Resource OU Good Cores

Status
Not open for further replies.

Gondra

is a Top Tiering Contributoris a Past SPL Championis a Past SCL Champion
UPL Champion
Offensive Core
+
+

It is a simple core, trying to abuse the innings of Greninja protean we put a volturn core Scizor cover some weaknesses of the frog and together with Tapu Koko keep the momentum.
Tapu Koko blasts waters such as Toxapex, Tapu Fini, Mantine and Rotom-W.
Greninja is here for kill annoying fire types with Hydro Pum such as Heatran and Marowak Alola, HP Fire for removing steels such as Ferrothorn or Scizor, Gunk Shot for kill fairy types and Extrasensory for kill Mega Venusaur.

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Hidden Power [Fire]
- Extrasensory
- Hydro Pump

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

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

 
Last edited:



This is a pretty simple core. Z Memento latios helps Char set up ezpz by dropping a z memento restoring lost hp also keep rocks off the field with defog support. its pretty

Latios @ Darkinium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Memento
- Hidden Power [Fire]
- Defog

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

Magearna @ Assault Vest
Ability: Soul Heart
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Flash Cannon
- Fleur Cannon
- Volt Switch
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 32 SpD / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

This is one of my favorite defensive backbones for offensive teams. AV Magearna is great because it's just so bulky and it takes on so many threats by itself while still hitting stupidly hard with Fleur Cannon, and Defensive Landorus-T is the best glue / pivot in the entire. Aside from checking a slew of threats together they have great synergy as well such as Landorus-T having a useful Ground immunity while Magearna is a great check (shaky for the latter two) for threats such as Weavile and (Ash) Greninja.


Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Iron Head
- Power Whip
- Thunder Wave
- Stealth Rock / Spikes

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 184 Def / 16 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Nature's Madness
- Taunt
- Defog

These two have excellent defensive synergy with Fini takes on nearly every Fighting and Fire-type in the tier with ease while Ferro is a great check to the tier's best Electric-types, Tapu Koko, as well as being a relatively decent switch-in to most Poison-type attackers. Beyond that, it's a simple hazard core with Ferro setting either Rocks or Spikes and Fini functioning as an incredible Defogger. Very nice backbone for a wide range of teams.


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Fire Fang
- Outrage
- Swords Dance

Landorus-T @ Flyinium-Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Rock Polish
- Swords Dance

An overloading core with LO + FFang Chomp functioning as a lure for Skarmory and Celesteela so Landorus can use Z-Fly with much more impunity. Rotom-W is weakened by Garchomp as well, but it's pretty rare right now, so apart from that Garchomp could run Stealth Rock in place of Outrage if you're not too worried about Rotom so you'd have a rocker early on. Pretty straightfoward, just make sure you aren't ran over by Weavile, Mamoswine, (Ash) Greninja and you should be fine (Fini, Ferro, Koko & Magearna {to an extent}, etc.)

/

Gyarados @ Flyinium-Z / Gyaradosite
Ability: Moxie / Intimidate
EVs: 4 Def / 252 Atk / 252 Spe
Jolly Nature
- Waterfall
- Fly / Crunch
- Substitute
- Dragon Dance

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Iron Head
- Spikes
- Thunder Wave

This is a pretty common (M) Gyarados core, so I won't go on with a lengthy explanation. Both base and Mega Gyarados appreciate the presence of Spikes to weaken the opposition for an easier sweep. They also have nice synergy with Ferrothorn as they fare well against Fire-types while Ferro takes on Electrics while also being an actual Rock resist.


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

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

An offensive VolTurn core. Beyond that, the premise is simple. Ash Greninja dislikes facing things like Toxapex, Mantine, and Tapu Fini as they can usually switch-in on it so Tapu Koko is a great pivotal partner that easily threatens it's checks so it can devastate teams at will.


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

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Iron Head
- Power Whip
- Thunder Wave
- Spikes

Might seem a little counterproductive seeing as how Volcarona needs hazard removal, but the way this core is used is to setup Spikes with Ferrothorn early on to attain valuable chip damage throughout the entire match so make a sweep by Volc easier to achieve. It might seem rudimentary, but most often I see battlers setup Spikes only when they're ready to use something to sweep and before Volcarona can attempt to hazards need to be off the field or the threat of being revenge killed is much higher.


Scolipede @ Waterium-Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Tail
- Megahorn
- Poison Jab
- Swords Dance

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

SD Scolipede is a pretty good sweeper right now since it's STAB combination + power exploits a lot of common teams. The idea for this core is Zard X straight up ravages nearly switch-in there is to unboosted Scolipede (Skarm, Steela, Magea, M-Scizor, etc.) so it can sweep up with the utmost ease. On the other hand, Scolipede is also pretty self-sufficient so it can easily do the same for Zard X so it can sweep. Hazard removal is a must so Tapu Fini is great and VolTurn users are excellent support to get them into play (Lando-T, Magearana, Koko)


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

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

I've been advocating this core for the longest. The basis is pretty simple. Mega Charizard X is utilized to weaken, if not, eliminate a vast amount of checks such as, Skarmory, Celesteela, Magearna, and Landorus-T so Salamence can clean up without much of a hitch. It could also be used the other way around in some instances where Charizard cleans better than Mence. They do, however, have their share of weaknesses, the first being the necessity that is hazard removal which makes Tapu Fini a guaranteed addition. Toxapex is also annoying to face, but considering that both of them should be +1/+1 before Toxapex comes in, it's pressured extremely and easily. By extension, Tapu Fini is also a pain, but it doesn't get out of scraps with Zard X scott-free and Mence punches straight through it.
 
Balanced Core: Mega gyarados + Alolan Marowak + Tapu bulu

gyarados-mega.gif
marowak-alola.gif
tapubulu.gif


The core possesses incredible type-sinergy, and it's mainly centered around providing support for Mgyara to sweep. MG gets completely destroyed by Pheromosa and Koko, other than that grass and fighting types trouble him a lot. When they are gone, its absurd natural bulk and good STABs can easily provide a sweep.
A-marowak with Lightningrod is a great switch-in to Koko and a very good switch-in to pheromosa, resisting all of its common attacks, needless to say he absolutely destroys grass types and some walls like skarmory that can trouble MG. In return, most of the Dark-typed things that stop marowak from wreaking havoc can't really do shit to Mega gyarados.
Finally, SD Fightnium-Z Tapu Bulu was put there to support the former two guys, weakening earth moves for A-Maro,providing nice passive recovery and breaking and weakening a lot of common checks to gyara; he also does an outstanding job at stopping keldeo and most bulky grounds, which are pretty much the only threats to MG that marowak can't check.

