one another, or any other synergistic attributes you feel are relevant. You could also mention any weaknesses the core has and any partners you believe work well with the core. Here is a good example of what we look for taken from the ORAS iteration.
  • This goes without saying, but do make sure your post includes the sets your core is using. In addition, please try to include an explanation of any EV spreads deviating from the standard 252 / 252. Replays are also very helpful and highly encouraged when posting cores.
  • When posting a core, do not make it exceed 3 Pokemon as it then becomes restricting for someone who may try it.
  • Please be respectful of the cores people post in this thread. If someone posts a core that you think is ineffective or just plain bad, there is no need to jump at their throats. With that said, constructive criticism is welcome and encouraged - simply be nice!
Core Selection Process
  • This thread is being run by Nedor and Finchinator. We will carefully monitor the cores posted in this thread. When the time comes, we will discuss the posted cores together and decide which ones will be featured in the archive.
  • While the selection of good cores can often be subjective, we will take into consideration a variety of aspects before deciding which cores are featured in the archive. This includes quality of explanation, effectiveness of the core in the current metagame, and so on. We will carefully discuss everything and seek feedback from others to ensure the selected cores are of high quality.
  • When we decide which cores will be featured in the archive, we will try to announce them and provide brief explanations behind why certain cores were selected and why certain cores weren't. This feedback can potentially help give people a clearer picture of what we are looking for.
  • If a core is originally rejected from the archive, we can definitely provide some tips on how a set or spread can be tweaked so the core meets the standards we look for.
Activities
  • An activity that will take place in this thread is monthly tournaments hosted by Finchinator and myself. The goal of these tournaments is to truly put theory into practice.
  • You as the player have an opportunity to construct a team with any one of the cores provided in the archive to use in the tournament bracket which will be set up.
  • In order to make sure the tournament runs fairly and smoothly, you must show your team to us as hosts. You will be allowed to change minor details in the core such as the EV spread or nature, but that also must be approved.
  • You will be matched up against another player using a team that incorporates a core that is included in the archive. Your objective is to prove the choice of core is effective through consistently winning.
  • Throughout the tournament, you have the choice of bringing the same or different team for your future battles, but in any case, they must be permitted by us to use.
Let's have fun with this thread!
 
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Finchinator

-OUTL
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OU Leader
this will be the archive of the thread; here you will find all the cores we deem worthy of being added based on the guidelines of the OP. simply do ctrl + f to find a specific core you are looking for.

Offensive Cores
kyurem-black + tapu koko
greninja + mega gyarados
magnezone + tapu lele
heatran + ash greninja
magearna + alolan marowak
tapu koko + landorus-t
mega pinsir + magearna
garchomp + magearna
alolan marowak + tapu bulu
mimikyu + magnezone
tyranitar + mega charizard-y
ash greninja + kartana
ash greninja + mega scizor + tapu koko
magearna + landorus-t
garchomp + landorus-t
ash greninja + tapu koko
landorus-t + tapu lele
mega pinsir + celesteela
mega pinsir + landorus-t
garchomp + magnezone
tapu bulu + magnezone
garchomp + gyarados
greninja + magnezone

mega scizor + tapu koko
Mega Medicham + Tapu Koko

volcarona + tyranitar
Charizard Y + Mew
Hawlucha + tapu koko
Landorus-T + Magnezone
Garchomp + Mawile
Mega Heracross + Ash-Greninja
Zygarde + Mega Medicham
Zygarde + Mega Mawile
Heatran + Zygarde
Smeargle + Bisharp + Mimikyu
Mega Pinsir + Magnezone

Balanced & Defensive Cores
volcarona + tapu fini
ferrothorn + tapu fini
toxapex + celesteela
celesteela + tapu fini + mega venusaur
mega venusaur + heatran
landorus-t + tapu fini
tapu fini + zygarde
zygarde + mega venusaur
celesteela + zygarde
tapu fini + mega charizard-y
mega scizor + heatran + tapu bulu
magearna + landorus-t
volcarona + ferrothorn
toxapex + tapu bulu
celesteela + gastrodon
alolan marowak + alomomola

ferrothorn + gastrodon
ferrothorn + heatran
heatran + tapu bulu
heatran + tangrowth
tangrowth + toxapex
tapu fini + ferrothorn + landorus-t
mega sableye + toxapex
Tapu Lele + Mantine
Clefable + Toxapex + Celesteela
Suicune + Heatran
Tapu Bulu + Mew
Mantine + Mega Scizor
Suicune + Greninja
Toxapex + Suicune
Clefable + Ferrothorn

Weather Cores
pelipper + kingdra + tapu koko
pelipper + ash greninja
Pelipper + Mega Swampert
tyranitar + excadrill
 
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MANNAT

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Offensive Core
Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake

Magnezone @ Choice Specs (or p much any other mag set)
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
This is a super fun core that I've been using a ton lately that can absolutely tear through many unprepared teams. DD Fly Mence is complete Cash, having the potential to OHKO Toxapex after rocks with +1 SSSS, and having outrage to clean the fuck out of offense late game. Mence's Speed tier is actually really good for a Dragon Dance user, outspeeding notable Choice Scarf users like Tapu Lele, Landorus-T, etc. Aside from that, Mence has the raw power to OHKO Mosa at +2 with eq and deal with stuff like Lele and friends without SSSS, but it's overall a super cool set. Magnezone acts as support for Mence here, trapping Skarmory+Celesteela, which are frankly the only mons that can stop this set once it gets rolling and gives teams with this core a very solid matchup vs stall teams. Obviously Mence needs hazard control, and a mon that sets hazards well is always nice to have with a setup sweeper for weakening mons that can tank hits from higher ranges of hp and can limit lando--->other intimidate user hot swaps that can make setting up annoying, but this is a pretty simple core overall that is a ton of fun to use. I highly recommend you guys try this out since this core is fire lol.

