Resource SM Monotype Good Cores

#51
Defensive Steel Core



Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Roost
- Whirlwind
- Brave Bird

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 52 Def / 208 SpD
Careful Nature
- Power Whip
- Leech Seed
- Protect
- Spikes

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 52 SpA / 164 SpD / 44 Spe
Gentle Nature
- Lava Plume
- Stone Edge
- Earth Power
- Toxic


Skarmory is easily the best defensive wall Steel has to offer. It's moveset is pretty standard; Stealth Rock works well with Spikes on Ferrothorn for hazard stack support, Roost as reliable recovery, Whirlwind to phaze, and Brave Bird for damage. The 8 EVs invested in Speed allow Skarmory to speed-creep speed-creeping Azumarill, which is useful considering that BD Azumarill can potentially sweep Steel teams w/ Stealth Rocks up.

Ferrothorn acts as an effective special wall and for hazard stack support. Leech Seed and Protect works as its primary form of recovery while also allowing it to scout out Scarfs such as Victini and Hydreigon. The 56 and 208 EVs in Defense and SpD respectively allow Ferrothorn to survive a LO HP Fire from Protean Greninja as well as Terrakion's CC, while also being able to be 2HKO'd by a Focus Blast from Landorus and Raichu-A and 3HKO'd by Landorus's Earth Power, Tankchomp's Fire Blast, and Specs Hydreigon's Dark Pulse after Lefties recovery, all of which are threats to Steel teams. It's resistance to Electric types also makes it particularly useful vs. Electric teams, which are known to cause problems for Steel.

Heatran's set allows it to take on opposing walls and 1v1 most Heatran variants. It's EVs in SpD and SpA allow it to live an Earth Power from opposing offensive Heatrans and OHKO back with its own EP. If they are instead invested in HP, the 44 Speed EVs allows it to speed creep and 2HKO with Earth Power. This set is also able to outspeed base 80 walls and, more importantly, 16 Speed Mandibuzz and either wittle it down with Toxic or attack with Lava Plume if it's low enough before it gets the chance to Roost back up. Stone Edge also allows it to take on Volcarona and Mega Charizard Y, as it OHKO's both and survives a Focus Blast or a +1 HP Ground.



Mega Charizard X is an absolute monster against Steel and can generally blow through most Steel teams. If you allow the opposing Fire team to pop your Heatran's Balloon, Megazard X becomes 100x more dangerous as Heatran is rendered useless against it outside of resorting to switching between Heatran and Skarmory hoping that you out-predict your opponent until they run out of PP. AV Volcanion is also a prominent threat and is much harder to counter than its choice-locked counterpart. Ferrothorn switch? Click Fire Blast. Heatran switch? Click Steam Eruption. Rinse and repeat.


LO Greninja is especially potent against this core asProtean allows it to nearly OHKO Ferrothorn with HP Fire, with Hydro Pump OHKOing Heatran if you try to switch it in predicting the HP Fire. Mega Gyarados isn't usually that big of a deal unless it's running Taunt, in which case it becomes much more dangerous. Intimidate allows it to switch in vs. Ferrothorn before Mega evolving and essentially force a switch to Skarmory, allowing it to set up a DDance and Taunt before it can be Whirlwinded away.


Landorus, aka the biggest threat to Steel teams on Ground. Earth Power and Focus Blast can pretty much decimate this core, but even then it doesn't have to. The offensive pressure alone can force you to switch out, giving it the opportunity to set up a Gravity and sweep with some other Pokemon like Excadrill. Not a lot of fun


While these guys can't outright sweep this core like the other mons could, they're still incredibly powerful. Tapu Koko alone isn't very difficult to handle, as it's outright walled by Ferrothorn if it's not Specs HP Fire, but the support it gives with Electric Terrain allows Alolan Raichu, the real threat, to put in work. While Ferrothorn can attempt to stall out the Terrain with Leech Seed, Protect, and Lefties recovery, it can simply switch out into Tapu Koko, restart the terrain, and continue the fun, except this time with a heavily damaged Ferrothorn. It's like Hippowdon and Excadrill in ORAS except worse



Bisharp helps with the hazard stack core created by Ferrothorn and Skarmory, as it makes opponents think twice before clicking Defog to remove the hazards on their side of the field. It also helps vs. Normal matchups as it can knock off the Eviolites on Chansey and Pory2 whom would otherwise wall this core.


Magnezone, specifically Scarf TrapZone, can be used to trap opposing Heatrans and easily pop their balloons to make them easier to dispose of with your own Heatran. Also helps to trap in Empoleons that can threaten to Defog away hazards on Water teams, as well as taking care of half of the annoying SkarmDos core on Flying.


Magearna's amazing movepool allows it to check whichever mons threaten the team while also being able to utilize set-up moves such as Calm Mind and Shift Gear to sweep teams after 1 kill.


Excadrill is incredibly useful in that it helps vs. Fire and Electric teams, both of which are pains in the ass to deal with. It works as a check to Volcanion and Megazard X before a DDance, and it helps to nullify the annoying VoltTurn core on Electric.


Celesteela can almost solo Ground teams if it weren't for Landorus, but even then Lando can't completely overpower this monster without some initial damage. Max SpD Celesteela can survive an Earth Power under Gravity and does major damage back with Heavy Slam, not to mention if you decide to run HP Ice.
 
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Harpp

formerly Alpha-Harpreet
#52
Offensive Flying Core

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Tailwind
- Stone edge/Double edge

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Superpower
- Fire Punch

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast /Flamethrower
- Solar Beam
- Focus Blast
- Roost/Tailwind

Aerodactyl:
Aerodactyl is a go-to lead as it has blazing speed at base 130 and it get get rocks up fast and prevent opposing leads from setting up rocks with taunt. It is a very reliable SR setter.Tailwind on aerodactyl allows banded dragonite and Charizard y to open up holes early in the game. Stone edge is used as an attacking move and it retains some power as it is stab and a powerful attack however double edge may be used too as the recoil damage of it will kill aerodactly once sash is broken and tailwind is up so one can switch into a wallbreaker freely.

Dragonite
Extremely Powerful wallbreaker with a strong priority move in extremespeed. Banded outrage is very powerful denting even some steel types. Under Tailwind, Dragonite is sure to kill opposing pokemon as its speed is mitigated by it. Extremespeed helps to revenge kill or clean late game as it is a +2 priority move, also helping vs things like ice shard. Superpower is for walls such as porygon2,ferrothorn and heatran. The 4th slot is a filler move and i have used fire punch as it nails scizor without requiring charizard y.

Charizard Y
In the sun provided by Mega Charizard Y's Drought fire blast straight away one hit knocks out neutral targets and does a 2hko to the targets that resists it. Flamethrower may be used in place of fire blast however the power drop is noticeable. Solarbeam is used as it helps against ground, water and rock types as it does not require a charge turn thanks to the drought. Focus blast rounds off the coverage by hitting things like heatran that is immune to and resists the other two moves. In the last slot tailwind may be used to give teammates more chances to open up holes in the opposing team or possibly sweep. Roost is an option to run as well as it kind of mitigates char y's weakness to Stealth rock.

Threats:

Stealth Rock: Defog support is needed for the required core, as in particular dragonite and charizard y will be worn down extremely quickly if they switch into rocks. Rocks break Multiscale of dragonite and char y is seriously crippled by it. In addition, this core appreciates Rocks on other side of the field to punish opponents for switching and helping to get KOs.

Strong Ice attacks: This problem is more relevant when rocks are up as char y cant switch in to ice beams then. To remedy this problem i have been running celesteela to absorb ice attacks for the team, which otherwise is problematic.

Kyurem-Black A threat to the core and flying mono teams due to its pseudo boltbeam coverage. KyuremB is more problematic if it is scarf set and if tailwind is not up as it can finish both dragonite and char y with its coverage moves backed by high attack stat. To remedy this, it is essential to have stealth rock support as it prevents kyurem B from switching in freely. In addition one can run a fast scarfer than kyuremB that has the ability to take it down such as lando-T.

Electric Types: Electrcic types such as A-Raichu under Electric terrain are a huge threat as its boosted electric attacks under terrain can plough through the team.

Good teammates:

*Celesteela: it can be used to switch in on ice attacks for the teams due to the virtue of its steel typing and good defensive stats.

*Togekiss: Defog support and heal bell support while it can also switch into special attacks.

*Landorus-T: Scarf Lando-t is a great teammate that helps in cleaning and maintaining momentum with u-turn.

*Thundurus-T: High special attack and electric immunity makes it an ideal teammate for the core that also retains momentum with volt-switch.
 
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#53
Due to issues with my computer, all cores submitted will be reviewed on the coming weekend. However, feel free to post in the meantime.
 
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#54
Offensive Ghost Core
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Shadow Bone
- Earthquake
- Stealth Rock

Gengar @ Life Orb
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Focus Blast
- Shadow Ball
- Thunderbolt

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance
This is a simple offensive core utilizing a strong special attacker, a strong physical attacker, and a cleaner.

Marowak-Alola is our "Fire", setting rocks and dishing out excellent offensive presence with Thick Club boosted STABs. It resists Fire, Ice, Fairy, and Grass hits and hits hard with Flare Blitz and Shadow Bone. Max Speed is used for similar reasons to Golurk and Alolan Golem, to outpace slow bulky threats like Mega-Venusaur, Skarmory, Mandibuzz, and 2HKO them readily. Fire Punch + Lightning Rod can be used if you want to better face off against electric and wall a whole bundle of threats (magnezone, koko, etc).

Gengar is out special attacker, clearing through defensive threats that can't be handled by Marowak. Dual STABs give Gengar the moost oomph, while Focus BLast hits Steels and Dark Types. The final slot can go between T-bolt (for Celesteela and Mantine), D-bond or Taunt.

Mimikyu is our cleaner and anti-dark weapon, able to use Disguise to safely pull off swords dance and sporting near-perfect offensive coverage. Despite this, Mimikyu isn't strong enough to break through walls by itself, so needs the support of the other two. Ghostium gives Mimikyu the most powerful nuke to dispatch defensive threats like Clefable while Life Orb gives Mimikyu more sustained offensive presence.

Good Teammates
- Mega Sableye: provides excellent support for this core, soaking the Dark and Ghost attacks all 3 fear and bouncing status and hazards.
- Gourgeist / Jellicent provide an excellent defensive backbone for this core to lean on, soaking everything but hard Dark / Ghost STAB.

Threats:
- Dark Types: Any powerful Dark type can hazard this core, and although Mimikyu can usually scare them out it's often your most powerful tool in this match up. Be careful.
- Set Up: Any sort of strong set up (DD Zard-X, SD Lando) can get ugly fast.
- Speedy Threats: This core relies on brute force and can't consistently check fast threats like Tapu Koko.
 