Threats:
-Gengar is a very big threat, and even Gyarados takes a good chunk of damage from Focus blast (even tho few expect the mega evolution from gyarados and i don't know why)
-Mega-Venusaur can also give some problems, it can't touch Marowak but marowak can be worn down easily with the combination of flare blitz recoil + leech seed + Venu attacks. Manage it carefully.
Tapu bulu can manage just fine the offensive variants but defensive ones require a good 30-40% of prior damage to be rekt.
- Ironically, CB Tapu Bulu serves as a good threat to this core since StoneMiss versions can break marowak, and there is absolutely no move on MGyara that can hurt Bulu (you may try Ice Fang tho:
+1 252 Atk Mold Breaker Gyarados-Mega Ice Fang vs. 4 HP / 0 Def Tapu Bulu: 214-254 (75.8 - 90%) -- guaranteed 2HKO after Grassy Terrain recovery.
+2 is more than enough for the CB variants, but to cleanly ohko the fat variants you need to be at +3, i'd suggest trying something else at that point LOL
Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Waterfall
- Substitute \ Earthquake \ ice fang
- Dragon Dance

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe
Adamant Nature
- Flare Blitz
- Shadow bone
- Earthquake
- Will-O-Wisp \ Swords dance

Tapu Bulu @ Fightium-Z
Ability: Grassy Surge
EVs: 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Horn leech
- Superpower
- Zen Headbutt

-Gyara: if you put waterfall instead of EQ he can't touch things like Keldeo etc, if you don't have ice fang it loses to Tapu Bulu everytime it faces one, but EQ gets depowered by Grassy terrain.
I have always used with a great deal of effect the SubDD set but with grassy terrain making him immune to statuses it's not necessary, even tho sub helps with much more than this.

-Maro: Considering its purpose i don't really feel like putting SR on him, it would fulfill too many roles, but the last move really depends on what you want him to do really.
Speed EVs allow him to outspeed Clefable, Aegislash and Chansey, and many other fat mons. 248 hp for maximum bulk, and 16 attack evs are still enough to oneshot both Koko and Phero; the rest is put into SpDef to help him perform its role better.
(You may try some more offensive set btw)

-Bulu: After a bit more of testing this wallbreaking set is the most effective, still providing good switch-in opportunities giving me an astounding wallbreaker and thus easing the sweep for Mgyara.

+2 252+ Atk Tapu Bulu Z-Superpower vs. 252 HP / 252+ Def Skarmory: 258-304 (77.2 - 91%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Tapu Bulu Zen Headbutt vs. 232 HP / 0 Def Venusaur-Mega: 320-378 (89.1 - 105.2%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Tapu Bulu Z-Superpower vs. 252 HP / 88+ Def Ferrothorn: 610-718 (173.2 - 203.9%) -- guaranteed OHKO
The rest gets pretty much pulverized.


I MADE NONE OF THIS SETS, i mainly choose the one that fits better. Credit doesn't go to me.
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Fire Fang
- Outrage
- Swords Dance

Landorus-T @ Flyinium-Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Rock Polish
- Swords Dance

An overloading core with LO + FFang Chomp functioning as a lure for Skarmory and Celesteela so Landorus can use Z-Fly with much more impunity. Rotom-W is weakened by Garchomp as well, but it's pretty rare right now, so apart from that Garchomp could run Stealth Rock in place of Outrage if you're not too worried about Rotom so you'd have a rocker early on. Pretty straightfoward, just make sure you aren't ran over by Weavile, Mamoswine, (Ash) Greninja and you should be fine (Fini, Ferro, Koko & Magearna {to an extent}, etc.)
A more relevant version of this core imo is this:

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Stealth Rock

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Stone Edge / Rock Slide
- Fire Blast
The key thing that makes double ground as potent as it is comes from the fact that it is a wallbreaker+cleaner core; Lando-T is able to nuke just about anything that poses as a threat to Garchomp with Continental Crush, and with it having such an easy time laying rocks and its spectacular matchup vs. fatter builds, Lando-T it is able to do a lot of things to help set up for a Garchomp clean. Fire Blast is used in case Lando-T has to nuke something other than Skarmory with Continental Crush, but if run alongside Magnezone is run alongside Chomp then it is worth considering running Dragon Claw (although you have to be careful of Shed Shell variants) because it provides an alternative RKing option to EQ and SEdge.

===============

And now for some that weren't submitted by others:

Landorus-Therian @ Rockium Z / Flynium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge / Fly
- Stealth Rock / Fly / Rock Polish

Tapu Lele @ Shed Shell
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psyshock / Psychic
- Moonblast
- Hidden Power Fire
Pretty simple core really. Tapu Lele mauls stall, but it gets trapped by Dugtrio. Landorus-T eats Dugtrio for breakfast and uses it for free setup. Hence, this core works. Choice of Z move depends on the needs of the team; if it needs to be better equipped for things like Skarmory, Celesteela etc., or if Rock Polish is being run, then Rockium is optimal. If you want a stronger nuke, Flynium is preferred. Good partners include pivots and cleaners and, if Lando-T lacks SR, rockers.

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Baton Pass
- Will-O-Wisp
- Protect
- Shadow Sneak

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 27 HP
- Earthquake
- Reversal
- Stone Edge
- Toxic / Screech

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful / Calm Nature
IVs: 0 Atk
- Knock Off / Foul Play
- Recover
- Will-O-Wisp
- Fake Out / Protect

Only use these in conjunction w/ each other
We all know how dumb Wonder Trio is so I'll cut to the chase. Shed+Duggy form a brutal PP stall/free momentum core, which uses 1 PP every two turns with the combination of BP, Wonder Guard, and Arena Trap. Duggy also eliminates Tar for Shed which is important for what should be immensely obvious reasons. Both of these things are fully dependent on SR being off of the field, so Mega Sableye is a vital partner for the core. Good partners are just general stallmons; make sure to bring at least one Defog user--Zapdos, Skarmory and Mantine are good examples that serve different purposes on Shed stall.

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

Salamence @ Flynium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake
Salamence appreciates the setup turns that Ninetales is able to provide; it's pretty straightforward. Set up Aurora Veil, set up DD, sweep. Aurora Veil gives Salamence more opportunities to set up on offensive mons, and it also allows it to get to +2 vs. certain teams far more easily--getting it out of range of scarfers and just being a formidable 'mon in general. Encore is the best option on Ninetales and I've gone off of HP Fire personally, and I don't think it serves much purpose on it when Genesect is absent and Mega Scizor is somewhat mediocre tbh. Also people should stop trying to push that crappy max HP Ninetales spread. max SpA is just better+sets up literally just as easily; end of story.

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

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw / Thunder Punch
- Roost / Earthquake / Thunder Punch
Same kind of deal as Mence+Tales; can set up to +2 more easily, gives it an easier time v.s. offense. There isn't really much elaboration to be made here that isn't already said for Mence, so I'll leave it at that, but HP Ground is an option on Ninetales if you lack Earthquake 'cause it 2HKOs max HP Heatran after SR. Once again though Encore is better 90% of the time.
 
Last edited:
First off my bad if some of these cores have already been posted. Anyways got another core dump for you guys.

Manaphy+Pheromosa Offensive core



Here we have a new take on the old Manaphy+Mega lop core. The concept of this cores pretty simple and thats how pheromosa and manaphy share checks for the most part so Specs mosa's job is to naturally overwhelm the would be physical pheromosa switch ins. Modest specs mosa hits insanely hard and manaphy enjoys seeing stuff like mega venu, tang, amoon and fini weakend as it helps ease the late game clean. When building with this core volt-turn support is always nice to help mosa come in so Landorus-T, Magnezone, jirachi and other pokemon that can provide slow u turns or volt switch are welcome here. Pokemon that can help dealing with Tapu lele are also needed with this core as scarf sets can Revenge kill/pressure both members of this core. Mega metagross and heatran are some examples due to how in mega metagross case, it can pursuit trap lele while heatran checks it and gets up rocks. In general this core is fairly weak to opposing scarfers so keep that in mind.