 
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Offensive core


Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Hidden Power [Fire]

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


This Core aims to use Tapu Koko to threaten mons that are weak it, like Greninja or Pinsir, and U-turn out on the opponents switch to his Koko-Answer like Alolan-Marowak, Venusaur, Amoongus or Landorus-T to bring in Kyurem-B and kill something. Zap Plate is chosen on Koko to limit residual damage, since Koko might take some damage from rocky helmet on its counters and hazards anyways. U-Turn is more reliable than Volt Switch, Hp Fire weakens Ferrothorn, but avoids the 2HKO without a Life orb. Electric Surge also powers up Kyurems Fusion Bolt to potentially 2HKO Chansey, or for a guaranteed 2HKO after Rocks.
4 Atk Life Orb Teravolt Kyurem-Black Fusion Bolt vs. 4 HP / 252+ Def Eviolite Chansey: 295-348 (45.9 - 54.2%) -- 53.1% chance to 2HKO
4 Atk Life Orb Teravolt Kyurem-Black Fusion Bolt vs. 4 HP / 252+ Def Eviolite Chansey: 295-348 (45.9 - 54.2%) -- guaranteed 2HKO after Stealth Rock

Potential partners are Excadrill, which gets rid of hazards for kyurem, and checks opposing Tapu Kokos and other fairies to an extent, and Pivots like Landorus-T and Rotom-W that help to bring Kyurem and also Koko in.
Replay (not too relevant bc i am bad anyways, but hey lol):
http://replay.pokemonshowdown.com/gen7pokebankoususpecttest-512841305
 
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bludz

a waffle is like a pancake with a syrup trap
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Offensive Core


Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Hidden Power [Ground]
- Fire Blast
- Giga Drain

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast / Scald
- Taunt
- Defog


Really simple core - Tapu Fini is the support to help Volcarona achieve a sweep. Tapu Fini can remove Stealth Rock and other hazards to clear the way for Volcarona to set up. Furthermore, Misty Terrain prevents Volcarona from being hit with a Toxic or Thunder Wave while it sets up a Quiver Dance.

The Tapu Fini set is relatively standard, but more Speed and more Special Defense are both options, whether it's to outspeed Rocky Helmet Landorus-T or take hits from Ash Greninja better. Taunt is a really nice option that can be used to force pokemon like Ferrothorn to KO you, paving the way for an easy Volcarona setup. It's also good, particularly in conjunction with Nature's Madness, for wearing down any switch-ins to Tapu Fini. Tapu Fini's defensive capabilities help Volcarona by checking offensive Water-types like Ash Greninja and Crawdaunt, as well as Dragon-types such as Garchomp, Zygarde, and Latios.

Volcarona's set is the standard one - Hidden Power Ground is crucial for hitting Heatran, Alolan Marowak, Nihilego, and Mega Charizard X. Giga Drain allows Volcarona to beat down bulky Water types like opposing Tapu Fini. Firium Z is chosen to give Volcarona a one-time nuke which can be used to batter weakened Dragon-types or provide a 100% accurate hit. Max Speed and Special Attack are best for sweeping capabilities. Volcarona is also strong against some pokemon which Tapu Fini is not so good against, such as Ferrothorn, Amoonguss, and Magearna.

For an idea of partners or how to use the core, check out my post in OU Bazaar which provides a sample team.
 
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HailFall

my cancer is sun and my leo is moon
Offensive Core: Pheromosa + Hoopa Unbound

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- High Jump Kick
- U-turn
- Ice Beam
- Poison Jab

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Thunderbolt


Basically how this core works is Pheromosa can U-turn and the Pokemon that usually want to be switching into it get dicked by Hoopa-U. Phero is great at forcing switches, since it OHKOes pretty much anything that isnt extremely bulky or a counter to it. It can take advantage of consistently drawing out specific Pokemon on the enemy team that counter it, and using U-turn to bring Hoopa in on them. Hoopa demolishes every Phero asnwer i can think of (Fini, Wak, Buzzwole, Toxapex, etc.) while also having the potential to OHKO or 2HKO nearly everything else in the metagame with proper prediction. This puts the opponent in an awkward position where they are forced to either sacrifice their Pheromosa check or try to switch into one of Hoopa's insanely powerful moves.

One slight variation on this core is running Rapid Spin on Pheromosa alongside Choice Band Hoopa-U instead, since Gunk Shot can easily make up for Phero's lack of Poison Jab.

Partners that tend to work well with this core are other momentum generators such as Landorus-T or Magearna. Tapu Fini can work well here to patch up this core's weakness to Pokemon such as Ash Greninja, Pheromosa, and Weavile along with Rain Teams.
 
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weather core



Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 236 Def / 24 SpD
Impish Nature
- Scald
- U-turn
- Roost
- Defog

Alt. moves/items: hurricane

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Thunderbolt
- U-turn
- Hidden Power [Ice]

Alt. moves/items: Life Orb, Grass Knot, Dazzling Gleam, HP Water

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Draco Meteor
- Ice Beam

Alt. moves/items: Life Orb, HP Poison, Waterfall, Outrage, Z-Bounce


Very straight forward core: the best rain setter with the two best rain abusers.

