Project PU Good Cores

#26
Offensive Core
+

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam
- Destiny Bond

Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hyper Beam
- Sleep Powder
- Quiver Dance

I initially used the core to punish slower, bulkier teams that relied on Skuntank to check both Haunter and Lilligant in 1 slot. The idea of the core is for Haunter to lure in and kill Skuntank with destiny bond so that it can't be used as an offensive check to Lilligant, letting it preserve the normalium-z hyper beam for other checks such as Magmortar or Drampa. Equally, Lilligant can hyper beam the Skuntank so that it can't be used to pursuit trap Haunter. The core struggles with both mons sharing an average speed stat for offensive mons, meaning faster mons such as Archeops, Pyroar and Floatzel can easily pressure it.

Offensive Core
+

Combusken @ Fightinium Z
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Fire Blast
- Hidden Power [Electric]
- Protect

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Scald
- Toxic
- Substitute

This was another core that I used in the PU unOpen which was built around pressuring bulky water types such as Qwilfish, Gastrodon and Lanturn so that Combusken can break through with fightinium-z and clean up late game. It utilizes an uncommon set being special subtoxic Poliwrath which proved more reliable and versatile than the sub focus punch set, being able to chunk the incoming bulky waters with strong focus blasts without requiring a sub. The core got worse with Mesprit and Archeops dropping and the overall metagame speeding up to be more offensive, but it still puts in work against balance and slower offensive teams.
 
Last edited:
#27
Balanced Core

+


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Toxic

This is a neat little core I have fallen in love lately, because these 2 mons just have perfect chemistry between each other. Ferroseed quad-resists Gastros only weakness and Gastro resists fire type moves for Ferro. Also Gastro tanks special hits and Ferro physical ones. The only problem with this core are physical fighting types like Hitmonchan or Primeape. That's why you should always pair this core with a fighting resist like Mesprit or smth like Weezing, if you enjoy bulkier builds. I personally love how Oricorio-Sensu pairs with that core. Gastro eats electric moves and both of them rock type attacks. With Protect on Ferroseed, you can scout for fighting moves from mons like scarfed Primeape and therefore generate a free switchin into your ghost type. Also the booming Drampa couples well with Gastrodon, because of the extra grass immunity. Down below is a fun team you can try out.

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Fire Blast
- Focus Blast

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Toxic

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Revelation Dance
- Calm Mind
- Roost

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 32 SpD / 224 Spe
Adamant Nature
- Defog
- Pursuit
- Poison Jab
- Sucker Punch

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Stone Edge
 

Twix

is this a dog or a bear
is a Contributor to Smogon
#28
balance core

mesprit and qwilfish make the best hazard setting core in the entire tier and can fit on a variety of different teams, They also work very well in taking on physical attackers, especially annoying stuff like primeape. all you have to do is pair them up with a skuntank answer and you have a good team!!
(sick gif right!)
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Psychic
- Healing Wish
- U-turn
- Stealth Rock

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Spikes
- Taunt
- Scald
- Toxic Spikes
 
#29
Here are some effective cores I've been using lately:

/
+


This core is incredibly easy to pull off, with Silvally-Ghost bringing in Zangoose off of Parting Shots, so that Toxic Orb activates as soon as Zangoose switches in. Zangoose can sometimes struggle with Ghost-types, especially physically bulky ones that use Colbur Berry to mitigate damage from Dark-type attacks, like Gourgeist-XL and Palossand. Silvally-Ghost checks these, and 2HKOes both of them with STAB Shadow Ball. Silvally-Ghost also blocks incoming Mach Punches for Zangoose, as well as Primeape's Close Combat. In return, Zangoose just rips through any specially defensive wall that would give Silvally-Ghost a hard time, like Clefairy or Audino. Keep in mind however, Primeape needs to be chipped down to 50% before it can be KOed by Quick Attack, so be careful of when you use Parting Shot so as to not activate Primeape's Defiant.