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

Pheromosa @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Electric]
- Bug Buzz
- Focus Blast
- Ice Beam


Volcarona+CB Tyranitar Offensive core



Nothing new about this core. Volc+CB tar is a classic core which has a pretty straight forward purpose. CB tar removes bulky psychic types as well as latios which helps volcarona sweep without having to worry about doping its bug stab and getting walled. Cb tar can pressure quite a bit of volcarona's checks which is fantastic. Something to note is that due to how both pokemon in this core are very susceptible to ground type moves pokemon like hp ice RH landot, RH Tangrowth or Mega scizor can make for some nice teammates in order to combat the strong ground types in the tier. Tapu fini is almost mandatory on this core because of how consistent it is at removing hazards. A fast cleaner can work nicely here as volcarona and tyranitar can help open up room for another pokemon to clean late game assuming volcarona is incapable of sweeping. Mega Metagross and Mega scizor are solid choices if you want a mega evolution as metagross has nice offensive synergy while m zor like how volc and ttar seriously weaken alot of the things m scizor gets walled and or checked by.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

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


Choice specs Pheromosa+Tapu Bulu Offensive core



This is a solid core that breaks down balance and stall teams really well. Specs pheromosa and SD tapu bulu are very hard for slower teams to deal with and are great at overwhelming defensive pokemon/fat pokemon which can help sweepers and cleaners quite a bit. Pokemon that have trouble breaking past anything remotely fat work great with this core as it can allow the win-con to do something late game.

Pheromosa @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Focus Blast
- Ice Beam
- Hidden Power [Electric]

Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 116 HP/ 252 Atk /140 Spe
Adamant Nature
- Horn Leech
- Superpower
- Zen Headbutt
- Swords Dance


Scolipede+Hoopa-Unbound Offensive Core



Waterium scolipede is a really neat win-con but even with swords dance has a lot of trouble sweeping because of its sub-par attack stat. Specs Hoopa-unbound helps scolipede greatly due to the fact hoopa greatly damages pretty much everything with its fantastic offensive coverage and can even open up chances to sword dance up by crippling something with trick which is a neat bonus. Due to the overall frailty of this core some sort of backbone like rh lando+AV gearna can work nice here. A secondary breaker to help scolipede would also work really nice.

Rosie (Scolipede) (F) @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Tail
- Megahorn
- Poison Jab

Largo Potter (Hoopa-Unbound) @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dark Pulse
- Focus Blast
- Trick
 
Last edited:
With all these offensive cores running around wreaking (Gigavolt) havoc, I figured a couple of nice, fat cores that can handle some common threats would be appreciated. Here's the first, a good fit for balance/semi-stall.

and



Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 164 HP / 252 Atk / 92 Spe OR 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Leech Seed
- Taunt / Substitute
- Nature's Madness / Stone Edge / Superpower
- Horn Leech


First EV spread outspeeds standard 0 speed Rotom-Wash so you can blow it away with Horn Leech, or set up a Sub on the Wisp/Volt Switch. The second EV spread lets Tapu Bulu outspeed defensive Landorus-T and maximizes its Attack, while the rest is dumped into HP for more tanking. Atk EVs can be shifted to HP and defenses if you don't care about the offensive presence (and even with 0 Atk investment, you easily 2HKO max Def Rotom-Wash).

Leech Seed and Horn Leech are mandatory for recovery. Wood Hammer is not preferred since this set is designed to come in many times, and set up Grassy Terrain/Leech Seed for the rest of the team, and Wood Hammer's recoil is actively detrimental to that. Plus, Horn Leech still hits plenty hard. Taunt and Nature's Madness are your best options most likely, so you can stop Ferrothorn/Skarm from setting up free hazards while you chip down mons like them/Heatran/Celesteela (the latter two on the switch).

Toxapex @ Black Sludge / Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD OR 252 HP / 176 Def / 80 SpD
Bold Nature
- Scald
- Recover
- Toxic / Toxic Spikes
- Haze


Spreads taken from the OU analysis: The first set of EVs along with a Bold nature maximize physical bulk while having enough Special Defense investment to avoid the OHKO from Porygon-Z's non-STAB +1 Thunderbolt, which guarantees that you will get a Haze off, while the second EV spread allows Toxapex to avoid the OHKO from Mega Alakazam's Psychic (while also letting you take Ash Greninja on better too).

What the core checks/counters (taking into account Grassy Terrain): Tapu Fini, Tapu Koko, Mega Charizard X/Y, Double Dance Landorus-T, Ash Greninja, non-Extrasensory Protean Greninja, Magearna, Celesteela, Phermosa, Zygarde, Dugtrio, Keldeo, Nihilego, Gengar, Terrakion, Weavile, Bisharp, Manaphy, Volcarona

What the core struggles with:
Z-Fly Landorus-T/Salamence, Nidoking, Mamoswine, Tapu Lele, Garchomp, Heatran, Hoopa-U, Offensive Tapu Bulu, Mega Alakazam, Latios, Alolan Marowak, Tyranitar, Mega Venusaur, Excadrill, Kyurem-Black

Good partners:
Things with strong priority (Weavile, Mamoswine are great), fast offensive pivots (Phermosa is great as well), clerics (Chansey, Unaware Clefable)
 
Last edited:
Core #2

and


For Bulu, it's the same EV spreads but I'll post them again.

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 164 HP / 252 Atk / 92 Spe OR 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Leech Seed
- Taunt / Substitute
- Nature's Madness / Stone Edge / Superpower
- Horn Leech


First EV spread outspeeds standard 0 speed Rotom-Wash so you can blow it away with Horn Leech, or set up a Sub on the Wisp/Volt Switch. The second EV spread lets Tapu Bulu outspeed defensive Landorus-T and maximizes its Attack, while the rest is dumped into HP for more tanking. Atk EVs can be shifted to HP and defenses if you don't care about the offensive presence (and even with 0 Atk investment, you easily 2HKO max Def Rotom-Wash).

Leech Seed and Horn Leech are mandatory for recovery. Wood Hammer is not preferred since this set is designed to come in many times, and set up Grassy Terrain/Leech Seed for the rest of the team, and Wood Hammer's recoil is actively detrimental to that. Plus, Horn Leech still hits plenty hard. Taunt and Nature's Madness are your best options most likely, so you can stop Ferrothorn/Skarm from setting up free hazards while you chip down mons like them/Heatran/Celesteela (the latter two on the switch).

(Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 16 Def / 72 SpD / 172 Spe
Impish Nature
- Roost
- Will-O-Wisp
- Earthquake
- Fire Punch/Dragon Tail/Flare Blitz/Dragon Claw

FULL CREDIT FOR THIS SPREAD GOES TO Baton Mash

"The speed is for max speed Timid Heatran, and is very vital as it can easily 2hko Zard-X with Earth Power. Will-O-Wisp is quite self explanatory for it, Earthquake is also needed to hit the likes of Tapu Koko, Magnezone and things like a weakened M-Metagross if you opt not to run Flare Blitz, or simply don't want recoil(Does 42-49% on standard(aka uninvested) MMeta spreads). As for the last move, there are many options, such as Flare Blitz, Fire Punch or even Dragon Claw. Dragon Tail is also very Niche but it could serve a purpose on this set(Which is why I think it should get mentioned on it). Now to dump some calcs."

Personally, I think that Flare Blitz is bad because of the recoil (and this is a sustaining bulky set), while Dragon Tail gives some useful phazing and Fire Punch is still plenty strong with a Tough Claws boost.