Pelipper sets rain, brings stuff safely in with a slow u-turn, defogs, can recover, and is basically better than politoed in every conceivable fashion. On top of this, its typing and bulk allow it to check many pokemon, such as pheromosa and mega metagross.

Tapu Koko is a very fast and very strong electric type, and a great thunder-spammer in rain. It also form a u-turn core with pelipper; U-turn is preferred over volt switch because you already have two electric stabs, and you don't risk failing against ground types and alolan marowak.

Kingra is the best swift swimmer in the tier. Under rain it reaches an insane 538 speed, and its hydro pumps are extremely strong and are capable of OHKOing most non-resists. For many of the things that can take a hydro pump, it also comes with Draco Meteor which hits respectably hard as well.

Good teammates include Ferrothorn (to handle opposing grass, water, and electric types, and provide hazards) and Tornadus-T (another fast rain abuser with u-turn.)
 
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Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Hidden Power [Fire]
- Extrasensory
- Hydro Pump

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

This is a very simple core in terms of how it works. M-Gyarados is a bit unexplored right now but its answers are pretty prevalent in the current metagame. The Greninja set works to lure in so many of Gyarados' checks: Tapu Fini, Ferrothorn, Toxapex, Tapu Bulu, M-Venusaur, Keldeo, Azumarill, and so on. Gyarados can put in lots of work once its checks are gone due to the fact that it has plenty of opportunities to set up thanks to Intimidate. The core is weak to the likes of Tapu Koko, Tapu Lele, Pheremosa, and struggles to break down Skarmory+Sableye+Chansey cores. Good partners include: AV Tangrowth, TwistedSpoon Tapu Lele, and fighting resists in general.
 


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Scald
- Moonblast
- Taunt
- Nature's Madness


Pretty simple, effective defensive core here. Type synergy is absolutely incredible, with Fini being able to take on both the Fire tipes and fighting types who trouble Ferrothorn. While Ferro can generally take on the Electric, Grass and Poison types who target Fini.

More specifically, Fini's ability to switch comfortably into non BD Heatran, HP Fire Lati, Pheromosa, Buzzwole as well as pressurising Mega-Sableye enables Ferrothorn to stay healthy throughout the game. Likewise, Ferro being able to switch into the likes of Tapu Koko and Rotom-W(no burn thanks to misty terrain) hugely aids Fini.

General partners consist of Heatran for that FWG core, especially due to it's ability to take on steel types such as opposing Ferrothorn, Celesteela and M-Scizor who can annoy this core, while also contributing to hazard stacking. Another great partner is Zapdos, who beats the same mons as Heatran but also takes on Lando-T and Tapu Bulu who can tear this core apart with the right sets.
 

pizzq

Banned deucer.
Offensive Core



Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast/HP Fire
- Shadow Ball/Thunderbolt


PheroLele is a standard but effective core at this point in the metagame. An important component of the core is Tapu Lele's ability. Due to Psychic Surge's ability to block priority Pheromosa can revenge pokemon that it would usually have trouble with, such as Mega Scizor and a weakened Mega Metagross. Tapu Lele also appreciates it's main STAB being boosted by it's ability. The synergy that results from this ability is part of the reason this core is so effective. Due to the fact that Pheromosa heavily pressures all forms of offense, the addition of Tapu Lele makes accomplishing this goal even easier. Both pokemon in this core are extremely powerful and nearly no teams of any playstyle pack answers to these combined forces.



Balance Core



Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Nature's Madness
- Taunt
- Scald
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- Body Slam

Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis


FiniRachiSaur is a great balanced core which effectively checks a plethora of offensive threats in the current metagame. Tapu Fini provides great utility in the form of Natures Madness and Taunt to reverse the usually passive nature that comes with these kind of balanced cores. When coupled with Jirachi it gains a much better option for recovery due to wish. Jirachi also excels in checking the likes of some offensive threats such as strong psychic types that threaten Tapu Fini and Mega Venusaur. Speaking of Mega Venusaur, it provides a check to most electrics such as Tapu Koko and Magnezone. Overall this core is effective because Fini is such a great wall and Jirachi+Mega Venusaur counter most of the psychic, electric, and grass threats that beat Tapu Fini.
 
Here are some very simple and effective offensive cores:

1. Specs/chople Magnezone+Scarf/CM Tapu Lele:


Pretty simple offensive core by design. Magnezone traps bulky steel types which wall Tapu Lele, notably Mega Scizor, Celestella, Ferrothorn, Skarmory, etc., thereby removing its defensive checks and allowing it to sweep. This can pair well with both a choice scarf and CM Tapu Lele, but I feel that it's more effective with the CM set due to how it actually removes a fatter team' answer to Tapu Lele, meaning that it can literally win (you beat chansey with Psyshock and calm mind). Chople berry is slashed in order to help this core handle Kartana, as it allows Magnezone to trap and/or revenge kill it easier. Pair this core with Pokemon that pair well versus offensive teams, especially if you run a CM Tapu Lele, as this core is rather slow. Furthermore, spikes support is great in order to wear down Pokemon like AV Magearna which otherwise takes this core on.