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#55
Defensive Ice Type Core



Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 56 Atk / 200 Def
Impish Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Roar

Lapras @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Surf
- Hidden Power [Fire]
- Toxic

Piloswine - Piloswine serves as the physical wall of the core. It also provides Stealth Rock support which any team can use (especially in the Fire MU). Piloswine is immune to the Electric moves that Lapras is weak to, and Thick Fat makes it neutral to Fire as well when Piloswine can hit back with Stab, SE Earthquake. The EV spread allows Piloswine to tank 2 V-Creates from Victini while guaranteeing the KO back after the defense drop. Icicle Crash is for Stab, while Roar can help with handling certain threats like Charizard X after it tanks a hit.
Lapras - Lapras serves as the special wall of this core. Its typing makes it neutral to Steel and Fire, but in return, it gains a weakness to Grass and to Electric. However, it has an immunity to the Water type moves that Piloswine is weak to, which is why I opted for Lapras over Walrein. Freeze-Dry is a must have move on any Lapras in order to help with the Water MU, and Surf is for Stab (although, Hydro Pump works too, but I prefer accuracy over power). For the third move, I went with Hidden Power Fire for the ability to hit Grass and Steel Super-effectively, but Thunderbolt, Psychic, Ice Beam, or Ancient Power are all different options that you could use depending on your needs. Toxic fills the last slot as with max HP and SpD does not give it the ability to hit overly hard, so Toxic provides an option against stall teams and gives Lapras another way to damage the opponent


Scizor - No explanation required


Magearna - This thing can have any number of sets, all of which can prove devastating to Ice. It also does not have the 4x weakness that we can exploit vs Scizor. The good news though is that Magearna does not have the priority that Scizor has, so (unless Magearna is running Shift Gear), it is possible to outspeed and kill it. Also be weary of Soul-Heart


Mega-Metagross - I promise that this is the last Steel type I will include (there are others I can add to the list, ie. Excadrill, Heatran, etc). Like Scizor and Magearna, Mega-Metagross is bulky, making it hard enough to take down. Also like Magearna, there is no x4 weakness we can exploit. Mega-Metagross also has a massive 150 base with Meteor Mash, Bullet Punch, and Hammer Arm all being rather common moves on its sets. Not to mention Tough Claws makes his attacks hit harder. Piloswine gets severely dented (~60-71%) from Mega-Metagross's Meteor Mash, while MM also has the chance to boost his attack. In return, Piloswine can only do ~54-64% back.


Charizard - This refers to both Charizard X and Y. Charizard X has the ability to set up and hit hard with a Tough Claws boosted Flare Blitz. Piloswine helps to alleviate this problem, tanking Char X, then hitting it hard back with Earthquake, the KO being guaranteed after Rocks. However, in my opinion, Charizard Y is the bigger issue for Ice. Charizard Y gets sun from its ability, Drought, and it hits Ice hard with either Flamethrower or Fire Blast. As if that isn't scary enough, Piloswine and Lapras are both weak to Grass, which Charizard Y gets easy access to with Solar Beam. The good news is that Charizard Y is weak to Electric and Rock, and has poor physical defenses, making it possible to take Charizard Y down.


Infernape - Infernape has the annoying ability to be either Physical or Special while having 2 Stabs that Ice does not like. This makes Infernape very hard to predict, and, by the time you know the general set it is running, you have probably already lost a Pokemon to it. Also, Fighting is the other type that Piloswine and Lapras are both weak to, making Infernape a reliable Pokemon to break the core.



*Note* I am going to come back at a later date to add more threats to this list (Ice has quite a few of them), its just that these are the first ones I thought of as I was writing this.


Ninetales-Alola - Alolatales is a staple on Gen 7 Ice teams with good reason. Especially with a defensive core, Aurora Veil becomes even more invaluable. Offensively, it also has potential using Nasty Plot with Blizzard and Moonblast while also having a good speed tier.


Kyurem-Black - Kyurem-B has the offensive presence that a defensive core like this loves. It has the ability to put a dent into the threats listed above, albeit with Outrage, Fusion Bolt, or Earth Power. Like Piloswine and Lapras, Kyurem-B is also neutral to Fire, but it shares their weakness to Fighting.


Avalugg/Sandslash-Alola - A spinner/defogger is imperative on any Ice team. Avalugg has fantastic Defensive bulk (95/184) with reliable recovery in Recover. Avalugg is a pure Ice type, which means that it takes 25% from rocks, and its speed leaves a lot to be desired, but its sheer defenses allow it to tank hits that most other Ice types cannot. Sandslash has good defensive bulk as well (75/120) with the resistances provided by Steel. However, Ice/Steel has a 4x weakness to Fire and Fighting. In return, Sandslash gets Slush Rush which means that it will most likely outspeed the opponent and get off the spin.


Weavile - Being one of the types that is weak to Stealth Rocks, so a way to remove them is needed. However, the two defoggers, Delibird and Articuno, are both 4x weak to Rocks which is why they are not usually recommended. That leaves Rapid Spin. Being a normal type move, Ghost Types prevent Rapid Spin from working, so a reliable way to counter Ghost is useful as it can make the Ghost MU easier or simply take out the Ghost threat on the opponents team. Weavile just happens to be the first I can think of off of the top of my head. Weavile has one of the highest base Atk stats of the Ice Type and a good speed tier with it, but, keep in mind, it is also 4x weak to Fighting.


Note: Please feel free to critique this. This is my first attempt at one of these, and I would love to learn from people who have more experience than I do.
 
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#56
Offensive Normal Core

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Fire Punch
- Quick Attack

Porygon-Z @ Normalium Z
Ability: Download
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball / Thunderbolt
- Ice Beam
- Thunderbolt / Recover / Shadow Ball
- Conversion


This normal core utilizes Diggersby to break down walls and Porygon-Z to sweep after its appropriate checks have been eliminated. Choice Band Diggersby has very few switch ins; choice banded Frustration 2HKOs almost everything that doesn't resist it, with Earthquake hitting most of Frustration's resists for at least neutral damage. Fire Punch hits Skarmory and Celesteela, two notable resists to the Ground + Normal coverage, landing a 2HKO. Porygon-Z after Z-Conversion gains a +1 Stat boost in every stat, making it slightly bulkier, but also much more powerful. A choice of shadow ball and thunderbolt can be chosen, with each providing sweeps against specific types.

The EVs for these sets are relatively self explanatory; Diggersby runs Adamant to land critical 2HKOS and OHKOs that a Jolly Nature simply cannot accomplish. 4 Spd ensures that the download users in the tier, the Porygons, do not get a SpA boost. Porygon-Z runs maximum offensive EVs and a Timid Nature to outspeed Scarf Excadrill and Heracross after a Z-Conversion while maintaining its offensive power.

Overall, this core can be placed on Hyper Offensive normal builds and balanced normal builds alike. The offensive pressure ensures that momentum is not lost with either mon, while a balanced eviolite core can supply the core with proper team support (hazards) to aid both Diggersby at break walls and Porygon-Z at sweeping.
Approved.
Offensive Trick Room Fairy Core

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Volt Switch
- Focus Blast

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stone Edge
- Wood Hammer
- Superpower
- Zen Headbutt

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Hidden Power [Ground]
This is a fun little Trick Room Fairy Core I've been utilizing. The idea is to hit hard from both the special and physical sides while making use of momentum to keep from wasting TR turns.

Magearna is my primary TR setter, and can generate momentum using Volt Switch to get Bulu and Sylveon. It is also a powerful abuser in itself, hitting very hard with modest 252 SpA Fleur Cannon and nuking with Z-Fleur Cannon. Other options include Z-Focus Blast and Ice beam or T-bolt over Volt Switch. Life Orb can also be utilized, although it chips Magearna's ability to sustain defensive presence.

Tapu Bulu is my primary TR abuser, hitting absurdly hard with adamant grass STAB and sporting solid coverage in stone edge and superpower. Zen Headbutt is for hitting poison types, although Horn Leech is an option to help keep Bulu healthy against ground and water. Grassy Terrain halves EQ damage, allowing Bulu to help the entire team against ground. It especially helps cover Magearna's ground weakness, allowing it to tank earthquakes and offering the team passive recovery.

Sylveon is my secondary TR Abuser, hitting on the special side with powerful pixilate hyper voices. From their Shadow Ball rounds out the special coverage (hitting everything neutrally outside of Pyroar), and Psyshock giving you something to nuke poison. HP Ground is for Heatran, though you can run HP Fire if you wish to deal with steel (though it's kind of a lost MU anyways). It can sponge special attackers Magearna and Bulu fear like Flamethrower, Ice Beam, Earth Power, Air Slash: giving the core some defensive momentum.

Good Teammates for this core include Mimikyu (world's most reliable TR setter), Azumarill (steel neutrality and TR abuser), and Tapu Koko (excellent speedy pivot and special attacker for outside of TR).
Approved.
Bulky Offensive Dragon Core
+
+
or

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 208 Def / 48 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Goodra @ Assault Vest
Ability: Gooey
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Sludge Bomb
- Flamethrower
- Muddy Water

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Hidden Power [Fire]

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish

A bulky offensive core of Dragon-type I used for the most of Gen 6 and still use in Gen 7. It's supposed to help the team with taking incoming hits while still having moderate amount of offensive presence to fight back, as Dragon-type appreciates having a bulky backbone, but is not suited well for pure defense.

Garchomp: Arguably the best physically defensive tank Dragon-type has. The combination of Rough Skin and Rocky Helmet punishes the use of some extremely spammable attacks against the Dragon-type team, such as Bullet Punch, Ice Punch and Play Rough (albeit while the latter two deal high damage to Garchomp in average, contact damage still often puts the users of said moves in revenge KO range). Decent overall bulk also lets Garchomp set Stealth Rock up and start the Dragon Tail phazing chain which can wear out the opposing team and make it easier for your cleaner to plow through. Garchomp's natural power also makes this set still decent at tackling Steel-type teams, which resist Dragon-type attacks, despite lower power compared to the fast offensive set. If Steel wasn't too much of a concern, Toxic could be a nice replacement to Fire Blast to make some extremely bulky Pokemon, like Porygon2, more managable for the team.
Garchomp's EV spread lets it outspeed Speed+ Magearna, while the rest is dumped into physical bulk.

Goodra: One of the specially bulkiest Pokemon in the metagame and equipped with Assault Vest, Goodra can soak up from 2 to 4 supereffective special hits often (such as extremely strong special Dragon attacks once, survive two scarf Latios' Draco Meteors or two average STAB-boosted Ice Beams and Moonblasts), while having just enough power and coverage to strike back, or not giving its enemy the freedom of moves at worst (like tackling Togekiss and similar Fairy-types with Sludge Bomb to force it into Roosting very often and possibly enduring poisoning), providing you a free switch-in for your wallbreaker. Gooey lets it sacrifice itself to halt an opposing Outrage sweep, but Sap Sipper can be used instead if you have Choice Scarf Latios as a teammate, since it already handles the most of extremely fast Dragon-types. For other options, Goodra could use Draco Meteor + Dragon Tail combo, or any different coverage attack in the 4th moveslot depending on what you feel you're struggling with.
Goodra's EV spread lets it outspeed uninvested base 80 Speed Pokemon, such as Mega Venusaur and Mandibuzz. More Speed can be run in expense of HP or Special Attack depending on your concerns.

Latios: The male Eon twin has great Speed, power and Defog, letting him to remove troubling hazards for the core while possessing the high amount of offensive presense. Alternatively, his sister Latias can be used instead for the added Healing Wish support to recover the defensive backbone of the team, but make sure to get a decent special wallbreaker alongside Latias, as while Latios can serve as a special wallbreaker for the team, Latias can't do it well due to lower offense and having only two moveslots for attacks. As for Latios' moves, he can run Surf, Thunderbolt, Energy Ball or even Shadow Ball in place of Hidden Power Fire if you feel like Fire coverage is redundant on him.
Latios can opt for Soul Dew over Life Orb to preserve his health in expense of slight amount of power. In that case, set Latios' HP IVs back to 31. Latios can also run Choice Scarf set with Defog instead.
P.S. If you wish to run both Latios and Latias at once, they need a different approach depending on how would their partnership be used. I will either describe it in another post later, or can answer directly if you message me.

Wallbreakers and Choice Scarf users in general: This core is supposed to support them, so take advantage of the core! Due to the similarity of many Dragon-type Pokemon and the way they can be run (one Pokemon can be either a wallbreaker or a scarfer depending on your style), it's hard to list some in particular, but the best could be Choice Scarf Hydreigon with U-turn (who checks Mega Metagross), Choice Band Dragonite or Kyurem-Black, and a check to Cloyster in Choice Scarf set for Latios or Choice Band Dragonite with Extreme Speed.