252 SpA Zap Plate Tapu Koko Thunderbolt vs. 248 HP / 72 SpD Charizard-Mega-X: 113-133 (31.4 - 37%) -- guaranteed 3HKO after Stealth Rock
252 Atk Tough Claws Metagross-Mega Zen Headbutt vs. 248 HP / 16+ Def Charizard-Mega-X: 151-178 (42 - 49.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Magnezone Flash Cannon vs. 248 HP / 72 SpD Charizard-Mega-X: 114-134 (31.7 - 37.3%) -- guaranteed 3HKO after Stealth Rock(Thunderbolt does from 35-42%, has a 76%~ chance to 2hko after rocks)
+1 252 SpA Volcarona Hidden Power Ground vs. 248 HP / 72 SpD Charizard-Mega-X: 214-252 (59.6 - 70.1%) -- guaranteed 2HKO after Stealth Rock
+1 252 Atk Kartana Sacred Sword vs. 248 HP / 16+ Def Charizard-Mega-X: 155-183 (43.1 - 50.9%) -- 3.9% chance to 2HKO
252+ Atk Choice Band Tapu Bulu Stone Edge vs. 248 HP / 16+ Def Charizard-Mega-X: 294-348 (81.8 - 96.9%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Garchomp Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 270-318 (75.2 - 88.5%) -- guaranteed 2HKO
252+ Atk Thick Club Marowak-Alola Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 282-334 (78.5 - 93%) -- guaranteed 2HKO
252 SpA Heatran Earth Power vs. 248 HP / 72 SpD Charizard-Mega-X: 208-246 (57.9 - 68.5%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor Bullet Punch vs. 248 HP / 16+ Def Charizard-Mega-X: 88-104 (24.5 - 28.9%) -- 98.6% chance to 3HKO after Stealth Rock
+6 0 Atk Scizor Bullet Punch vs. 248 HP / 16+ Def Charizard-Mega-X: 89-105 (24.7 - 29.2%) -- 99.9% chance to 4HKO
252 Atk Dugtrio Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 224-266 (62.3 - 74%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Greninja-Ash Dark Pulse vs. 248 HP / 72 SpD Charizard-Mega-X: 234-276 (65.1 - 76.8%) -- guaranteed 2HKO( Can also tank any hit from pre-Ash ninja w/ ease, but gets 2hko'd regardless.)
0 Atk Life Orb Protean Greninja Gunk Shot vs. 248 HP / 16+ Def Charizard-Mega-X: 133-157 (37 - 43.7%) -- guaranteed 3HKO
252 SpA Life Orb Greninja Dark Pulse vs. 248 HP / 72 SpD Charizard-Mega-X: 153-181 (42.6 - 50.4%) -- 1.2% chance to 2HKO
252 SpA Life Orb Greninja Surf vs. 248 HP / 72 SpD Charizard-Mega-X: 172-203 (47.9 - 56.5%) -- 83.2% chance to 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 72 SpD Charizard-Mega-X: 208-247 (57.9 - 68.8%) -- guaranteed 2HKO after Stealth Rock

0 Atk burned Landorus-Therian Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 123-145 (34.2 - 40.3%) -- guaranteed 3HKO
252+ Atk burned Landorus-Therian Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 160-189 (44.5 - 52.6%) -- 19.9% chance to 2HKO
+2 252+ Atk burned Tapu Bulu Superpower vs. 248 HP / 16+ Def Charizard-Mega-X: 186-219 (51.8 - 61%) -- 94.1% chance to 2HKO after Grassy Terrain recovery
252 Atk Mold Breaker burned Excadrill Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 138-163 (38.4 - 45.4%) -- guaranteed 3HKO
4 Atk Mold Breaker burned Excadrill Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 115-136 (32 - 37.8%) -- 94.2% chance to 3HKO
252+ Atk Choice Band burned Buzzwole Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 155-183 (43.1 - 50.9%) -- 3.9% chance to 2HKO

What the core checks/counters (taking into account Grassy Terrain): Tapu Fini, Tapu Koko, Tapu Bulu, Mega Charizard Y, Double Dance Landorus-T, Ash Greninja, LO Protean Greninja, Kartana, Magnezone, Buzzwole, Magearna, Celesteela, Zygarde, Dugtrio, Keldeo, Weavile, Bisharp, Manaphy, Volcarona, Heatran, Jirachi, Serperior, Thundurus

What the core struggles with: Z-Fly Landorus-T/Salamence, Nidoking, Mamoswine, Tapu Lele, Garchomp, Hoopa-U, Mega Alakazam, Latios, Mega Charizard X, Alolan Marowak, Tyranitar, Excadrill, Kyurem-Black

Good partners: Mamoswine, Azumarill, revenge killers in general
 
Last edited:
Kyurem-Black + Hoopa-Unbound Offensive Core

kyurem-black.gif
hoopa-unbound.gif


There is no counter to this core. At all. Anything that dares switch in is 2KHOed.
All bullshit aside, this is basically a core of Banded Kyurem-Black and Specs Hoopa-Unbound, who together rip the likes of balance and stall to oblivion and back. Good partners for this core are hazards, and anything with a slow U-turn or Volt Switch. Hazard removal also helps because both of these mons are worn down by hazards rather quickly.

Run (Kyurem-Black) @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
-Outrage
-Fusion Bolt
-Iron Head
-Dragon Claw

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

ADF Test

Banned deucer.
Offensive Core:
+


This core involves shed shell hoopa-u and rockium z lando-t. This core is supposed to break stall along with balance. In doing so, hoopa can set up freely on stall with nasty plot and proceed to sweep with ease and have the advantage on not being worried about being trapped my duggy. This sort of hoopa may also be used as a bluff to offensive teams to portray that you are scarfed and so you can play around with that at your will. This type of lando-t is supposed to set up on bulky lando-ts with sub and sd. It can also set up on other rockers such as hippo and chomp just as easily with no problems. This kind of core is good paired with some sort of volt-turn momentum, just being easier to have these mons switch in and what not. I would go with pheramosa or tapu koko or some faster uturner or volt switcher. But this is a strong and pretty fun core to use when building and battling.

Hoopa-Unbound @ Shed Shell
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Dark Pulse
- Focus Blast

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Stone Edge
- Earthquake
 
Offensive Core: Genie Duo
+


This is a hazard core that abuses common defoggers on balance and stall, this core is based around Landorous setting SR early game thanks to its Sash, then abusing its speed to Explode to prevent spins or defogs. Then one of your other offensive pokemon can force the spinner or defogger out (offensive water types like Keldeo and Greninja work really well since they draw in Tapu Fini who thundurus abuses). Thundurus then is able to switch into a free defog when the opponent attempts to remove hazards or force the defogger out on a misprediction with its phenomenal coverage. At +2 Thundurus is a potent wallbreaker with an amazing speed tier who can sweep stall teams and wallbreak balance teams.

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Explosion

Thundurus @ Flyinium Z
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Fly
- Wild Charge
- Superpower
 
Defensive Core
Celesteela @ Leftovers
Ability: Beast Boost
EVs : 252 Hp / 4 Def / 252 SpD
Sassy Nature
- Heavy Slam
- Flamethower
- Leech Seed
- Protect

Gastrodon @ Leftovers
Ability: Storm Drain
EVs : 252 Hp / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

These two guys form a great core with many Resistances and Immunities. Celesteela's resists Grass moves perfectly with its bulk and typing, while also dealing Grass types with Flamethower. Gastrodon helps with Fire types and Electric types like Tapu Koko and Heatran with their respective STAB moves aiming at Celesteela. Water/Ground is a nice typing that complements Steel/Flying. Celesteela works well in being Specially Defensive, while Gastrodon can work well in being Physically Defensive. They form a solid defensive core with a total of 4 immunities, 10 resistances, and 3 weaknesses including Gastrodon's Storm Drain. Gastrodon gets Recover and Toxic, while Celesteela gets Leech Seed and Protect for Stalling. I builded a team supporting around these two and it works ok in the current OU tier.