Magnezone @ Choice Specs / Chople Berry
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Tapu Lele @ Choice Scarf / Life Orb / Leftovers
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock [Only consider psyshock if you run calm mind]
- Focus Blast
- Moonblast
- Shadow Ball / Calm Mind / Thunderbolt



2. 4 attacks Mega Metagross+3 attacks/roost Buzzwole:




Again a simple core by design. This core has synergy both defensively and offensively. Mega Metagross can check and pursuit trap Pokemon that trouble Buzzwole, notably fast psychic types such as Tapu Lele, Latios, Jirachi, Mega Gardevoir (lol) and more. Likewise, it checks and beats offensive fighting types like Mega Pinsir that Buzzwole struggles against. Offensively, it helps to break through Pokemon that wall Buzzwole, most notably Toxapex, and can lure in Alolan Marowak and weaken it with earthquake for Buzzwole to pick off. In return, Buzzwole can check offensive dark types that trouble Metagross, chiefly Alolan Muk, Weavile and Bisharp; offensively, it breaks through bulky steel types that Metagross struggles with if running earthquake, namely Ferrothorn. STAB+Pursuit is needed on Metagross; however, if you have another pursuit user then a coverage move is optimal. In the fourth moveslot, earthquake is run if Buzzwole lacks it to beat Marowak.

For Buzzwole, roost, leech life and superpower are needed and the last move is also team dependant. Thunder punch is ran to hit Pelipper and Celesteela on the switch, ice punch is to hit bulky ground types on the switch, and earthquake is ran if Metagross is running hammer arm. Looking at Buzzwole's EVs, the 116 speed is to outrun defensive Landorus-T, Tapu Fini, and most Rotom-W variants. The SpD ensures that specs Greninja's (regular form) Hydro Pump doesn't OHKO after rocks most of the time, allowing you to pick it off with superpower. Good partners include a pursuit trapper if you do not run Pursuit on Metagross (for lele, latios, and offensive psychic types in general). Pivots are also great to get them in safely (volt-turn support).

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 188 Atk / 208 SpD / 112 Spe
Adamant Nature
- Roost
- Leech Life
- Superpower
- Ice Punch / Earthquake / Thunder Punch

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake / Hammer Arm
- Pursuit [Don't run pursuit if you have another pursuit user on your team]


Enjoy and leave some thoughts on these cores.
 
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Yay I did formatting right.

Tapu Lele @ Choice Scarf / Choice Specs / Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Hidden Power [Fire] / Thunderbolt / Focus Blast
- Shadow Ball
- Moonblast

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch / Reversal
- Stealth Rock

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire] / [Ground]


Tapu Lele + Trappers. Simple enough to work with, and fairly easy to win with in the situations the core works best in. Wallbreak with Lele, and should a counter to it or any other mon that you choose to add

Tapu Lele hits anything hard that comes in and is already talked about as being one of the more ridiculous 'mons right now, with the ability to negate Priority, its ability to run 30 sets, 2.25x Psychic power with a base 130 Special Attack, and very good coverage. With Specs or Scarf, it either can wallbreak against anything in existence with Psyshock or Psychic alone, and with a Choice Scarf its matchup versus offense is very good, as well as outspeeding everything in the meta that doesn't also carry a Scarf or is at +1. Life Orb gives move switching, although with the fact you will be Psychic/Psyshocking almost all of the time Specs probably would do better.

Dugtrio and Magnezone together trap all of the meta besides levitating mons and Fliers that aren't Steel type like Celesteela and Skarmory. SpDef Celesteela fully walls Tapu Lele besides Tbolt, which even then it OHKOs back with Heavy Slam. Magnezone can also eat most hits if its bulky Specs, OHKOs with Flash Cannon, and can get pivot off you switching. Dugtrio screws a lot all of Lele's checks bar Celesteela and extremely bulky tanks such as... Celesteela. And Heatran if not running Focus Blast. Magnezone traps Celesteela and OHKOs with Thunderbolt, and does the same to Skarmory, both of which if SpDef do a good job at beating Lele.

Been running this as a team that I actually made a RMT for, and it has gotten me pretty damn far. Nothing like these 1700 ELO #5 bullshit that I keep seeing, but its been a good core.
 
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Did someone say "Hey, you should dump some cores here!!!!one1!"

No?

I heard that anyways. I guess ill just go and roll with it.




Magearna @ Steelium Z / Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon / Fleur Cannon
- Aura Sphere
- Thunderbolt / Shadow Ball / Hidden Power [Ice/Fire]
- Shift Gear

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Reversal / Sucker Punch
- Stealth Rock

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Poison Jab / Waterfall / Ice Fang
- Psychic Fangs / Waterfall / Ice Fang
- Protect

Hyper Offense w/ Magearna and Sharpedo as Wincons already set up, and just looking for support mons to assist. Shift Gear Magearna already nukes most of the meta with Steelium Z, although I included the Fairium-Z that I've had tons of success with.

Magearna is a special wincon that, should any special wall be dead and the enemy Scarfer (bar Lele) be dead by it setting up Shift Gear, the game is mostly won with the click of Z-Move, Aura Sphere for Steels which eat either Z-move up, and a multitude of coverage options to hit threats. Thunderbolt hits Celesteela and other bulky waters/flying mons. Shadow Ball hits Marowak-Alola in particular for better damage than anything else Magearna has bar Z-Fleur Cannon, as well as has perfect coverage alongside Aura Sphere. Hidden Power Fire and Ice can deal with Scizor, Ferrothorn; and Landorus, Garchomp, and Dragonite, respectively.

Dugtrio traps whatever Sharpedo and Magearna don't want to deal with and can provide Rocks and trap support for the rest of your team. The set's basically the standard, and I doubt anyone doesn't know at this point what Dugtrio does, but it traps Steels like Heatran, Magnezone, and Magearna for the rest of the team that doesn't want to deal with them. Sucker Punch can be run over Reversal for priority revenge killing.