Feel free to point at grammatical mistakes if there are any.
For Goodra, add more speed investment if you truly want to outspeed Mega Venusaur, because most spreads include speed investment that would either tie, our outspeed your current Goodra spread. After Muddy Water add Earthquake / Thunderbolt / Power Whip. Otherwise you're good.
Offensive Rock Core:


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Toxic/ knock off /Infestation

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake /Iron head
- Quick Attack

Nihilego @ Choice Specs / Life orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Psychic
- Thunderbolt /hp fire /Grass knot


The core is pretty simple to use, shuckle sets up hazards which enables terrakion and nihilego outspeed mon and hit them hard with their band and specs attacks respectively. Terrakion on the core deals with steel types that are problematic for rock mono teams, and demolishes walls with its banded attacks and nihilego steam rolls teams with its beast boost ability and its good 103 base speed which is further improved with sticky web support.

Shuckle
Shuckle provides the core with much needed hazard support in the form of stealth rock and sticky webs which enables terrakion and nihilego to score ohkos and outspeed mons with sticky web. As for the item, mental herb is used on shuckle as it gurantees at least one hazard if the opponent uses taunt and trick. encore is used to lock opposing pokemon into set up moves and gain momentum to the team. Encore is very good on shuckle as it is set up fodder due to its putrid offenses. In the last slot toxic may be used to cripple walls and put the opposing pokemon on a timer, however infestation traps and damages even poison types and that is an option to run too. Knock off may also be used in the last slot as it is a good utility move and certainly helps against walls to remove items from pokemon that are crippled without it.

Terrakion:
Terrakion when equipped with a band has absolutely no safe switch-ins and it deals with annoying wall for rock such as skarmory and celesteela:
*252 Atk Choice Band Terrakion Close Combat vs. 252 HP / 252+ Def Skarmory: 166-196 (49.7 - 58.6%) -- 71.1% chance to 2HKO after Leftovers recovery
*252 Atk Choice Band Terrakion Close Combat vs. 252 HP / 252+ Def Celesteela: 205-243 (51.5 - 61%) -- guaranteed 2HKO
Terrakion also decimates neutral targets with its strong fighting and rock stab moves. Sticky web enables terrakion to outspeed grounded pokemon and it acts like a psuedo scarf to it. Stone edge is the other stab move that hits very hard too and pretty much 2hkos anything that resists close combat:
*252 Atk Choice Band Terrakion Stone Edge vs. 248 HP / 252+ Def Venusaur-Mega: 153-180 (42.1 - 49.5%) -- 87.5% chance to 2HKO after Stealth Rock
*252 Atk Choice Band Terrakion Stone Edge vs. 252 HP / 232+ Def Slowbro: 168-198 (42.6 - 50.2%) -- 39.5% chance to 2HKO after Stealth Rock and Leftovers recovery.
Earthquakes hits mega metagross, jirachi harder than close combat without lowering the defenses of terrakion. Iron head is an option to run as it deals with fairy types like clefable without having to rely on shaky accuracy of stone edge. Quick attack in the last slot enables to finish off weakened belly drum azumarill and is a priority move to finish off weakened pokemon.

Nihilego
The above mentioned set is an all out attacker set as nihilego can make use of its with its good speed(103 base) and a very good special attack. Power gem and sludge wave are mandatory stab move that hit hard with a specs boost. However life orb can be used as it allows to switch between moves. Power gem is go-to-stab move as rock has very good coverage offensively. Sludge wave deals with grass and fairy types and has a small chance to poison the foe. Psychic is specifically to help out vs fighting types as fighting types usually have no hazard control support and once shuckle has set sticky web then nihilego can proceed to sweep late game with its beast boost ability, as it outspeeds everything outside of scarf terrakion and hawlucha on fighting with webs supportIn the last slot, thunderbolt can be used to hit bulky water types and grass knot is an option for ground types such as gastradon and hippowdown however hp fire may be used too to deal with steel types such as ferrothorn,scizor and mega metagross.

Threats:
Grass Types: Grass types such as breloom and mega venusaur are huge threats to the core. Breloom can spore and set sword dance and proceed to mach punch sweep where as sheer bulk of mega venusaur makes it difficult to stop it.

Water Types: Water types such as azumarill,sharpedo mega are threats to the core as the former can do an aqua jet sweep with belly drum where as the latter can proceed to sweep with its speed boost ability.

Steel Types: Steel types such as mega metagross and scizor are a huge threat as both them are very tricky to deal for rock mono.

Teammates
-Cradily
-Tyranitar
-Rhyperior
-Omastar
For Terrakion, before Iron Head put Poison Jab / X-Scissor / Zen Headbutt. Realistically there isn't much of a reason to use Iron Head over any of these on Rock because it only helps with Fairy, which Poison Jab also does while being entirely more useful in hitting Grass. Terrakion's Dual STAB's cover everything else that Iron Head would be used for as well. I know Fighting can be extremely dangerous for Rock, but until it picks up in usage I would suggest having Grass Knot in Psychic's slot and adding Psychic as a slash to HP Fire. Grass Knot helps with two weaknesses in Ground and Water, both of which are used fairly often in the current meta and otherwise could really have a field day with Rock. I would also add HP Ice as an option after HP Fire. Otherwise you're good.
Balance Pivot Dark core




Dark is an extremely versatile type being able to use many offensive cores, but I prefer having at least two pivots that can cover each other's weaknesses quite well

Tyranitar@ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Thunder Wave
- Fire Blast
- Stone Edge

Trump'sFlyWall (Mandibuzz) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Roost
- Foul Play
- U-turn
- Defog

The only mon that really rivals tyrnaitar as a special wall on dark is alolan muk but in raw defensive presence tyranitar surpasses with sandstream enabling it to multiply its own special defense by 1.5 in sandstorm and unlike alolan muk with assault vest it is still able to use support moves such as stealth rock and thunderwave. It can switch into almost any special attack barring something like volcanion or landorus which is why I enjoy Hoopa-Unbound as a partner whether it be av or scarf depending on your team. Stone edge is a good stab that enables it to put pressure on flying types such as zapdos or char y that can r3k havoc without ttar. Thunderwave is mostly used either for parahax vs bulky mons to try and prevent recovery or it can be used to cripple a fast mon that may wreak havoc on your team late game. Twave also supports some of the slow attackers on your team to help them secure kos. Fire blast is simple enough in this steel-centric meta especially when ttar is going to lead most of the time, It does significant damage to things such as skarmory, ferrothorn, and celesteela to pressure them into making predictable moves.


Mandibuzz compliments tyranitar so well from being physical attacker to also being immune or nuetral to most of its weaknesses. Foul play is used because mandibuzz is usually the only mon on dark that can tank those boosted physical hits and foul play+rocky helmet vs an attack boosted mon usually cripples or kills whatever thinks it can take out mandi. U-turn grants amazing momentum and one of the primary reasons it's so great on a pivot dark team. You can wall something like a gyarados and safetly u-turn out of whatever the opponent switches into.


Good partners would be any effective offensive core that can cover eachother's weaknesses because dark can use a lot of mons. Ex: Gren+scarf krook+Hoopa u or Alolan Muk+Gren+ inceneroar/banded krook/mega doom if it ever gets released.


252 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 252+ SpD Tyranitar: 102-122 (25.2 - 30.1%) -- 0.2% chance to 4HKO after Leftovers recovery

252 SpA Togekiss Aura Sphere vs. 252 HP / 252+ SpD Tyranitar: 160-192 (39.6 - 47.5%) -- guaranteed 3HKO after Leftovers recover

+1 252 SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Tyranitar: 218-258 (53.9 - 63.8%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Heatran Flash Cannon vs. 252 HP / 252+ SpD Tyranitar: 128-152 (31.6 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery

252 Atk Terrakion Close Combat vs. 248 HP / 252+ Def Mandibuzz: 136-162 (32.1 - 38.2%) -- 96.5% chance to 3HKO

252+ Atk Choice Band Tapu Bulu Superpower vs. 248 HP / 252+ Def Mandibuzz: 150-177 (35.4 - 41.8%) -- guaranteed 3HKO

+2 8 Atk Mandibuzz Foul Play vs. 248 HP / 16+ Def Scizor-Mega: 202-238 (58.8 - 69.3%) -- guaranteed 2HKO


http://replay.pokemonshowdown.com/gen7monotype-505408638 v poison

http://replay.pokemonshowdown.com/gen7monotype-504654510 v steel

http://replay.pokemonshowdown.com/gen7monotype-489134365 A few weeks old v fairy pre lele ban but still shows the importance of mandi+ttar

Not that many replays with these two but i did spend a lot of time using them. Defensive mandi+ttar is on all of my dark teams.


These guys are pretty basic but i dont see them getting as much use as i would think so i figured i'd share it on here for anyone wanting a base to start with dark. I've always believed the only manditory mon on any dark is mandibuzz.
Glad to see your posting again. For Tyranitar, put Stone Edge / Rock Slide and you're good.
Balanced Poison Core


Salazzle @ Choice Specs
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Dragon Pulse
- Hidden Power [Ground]

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Earthquake

Crobat @ Rocky Helmet
Ability: Inner Focus
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- U-turn
- Brave Bird

With Steel and Ground being the two worst match-ups for Poison this gen, this core aims at giving a way for Poison teams to beat those types with quite a bit of ease.

Salazzle, with a Choice Specs, is able to outspeed OHKO every unboosted Steel type, aside from Heatran, with Fire Blast. It also resists Mega Scizor's Bullet Punch, something which would otherwise threaten any Poison team. Hidden Power Ground allows it to lure in and OHKO Heatran that lacks an Air Balloon, the only reliable Fire switch-in on Steel teams. Salazzle is also able to get the same KOs with Flamethrower, if you would prefer accuracy instead.
Against Ground teams, Salazzle is able to heavily dent every viable Ground type with Fire Blast aside from Garchomp, Gastrodon, and Seismitoad, which in turn are checked by Mega Venusaur. That being said, Sand Rush Excadrill is something to watch out for.

Mega Venusaur's primary job against Steel teams is to check Choice Scarf Excadrill. Earthquake allows it to hit most Steel types, especially specially defensive Empoleon, Bisharp, and Excadrill, and can lure in and KO Heatran. The remaining Steel types are easily swept by Salazzle.
Against Ground teams, it is primarily a check to Gastrodon and Seismitoad. While Mega Garchomp is somewhat checked by Crobat, Mega Venusaur is able to dent the remaining team with Giga Drain, especially Hippowdon, allowing for Salazzle to clean later on due to the lack of sand.

With Choice Scarf Excadrill being a threat to Poison teams, defensive Crobat takes the third spot in the core. It provides the core with the essential hazard removal it needs, and acts as a secindary defensive backbone. It helps deal chip damage against Excadrill, and can readily switch into Iron Head, while Mega Venusaur checks it if it is locked into Rock Slide. After a bit of damage, Excadrill is then put in range of any source of priority on the team.
Although it is able to check Choice Scarf Excadrill, Choice Band is a different story. Its is 2HKOed by Iron Head, and with the chip damage from Rocky Helmet and Brave Bird, Excadrill is once again put in range of any source on priority on the team, namely Sucker Punch from either Nidoking or Skuntank.