Gastrodon and Celesteela appreciates Team Members that helps with dealing common threats like Celesteela itself, Zapdos, and Garchomp/Salamence having a Fire type coverage. One team member that would synergy well with them is Specs Tapu Koko. Hidden Power Ice on it can allow it to hit most of the threats weak to ice like Landorus too. Thunderbolt helps with Celesteela. Mega Charizard X can also blow through many steel types having coverage moves that Celesteela/Gastrodon despise. An uninvested Flare Blitz can really do alot. Earthquake on it can hit Heatran which has Flash Fire.
 
Last edited:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Offensive Core: M-Pinsir + Automize Celesteela


Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Close Combat
- Quick Attack
- Swords Dance

Celesteela @ Flyinium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Flamethrower
- Air Slash
- Autotomize
A different take on birds. M-Pinsir is good for cushioning up bulkier squads for Celesteela to clean with Automize, especially your standard FiniLando Stuff. On the other hand M-Pinsirs faults lie in battling certain offensive threats such as Scarf Lele that Celesteela can set up on due to its solid typing and bulk. Dugtrio, Garchomp, Greninja, and Healing Wish users like Latias are just a few example of good team-mates. These are the standard variants but feel free to change up the moves to w/e.
 
Core #2

and


For Bulu, it's the same EV spreads but I'll post them again.

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 164 HP / 252 Atk / 92 Spe OR 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Leech Seed
- Taunt / Substitute
- Nature's Madness / Stone Edge / Superpower
- Horn Leech


First EV spread outspeeds standard 0 speed Rotom-Wash so you can blow it away with Horn Leech, or set up a Sub on the Wisp/Volt Switch. The second EV spread lets Tapu Bulu outspeed defensive Landorus-T and maximizes its Attack, while the rest is dumped into HP for more tanking. Atk EVs can be shifted to HP and defenses if you don't care about the offensive presence (and even with 0 Atk investment, you easily 2HKO max Def Rotom-Wash).

Leech Seed and Horn Leech are mandatory for recovery. Wood Hammer is not preferred since this set is designed to come in many times, and set up Grassy Terrain/Leech Seed for the rest of the team, and Wood Hammer's recoil is actively detrimental to that. Plus, Horn Leech still hits plenty hard. Taunt and Nature's Madness are your best options most likely, so you can stop Ferrothorn/Skarm from setting up free hazards while you chip down mons like them/Heatran/Celesteela (the latter two on the switch).

(Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 16 Def / 72 SpD / 172 Spe
Impish Nature
- Roost
- Will-O-Wisp
- Earthquake
- Fire Punch/Dragon Tail/Flare Blitz/Dragon Claw

FULL CREDIT FOR THIS SPREAD GOES TO Baton Mash

"The speed is for max speed Timid Heatran, and is very vital as it can easily 2hko Zard-X with Earth Power. Will-O-Wisp is quite self explanatory for it, Earthquake is also needed to hit the likes of Tapu Koko, Magnezone and things like a weakened M-Metagross if you opt not to run Flare Blitz, or simply don't want recoil(Does 42-49% on standard(aka uninvested) MMeta spreads). As for the last move, there are many options, such as Flare Blitz, Fire Punch or even Dragon Claw. Dragon Tail is also very Niche but it could serve a purpose on this set(Which is why I think it should get mentioned on it). Now to dump some calcs."

Personally, I think that Flare Blitz is bad because of the recoil (and this is a sustaining bulky set), while Dragon Tail gives some useful phazing and Fire Punch is still plenty strong with a Tough Claws boost.

252 SpA Zap Plate Tapu Koko Thunderbolt vs. 248 HP / 72 SpD Charizard-Mega-X: 113-133 (31.4 - 37%) -- guaranteed 3HKO after Stealth Rock
252 Atk Tough Claws Metagross-Mega Zen Headbutt vs. 248 HP / 16+ Def Charizard-Mega-X: 151-178 (42 - 49.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Magnezone Flash Cannon vs. 248 HP / 72 SpD Charizard-Mega-X: 114-134 (31.7 - 37.3%) -- guaranteed 3HKO after Stealth Rock(Thunderbolt does from 35-42%, has a 76%~ chance to 2hko after rocks)
+1 252 SpA Volcarona Hidden Power Ground vs. 248 HP / 72 SpD Charizard-Mega-X: 214-252 (59.6 - 70.1%) -- guaranteed 2HKO after Stealth Rock
+1 252 Atk Kartana Sacred Sword vs. 248 HP / 16+ Def Charizard-Mega-X: 155-183 (43.1 - 50.9%) -- 3.9% chance to 2HKO
252+ Atk Choice Band Tapu Bulu Stone Edge vs. 248 HP / 16+ Def Charizard-Mega-X: 294-348 (81.8 - 96.9%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Garchomp Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 270-318 (75.2 - 88.5%) -- guaranteed 2HKO
252+ Atk Thick Club Marowak-Alola Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 282-334 (78.5 - 93%) -- guaranteed 2HKO
252 SpA Heatran Earth Power vs. 248 HP / 72 SpD Charizard-Mega-X: 208-246 (57.9 - 68.5%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor Bullet Punch vs. 248 HP / 16+ Def Charizard-Mega-X: 88-104 (24.5 - 28.9%) -- 98.6% chance to 3HKO after Stealth Rock
+6 0 Atk Scizor Bullet Punch vs. 248 HP / 16+ Def Charizard-Mega-X: 89-105 (24.7 - 29.2%) -- 99.9% chance to 4HKO
252 Atk Dugtrio Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 224-266 (62.3 - 74%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Greninja-Ash Dark Pulse vs. 248 HP / 72 SpD Charizard-Mega-X: 234-276 (65.1 - 76.8%) -- guaranteed 2HKO( Can also tank any hit from pre-Ash ninja w/ ease, but gets 2hko'd regardless.)
0 Atk Life Orb Protean Greninja Gunk Shot vs. 248 HP / 16+ Def Charizard-Mega-X: 133-157 (37 - 43.7%) -- guaranteed 3HKO
252 SpA Life Orb Greninja Dark Pulse vs. 248 HP / 72 SpD Charizard-Mega-X: 153-181 (42.6 - 50.4%) -- 1.2% chance to 2HKO
252 SpA Life Orb Greninja Surf vs. 248 HP / 72 SpD Charizard-Mega-X: 172-203 (47.9 - 56.5%) -- 83.2% chance to 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 72 SpD Charizard-Mega-X: 208-247 (57.9 - 68.8%) -- guaranteed 2HKO after Stealth Rock

0 Atk burned Landorus-Therian Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 123-145 (34.2 - 40.3%) -- guaranteed 3HKO
252+ Atk burned Landorus-Therian Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 160-189 (44.5 - 52.6%) -- 19.9% chance to 2HKO
+2 252+ Atk burned Tapu Bulu Superpower vs. 248 HP / 16+ Def Charizard-Mega-X: 186-219 (51.8 - 61%) -- 94.1% chance to 2HKO after Grassy Terrain recovery
252 Atk Mold Breaker burned Excadrill Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 138-163 (38.4 - 45.4%) -- guaranteed 3HKO
4 Atk Mold Breaker burned Excadrill Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 115-136 (32 - 37.8%) -- 94.2% chance to 3HKO
252+ Atk Choice Band burned Buzzwole Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 155-183 (43.1 - 50.9%) -- 3.9% chance to 2HKO