Silvally-Fairy also pairs well with Zangoose, but for slightly different reasons. It does a better job at switching into Fighting-types for Zangoose, while acting as a Knock Off absorb at the same time. Basically, choose which type Zangoose needs to break past: Fighting-types or bulky Ghost-types, and then build accordingly. I've provided SD Silvally-Fairy below, but a bulkier RestTalk version can be used just as easily (as posted by galbia, here). These cores can be built with on VoltTurn balance, Webs HO, or on plain offensive teams.

In any case, Zangoose is a huge threat right now; I've seen a lot of teams posted recently by veteran players who don't bother to build with Normal resists, so capitalize on that meta trend with this core. If Silvally isn't your thing, Mesprit with Healing Wish and U-Turn support is also a terrific partner to Zangoose (as posted by Taskr, here).
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Close Combat
- Knock Off

Silvally-Ghost @ Ghost Memory
Ability: RKS System
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Ice Beam
- Flamethrower
- Shadow Ball

or

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Parting Shot / U-Turn
- Swords Dance
- Multi Attack
- Rock Slide / Flame Charge

http://replay.pokemonshowdown.com/gen7pu-630948346 vs PTF
http://replay.pokemonshowdown.com/gen7pu-648718993 vs ladder using sample

+


This core is brutal to play against, as it easily wears down opposing teams with a combination of Spikes, Toxic Spikes, and Hail in just two slots. Weather-reliant healing options (i.e. Moonlight, Morning Sun, and Synthesis) all have their effectiveness reduced by Abomasnow's Hail, meaning that it's harder to mitigate the entry hazard damage inflicted by Qwilfish. Water immune Pokemon that don't really care about Qwilfish, like Gastrodon for example, are forced out by Abomasnow. Likewise, Fighting-types that force Abomasnow out can be used by Qwilfish to setup entry hazards (with Primeape as an exception, so Poison Point can be used instead in order to avoid activating Defiant). The two synergize well with each other, with Abomasnow eating Electric- and Ground-type attacks for Qwilfish, while Qwilfish can field Bug-, Fighting-, Fire-, Poison-, and Steel-type moves for Abomasnow.

In configuration 1, Qwilfish can be used as an anti-lead with enough Speed to check Magmortar with Waterfall, and explodes in order to avoid Defog and Rapid Spin, while Abomasnow wallbreaks. In configuration 2, Qwilfish is used to pivot into Fighting-types and setup entry hazards, as well as to Taunt 240 Speed Skuntank out of Defog. Given this defensive variant of Qwilfish no longer outspeeds Magmortar, I built it together with Choice Scarf Abomasnow to avoid being pressured too badly by faster wallbreakers. Rocky Helmet is cool in general on entry hazard users, as it can prevent Rapid Spin from working properly if the Rapid Spin user is KOed by Rocky Helmet.

To use this core to its fullest potential, add SR, a spinblocker, and a Pokemon with Defiant / Contrary to pressure Defoggers. Pokemon like Golurk, Primeape, Kangaskhan, and Sableye all pair well with these two, for obvious reasons.
Configuration 1 (Offense):

Qwilfish @ Black Sludge / Focus Sash / Waterium Z
Ability: Intimidate / Poison Point
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes / Toxic Spikes
- Waterfall
- Taunt
- Explosion / Toxic Spikes

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Ice Shard / Focus Blast
- Earthquake
- Giga Drain
- Blizzard

Configuration 2 (Utility):

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 120 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Spikes
- Taunt

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blizzard
- Focus Blast
- Earthquake
- Energy Ball

http://replay.pokemonshowdown.com/gen7pu-632834858
http://replay.pokemonshowdown.com/gen7pu-632820546
http://replay.pokemonshowdown.com/gen7pu-632804208
http://replay.pokemonshowdown.com/gen7pu-632818993

+


What makes this core so potent is how easily Eelektross brings in and pressures many of Swanna's checks. For example, the offensive pressure that Eelektross exerts with Volt Switch often forces Lanturn to come in, whether it's ready to or not, which provides Eelektross the opportunity to wear Lanturn down with a combination of Knock Off and Giga Drain. Eelektross's enhanced bulk allows it to pivot into many of the specially offensive threats that usually scare Swanna out, especially Electric-types, and then gain momentum via a slow Volt Switch. This allows Swanna a free turn to setup a Substitute and then blow something away with Supersonic Skystrike on the following turn. In return, Swanna can beat some of Eelektross's checks, like Mold Breaker Pinsir and AV Hitmonchan. This combo is also done well by Oricorio-Sensu over Swanna, as well as other similarly powerful Substitute users.