Nidoking and Nidoqueen may act as secondary Steel checks with Earth Power and Fire Blast, and are able to set rocks to break Magnezone's and Skarmory's Sturdy.
Skuntank, Alolan Muk, and Drapion are able to switch into Psychic type moves that the core is weak to. Skuntank and Muk are able to then threaten with priority in Sucker Punch and Shadow Sneak, while Skuntank and Drapion are able to trap threats with Pursuit. Drapion and Alolan Muk are able to use Knock Off, removing Choice items and Leftovers, helping Salazzle clean much easier later on. Skuntank is also able to remove hazards with Defog.
Scolipede is able to clean weakened Fire, Ice, Psychic, and Steel teams on its in with Megahorn, Superpower, Earthquake and Rock Slide. It is also able to outspeed every notable threat after two Speed Boosts, especially Sand Rush Excadrill.

252 Atk Mold Breaker Excadrill Iron Head vs. 248 HP / 252+ Def Crobat: 112-133 (30 - 35.6%) -- 34% chance to 3HKO

252 Atk Mold Breaker Excadrill Rock Slide vs. 248 HP / 252+ Def Crobat: 140-166 (37.5 - 44.5%) -- guaranteed 3HKO

252+ Atk Choice Band Excadrill Iron Head vs. 248 HP / 252+ Def Crobat: 184-217 (49.3 - 58.1%) -- 98.4% chance to 2HKO

252+ Atk Choice Band Excadrill Rock Slide vs. 248 HP / 252+ Def Crobat: 230-272 (61.6 - 72.9%) -- guaranteed 2HKO

0 Atk Crobat Brave Bird vs. 0 HP / 0 Def Excadrill: 89-105 (24.6 - 29%) -- 99.9% chance to 4HKO

252 SpA Choice Specs Salazzle Fire Blast vs. 0 HP / 0 SpD Metagross-Mega: 444-524 (147.5 - 174%) -- guaranteed OHKO

252 SpA Choice Specs Salazzle Fire Blast vs. 252 HP / 252+ SpD Celesteela: 344-408 (86.4 - 102.5%) -- 18.8% chance to OHKO

252 SpA Choice Specs Salazzle Hidden Power Ground vs. 0 HP / 0 SpD Heatran: 336-396 (104 - 122.6%) -- guaranteed OHKO

252 SpA Choice Specs Salazzle Fire Blast vs. 244 HP / 0 SpD Gliscor: 306-360 (86.9 - 102.2%) -- 18.8% chance to OHKO

252 SpA Choice Specs Salazzle Fire Blast vs. 252 HP / 112 SpD Hippowdon: 273-322 (65 - 76.6%) -- guaranteed 2HKO after Leftovers recovery
If this is a true Balance Core, Mega Venusaur should be SpD rather than Def since you have Max Def Helm Crobat. Put Corrosion on Salazzle for a chance to Poison. I would also put some speed invest into Mega Venusaur, around 16+ EVs, so that you can avoid speed creeps from Pokemon such as Goodra, Mandibuzz, etc. Let me know when it's fixed and I'll look over it again.
Bulky- Offensive Fighting Core


Cobalion @ Chople Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Volt Switch
- Stealth Rock

Kommo-O @ Life Orb
Ability: Bulletproof
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Autotomize
- Clanging Scales
- Focus Blast
- Flash Cannon

Buzzwole @ Choice Band
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leech Life
- Focus Punch
- Ice Punch
- Thunder Punch
This is a nice bulky-offensive core I've been using for my fighting team with moderate success (1550 is the highest i could get, too much electric ;w;).

Cobalion is my SR setter, and general fairy and psychic check. It hits what it needs to hit, Fairies, hard with Iron Head. It can generate momentum using Volt Switch to get Kommo-O and Buzzwole in against threats it can't manage. T-wave stops threats like Mega-Metagross and Shift Gear Magearna from cleaning your team. Taunt is an option over Volt Switch to lead better and Shuca can be used to better manage ground types. I use Jolly Nature is cause you're using Volt Switch for momentum, not damage, and it isn't worth hurting your bulk or physical offense to boost it's damage.

Kommo-O is my primary special attacker, hitting absurdly hard with modest dragon and fighting STAB and sporting solid fire / steel coverage. Automatize lets you clean against dragon, electric, and other types given the right conditions, and unlike keldeo Kommo-O isn't walled by Slowbro, Toxapex, or Latias in the Psychic/Water match ups. Your coverage outside of stabs is either flamethrower or flash cannon, depending on whether you want to reliable kill the likes of scizor and ferrothorn or whether you want to have any presence against Fairy.

Buzzwole is my primary physical wallbreaker/attacker, sporting powerful bug and fighting STAB. It's main caveat apart from heracross is it's impressive physical bulk, which allows it to check threats like Belly Drum Azumarill and Band Excadrill while effortlessly switching in on Fighting and Ground moves other teammates fear. It also sports good coverage with the elemental punches, able to deck mons Heracross can't like Tapu Fini, Gliscor/Lando, and Mega-Garchomp (though hasty/naive mega-chomp outspeeds). Choice Scarf is an option, where you sacrifice power to clean, and earthquake can be run over T-punch if you want to better manage poison types.

Good Teammates for this core include Scarfers, to offensely check threats to the core. Sweepers like Breloom, Hawlucha, and Hitmonlee can also use the holes punched by our wallbreakers to clean late-game..

Edit: Fixed EVs and Mispel x-x
Having Choice Band Focus Punch seems insanely risky, especially when Fighting has such a handicap right now anyways. I would definitely see something like Superpower being much more useful rather than taking a chance with getting hit and making Buzzwole useless.
Defensive Grass Core

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Synthesis
- Hidden Power [Fire]
- Sludge Bomb
- Earthquake / Leech Seed / Giga Drain / Sleep Powder

Cradily @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Slide
- Toxic
- Recover
- Stealth Rock

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 40 Def / 216 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect / Knock Off


This is a classic grass offensive core, utilizing 3 bulky grass types to set hazards and check most offensive threats. Combined, the three mons have no weaknesses, and thus can check each other's weaknesses.

Ferrothorn should be brought out often, as it can threated to Leech Seed, Set Spikes or just get off solid damage with Gyro Ball. However, its lack of recovery often forces it out on more powerful attackers. Cradily is the primary stealth rock setter, and can use Toxic to check offensive threats. Rock Slide is primarily for Volcarona, but can also hit Zapdos and Mantine for some damage. Venusaur's set is tailored toward steel, as Hidden Power Fire + Earthquake can 2HKO most steel types, outside of air balloon Heatran. Together, if the core remains healthy, Grass will consistently have a backbone to fall upon.

Teammates:
While this core is solid, it does have its shortcomings. Mega-Metagross, Scizor-Mega, and Landorus-I (carrying Psychic) can all bust through this core with the proper moves, and offensive checks to those threats are needed. Breloom can take out Scizor-Mega after it has been weakened by Venusaur. Celebi and Scarf Tapu Bulu can act as offensive checks to Landorus-I; Wood Hammer kills from Tapu Bulu, and Celebi takes close to nothing from Earth Power, Psychic, and Focus Blast. Dhelmise can spin off hazards and also prevent rapid spins.

Explanation for EVs:
Venusaur: 16 speed ensures that Venusaur does not get outsped by a maximum speed adamant Azumarill and also outspeeds other base speed 80s (such as Mandibuzz and No Speed Defensive Togekiss). The rest of the EVs are pumped into defense to deal with physical threats such as Scizor-Mega better.
Cradily: As Venusaur generally does not want to take Special Fire Moves, Cradily has most of its EVs put into Special Defense to tank special hits better. In addition, the special defense gives the best chance for living Volcarona Bug Buzzs, and thus serves as the primary check to Volcarona on grass teams.
Ferrothorn: The EVs for Ferrothorn are a bit odd, yet they serve to check Metagross-Mega and Kyurem-Black. 40+ defense ensures that Ferrothorn lives Ice Punch (or any other move barring Hammer Arm) and Hammer Arm after rocks, while 216 SpD is used to take Kyurem-Black ice beams.

Calculations:
+2 252+ Atk Technician Scizor-Mega Bug Bite vs. 248 HP / 244+ Def Venusaur-Mega: 225-265 (61.9 - 73%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 244+ Def Venusaur-Mega: 151-178 (41.5 - 49%) -- guaranteed 3HKO
0 SpA Venusaur-Mega Hidden Power Fire vs. 0 HP / 0 SpD Scizor-Mega: 204-244 (72.5 - 86.8%) -- guaranteed 2HKO

+1 252+ SpA Volcarona Bug Buzz vs. 252 HP / 252+ SpD Cradily: 342-404 (90.9 - 107.4%) -- 43.8% chance to OHKO (this just shows that grass has a bad time with volcarona)
0 Atk Cradily Rock Slide vs. 0 HP / 0 Def Volcarona: 388-460 (124.7 - 147.9%) -- guaranteed OHKO

252+ SpA Life Orb Teravolt Kyurem-Black Ice Beam vs. 252 HP / 216 SpD Ferrothorn: 146-173 (41.4 - 49.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Tough Claws Metagross-Mega Ice Punch vs. 252 HP / 40+ Def Ferrothorn: 81-96 (23 - 27.2%) -- possible 5HKO after Leftovers recovery
(81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96)
252 Atk Tough Claws Metagross-Mega Hammer Arm vs. 252 HP / 40+ Def Ferrothorn: 214-254 (60.7 - 72.1%) -- guaranteed 2HKO after Leftovers recovery
(214, 218, 220, 222, 226, 228, 230, 232, 236, 238, 240, 242, 246, 248, 250, 254)

254 + 96 = 350 < 352 (Ferro's HP)


(Was going to go in depth on each one, but then I realized how many threats there are)









(Ground)
Approved.
Water Stall

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 216 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald / Protect
- Volt Switch
- Heal Bell
- Toxic

Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Protect
- Perish Song


great synergy. works perfect on water stall, and is capable of checking most obvious threats to water stall, like Mega Charizard Y and Tapu Koko. Lanturn provides heal bell support for Azumarill and allows easy pivoting. if you're not running scald on Lanturn watch out for thundurus-I with Volt Absorb as you'll have to rely on toxic + protect to wear it down. toxapex is there to take on pretty much any physical attacker. you could also run baneful bunker on this over tspikes, if you're using mantine in your team, but tspikes in general is fantastic to go with this core since it's passive as fuck and combined with protect on both lanturn and azumarill it works even better. teammates for this core would obviously be swampert for sr support, maybe scarf keldeo as a revengekiller for pokemon like hoopa-u and friends, and mantine for defog since spikes really messes up this core. it's also very reliant on scald burns to work so good luck with that!
Approved.
Defensive Steel Core



Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Roost
- Whirlwind
- Brave Bird

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 52 Def / 208 SpD
Careful Nature
- Power Whip
- Leech Seed
- Protect
- Spikes

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 52 SpA / 164 SpD / 44 Spe
Gentle Nature
- Lava Plume
- Stone Edge
- Earth Power
- Toxic


Skarmory is easily the best defensive wall Steel has to offer. It's moveset is pretty standard; Stealth Rock works well with Spikes on Ferrothorn for hazard stack support, Roost as reliable recovery, Whirlwind to phaze, and Brave Bird for damage. The 8 EVs invested in Speed allow Skarmory to speed-creep speed-creeping Azumarill, which is useful considering that BD Azumarill can potentially sweep Steel teams w/ Stealth Rocks up.

Ferrothorn acts as an effective special wall and for hazard stack support. Leech Seed and Protect works as its primary form of recovery while also allowing it to scout out Scarfs such as Victini and Hydreigon. The 56 and 208 EVs in Defense and SpD respectively allow Ferrothorn to survive a LO HP Fire from Protean Greninja as well as Terrakion's CC, while also being able to be 2HKO'd by a Focus Blast from Landorus and Raichu-A and 3HKO'd by Landorus's Earth Power, Tankchomp's Fire Blast, and Specs Hydreigon's Dark Pulse after Lefties recovery, all of which are threats to Steel teams. It's resistance to Electric types also makes it particularly useful vs. Electric teams, which are known to cause problems for Steel.