What the core checks/counters (taking into account Grassy Terrain): Tapu Fini, Tapu Koko, Tapu Bulu, Mega Charizard Y, Double Dance Landorus-T, Ash Greninja, LO Protean Greninja, Kartana, Magnezone, Buzzwole, Magearna, Celesteela, Zygarde, Dugtrio, Keldeo, Weavile, Bisharp, Manaphy, Volcarona, Heatran, Jirachi, Serperior, Thundurus

What the core struggles with: Z-Fly Landorus-T/Salamence, Nidoking, Mamoswine, Tapu Lele, Garchomp, Hoopa-U, Mega Alakazam, Latios, Mega Charizard X, Alolan Marowak, Tyranitar, Excadrill, Kyurem-Black

Good partners: Mamoswine, Azumarill, revenge killers in general

One slight hitch with this--Bulu's terrain weakens Zard's EQ (against offensive Tran it's now a 2HKO rather than an OHKO) and negates WoW damage against grounded 'mons.
 
Offensive Core: M-Pinsir + Double Dance Lando-T

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


Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Swords Dance
- Fly

This core is pretty straightforward. Just combine two powerful sweepers with Flying coverage and power through the opposition. Mega Pinsir runs Close Combat to wear out things like Celesteela and Rotom. Fini is a good choice for hazard removal as a teammate and also synergizes well defensively with it. Skarmory can still be an issue for this core, as well as Mamoswine/Weavile. Rocks can be pretty important for getting some key KOs, most notably for Lando to reliably OHKO Scarfed Lele after a Rock Polish, who is also a problem if they aren't up, so getting them up reliably is also big.
 
One slight hitch with this--Bulu's terrain weakens Zard's EQ (against offensive Tran it's now a 2HKO rather than an OHKO) and negates WoW damage against grounded 'mons.
Ooh, that's a really good point about Heatran! You can't switch in on Earth Power then, although you can still switch into Flash Cannon/Magma Storm. WoW damage isn't much anyways, and the burn against stuff like Hippo/Lando-T/Chomp is more for the Atk drop, but still important to note!
 
Offensive core:Groundium z Garchomp+Choice Specs Magnezone

Garchomp @ Groundium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Earthquake
- Fire Blast
- Dragon Claw
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 54 HP / 252 SpA / 202 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Sd Groundium z Garchomp helps Magnezone to break through mons like Chansey,Heatran,Alolan marowak etc.Garchomp is also a great mon in beating stall with the ability to clean up a stall if the mons are weakend.Even with the fire blast Garchomp can get walled by Skarmory,Celesteela etc.
Magnezone helps chomp in this case.Magnezone also helps chomp to get past fat physical def mons.Landorus and Mega charizard x are a huge weakness to this core.So something that beats both Landorus and Mega charizard x (like tapu fini) will be a good addition to this core.
 
Last edited:
Core #2

and


For Bulu, it's the same EV spreads but I'll post them again.

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 164 HP / 252 Atk / 92 Spe OR 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Leech Seed
- Taunt / Substitute
- Nature's Madness / Stone Edge / Superpower
- Horn Leech


First EV spread outspeeds standard 0 speed Rotom-Wash so you can blow it away with Horn Leech, or set up a Sub on the Wisp/Volt Switch. The second EV spread lets Tapu Bulu outspeed defensive Landorus-T and maximizes its Attack, while the rest is dumped into HP for more tanking. Atk EVs can be shifted to HP and defenses if you don't care about the offensive presence (and even with 0 Atk investment, you easily 2HKO max Def Rotom-Wash).

Leech Seed and Horn Leech are mandatory for recovery. Wood Hammer is not preferred since this set is designed to come in many times, and set up Grassy Terrain/Leech Seed for the rest of the team, and Wood Hammer's recoil is actively detrimental to that. Plus, Horn Leech still hits plenty hard. Taunt and Nature's Madness are your best options most likely, so you can stop Ferrothorn/Skarm from setting up free hazards while you chip down mons like them/Heatran/Celesteela (the latter two on the switch).

(Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 16 Def / 72 SpD / 172 Spe
Impish Nature
- Roost
- Will-O-Wisp
- Earthquake
- Fire Punch/Dragon Tail/Flare Blitz/Dragon Claw

FULL CREDIT FOR THIS SPREAD GOES TO Baton Mash

"The speed is for max speed Timid Heatran, and is very vital as it can easily 2hko Zard-X with Earth Power. Will-O-Wisp is quite self explanatory for it, Earthquake is also needed to hit the likes of Tapu Koko, Magnezone and things like a weakened M-Metagross if you opt not to run Flare Blitz, or simply don't want recoil(Does 42-49% on standard(aka uninvested) MMeta spreads). As for the last move, there are many options, such as Flare Blitz, Fire Punch or even Dragon Claw. Dragon Tail is also very Niche but it could serve a purpose on this set(Which is why I think it should get mentioned on it). Now to dump some calcs."

Personally, I think that Flare Blitz is bad because of the recoil (and this is a sustaining bulky set), while Dragon Tail gives some useful phazing and Fire Punch is still plenty strong with a Tough Claws boost.

252 SpA Zap Plate Tapu Koko Thunderbolt vs. 248 HP / 72 SpD Charizard-Mega-X: 113-133 (31.4 - 37%) -- guaranteed 3HKO after Stealth Rock
252 Atk Tough Claws Metagross-Mega Zen Headbutt vs. 248 HP / 16+ Def Charizard-Mega-X: 151-178 (42 - 49.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Magnezone Flash Cannon vs. 248 HP / 72 SpD Charizard-Mega-X: 114-134 (31.7 - 37.3%) -- guaranteed 3HKO after Stealth Rock(Thunderbolt does from 35-42%, has a 76%~ chance to 2hko after rocks)
+1 252 SpA Volcarona Hidden Power Ground vs. 248 HP / 72 SpD Charizard-Mega-X: 214-252 (59.6 - 70.1%) -- guaranteed 2HKO after Stealth Rock
+1 252 Atk Kartana Sacred Sword vs. 248 HP / 16+ Def Charizard-Mega-X: 155-183 (43.1 - 50.9%) -- 3.9% chance to 2HKO
252+ Atk Choice Band Tapu Bulu Stone Edge vs. 248 HP / 16+ Def Charizard-Mega-X: 294-348 (81.8 - 96.9%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Garchomp Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 270-318 (75.2 - 88.5%) -- guaranteed 2HKO
252+ Atk Thick Club Marowak-Alola Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 282-334 (78.5 - 93%) -- guaranteed 2HKO
252 SpA Heatran Earth Power vs. 248 HP / 72 SpD Charizard-Mega-X: 208-246 (57.9 - 68.5%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor Bullet Punch vs. 248 HP / 16+ Def Charizard-Mega-X: 88-104 (24.5 - 28.9%) -- 98.6% chance to 3HKO after Stealth Rock
+6 0 Atk Scizor Bullet Punch vs. 248 HP / 16+ Def Charizard-Mega-X: 89-105 (24.7 - 29.2%) -- 99.9% chance to 4HKO
252 Atk Dugtrio Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 224-266 (62.3 - 74%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Greninja-Ash Dark Pulse vs. 248 HP / 72 SpD Charizard-Mega-X: 234-276 (65.1 - 76.8%) -- guaranteed 2HKO( Can also tank any hit from pre-Ash ninja w/ ease, but gets 2hko'd regardless.)
0 Atk Life Orb Protean Greninja Gunk Shot vs. 248 HP / 16+ Def Charizard-Mega-X: 133-157 (37 - 43.7%) -- guaranteed 3HKO
252 SpA Life Orb Greninja Dark Pulse vs. 248 HP / 72 SpD Charizard-Mega-X: 153-181 (42.6 - 50.4%) -- 1.2% chance to 2HKO
252 SpA Life Orb Greninja Surf vs. 248 HP / 72 SpD Charizard-Mega-X: 172-203 (47.9 - 56.5%) -- 83.2% chance to 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 72 SpD Charizard-Mega-X: 208-247 (57.9 - 68.8%) -- guaranteed 2HKO after Stealth Rock