Sharpedo is the Physical wincon. Protect turn 1, then click Crunch for anything that doesn't resist it, Poison Jab for Bulu, Fini, and Togekiss, and Psychic Fangs for primarily Toxapex but also any bulky Poison/Fighting that wants to try to eat a Waterfall. Waterfall itself is another option, although you lose out on either hitting Fairies for super strong damage, particularly the Tapus, or lose the ability to reliably take on Toxapex. Ice Fang is also an option to hit Garchomp and Dragonite, and Landorus should you not be carrying Waterfall.



why is Koko so damn big
Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Rain Dance
- Rest/Psychic/Energy Ball/Ice Beam

Tapu Koko @ Leftovers/Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder/Thunderbolt
- Dazzling Gleam
- Volt Switch
- Roost/Hidden Power Ice

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 68 Def / 188 SpD OR 252 HP / 252 Atk / 4 Spe
Careful Nature / Adamant Nature
- Bullet Punch
- Pursuit / Superpower / U-Turn
- Swords Dance / Knock Off / U-Turn
- Roost

A basic Rain core, that doesn't rely on Rain (but can benefit from Z-Rain from Manaphy being up.)

Waterium-Z is absurdly stupid, and gives Manaphy a way to beat HO, Balance, and Stall all in one go. Scald hits everything hard under the rain, and with a Tail Glow or two 3HKOs become OHKOs and OHKOs become 5x over OHKOs. Tail Glow buffs Manaphy's Special Attack to stupidly strong levels, and with Z-Rain Dance boosting Speed very little can stop you bar Unaware SpDef Clefable, TWave Chansey, and other pink blob mons. The final slot is filler, with Rest providing free healing and a cured Sleep status should Rain still be up at the end of the turn, Psychic hitting Venusaur, Energy Ball hitting bulky Waters, and Ice Beam hitting Dragons and doing neutral damage to Venusaur.

Tapu Koko is a great abuser of Rain, with STAB 100% accurate Thunders to work with. Should you not want to rely on Thunder too much, Thunderbolt can be run instead. Koko breaks through most bulky Waters for Manaphy should it not be running Energy Ball, and usually can outspeed and 2HKO anything else that threatens it with Thunderbolt, Dazzling Gleam, and Volt Switch. I gave options on the item and the final slot as Leftovers + Roost makes Koko a very hard zit to pop, and increases its survivability tenfold, while Life Orb and Hidden Power Ice make it more of an offensive powerhouse.

Scizor is a wincon with either EV spread, one of which avoids OHKOs from almost all Hidden Power Fire users such as (a really rare set) Modest max Spatk Life Orb Lele and tanks +2 Thunderbolts from Scarf Timid Xurkitree, should it somehow get to that point (why would you?!). Bullet Punch is a must, as priority is useful even WITH Lele roaming around right now, and the 2nd slot can be Pursuit for Metagross, Lele, and hitting Steels neutrally, Superpower for hitting bulky Steels for SE damage, and U-Turn for being a Pivot core with Tapu Koko. The 3rd slot is best off being SD, but if you run Superpower you could just go for U-Turn for pivoting + coverage or Knock Off if running U-Turn in the 2nd slot for better damage versus Metagross/Jirachi/bulky ghosts and removing items. Last slot is Roost just to heal HP back up.



Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 HP / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Stealth Rock
- Flash Cannon

Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split / Rest

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb / Hidden Power Fire
- Synthesis
- Leech Seed / Toxic / Sleep Powder

A basic Fire/Water/Grass core that works as well as it did last gen as it does now, but with the addition of Grassium-Z Heatran has a way of screwing with a majority of water-types that switch into Heatran and expect a free hit. Heatran provides a mass resist to almost the entire meta, and its Ground weakness is covered by Rotom, its Fighting weakness by Venusaur, and its Water weakness by both mons. It traps things such as Fini and Gyarados and, should they not have max speed investment, will either die or take massive damage from Bloom Doom (Gyarados being in Mega). Rotom-Wash specially tanks and can run either Lefties + Pain Split or RestoChesto for healing. Both Venusaur and Heatran deal with Grass, and Venusaur can eat a few Thousand Arrows if not DD'd before. Venusaur also eats Physical hits and fully stops most things not named Tapu Lele in their tracks, and can fuck with anything via Leech Seed, Toxic, or Sleep Powder. Healing is given in Synthesis and Giga Drain, and Sludge Bomb provides STAB. Hidden Power Fire is also an option to hit Scizor and Ferrothorn.'

I'd add more but I'm piss tired and probably made 30 spelling errors... Mah bad.



...ill go back to my corner now......
 

boxofkangaroos

this is the day of the expanding man


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Recover
- Toxic
- Haze

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

Toxapex + Celesteela is a pretty standard core, but it's very effective at what it does. Physically defensive Toxapex walls a variety of physical and special threats, including Pheromosa, Mega Scizor, Magearna, Mega Charizard Y, Tapu Fini, and Greninja to some extent. Toxapex can also Toxic stall pretty much anything that doesn't 2HKO it. In turn, specially defensive Celesteela checks the Ground- and Psychic-types that beat Toxapex, such as Landorus-T, Excadrill, Tapu Lele, Mega Alakazam, and Latios. However, a common weakness leaves this core extremely vulnerable to Electric-types like Tapu Koko and Xurkitree, so a Pokemon like Alolan Marowak or Landorus-T that can single-handedly counter Electric-types is quite useful. Even still, this core functions as a very solid defensive backbone for balance and provides two fantastic pivots to any team.