Heatran's set allows it to take on opposing walls and 1v1 most Heatran variants. It's EVs in SpD and SpA allow it to live an Earth Power from opposing offensive Heatrans and OHKO back with its own EP. If they are instead invested in HP, the 44 Speed EVs allows it to speed creep and 2HKO with Earth Power. This set is also able to outspeed base 80 walls and, more importantly, 16 Speed Mandibuzz and either wittle it down with Toxic or attack with Lava Plume if it's low enough before it gets the chance to Roost back up. Stone Edge also allows it to take on Volcarona and Mega Charizard Y, as it OHKO's both and survives a Focus Blast or a +1 HP Ground.



Mega Charizard X is an absolute monster against Steel and can generally blow through most Steel teams. If you allow the opposing Fire team to pop your Heatran's Balloon, Megazard X becomes 100x more dangerous as Heatran is rendered useless against it outside of resorting to switching between Heatran and Skarmory hoping that you out-predict your opponent until they run out of PP. AV Volcanion is also a prominent threat and is much harder to counter than its choice-locked counterpart. Ferrothorn switch? Click Fire Blast. Heatran switch? Click Steam Eruption. Rinse and repeat.


LO Greninja is especially potent against this core asProtean allows it to nearly OHKO Ferrothorn with HP Fire, with Hydro Pump OHKOing Heatran if you try to switch it in predicting the HP Fire. Mega Gyarados isn't usually that big of a deal unless it's running Taunt, in which case it becomes much more dangerous. Intimidate allows it to switch in vs. Ferrothorn before Mega evolving and essentially force a switch to Skarmory, allowing it to set up a DDance and Taunt before it can be Whirlwinded away.


Landorus, aka the biggest threat to Steel teams on Ground. Earth Power and Focus Blast can pretty much decimate this core, but even then it doesn't have to. The offensive pressure alone can force you to switch out, giving it the opportunity to set up a Gravity and sweep with some other Pokemon like Excadrill. Not a lot of fun


While these guys can't outright sweep this core like the other mons could, they're still incredibly powerful. Tapu Koko alone isn't very difficult to handle, as it's outright walled by Ferrothorn if it's not Specs HP Fire, but the support it gives with Electric Terrain allows Alolan Raichu, the real threat, to put in work. While Ferrothorn can attempt to stall out the Terrain with Leech Seed, Protect, and Lefties recovery, it can simply switch out into Tapu Koko, restart the terrain, and continue the fun, except this time with a heavily damaged Ferrothorn. It's like Hippowdon and Excadrill in ORAS except worse



Bisharp helps with the hazard stack core created by Ferrothorn and Skarmory, as it makes opponents think twice before clicking Defog to remove the hazards on their side of the field. It also helps vs. Normal matchups as it can knock off the Eviolites on Chansey and Pory2 whom would otherwise wall this core.


Magnezone, specifically Scarf TrapZone, can be used to trap opposing Heatrans and easily pop their balloons to make them easier to dispose of with your own Heatran. Also helps to trap in Empoleons that can threaten to Defog away hazards on Water teams, as well as taking care of half of the annoying SkarmDos core on Flying.


MegaGross works incredibly well with this core as its pseudo-BoltBeam coverage in Thunderpunch and Ice Punch allows it to decimate Flying cores that normally wall this core, as well as simply being a source of powerful offensive pressure that further takes advantage of the hazard stack support provided by Skarm and Ferro.


Magearna can also serve a similar purpose to MegaGross as it's great movepool allows it to check the threats to this team, especially when working alongside MegaGross.


Excadrill is incredibly useful in that it helps vs. Fire and Electric teams, both of which are pains in the ass to deal with. It works as a check to Volcanion and Megazard X before a DDance, and it helps to nullify the annoying VoltTurn core on Electric.


Celesteela can almost solo Ground teams if it weren't for Landorus, but even then Lando can't completely overpower this monster without some initial damage. Max SpD Celesteela can survive an Earth Power under Gravity and does major damage back with Heavy Slam, not to mention if you decide to run HP Ice.
Approved.
Offensive Flying Core

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Tailwind
- Stone edge/Double edge

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Superpower
- Fire Punch

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast /Flamethrower
- Solar Beam
- Focus Blast
- Defog /Roost/Tailwind

Aerodactyl:
Aerodactyl is a go-to lead as it has blazing speed at base 130 and it get get rocks up fast and prevent opposing leads from setting up rocks with taunt. It is a very reliable SR setter.Tailwind on aerodactyl allows banded dragonite and Charizard y to open up holes early in the game. Stone edge is used as an attacking move and it retains some power as it is stab and a powerful attack however double edge may be used too as the recoil damage of it will kill aerodactly once sash is broken and tailwind is up so one can switch into a wallbreaker freely.

Dragonite
Extremely Powerful wallbreaker with a strong priority move in extremespeed. Banded outrage is very powerful denting even some steel types. Under Tailwind, Dragonite is sure to kill opposing pokemon as its speed is mitigated by it. Extremespeed helps to revenge kill or clean late game as it is a +2 priority move, also helping vs things like ice shard. Superpower is for walls such as porygon2,ferrothorn and heatran. The 4th slot is a filler move and i have used fire punch as it nails scizor without requiring charizard y.

Charizard Y
In the sun provided by Mega Charizard Y's Drought fire blast straight away one hit knocks out neutral targets and does a 2hko to the targets that resists it. Flamethrower may be used in place of fire blast however the power drop is noticeable. Solarbeam is used as it helps against ground, water and rock types as it does not require a charge turn thanks to the drought. Focus blast rounds off the coverage by hitting things like heatran that is immune to and resists the other two moves. In the last slot defog can be used to clear off hazard as charizard y forces switches. However tailwind may be used to give teammates open up holes by teammates or possibly sweep. Roost is an option to run as well as it kind of mitigates char y's weakness to Stealth rock.

Threats:

Stealth Rock: Defog support is needed for the required core, as in particular dragonite and charizard y will be worn down extremely quickly if they switch into rocks. Rocks break Multiscale of dragonite and char y is seriously crippled by it. In addition, this core appreciates Rocks on other side of the field to punish opponents for switching and helping to get KOs.

Strong Ice attacks: This problem is more relevant when rocks are up as char y cant switch in to ice beams then. To remedy this problem i have been running celesteela to absorb ice attacks for the team, which otherwise is problematic.

Kyurem-Black A threat to the core and flying mono teams due to its pseudo boltbeam coverage. KyuremB is more problematic if it is scarf set and if tailwind is not up as it can finish both dragonite and char y with its coverage moves backed by high attack stat. To remedy this, it is essential to have stealth rock support as it prevents kyurem B from switching in freely. In addition one can run a fast scarfer than kyuremB that has the ability to take it down such as lando-T.

Electric Types: Electrcic types such as A-Raichu under Electric terrain are a huge threat as its boosted electric attacks under terrain can plough through the team.

Good teammates:

*Celesteela: it can be used to switch in on ice attacks for the teams due to the virtue of its steel typing and good defensive stats.

*Togekiss: Defog support and heal bell support while it can also switch into special attacks.

*Landorus-T: Scarf Lando-t is a great teammate that helps in cleaning and maintaining momentum with u-turn.

*Thundurus-T: High special attack and electric immunity makes it an ideal teammate for the core that also retains momentum with volt-switch.
Remove Defog from Char-Y. You're using Suicide lead Aero, so having Defog, let alone on a Pokemon that depends on access to Roost, doesn't make much sense. Otherwise you're good.
Offensive Ghost Core
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Shadow Bone
- Earthquake
- Stealth Rock

Gengar @ Life Orb
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Focus Blast
- Shadow Ball
- Thunderbolt

Mimikyu @ Fairium Z
Ability: Disguise
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance
This is a simple offensive core utilizing a strong special attacker, a strong physical attacker, and a cleaner.

Marowak-Alola is our "Fire", setting rocks and dishing out excellent offensive presence with Thick Club boosted STABs. It resists Fire, Ice, Fairy, and Grass hits and hits hard with Flare Blitz and Shadow Bone. Max Speed is used for similar reasons to Golurk and Alolan Golem, to outpace slow bulky threats like Mega-Venusaur, Skarmory, Mandibuzz, and 2HKO them readily. Fire Punch + Lightning Rod can be used if you want to better face off against electric and wall a whole bundle of threats (magnezone, koko, etc).

Gengar is out special attacker, clearing through defensive threats that can't be handled by Marowak. Dual STABs give Gengar the moost oomph, while Focus BLast hits Steels and Dark Types. The final slot can go between T-bolt (for Celesteela and Mantine), D-bond or Taunt.

Mimikyu is our cleaner and anti-dark weapon, able to use Disguise to safely pull off swords dance and sporting near-perfect offensive coverage. Despite this, Mimikyu isn't strong enough to break through walls by itself, so needs the support of the other two. Fairium gives Mimikyu the most powerful nuke to dispatch defensive threats like Clefable and Mandibuzz while Life Orb gives Mimikyu more sustained defensive presence.

Good Teammates
- Mega Sableye: provides excellent support for this core, soaking the Dark and Ghost attacks all 3 fear and bouncing status and hazards.
- Gourgeist / Jellicent provide an excellent defensive backbone for this core to lean on, soaking everything but hard Dark / Ghost STAB.

Threats:
- Dark Types: Any powerful Dark type can hazard this core, and although Mimikyu can usually scare them out it's often your most powerful tool in this match up. Be careful.
- Set Up: Any sort of strong set up (DD Zard-X, SD Lando) can get ugly fast.
- Speedy Threats: This core relies on brute force and can't consistently check fast threats like Tapu Koko.
Approved.
Defensive Ice Type Core



Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 56 Atk / 200 Def
Impish Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Lapras @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 156 SpA / 100 SpD
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Surf
- Hidden Power [Fire]
- Heal Bell

Piloswine - Piloswine serves as the physical wall of the core. It also provides Stealth Rock support which any team can use (especially in the Fire MU). Piloswine is immune to the Electric moves that Lapras is weak to, and Thick Fat makes it neutral to Fire as well when Piloswine can hit back with Stab, SE Earthquake. The EV spread allows Piloswine to tank 2 V-Creates from Victini while guaranteeing the KO back after the defense drop. Icicle Crash is for Stab, and Ice Shard is for picking off weakened threats that switch in.
Lapras - Lapras serves as the special wall of this core. The EV's are designed to maximize special bulk while also giving Lapras the ability to hit has hard as it can. With no reliable recovery, Lapras has to make the most of the turns it gets to hit, which is why I chose not to maximize both HP and SpD. Its typing makes it neutral to Steel and Fire, but in return, it gains a weakness to Grass and to Electric. However, it has an immunity to the Water type moves that Piloswine is weak to, which is why I opted for Lapras over Walrein. Freeze-Dry is a must have move on any Lapras in order to help with the Water MU, and Surf is for Stab (although, Hydro Pump works too, but I prefer accuracy over power). For the third move, I went with Hidden Power Fire for the ability to hit Grass and Steel Super-effectively, but Thunderbolt, Psychic, Ice Beam, or Ancient Power are all different options that you could use depending on your needs. For the last move, you can choose any of the coverage moves listed above.