0 Atk burned Landorus-Therian Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 123-145 (34.2 - 40.3%) -- guaranteed 3HKO
252+ Atk burned Landorus-Therian Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 160-189 (44.5 - 52.6%) -- 19.9% chance to 2HKO
+2 252+ Atk burned Tapu Bulu Superpower vs. 248 HP / 16+ Def Charizard-Mega-X: 186-219 (51.8 - 61%) -- 94.1% chance to 2HKO after Grassy Terrain recovery
252 Atk Mold Breaker burned Excadrill Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 138-163 (38.4 - 45.4%) -- guaranteed 3HKO
4 Atk Mold Breaker burned Excadrill Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 115-136 (32 - 37.8%) -- 94.2% chance to 3HKO
252+ Atk Choice Band burned Buzzwole Earthquake vs. 248 HP / 16+ Def Charizard-Mega-X: 155-183 (43.1 - 50.9%) -- 3.9% chance to 2HKO

What the core checks/counters (taking into account Grassy Terrain): Tapu Fini, Tapu Koko, Tapu Bulu, Mega Charizard Y, Double Dance Landorus-T, Ash Greninja, LO Protean Greninja, Kartana, Magnezone, Buzzwole, Magearna, Celesteela, Zygarde, Dugtrio, Keldeo, Weavile, Bisharp, Manaphy, Volcarona, Heatran, Jirachi, Serperior, Thundurus

What the core struggles with: Z-Fly Landorus-T/Salamence, Nidoking, Mamoswine, Tapu Lele, Garchomp, Hoopa-U, Mega Alakazam, Latios, Mega Charizard X, Alolan Marowak, Tyranitar, Excadrill, Kyurem-Black

Good partners: Mamoswine, Azumarill, revenge killers in general
Could Fini make a good third member? It completes the FWG core, is the best defogger in the tier, takes pressure off zard because it can deal with heatran, and has pretty good type synergy overall with the two. Also, you can reset between the terrains. The only problem I see is that misty terrain can render willo useless vs grounded mons, and makes your dclaw/dtail weaker, but since Willo is mostly for lando anyway, and because bulu can handle chomp and hippo, that shouldnt be too much of a problem, right?
 
and


Solid defensive core here.

Alolan Marowak covers the Electric and Grass weaknesses of Alomomomololalaa fairly well, while the giant fish covers the Water weakness while also having great physical bulk (helping with the Ground/Rock weakness) and most importantly providing Alolan Marowak with recovery in the form of enormous Wish passing.

Together, the core takes on threats like Phermosa, Tapu Koko, Mega Charizard X, Celesteela, Heatran, Mega Metagross, Excadrill, Mega Scizor, Tangrowth, and more.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 96 Atk / 28 Def / 68 SpD / 68 Spe
Impish Nature
- Shadow Bone
- Fire Punch
- Will-O-Wisp
- Bonemerang / Stealth Rock

EVs are a bit specific: Speed EVs outspeed minus speed Celesteela (most commonly Sassy), 96 Atk means you hit the same Atk as the 16 Atk Adamant spread (which is generally the minimum Atk you want) and still hit damn hard, Max HP + 68 SpD means Modest Specs Lele Psychic can't OHKO you from full (while you blow it back with Shadow Bone), and the rest are dumped into Defense (with a Defense boosting nature) so you can take on Phermosa/Koko U-Turns better.

Moves are fairly standard: Wisp to cripple common switch ins like Garchomp and Lando-T, as well as neutering almost all physical attackers, Shadow Bone for powerful STAB that lets you 2HKO Heatran and most anything that doesn't resist or have huge defensive investment, Fire Punch over Flare Blitz because you really don't want recoil damage, and Bonemerang is great since you can take any one hit from Heatran (Earth Power too) and blow it back with Bonemerang since it ignores Grassy Terrain and still hits hard. Stealth Rock over Bonemerang is fine too if you want a solid setter and already can deal with Heatran.

Alomomola @ Rocky Helmet / Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect

Standard EV spread from the analysis. Standard moves too. Wish passing to Alolan Marowak is great because it's prone to getting worn down due to 0 recovery, a weakness to SR, and the fact that it's often switched into stuff like Koko/Phermosa which can just U-Turn out for chip damage and momentum.
 
Last edited:
and


Solid defensive core here.

I've used this, and I have to say you need at least consider leftovers on mola (to prevent max attack Adamant Marowak from 2HKOing you, plus Shadow Bone is non-contact anyway). I personally prefer offensive Adamant Marowak since you can, for one thing, OHKO 252/252 Toxapex (whenever someone actually runs that) on the switch with Shadow Bone + Bonemerang (if you run it) among other things. Bulky is fine too, it's really a preference thing (my team needed the breaker more than the tank).
 
hey guys, im fairly new here, but I just wanted to offer my tidbit to the thread.

I'm pretty sure hail setups are being dismissed pretty hard right now buuut...

Hail Pivot Core



Pyukumuku @ Safety Goggles
Ability: Unaware
Shiny: Yes
EVs: 252 Hp / 128 Def / 128 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Toxic
- Protect
- Soak

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

So, the idea behind this core is Bulk/Defensive coverage on Ice.

Ninetales for obvious A. Veil. With this and an invest hp stat, ANinetales has the opportunity to make use of her offensive move pool.

ANinetales is also the fastest special attacking ice type in the game and it is one of the only ice types with access to nasty plot Blizzard.

Now, Pyukumuku. Not only does shiny Pyukumuku match Safety Goggles like the fashionable cucumber it is, it can now safely couple toxic with hail.

It's typing and bulk makes it not afraid of everything that scares Aninetales. It also literally has the ability to recover with three moves. Unaware makes setup sweeping on it pointless (this is important).

soak helps to eliminate STAB, provides more opportunities to land toxic, and most notably, works with Freeze Dry.

I believe this pokemon duo provides the means to make Hail a far more balanced strategy when supporting Pokémon like Mamoswine or other potential non-ice type sweepers.

Just my thoughts.

Some game data of hail pyukumuku:
http://replay.pokemonshowdown.com/gen7ou-529109140

http://replay.pokemonshowdown.com/gen7ou-529315550
 
Last edited:
I'm sure I'm going to get a little heat over this core considering how many people find two Aurora Veil users stupid, but anyway...
Dual Screens support core:



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

Mew @ Light Clay
Ability: Synchronize
EVs: 248 HP / 172 Def / 88 SpD
Impish Nature
- Aurora Veil
- Reflect / Light Screen
- Defog
- Explosion / U-turn / Stealth Rock

For me personally, I've find Alolan Ninetales teams a little muddled in execution. What an Aurora Veil team wants is to set Aurora Veil, however if it's just Ninetales setting it you need something to hard counter most of the steels in the tier (e.g. Magnezone), but this then takes up a valuable team slot. Additionally you often will require Defog or Rapid support to keep Ninetales healthy, or you lose your supply of Dual Screens.