I like to add to this core with other attackers that pressure Lanturn, like variants of Magmortar and Abomasnow with Earthquake. Additionally, Ferroseed is useful for walling bulky Lanturn and setting up entry hazards that will limit Lanturn's longevity, while its weaknesses are covered for by Swanna and vice versa.
Swanna @ Flyinium Z
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Hurricane
- Scald

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Knock Off
- Giga Drain
- Flamethrower
- Volt Switch

+


The concept of this core is very similar to the one above: bring in Archeops off of a slower Volt Switch, and let it wreak havoc. The targets that the core weakens are different though, with Archeops mainly being used to pressure Grass-types for Lanturn, while Lanturn breaks down bulky Rock- and Water-types that threaten Archeops (Gastrodon via Hidden Power Grass, for example). Lanturn also checks specially offensive Floatzel and Zebstrika, which are commonly used right now for outspeeding and KOing Archeops. Adding this core to teams is quite easy; remove entry hazards with something like Skuntank or Hitmonchan so that Archeops is less likely to enter Defeatist and so that Lanturn isn't worn down prematurely during the turns that it uses Volt Switch. Additionally, a defensive answer to Alolan Dugtrio and Lycanroc is required, so that these two aren't overwhelmed by offensive pressure. It's also possible to run bulky pivot Lanturn in this setup, but doing so causes matchups against Ferroseed and Gastrodon to be more difficult.
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn / Taunt
- Acrobatics
- Earthquake
- Roost

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 88 SpD / 168 Spe
Modest Nature
IVs: 0 Atk
- Scald / Hydro Pump
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
 
Last edited:
#30
Offensive Core

+


A rather simple idea - Oricorio for breaking, Ludicolo for cleaning. Oricorio can break though bulky grasses like Ferroseed and Tangela, while Ludicolo deals with Piloswine, Lanturn, and Regirock. Works best on rain teams obviously.

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Revelation Dance
- Hurricane

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance
 
#31
Defensive Core


Tangela and Tpye: Null, as a defensive core, are incredible together thanks to great synergy and high defensive stats, along with both getting access to Eviolite. Tangela and Type: Null blanket check most of the Physical and Special attackers in the tier, respectively, and either force them out or chip them, such as Archeops or Pyroar (yes after a Toxic, Tangela beats Archeops). Both get really neat abilities to use; Tangela gets access to Regenerator which is a fantastic ability for any defensive pivot to get and Type: Null gets Battle Armour meaning that it's unable to get critted. Type: Null also gets Swords Dance which gives this defensive core an extremely solid win condition too. PLEASE USE THIS LOL! (and no Gourg isn't better here for whoever is thinking that lelel)

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Leech Seed / Hidden Power Fire
- Giga Drain
- Synthesis

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Swords Dance
- Rest
- Sleep Talk
- Return


I have more cores, but I'll share those later n_n
 
Last edited:
#32
Ugly Mons Stall Core


Lurantis @ Leftovers
Ability: Contrary
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Leaf Storm
- Defog
- Hidden Power [Fire]
- Synthesis

Carbink @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock / Toxic
- Moonblast
- Power Gem
- Protect / Rest

Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Reflect / Stealth Rock
- Toxic
- Psywave
- Rest