Scizor - No explanation required


Magearna - This thing can have any number of sets, all of which can prove devastating to Ice. It also does not have the 4x weakness that we can exploit vs Scizor. The good news though is that Magearna does not have the priority that Scizor has, so (unless Magearna is running Shift Gear), it is possible to outspeed and kill it. Also be weary of Soul-Heart


Mega-Metagross - I promise that this is the last Steel type I will include (there are others I can add to the list, ie. Excadrill, Heatran, etc). Like Scizor and Magearna, Mega-Metagross is bulky, making it hard enough to take down. Also like Magearna, there is no x4 weakness we can exploit. Mega-Metagross also has a massive 150 base with Meteor Mash, Bullet Punch, and Hammer Arm all being rather common moves on its sets. Not to mention Tough Claws makes his attacks hit harder. Piloswine gets severely dented (~60-71%) from Mega-Metagross's Meteor Mash, while MM also has the chance to boost his attack. In return, Piloswine can only do ~54-64% back.


Charizard - This refers to both Charizard X and Y. Charizard X has the ability to set up and hit hard with a Tough Claws boosted Flare Blitz. Piloswine helps to alleviate this problem, tanking Char X, then hitting it hard back with Earthquake, the KO being guaranteed after Rocks. However, in my opinion, Charizard Y is the bigger issue for Ice. Charizard Y gets sun from its ability, Drought, and it hits Ice hard with either Flamethrower or Fire Blast. As if that isn't scary enough, Piloswine and Lapras are both weak to Grass, which Charizard Y gets easy access to with Solar Beam. The good news is that Charizard Y is weak to Electric and Rock, and has poor physical defenses, making it possible to take Charizard Y down.


Infernape - Infernape has the annoying ability to be either Physical or Special while having 2 Stabs that Ice does not like. This makes Infernape very hard to predict, and, by the time you know the general set it is running, you have probably already lost a Pokemon to it. Also, Fighting is the other type that Piloswine and Lapras are both weak to, making Infernape a reliable Pokemon to break the core.



*Note* I am going to come back at a later date to add more threats to this list (Ice has quite a few of them), its just that these are the first ones I thought of as I was writing this.


Ninetales-Alola - Alolatales is a staple on Gen 7 Ice teams with good reason. Especially with a defensive core, Aurora Veil becomes even more invaluable. Offensively, it also has potential using Nasty Plot with Blizzard and Moonblast while also having a good speed tier.


Kyurem-Black - Kyurem-B has the offensive presence that a defensive core like this loves. It has the ability to put a dent into the threats listed above, albeit with Outrage, Fusion Bolt, or Earth Power. Like Piloswine and Lapras, Kyurem-B is also neutral to Fire, but it shares their weakness to Fighting.


Avalugg/Sandslash-Alola - A spinner/defogger is imperative on any Ice team. Avalugg has fantastic Defensive bulk (95/184) with reliable recovery in Recover. Avalugg is a pure Ice type, which means that it takes 25% from rocks, and its speed leaves a lot to be desired, but its sheer defenses allow it to tank hits that most other Ice types cannot. Sandslash has good defensive bulk as well (75/120) with the resistances provided by Steel. However, Ice/Steel has a 4x weakness to Fire and Fighting. In return, Sandslash gets Slush Rush which means that it will most likely outspeed the opponent and get off the spin.


Weavile - Being one of the types that is weak to Stealth Rocks, so a way to remove them is needed. However, the two defoggers, Delibird and Articuno, are both 4x weak to Rocks which is why they are not usually recommended. That leaves Rapid Spin. Being a normal type move, Ghost Types prevent Rapid Spin from working, so a reliable way to counter Ghost is useful as it can make the Ghost MU easier or simply take out the Ghost threat on the opponents team. Weavile just happens to be the first I can think of off of the top of my head. Weavile has one of the highest base Atk stats of the Ice Type and a good speed tier with it, but, keep in mind, it is also 4x weak to Fighting.


Note: Please feel free to critique this. This is my first attempt at one of these, and I would love to learn from people who have more experience than I do.
Just nitpicking with this one, but because this is a Defensive Core, I would suggest changing Ice Shard to Roar / Toxic on Piloswine. On Lapras, I don't really see the need for Heal Bell over Toxic, Roar, or even another attack to better manage threats like Ancient Power for Char-Y. Also, I did a lost of calcs for 156 SpA and I don't know what its for, unless you just want a 3HKO on Ferrothorn if it doesn't hit Leech Seed. Otherwise either put more investment into SpA to hit certain threats or put more into SpD. I'll review again when its changed.
 
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#57
Balanced Poison Core


Salazzle @ Choice Specs
Ability: Oblivious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Dragon Pulse
- Hidden Power [Ground]



Salazzle, with a Choice Specs, is able to outspeed OHKO every unboosted Steel type, aside from Heatran, with Fire Blast. It also resists Mega Scizor's Bullet Punch, something which would otherwise threaten any Poison team. Hidden Power Ground allows it to lure in and OHKO Heatran that lacks an Air Balloon, the only reliable Fire switch-in on Steel teams. Salazzle is also able to get the same KOs with Flamethrower, if you would prefer accuracy instead.
Against Ground teams, Salazzle is able to heavily dent every viable Ground type with Fire Blast aside from Garchomp, Gastrodon, and Seismitoad, which in turn are checked by Mega Venusaur. That being said, Sand Rush Excadrill is something to watch out for.


252 SpA Choice Specs Salazzle Fire Blast vs. 0 HP / 0 SpD Metagross-Mega: 444-524 (147.5 - 174%) -- guaranteed OHKO

252 SpA Choice Specs Salazzle Fire Blast vs. 252 HP / 252+ SpD Celesteela: 344-408 (86.4 - 102.5%) -- 18.8% chance to OHKO

252 SpA Choice Specs Salazzle Hidden Power Ground vs. 0 HP / 0 SpD Heatran: 336-396 (104 - 122.6%) -- guaranteed OHKO

252 SpA Choice Specs Salazzle Fire Blast vs. 244 HP / 0 SpD Gliscor: 306-360 (86.9 - 102.2%) -- 18.8% chance to OHKO

252 SpA Choice Specs Salazzle Fire Blast vs. 252 HP / 112 SpD Hippowdon: 273-322 (65 - 76.6%) -- guaranteed 2HKO after Leftovers recovery
Why oblivious over corrosion? Corrosion still gives you a 10% chance to poison other poison types with sludge wave. It's not much, but oblivious does nothing for a specs set, as far as I can tell.
 
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#58
Defensive Ice Type Core



Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 56 Atk / 200 Def
Impish Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Roar

Lapras @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Freeze-Dry
- Surf
- Hidden Power [Fire]
- Toxic

Piloswine - Piloswine serves as the physical wall of the core. It also provides Stealth Rock support which any team can use (especially in the Fire MU). Piloswine is immune to the Electric moves that Lapras is weak to, and Thick Fat makes it neutral to Fire as well when Piloswine can hit back with Stab, SE Earthquake. The EV spread allows Piloswine to tank 2 V-Creates from Victini while guaranteeing the KO back after the defense drop. Icicle Crash is for Stab, while Roar can help with handling certain threats like Charizard X after it tanks a hit.
Lapras - Lapras serves as the special wall of this core. Its typing makes it neutral to Steel and Fire, but in return, it gains a weakness to Grass and to Electric. However, it has an immunity to the Water type moves that Piloswine is weak to, which is why I opted for Lapras over Walrein. Freeze-Dry is a must have move on any Lapras in order to help with the Water MU, and Surf is for Stab (although, Hydro Pump works too, but I prefer accuracy over power). For the third move, I went with Hidden Power Fire for the ability to hit Grass and Steel Super-effectively, but Thunderbolt, Psychic, Ice Beam, or Ancient Power are all different options that you could use depending on your needs. Toxic fills the last slot as with max HP and SpD does not give it the ability to hit overly hard, so Toxic provides an option against stall teams and gives Lapras another way to damage the opponent


Scizor - No explanation required


Magearna - This thing can have any number of sets, all of which can prove devastating to Ice. It also does not have the 4x weakness that we can exploit vs Scizor. The good news though is that Magearna does not have the priority that Scizor has, so (unless Magearna is running Shift Gear), it is possible to outspeed and kill it. Also be weary of Soul-Heart


Mega-Metagross - I promise that this is the last Steel type I will include (there are others I can add to the list, ie. Excadrill, Heatran, etc). Like Scizor and Magearna, Mega-Metagross is bulky, making it hard enough to take down. Also like Magearna, there is no x4 weakness we can exploit. Mega-Metagross also has a massive 150 base with Meteor Mash, Bullet Punch, and Hammer Arm all being rather common moves on its sets. Not to mention Tough Claws makes his attacks hit harder. Piloswine gets severely dented (~60-71%) from Mega-Metagross's Meteor Mash, while MM also has the chance to boost his attack. In return, Piloswine can only do ~54-64% back.


Charizard - This refers to both Charizard X and Y. Charizard X has the ability to set up and hit hard with a Tough Claws boosted Flare Blitz. Piloswine helps to alleviate this problem, tanking Char X, then hitting it hard back with Earthquake, the KO being guaranteed after Rocks. However, in my opinion, Charizard Y is the bigger issue for Ice. Charizard Y gets sun from its ability, Drought, and it hits Ice hard with either Flamethrower or Fire Blast. As if that isn't scary enough, Piloswine and Lapras are both weak to Grass, which Charizard Y gets easy access to with Solar Beam. The good news is that Charizard Y is weak to Electric and Rock, and has poor physical defenses, making it possible to take Charizard Y down.


Infernape - Infernape has the annoying ability to be either Physical or Special while having 2 Stabs that Ice does not like. This makes Infernape very hard to predict, and, by the time you know the general set it is running, you have probably already lost a Pokemon to it. Also, Fighting is the other type that Piloswine and Lapras are both weak to, making Infernape a reliable Pokemon to break the core.



*Note* I am going to come back at a later date to add more threats to this list (Ice has quite a few of them), its just that these are the first ones I thought of as I was writing this.


Ninetales-Alola - Alolatales is a staple on Gen 7 Ice teams with good reason. Especially with a defensive core, Aurora Veil becomes even more invaluable. Offensively, it also has potential using Nasty Plot with Blizzard and Moonblast while also having a good speed tier.


Kyurem-Black - Kyurem-B has the offensive presence that a defensive core like this loves. It has the ability to put a dent into the threats listed above, albeit with Outrage, Fusion Bolt, or Earth Power. Like Piloswine and Lapras, Kyurem-B is also neutral to Fire, but it shares their weakness to Fighting.


Avalugg/Sandslash-Alola - A spinner/defogger is imperative on any Ice team. Avalugg has fantastic Defensive bulk (95/184) with reliable recovery in Recover. Avalugg is a pure Ice type, which means that it takes 25% from rocks, and its speed leaves a lot to be desired, but its sheer defenses allow it to tank hits that most other Ice types cannot. Sandslash has good defensive bulk as well (75/120) with the resistances provided by Steel. However, Ice/Steel has a 4x weakness to Fire and Fighting. In return, Sandslash gets Slush Rush which means that it will most likely outspeed the opponent and get off the spin.


Weavile - Being one of the types that is weak to Stealth Rocks, so a way to remove them is needed. However, the two defoggers, Delibird and Articuno, are both 4x weak to Rocks which is why they are not usually recommended. That leaves Rapid Spin. Being a normal type move, Ghost Types prevent Rapid Spin from working, so a reliable way to counter Ghost is useful as it can make the Ghost MU easier or simply take out the Ghost threat on the opponents team. Weavile just happens to be the first I can think of off of the top of my head. Weavile has one of the highest base Atk stats of the Ice Type and a good speed tier with it, but, keep in mind, it is also 4x weak to Fighting.