hey look, it's my 500th post. how neat is that! tagging HeaLnDeaL for being a g and being way too obsessed with wurmple, snake_rattler for always putting up with me, Deck Knight for being the best captain of the worst team, cbrevan for just being a great guy and a great TL for CAP22.5, sparktrain for having snow warning as an ability, DougJustDoug for creating an amazing community, Zebraiken for facilitating my battle tent tour that was such a joy to host, nv for always egging me on as an artist, aim for his incredible and educational videos, and the rest of the CAP community and anyone else I've known here on smogon for being great! :)
 

Nedor

thiccc

Yay I did formatting right.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Shadow Ball
- Moonblast

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Bullet Punch / Thunder Punch / Ice Punch

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch / Reversal
- Stealth Rock

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire] / [Ground]


LeleGross + Trappers. Fairly simple concept and execution, and the sets can be changed around for basically all of the members. Tapu Lele and Metagross-Mega form a great core together, with Lele buffing Metagross's Zen Headbutt's power to near nuclear power (2.25x power) and being a wallbreaker on virtually any physical wall and Metagross being able to deal huge damage to SpDef Celesteela with Thunder Punch, as well as wallbreak on special walls like Chansey and SpDef Cele. A major problem, though, both of these have is an inability to deal with a bunch of steels should you change coverage around (such as removing Bullet Punch/ThunderPunch on Metagross for Ice Punch, Hidden Power Fire to Ice or Thunderbolt). It also has trouble taking on scarfed Electrics that are faster than Lele and Pheromosa, which presses U-Turn and does a huge amount of damage to both of them (or HJKs Metagross-Mega).

Hence where the two stupid trappers of the current moment, Dugtrio and Magnezone. Dugtrio already covers a large number of bases, taking on a lot of the meta with its Focus Sash (being intact of course, without it Dugtrio can't come in on as many things after a mon of yours is KO'd) such as RP Terrakion with Z-Stone Edge, enemy Metagross-Megas, Tapu Koko, et cetera. Magnezone finally can outright OHKO Celesteela, Scizor if running HP Fire, and on certain switches gets a free Flash Cannon or Thunderbolt off on any mon. Which hits like a goddamned truck. Sets are kept fairly simple for EV's but I don't think any truly experimental EVs are needed with this.

Been running this as a team that I actually made a RMT for, and it has gotten me pretty damn far. Nothing like these 1700 ELO #5 bullshit that I keep seeing, but its been a good core. Needs a Defogger, a Ghost resist almost for sure, and a mon that can deal with Firespam.
hey, i know i forgot to add it to the OP, but i'd just like to say it is preferred that the cores posted compose of 2-3 pokemon. 4 is usually pushing it in terms of constricting the team that will be made around it. i appreciate your contribution and i will add this rule to the OP asap.

n_n
 

MANNAT

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More Offensive Cores
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Genesect @ Expert Belt
Ability: Download
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power [Ground]
- Thunderbolt
- Iron Head
- Flamethrower
This is another offensive core that can be absolutely brutal vs a ton of different teams that are over reliant on a single Pokemon to check Dragon Dance Zardx. DD Zard X is a phenomenal Pokemon, being able to sweep through offense at +1 and still has enough power to exert quite a bit of pressure on bulkier teams. Genesect mainly comes in here to lure Pokemon that normally trouble Zardx, mainly Heatran and any bulky water that switches into CB Gene normally. With those Pokemon gone, Zardx can often sweep really easily. A lure for Lando-T like HP Ice Lando or Ice Punch CB Buzzwole is nice to have with this core so you can complete the Zard X luring circle, especially since lando has like 40% usage or something insane like that. Aside from that, a method of removing entry hazards like Tapu Fini or Excadrill goes well with this core like with most Zard X cores (aka those w/o hazard control). This is overall another pretty simple core to grasp since the main idea is to lure shit with gene and clean house with zardx, but I recommend you guys go out there and use it since it's another really fun one.
help people keep forfeiting before i finish tossing them on their necks
also reserving Ash Ninja+Tapu Koko (will write up tmrw)
 
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Aight I got a few ass cores, also apologies for the shit ev's I don't wanna give mines out so imma just go with suggested spread if I don't know alternative ones.


Pretty simple core here, basically char x is an absolute monster once its counters / checks like hippowdon, lando t, heatran, tyranitar, fini are gone and greninja is great at removing these mons.

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

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hydro Pump
- Gunk Shot
- Dark Pulse




Fairly similar to the core above but manaphy is a lil more fun with the z set and it obliterates stall. The last move on manaphy can be changed to suit personal preference although I fell psychic is the best at wall breaking e-ball is nice to lure tapu fini.

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

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic / Energy Ball / Ice Beam



Pretty nice core here although I don't feel m gyara is that great right now. Heatran either counters or lures pretty much anything defensive that's gonna stop a m gyara sweep with the bloom doom set. The core obviously struggles with fast fighting types like keld, mosa etc so some support for them would be nice with this.

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Ice Fang
- Crunch

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Earth Power
- Hidden Power [Electric]



Core functions almost exactly the same as the m gyara + bloom doom tran one. Ash gren is annoyed by stuff like sdef rotom, tapu fini, m venusaur, ferro, amoongus and bloom doom tran either counters them or lures them in.

Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Water Shuriken
- Dark Pulse
- U-turn

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Earth Power
- Hidden Power [Electric]


I have a ton more but I'm bored of typing now so I'll update later.
 