I initially made this core with memes in mind, but after some testing it actually puts in work. Lurantis is a pretty cool Defogger with a good matchup vs most of the common hazard setters in the tier (Ferroseed, Qwilfish, Regirock). It's biggest issue is that it can let in many threatening breakers easily such as Magmortar, Oricorio, or Drampa. Carbink has the unique ability of covering all of these threats quite well thanks to its typing and absurdly high spdef. Carbink can also setup rocks, hits Fires and Birds for good damage with Power Gem and deter things like Gurdurr from setting up with Moonblast. Protect helps Carbink maintain some longevity with Leftovers and scout vs choiced mons. Toxic and Rest are also options to wear down switch ins or get more reliable recovery if paired with a cleric. Bronzor fits well as a check to some mons that can trouble this core. Archeops, Abomasnow, Eggy-A, and strong normal breakers are checked by Bronzor. Bronzor is also free to run Reflect thanks to Carbink providing rocks, making it harder to Pursuit trap. Good partners for this core are Fighting type stops like Musharna or Weezing, a Skuntank check, and ways of dealing with Mold Breaker Pinsir.

Murder Burb Balance Core


Murkrow @ Flyinium Z
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Mirror Move
- Brave Bird
- Sucker Punch
- Protect

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Seismic Toss
- Toxic
- Whirlpool


Fagtron inspired me to make a Murkrow team and I found Trapping Kangaskhan to be a fantastic partner. Z Mirror Move Murkrow can run through just about everything if it finds the opportunity. The only defensive mons it tends to struggle with are the two defensive rock types: Defensive Carracosta and Regirock. Kangaskhan baits in these two nicely and traps them with Whirlpool and Toxic. With these stops successfully removed, Murkrow can destroy most teams given the chance. I'd recommend pairing good fighting resists with this core as well as SS Carracosta stops with this core.

Heres a replay of the strategy working perfectly: http://replay.pokemonshowdown.com/gen7pu-654576157

Murkrow @ Flyinium Z
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Mirror Move
- Brave Bird
- Sucker Punch
- Protect

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Seismic Toss
- Toxic
- Whirlpool

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Psychic
- Stealth Rock
- Healing Wish
- U-turn

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 216 HP / 240 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Toxic
- Recover

Lycanroc @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Swords Dance
- Accelerock
- Fire Fang

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Defog
- Fire Blast

Mesprit stops fighting types that threaten Kangaskhan and outspeed Murkrow(Ape). Gastrodon stops Archeops and Carracosta which can be quite threatening. Lycanroc acts as a soft fire check, a cleaner that benefits from Murkrow's breaking power, and a Ferroseed lure as Ferro can chip Murkrow down a ton ending a sweep prematurely. Skuntank covers Psychics, Lilligant, and yet another Seed lure.
 
Last edited:
#33
Some effective cores I've been really enjoying lately:

+
+


This balanced core is incredibly reliable because it has the ability to check most of the meta while setting entry hazards, whittling the opponents team. Regirock is the Normal-, Flying-, and Fire-type check that provides Stealth Rocks and is able to dish out damage with Stone Edge and Counter. Qwilfish eats the Fighting and Water-type attacks that are directed at Regirock while setting Spikes and Toxic Spikes as it forces the opponent to switch out. Qwilfish's Rocky Helmet punishes common rapid spinners like Hitmonchan and it's access to Taunt and an excellent speed tier prevents mons like Togetic, Lurantis and Skuntank with 148 speed EVs and under from defogging. Finally, Eelektross takes on the Ground-type attacks directed at Regirock and the Electric-type attacks directed at Qwilfish while possessing great offensive pressure because of its excellent coverage. It also creates great momentum for the team with its slow Volt-Switch.

This core pairs well with wallbreakers and sweepers as they appreciate hazards, a strong backbone, and a slow Volt-Switch. Ghost-types fits well with the core as it acts as a spinblocker and a secondary fighting switch. Oricorio-Sensu specifically pairs well with the core as it appreciates Eelektross's bulk that allows it to pivot into the offensive threats that scare Oricoiro out and then gain momentum via a slow Volt-Switch as explained by 2xTheTap in his post above. A Psychic-type resist is also appreciated.
Regirock @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Counter
- Protect

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 120 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Spikes
- Taunt

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Knock Off
- Giga Drain
- Flamethrower
- Volt Switch


https://replay.pokemonshowdown.com/gen7pu-670935681 against ladder.