Note: Please feel free to critique this. This is my first attempt at one of these, and I would love to learn from people who have more experience than I do.
Edited
 
#59
Why oblivious over corrosion? Corrosion still gives you a 10% chance to poison other poison types with sludge wave. It's not much, but oblivious does nothing for a specs set, as far as I can tell.
Corrosion should only be used if Salazzle has Toxic in its moveset. Sludge Wave isn't going to poison any steel-types that it can't hit, and a 10% chance to poison the likes of Toxapex and Mega-Venu isn't worth giving up immunity to confusion (and i guess attract; taunt would be nice but you're already running 4 attacks so..)
 
#60
Due to the very recent Meta Metagross and Hoopa-U ban, some cores have been removed. If you happen to be someone who submitted a core with one of these Pokemon, feel free to resubmit the core with substitutes.
 

Harpp

formerly Alpha-Harpreet
#61
Offensive Dark Core

Krookodile @ Focus Sash

Ability: Intimidate

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Stealth Rock

- Taunt

- Earthquake

- Knock Off


Sharpedo @ Sharpedonite

Ability: Speed Boost

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Protect

- Crunch

- Psychic Fangs /Ice fang

- Waterfall /Hydro pump


Hydreigon @ Life Orb

Ability: Levitate

EVs: 4 Atk / 252 SpA / 252 Spe

Hasty Nature

- Draco Meteor

- Dark Pulse

- Superpower/Fire Blast

- Roost/Flash Cannon


This core is popularly found on hyper offense dark teams which have one Stealth rock setter which is used as a lead and 5 offensive Pokemon on the team to keep opposing teams pressured offensively. The core shown above is pretty simple and effective. Hydreigon and sharpedo have good offensive synergy as hydreigon breaks walls that allows for a mega sharpedo sweep while krookodile provides hazard in the form of stealth rock to pressure types.


•Krookodile: It makes up for a great Stealth rock lead as it possesses decent speed and has access to taunt with a very good ability in intimidate. Stealth rock is used to pressure types like bug,fire,flying. A very good point about krookodile is that is faster than most defog users and so it can taunt them before they defog. Earthquake hits hard with its 117 base attacks. Knock off helps against defensive teams and it is a very good utility move in general as it allows the removal of items from opposing Pokemon. Taunt is to stop opposing leads from setting up and clearing hazard. As for the item,focus sash is used so that it can always set up Stealth rock and retaliate with a move after setting rocks up.


•Mega Sharpedo: With gen 7 many Pokemon got new moves and sharpedo got psychic fangs in its arsenal which is boosted by its ability strong jaw. The set is pretty standard. Crunch is a stab move that hits obscenely hard thanks to strong jaw boost. It dents most of the neutral targets very hard. Psychic fangs is a move that is boosted by strong jaw ability and helps vs fighting,poison match ups. Ice fang can also be used in the place of psychic fangs as ice fang allows to hit opposing dragon types such as hydreigon that take less damage from its other moves. Waterfall is the secondary stab used as dark+ water is a good combination offensively.Waterfall can be replaced by hydro pump to 2hko walls such as fortress and skarmory. If hydro pump is used then an alternate spread of 252atk/4spa/252 Spe with naive nature should be used preferably. Protect helps sharpedo get +1 speed boost effectively before it mega evolves,it also allows to scout for moves. Sharpedo mega appreciates the hazards on the opponents side to turn some 2hko into one hit knocks out. With its pre mega ability in speed boost,mega sharpedo is an amazing cleaner late game.


•Hydreigon: Hydreigon with its wide movepool and a typing that is resisted by very few types,a great special attack at base 125 makes up for a very good wallbreaker alongside mega sharpedo. The set is a mixed set as it allows hydreigon to easily clear off mons for mega sharpedo to sweep/clean. Draco meteor is an insane stab move that hits very hard since it is boosted by life orb and it scores a straigh ohko on many offensive targets.Dark pulse is the other stab move that hits steel types for neutral damage that resist its dragon stab. Superpower is used to deal with walls such as chansey as hyreigon lures in special walls. It also hits specially defensive heatran(air balloon) harder. Fire blast is an option to score super effective hits against steel types not named heatran and empoleon. Roost is used for longevity and helps it deal with life orb recoil. Flash Cannon may be used for fairy types as this set is walled by fairy types so Flash Cannon is a decent option to run in the last slot.

Threats:

•Fighting Types: Fighting types like terrakion and breloom are huge threats as terrakion with a scarf outspeeds and ohko with a close combat where as breloom is problematic due to its technician boosted mach punch.

•Fairy types: Fairy types like magearna are troublesome for this core as it is tough to reliably revenge kill magearna due to its typing and it's solid natural bulk.Azumarill is also troublesome if it gets a belly drum up its essentially gg.

How to deal with threats:

For threats like scarf terrakion and breloom,physically defensive Mandi buzz can be used on the team as a defensive pivot as mandibuzz can ta nk stone edge and close combat from scarf terrakion. Mandibuzz certainly helps against breloom too since mandibuzz has the ability overcoat which makes it immune to spore.

For Fairy types bisharp is a good addition to the team as it can hit fairy types with its strong steel Stab move. Bisharp also pairs nicely with krookodile as bisharp's ability defiant can turn it into a monster if the opponent defogs the rocks set by krookodile.

Support Option:

•Alolan Muk: With its typing in dark/poison and good special bulk,it is a good check to fairy types and a good addition to the core.

•Greninja: Greninja with its high base speed,good coverage(gunk shot for fairies) and protean shenanigans makes it an ideal addition to the core.

•Sableye:Fighting immunity with prankster will-o-wisp to nerf physical attackers makes it a good partner for the core.

•Tyranitar: A very versatile Pokemon,it can run many viable sets thanks to its coverage and bulk.

•Bisharp: Its Steel typing helps a lot vs fairy types and it also restricts the opposing team from using defog as it can get a boost to its attack thanks to defiant.
 
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Harpp

formerly Alpha-Harpreet
#62
Balanced Rock Core

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Toxic/Knock off/Infestation

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 120 HP / 64 Atk / 72 SpA / 252 SpD
Sassy Nature
- Stone Edge
- Dark pulse/Crunch/Pursuit/
- Ice Beam
- Fire Blast/Flamethrower

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Ice Punch/Counter

Overview
This is a balanced rock core that provides the team with utility and checks against pokemon that threaten mono rock teams. Shuckle provides hazards to the team in the form of stealth rock and sticky web which helps other possible teammates such as terrakion to heavily dent opposing teams. Tyranitar with its solid special bulk helps as a defensive pivot to tank strong Special super effective hit and dish out damage in return thanks to its wide movepool. Rhyperior fills in the core with its awesome physical bulk which is well complimented by its ability in solid rock. Rhyperior acts as a blanket check for mono rock teams against threatening pokemon such as mega scizor and excadrill.

Shuckle: Shuckle provides the team with hazards in the form of stealth rock and sticky webs that helps teammates to clean/sweep and outspeed opposing mons easily. Encore is used on the set as shuckle is a set up fodder and many pokemon like to set up in face of shuckle as it has putrid offences, so encore allows shuckle to lock opposing mon into a set up move and it also helps in retaining momentum for the team. In the last slot we have options to run, Toxic may be used to cripple walls or set up sweepers by putting them on a timer and gradually wearing them down. Knock off is an option as well to remove items from opposing pokemon and it is a good utility move in general as many pokemon hate for their items to be removed such as chansey,porygonz,alomomola and so on. Infestation is an option too to run in the last slot as it damages and traps opposing pokemon and it can hit poison types as well. As for the item,Mental herb allows shuckle to set up at least one hazard if the opponent uses taunt,trick or status.

Tyranitar: Tyranitar with its high special bulk is almost a must on mono rock teams and here the set is AV set is used as it allows to be a special defense tank that covers a wide array of threats to mono rock teams. The evs are customized as 72 evs in special attacks always 2hko standard defensive skarmory with flamethrower and 120 hp evs with 252 spd allows tyranitar to survive a focus blast from lando-I and ohko in return with ice beam(72 spa evs).Pursuit is an option as well to damage opposing pokemon as they switch out. The rest of the evs are used to power up the physical moves on the set such as stone-edge and crunch(Shoutouts to sirskit for the customized evs). Some Calculations:
-252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 120 HP / 252+ SpD Assault Vest Tyranitar: 291-343 (78.4 - 92.4%) -- guaranteed 2HKO
-72 SpA Tyranitar Ice Beam vs. 0 HP / 0- SpD Landorus: 360-424 (112.8 - 132.9%) -- guaranteed OHKO
-72 SpA Tyranitar Flamethrower vs. 252 HP / 4 SpD Skarmory: 180-212 (53.8 - 63.4%) -- guaranteed 2HKO after Leftovers recovery
-72 SpA Tyranitar Dark Pulse vs. 252 HP / 24 SpD Slowbro: 210-248 (53.2 - 62.9%) -- guaranteed 2HKO after sandstorm damage and Leftovers recover.

Rhyperior: Rhyperior fills in the core as it is a blanket check to pokemon that threaten mono rock teams such as scizor,excadrill and fighting types. Rhyperior with its solid physical bulk which is more complimented by its ability solid rock effectively checks some of the biggest threats to mono rock teams. The evs used are for maximizing physical bulk so that it tanks hits on the physical spectrum much better.Earthquake is its primary stab move that helps a lot against opposing steel types and hits decently hard even when uninvested.Stone edge covers pokemon that resist earthquake or are immune to it, also stone edge has a very good covearge with earthquake. Fire punch on the set is specially used for nailing scizor as with weakness policy boost rhyperior can ohko it with fire punch.Ice punch is used for ground types such as garchomp and gliscor. Weakness policy is used as an item as it allows rhyperior to take out threatening mons to mono rock team. However leftovers is an option to use as well in place of weakness policy, if leftovers are used then counter can be run in the last.

Threats


Water types: Pokemon like keldeo and azumarill are a threat to this core as keldeo has the ability to ohko both tyranitar and rhyperior with its secret sword and hydro pump respectively. Azumarill is also a threat to this core as once it gets belly drum, its basically a gg -_-
Ground types: The core struggles to get past bulky ground types such as gastradon and hippowdown and offensive ground types such as lando-I are also a problem as it has immense special attack that can break through the rock core, However tyranitar lives one focus blast from lando-I with that spread and can ohko it with ice beam.

Grass types: Grass types such as venusaur mega and breloom pose an obstacle to the core as mega venusaur has immense bulk and acccess to synthesis,leech seed and giga drain which makes it difficult to take down whereas breloom can put a mon to sleep with spore and set up sword dance to sweep.

Support Options
*Terrakion: It is a must to have with the above core as banded terrakion helps immensely against steel match up as it 2hkos even skarmory and with sticky webs provided by shuckle,terrakion outspeed a lot of pokemon and just dents opposing team with its strong stab moves.
*Niheligo: It is the other pokemon that benefits from sticky web support. Niheligo has a very good special attack and an interesting speed(base 103) that helps it outspeed many common base 100 pokemon and wallbreak alongside terrakion. Niheligo has beast boost which can end up making it sweep opposing teams especially if webs are up!
*Omastar: Omastar fits perfectly well with this core as it can set up shell smash and it can sweep ground teams if is carrying hp grass. Air balloon omastar can set up on a locked ground move.
*Aerodactyl: Helps vs fighting and grass match ups, it also has a great speed which is further complimented by sticky webs support.
 