All this produces a paradox, as you the more you try and support Ninetales the more it takes away from your offence. It also creates a huge issue with match-up, as 90% of your opponents will lead with a steel type that threatens Ninetales if they have one. With this in mind, I wanted a utility partner that would take as much heat off Ninetales as possible, leaving the rest of the team to be filled by pure offence. Mew seems ideal for this role.

The Ninetales set is standard, with the exception of Hail. I find Encore to be a stupid move for a "standard set", everyone knows you have it so slower pokemon just switch out and you lose momentum. Hail allows me to reset hail against common Ttar or Hippowdon switch-ins - with the resulting Aurora Veil leaving Ninetales with greater than 25% health after taking a Stone Edge from Ttar (provided he doesn't crit with the higher critical hit ratio). On the whole, this is much more use than coverage / Blizzard / Nasty Plot / Encore IMO, and can be used against other weathers in a pinch to ensure you don't lose out on momentum (the occasional Politoed, Zard-Y if you have to so Mew can set Aurora Veil).

The Mew EV spread is designed to switch into a Mega Metagross Meteor Mash and take a round of hail damage, then set Aurora Veil and take another round of hail damage to faint - then bringing in something that can set up on Metagross. This is a bit of a niche situation (and obviously works on the proviso that there isn't an attack boost by Metagross), but by tackling this worst case scenario the set is more than capable of switching into much more common steel leads, like Ferrothorn. Additionally often only one Aurora Veil set is all you need, and you can bring Ninetales in later once or twice where it is much less likely to have a crap match-up.

I know many people find Aurora Veil on a pokemon that doesn't set hail to be stupid, but all it means is Mew has to surface in a couple of turns while hail is up to set so long as opposing weather doesn't come out (which Ninetales is handy against with Hail). Comparing this to Reflect/Light Screen dual setting, which takes two turns and loses you momentum, I find it much more desirable. To make Mew more standalone, a conventional screen was added to the set to give Mew utility if Ninetales goes down - with most Aurora Veil teams using Zygarde I find Reflect better as some Moonblasts and Hidden Power Ices are still going to break your sub. Defog support is mandatory to protect Ninetales against rocks and your bulky set-up sweepers against Toxic Spikes. I've heard Reflect/Light Screen stacks with Aurora Veil, so there's a smidge of potential for taking quarter damage here.

For the last slot, Explosion is my move of choice. Explosion gives you two avenues to your set-up sweeper of choice - either double switching or using Explosion to bring them in for free. Explosion also means you don't have to risk a Toxic that might come from a manual switch (which is why I prefer it to the non-lethal U-turn).

Stealth Rock could be used in the last slot, however in terms of priorities I've found Aurora Veil setting > Defog > Stealth Rock - particularly when opponents try hard to Defog your screens away often ridding you of your Stealth Rock. Two rounds of hail damage = one round of neutral Stealth Rock damage anyway, and hail rids the opponent of Sashes (Dugtrio, some Wonder Trio stall) and things like Multiscale. Though you have no means to limit opponent switching by lacking rocks, these teams are built around setting up as a wincon and not momentum grabbing switching to counters, so I think it's perfectly fine to lack rocks (or use something else to set it) - but by all means it can be kept and double switching relied on to bring a sweeper in safely.

http://replay.pokemonshowdown.com/gen7ou-528925407 - Reflect and Aurora Veil setting by Mew (don't worry, I'm no longer using Sacred Sword on Keldeo, damn similar names).
http://replay.pokemonshowdown.com/gen7ou-528928986 - Mew taking on a match-up that seemed risky to set Aurora Veil, then setting Reflect later in the match.

I'm going to now try re-laddering with this bad boy, though I was already hitting around 1500 with a similar set-up. Hopefully with my team improvements I should now get even higher.
 

Phantom Me

Banned deucer.
Wanted to dump a few common offensive cores as I don't see them posted

Offensive Core

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Thunder Punch

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Focus Blast
- Hidden Power Fire

Pretty common Psychic Spam core. They weaken each other's counters so that on may sweep. Psychic Terrain lets Metagross fire strong Zen Headbutts. Tapu Lele can also hit Metagross's checks such as Scizor, Skarmory and Celesteela. Pokemons weakened by Metagross can be cleaned by Tapu Lele.


Offensive Core

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Substitute

Landorus-Therian @ Flynium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Fly
- U-turn/Stealth Rock

Another great core. Mega Gyarados is the sweeper here. Landorus lures bulky Grass types such as Tangrowth and Mega Venusaur and weakens them with Supersonic Skystrike for Gyarados to sweep. U-turn also lets Gyarados come in and setup safely. The two of them also exert offensive pressure.


Offensive Core

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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Toxic/Memento

Another offensive core. Greninja is a fearsome wallbreaker once it transforms. With Choice Specs, it can hit incredibly hard. However, it can't deal with Tapu Koko and Chansey. This is where Dugtrio comes in. By trapping them, dugtrio can kill Tapu Koko and Cripple Chansey with Screech. Toxic can also be used to deal with bulky grass types which gives Greninja trouble.


Hope you like it.
 
Wanted to dump a few common offensive cores as I don't see them posted

Offensive Core

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Thunder Punch

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Focus Blast
- Hidden Power Fire

Pretty common Psychic Spam core. They weaken each other's counters so that on may sweep. Psychic Terrain lets Metagross fire strong Zen Headbutts. Tapu Lele can also hit Metagross's checks such as Scizor, Skarmory and Celesteela. Pokemons weakened by Metagross can be cleaned by Tapu Lele.


Offensive Core

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Substitute

Landorus-Therian @ Flynium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Fly
- U-turn/Stealth Rock

Another great core. Mega Gyarados is the sweeper here. Landorus lures bulky Grass types such as Tangrowth and Mega Venusaur and weakens them with Supersonic Skystrike for Gyarados to sweep. U-turn also lets Gyarados come in and setup safely. The two of them also exert offensive pressure.


Offensive Core

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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Toxic/Memento

Another offensive core. Greninja is a fearsome wallbreaker once it transforms. With Choice Specs, it can hit incredibly hard. However, it can't deal with Tapu Koko and Chansey. This is where Dugtrio comes in. By trapping them, dugtrio can kill Tapu Koko and Cripple Chansey with Screech. Toxic can also be used to deal with bulky grass types which gives Greninja trouble.


Hope you like it.
If you actually cared to do the Damage Calculations, it will be

252 SpA Tapu Lele Hidden Power Fire vs. 252 HP / 252 SpD+ Celesteela: 94-112 (23.6 - 28.1%) -- possible 5HKO after Leftovers recovery

Most Celesteela are fully invested in special Defence. It only be a 5HKO from Hidden Power Fire. An uninvested Heavy Slam can OHKO Tapu Lele which is why I don't recommend using it against Celesteela.

0 Atk Celesteela Heavy Slam (120 BP) vs. 0 HP / 4 Def Tapu Lele: 330-390 (117.4 - 138.7%) -- guaranteed OHKO

Earthquake and Ice Punch is better than Hammer Arm and Thunder Punch on Metagross in my opinion, and Psychic is outclassed by Psyshock on Tapu Lele.

Landorus don't lure bulky grass types, Mega Gyarados does.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top