OFFENSIVE CORE

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil
- Thousand Arrows
- Toxic

Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Earthquake
- Dragon Claw

Double dragon that doesn't really use dragon stabs :) The core is made around sub coil zygarde with toxic. It's a very nice choice right now since you can force in its checks and widdle them down. Toxic also helps you stallbreak by wearing down unaware mons that would otherwise counter you.

Salamence was chosen for me due to its sweeping capabilities, but literally any skystrike user has the exact same effect. It's main purpose is to check things that stop zygarde like tapu bulu, buzzwole, venusaur ect.

I'm using this core on a bo build atm and it's working well. I don't have replays ATM since I'll be using the team in a tournament setting, but I may update this post in the future.
 
+


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Encore
- Moonblast

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake


This core pretty much cuts the number of turns in a game in half. All you really have to do is set up Aurora Veil and set up. M-Gyara swallows souls after +1 or +2, which isn't really hard to do when you are taking half damage. Mold Breaker is nice to bypass Sturdy, and the hail from Snow Warning breaks Focus Sashes/Sturdy too. This core appreciates Fire-type support; I recommend either Alolan Marowak or Heatran. Each have their benefits; I prefer Marowak because it can shut down things like Pheromosa that can give Gyarados a little more trouble, and it swallows the Electric moves Gyarados attracts.

Basically, this core provides an extremely potent endgame that's pretty easy to build around. Build a team that gives you opportunities to get Ninetales in so that you can punch holes in Gyarados' checks/counters.

EDIT: You can also pair Ninetales with CharX, Zygarde, Manaphy, and any other relatively bulky setup sweeper.
 
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Ah time for a core dump:

Tapu Fini, Mega venusaur, Celesteela Defensive core



Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 180 Def / 16 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Moonblast
- Taunt
- Calm Mind / Defog

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
Shiny: Yes
EVs: 252 HP / 156 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Earthquake
- Giga Drain
- Synthesis

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect


This is a nice defensive core ive been using for a while now that proves to be really effective. This core takes advantage of the secondary typings of steela, venu and fini to create fantastic defensive synergy. Basically Venu deals with electrics, fini deals with pheromosa, weavile, zard-x and steela deals with tapu lele, metagross, and scizor. Naturally this core does take on more then the mentioned pokemon but thats a breif example. This kind of core fits really well on balance teams as it allows you to fill the remaining slots with 2 breakers and a sweeper due to how well this core supports the team defensively. Examples include Lele+mosa+rocker or Landot, A-Gren, Latios. Speaking of Latios psychic types in general have fantastic syngergy with this core. Make sure you can properly handle Kyurem-black as its capable of breaking past this core with ease.

Rockium-Z Terrakion + Mega Alakazam Offensive Core



Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Quick Attack

Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Taunt


Solid Offensive core ive been toying around with recently. Rockium-Z Terrakion is a fantastic balance breaker due to its solid attack and great stabs. With the help of rockium-Z +2 stone edge is capable of breaking past things it would normally fall short of being able to even break Mega slowbro or mega venusaur with ease after a boost. Mega Alakazam is naturally a fantastic offensive partner as it serious appreciates how terrakion can break some of the checks to mega zam allowing it to either break teams or clean the game with much less trouble. This offensive core really appreciates volt-turn support so that zam and terrakion can get free switch ins more often. On top of this a sweeper/secondary breaker such as ash-greninja or Shift gear magearna can take advantage of how nicely these two break down teams. (ash gren especially) Pheromosa can prove to be a problem against this core so having somthing along the lines of tapu fini or marowak-A can be useful.

Minior+Garchomp Offensive Core


MEGIDDO (Minior-Meteor) @ White Herb
Ability: Shields Down
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Shell Smash
- Stone Edge
- Acrobatics
- Hidden Power [Fire]

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Outrage

Or

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Draco Meteor
- Earthquake
- Stealth Rock


Used this core a while back and it worked fairly well. Minior is a interesting win-con due to how fast and strong it becomes in its core form. However it really appreciates things such as rotom-w or landorus-T weakend. For this reason Both Chain chomp and SD rocks Garchomp make for solid offensive partners. Dragonium-Z Garchomp steamrolls Landorus-T and rotom-w without the risk of being locked into outrage while Chain chomp does the same however it focuses more on lureing in rotom-w and landorus-t as well as other typical switchins. Pokemon such as mega metagross and tapu koko works nicely here due to their speed and power and help break down things for minior. Magnezone works well if you decide to run SD dragonium-z chomp. Encore mega Alakazam works well because it can provide minior chances to set up while also weakening things fairly well.

Z-Fly Dragonite/Salamence/Landorus-T + Tapu Koko Offensive core
or
or
/

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Swords Dance
- Stone Edge / Rock Polish

Or

Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Dragon Dance
- Fly

Or

Dragonite @ Flyinium Z
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fly
- Dragon Dance
- Extreme Speed
- Dragon Claw

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-Turn
- Thunderbolt
- Hidden Power [Ice]
- Dazzling Gleam


One of the first cores i made in SM but still works really well. Pretty much SD fly landorus-T paired up with tapu koko. Koko likes z-fly landorus-T as a teammate because of how lando lures in grasses such as tang etc which opens up room for tapu koko. Alternatively Z-fly Mence and dnite work over the place of landorus-t and have the same purpose. Regardless of the z-fly mon you choose Mega scizor and mega metagross make for solid choices because of how they take advantage of the two breakers really well and in mega metagross's case share nice offensive synergy. Spike stack works fairly well with this core as well so Ferrothorn makes for a solid teamate.

 
Offensive Core:


I've been using Salamence + Mega Pinsir a lot lately which formed nice flying spam. Both are extremely threatening sweepers that has great coverage and has the power to break through a large portion of the meta. The two together puts a lot of offensive pressure onto the enemy team and backed up with the right support either Mega Pinsir, or Salamence will eventually win you the game. The core appreciate hazards so Pokemon like Ferrothorn or Landorus-Therian can help with setting up Stealth Rock and / or Spikes. Due to this being Flying spam, I used a bulky water along with the two in Tapu Fini which provided Defog support and being able to switch into a lot of attacks that the two couldn't switch into. The core somewhat has trouble against bulky steels that the two make have trouble breaking such as Celesteela and Skarmory, but Magnezone partners well with the Pokemon and can easily take care of this problem. All in all, I think these two Pokemon would be the basis for bird spam this generation due to the fall of Talonflame. Other options for this core could be Offensive Landorus-T as it hits incredibly hard with Swords Dance and Z-Fly (Supersonic Skystrike) and it isn't phased as much by Stealth Rock as Salamence only taking 12% as opposed to 25%.

Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Dragon Claw
- Earthquake

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

 

NG Spencer

Banned deucer.
Balance Core



Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 160 Def / 80 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed / Hidden Power Fire / Knock Off /
- Synthesis

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Earth Power / Toxic
- Magma Storm / Lava Plume

Venusaur and Heatran form a solid core thanks to their respectable bulk and fantastic resistances. Venusaur handles the water and fighting types that heatran despises, such as Greninja and Pheromosa, and serves as a check to certain grounds like defensive Landorus-T, while Heatran beats the psychic like Latios and flying types such as Tornadus-T that trouble Venusaur. Both have high special attack and good speed for defensive Pokémon meaning that they are not limited to defensively oriented teams and can be used as a backbone for offense, although you might want to consider changing their evs to focus more on attacking.

As far as team options go, water types are amazing partners since they form a FWG core with Venusaur and Heatran. Pokemon capable of removing hazards help keep Venusaur and Heatran at high amounts of hp so they can continue to switch in throughout the battle. Tapu Fini in particular stands out as a teammate due to its typing and access to defog. Sturdy ground resists like Celesteela help the team against offensive grounds that could overwhelm Venusaur. On more defensive teams, another stallbreaker with good bulk, such as Zygarde 50% or Clefable, should be considered as Heatran rarely muscles through stall by itself and is easily trapped by Dugtrio.
 
+


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Encore
- Moonblast

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake


This core pretty much cuts the number of turns in a game in half. All you really have to do is set up Aurora Veil and set up. M-Gyara swallows souls after +1 or +2, which isn't really hard to do when you are taking half damage. Mold Breaker is nice to bypass Sturdy, and the hail from Snow Warning breaks Focus Sashes/Sturdy too. This core appreciates Fire-type support; I recommend either Alolan Marowak or Heatran. Each have their benefits; I prefer Marowak because it can shut down things like Pheromosa that can give Gyarados a little more trouble, and it swallows the Electric moves Gyarados attracts.

Basically, this core provides an extremely potent endgame that's pretty easy to build around. Build a team that gives you opportunities to get Ninetales in so that you can punch holes in Gyarados' checks/counters.

EDIT: You can also pair Ninetales with CharX, Zygarde, Manaphy, and any other relatively bulky setup sweeper.
Love this core. I've been using Jolly, not Adamant on Gyarados though, because the speed scares me. I've admittedly not checked if the differences mean I outspeed anything relevant. Does Adamant ensure important OHKOes after a D-Dance? Am very interested to know!
 
Offensive Core:


This core is very basic and the centre of it is Landorus-T because it can bait pokemons like Tangrowth and Mega Venusaur with Z-Fly. After that, M-Sharpedo+ Tapu Bulu make an high pressure on opponent's team.
M-Sharpedo is a very strong pokemon but its main checks are bulky waters like Tapu Fini. The latter cited pokemon gives momentum to Tapu Bulu that can spam grass moves and got KO on many pokemons.
This core can be very good against bulky and slow teams but it gives a bad match-up against fast offense or hyper offense.

MAIN THREATS:
Celesteela: It can stop all just for its typing and main defensive stats.
Fast Mons: There are many offensive pokemon that can be boring like: Scarf Tapu lele, Pheromosa, M-Alakazam, Weavile etc...

Landorus-Therian (M) @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock / Rock Polish
- Swords Dance
- Earthquake
- Fly

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Crunch
- Waterfall
- Psychic Fangs

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Zen Headbutt
- Horn Leech


An alternative set for Tapu Bulu:
Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Zen Headbutt
- Horn Leech
 
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Offensive Core

Pheromosa @ Expert Belt
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab

Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch


This is a strong, fast Volt/Turn core that applies a ton of pressure to offense and have plenty of synergy. Tapu Koko blasts waters such as Toxapex and Tapu Fini as well as flying types like Celesteela and Skarmory for Pheromosa. In return, Pheromosa takes chunks out of grass types with U-turn and threatens to 1-shot common ground types with Ice Beam. Both pokemon are very threatening and capable of cleaning weakened teams.

This core offers zero defensive utility and should be paired with mons that can take a hit. Landorus-T and Magearna are perfect for this. They can switch into common threats and provide a slow U-turn/Volt Switch to get Koko/Phero into the red zone safely (generic volt/turn league assemble!). Also, while strong, Koko/Phero appreciates wallbreaker support to soften defensive cores to help them clean later (Hoopa and Kyurem-B are pretty sweet here to break M-Venusaur).
 
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