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#63
Offensive Dark Core

Krookodile @ Focus Sash

Ability: Intimidate

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Stealth Rock

- Taunt

- Earthquake

- Knock Off


Sharpedo @ Sharpedonite

Ability: Speed Boost

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Protect

- Crunch

- Psychic Fangs /Ice fang

- Waterfall /Hydro pump


Hydreigon @ Life Orb

Ability: Levitate

EVs: 4 Atk / 252 SpA / 252 Spe

Hasty Nature

- Draco Meteor

- Dark Pulse

- Superpower/Fire Blast

- Roost/Iron Tail


This core is popularly found on hyper offense dark teams which have one Stealth rock setter which is used as a lead and 5 offensive Pokemon on the team to keep opposing teams pressured offensively. The core shown above is pretty simple and effective. Hydreigon and sharpedo have good offensive synergy as hydreigon breaks walls that allows for a mega sharpedo sweep while krookodile provides hazard in the form of stealth rock to pressure types.


•Krookodile: It makes up for a great Stealth rock lead as it possesses decent speed and has access to taunt with a very good ability in intimidate. Stealth rock is used to pressure types like bug,fire,flying. A very good point about krookodile is that is faster than most defog users and so it can taunt them before they defog. Earthquake hits hard with its 117 base attacks. Knock off helps against defensive teams and it is a very good utility move in general as it allows the removal of items from opposing Pokemon. Taunt is to stop opposing leads from setting up and clearing hazard. As for the item,focus sash is used so that it can always set up Stealth rock and retaliate with a move after setting rocks up.


•Mega Sharpedo: With gen 7 many Pokemon got new moves and sharpedo got psychic fangs in its arsenal which is boosted by its ability strong jaw. The set is pretty standard. Crunch is a stab move that hits obscenely hard thanks to strong jaw boost. It dents most of the neutral targets very hard. Psychic fangs is a move that is boosted by strong jaw ability and helps vs fighting,poison match ups. Ice fang can also be used in the place of psychic fangs as ice fang allows to hit opposing dragon types such as hydreigon that take less damage from its other moves. Waterfall is the secondary stab used as dark+ water is a good combination offensively.Waterfall can be replaced by hydro pump to 2hko walls such as fortress and skarmory. If hydro pump is used then an alternate spread of 252atk/4spa/252 Spe with naive nature should be used preferably. Protect helps sharpedo get +1 speed boost effectively before it mega evolves,it also allows to scout for moves. Sharpedo mega appreciates the hazards on the opponents side to turn some 2hko into one hit knocks out. With its pre mega ability in speed boost,mega sharpedo is an amazing cleaner late game.


•Hydreigon: Hydreigon with its wide movepool and a typing that is resisted by very few types,a great special attack at base 125 makes up for a very good wallbreaker alongside mega sharpedo. The set is a mixed set as it allows hydreigon to easily clear off mons for mega sharpedo to sweep/clean. Draco meteor is an insane stab move that hits very hard since it is boosted by life orb and it scores a straigh ohko on many offensive targets.Dark pulse is the other stab move that hits steel types for neutral damage that resist its dragon stab. Superpower is used to deal with walls such as chansey as hyreigon lures in special walls. It also hits specially defensive heatran(air balloon) harder. Fire blast is an option to score super effective hits against steel types not named heatran and empoleon. Roost is used for longevity and helps it deal with life orb recoil. Iron tail may be used for fairy types as they are physically frail and the set is walled by fairy types so iron tail is a decent option to run in the last slot.

Threats:

•Fighting Types: Fighting types like terrakion and breloom are huge threats as terrakion with a scarf outspeeds and ohko with a close combat where as breloom is problematic due to its technician boosted mach punch.

•Fairy types: Fairy types like magearna are troublesome for this core as it is tough to reliably revenge kill magearna due to its typing and it's solid natural bulk.Azumarill is also troublesome if it gets a belly drum up its essentially gg.

How to deal with threats:

For threats like scarf terrakion and breloom,physically defensive Mandi buzz can be used on the team as a defensive pivot as mandibuzz can ta nk stone edge and close combat from scarf terrakion. Mandibuzz certainly helps against breloom too since mandibuzz has the ability overcoat which makes it immune to spore.

For Fairy types bisharp is a good addition to the team as it can hit fairy types with its strong steel Stab move. Bisharp also pairs nicely with krookodile as bisharp's ability defiant can turn it into a monster if the opponent defogs the rocks set by krookodile.

Support Option:

•Alolan Muk: With its typing in dark/poison and good special bulk,it is a good check to fairy types and a good addition to the core.

•Greninja: Greninja with its high base speed,good coverage(gunk shot for fairies) and protean shenanigans makes it an ideal addition to the core.

•Sableye:Fighting immunity with prankster will-o-wisp to nerf physical attackers makes it a good partner for the core.

•Tyranitar: A very versatile Pokemon,it can run many viable sets thanks to its coverage and bulk.

•Bisharp: Its Steel typing helps a lot vs fairy types and it also restricts the opposing team from using defog as it can get a boost to its attack thanks to defiant.
Remove Iron Tail and put Flash Cannon. 75% accuracy isn't worth the small change in damage, especially since Hydreigon is running max SpA invest. Otherwise approved.
Balanced Rock Core

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Encore
- Toxic/Knock off/Infestation

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 120 HP / 64 Atk / 72 SpA / 252 SpD
Sassy Nature
- Stone Edge
- Crunch/Pursuit
- Ice Beam
- Flamethrower

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Ice Punch/Counter

Overview
This is a balanced rock core that provides the team with utility and checks against pokemon that threaten mono rock teams. Shuckle provides hazards to the team in the form of stealth rock and sticky web which helps other possible teammates such as terrakion to heavily dent opposing teams. Tyranitar with its solid special bulk helps as a defensive pivot to tank strong Special super effective hit and dish out damage in return thanks to its wide movepool. Rhyperior fills in the core with its awesome physical bulk which is well complimented by its ability in solid rock. Rhyperior acts as a blanket check for mono rock teams against threatening pokemon such as mega scizor and excadrill.

Shuckle: Shuckle provides the team with hazards in the form of stealth rock and sticky webs that helps teammates to clean/sweep and outspeed opposing mons easily. Encore is used on the set as shuckle is a set up fodder and many pokemon like to set up in face of shuckle as it has putrid offences, so encore allows shuckle to lock opposing mon into a set up move and it also helps in retaining momentum for the team. In the last slot we have options to run, Toxic may be used to cripple walls or set up sweepers by putting them on a timer and gradually wearing them down. Knock off is an option as well to remove items from opposing pokemon and it is a good utility move in general as many pokemon hate for their items to be removed such as chansey,porygonz,alomomola and so on. Infestation is an option too to run in the last slot as it damages and traps opposing pokemon and it can hit poison types as well. As for the item,Mental herb allows shuckle to set up at least one hazard if the opponent uses taunt,trick or status.

Tyranitar: Tyranitar with its high special bulk is almost a must on mono rock teams and here the set is AV set is used as it allows to be a special defense tank that covers a wide array of threats to mono rock teams. The evs are customized as 72 evs in special attacks always 2hko standard defensive skarmory with flamethrower and 120 hp evs with 252 spd allows tyranitar to survive a focus blast from lando-I and ohko in return with ice beam(72 spa evs).Pursuit is an option as well to damage opposing pokemon as they switch out. The rest of the evs are used to power up the physical moves on the set such as stone-edge and crunch(Shoutouts to sirskit for the customized evs). Some Calculations:
-252+ SpA Life Orb Sheer Force Landorus Focus Blast vs. 120 HP / 252+ SpD Assault Vest Tyranitar: 291-343 (78.4 - 92.4%) -- guaranteed 2HKO
-72 SpA Tyranitar Ice Beam vs. 0 HP / 0- SpD Landorus: 360-424 (112.8 - 132.9%) -- guaranteed OHKO
-72 SpA Tyranitar Flamethrower vs. 252 HP / 4 SpD Skarmory: 180-212 (53.8 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

Rhyperior: Rhyperior fills in the core as it is a blanket check to pokemon that threaten mono rock teams such as scizor,excadrill and fighting types. Rhyperior with its solid physical bulk which is more complimented by its ability solid rock effectively checks some of the biggest threats to mono rock teams. The evs used are for maximizing physical bulk so that it tanks hits on the physical spectrum much better.Earthquake is its primary stab move that helps a lot against opposing steel types and hits decently hard even when uninvested.Stone edge covers pokemon that resist earthquake or are immune to it, also stone edge has a very good covearge with earthquake. Fire punch on the set is specially used for nailing scizor as with weakness policy boost rhyperior can ohko it with fire punch.Ice punch is used for ground types such as garchomp and gliscor. Weakness policy is used as an item as it allows rhyperior to take out threatening mons to mono rock team. However leftovers is an option to use as well in place of weakness policy, if leftovers are used then counter can be run in the last.

Threats


Water types: Pokemon like keldeo and azumarill are a threat to this core as keldeo has the ability to ohko both tyranitar and rhyperior with its secret sword and hydro pump respectively. Azumarill is also a threat to this core as once it gets belly drum, its basically a gg -_-
Ground types: The core struggles to get past bulky ground types such as gastradon and hippowdown and offensive ground types such as lando-I are also a problem as it has immense special attack that can break through the rock core, However tyranitar lives one focus blast from lando-I with that spread and can ohko it with ice beam.

Grass types: Grass types such as venusaur mega and breloom pose an obstacle to the core as mega venusaur has immense bulk and acccess to synthesis,leech seed and giga drain which makes it difficult to take down whereas breloom can put a mon to sleep with spore and set up sword dance to sweep.

Support Options
*Terrakion: It is a must to have with the above core as banded terrakion helps immensely against steel match up as it 2hkos even skarmory and with sticky webs provided by shuckle,terrakion outspeed a lot of pokemon and just dents opposing team with its strong stab moves.
*Niheligo: It is the other pokemon that benefits from sticky web support. Niheligo has a very good special attack and an interesting speed(base 103) that helps it outspeed many common base 100 pokemon and wallbreak alongside terrakion. Niheligo has beast boost which can end up making it sweep opposing teams especially if webs are up!
*Omastar: Omastar fits perfectly well with this core as it can set up shell smash and it can sweep ground teams if is carrying hp grass. Air balloon omastar can set up on a locked ground move.
*Aerodactyl: Helps vs fighting and grass match ups, it also has a great speed which is further complimented by sticky webs support.
On Ttar, slash Fire Blast with Flamethrower and Dark Pulse with Crunch/Pursuit. FB gives more power, obviously, and Dark Pulse lets Ttar hit physical walls like Slowbro harder. Do that and you're good.
 
#64
Defensive lapras is wayy better than pilo vs scizor and specially defensive pilo is one of the pnly things on ice that can somewhat take on magearna. Avalugg is also invaluable on a defensive core and the only thing that can possibly take scarf close combats from anything besides terrakion (unless you want to run frosslass but it is extreeemly prediction heavy)

Walrein is usually better than lapras for defensive purposes with thick fat and ice body but lapras is superior when it comes to tanking water hits but its all up to preference and team comp. Also Keldeo is a very big threat to every ice team but lukily fighting isnt as common as it used to be and water only uses it sometimes.
 
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#65
OFFENSIVE CORE (BUG)



Scizor @ Iron Plate
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Swords Dance
- Baton Pass
- Brutal Swing

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


Standard offensive bug has gotten a couple of new things this meta, namely Araquanid and Buzzwole (some could argue Vikavolt). The core here foregoes Choice Band/U-Turn on Scizor to help secure a sweep. A lot of passive teams rely on status or specific checks to these mons, with SD/Baton Pass you make sure that Pinsir is healthy at +2. Of course Pinsir can find situations to boost on its own. Scizor puts a lot of pressure to certain types (Rock, Dragon, Ice) while Pinsir makes good matchups on mirror, Grass, Fighting and Poison.

Ideal partners are the usual stuff, spinner (Armaldo, Forry), something to take down steels (Hera, Buzzwole, Volcarona)
Can you explain why you use brutal swing in Scizor?
 
#66
Can you explain why you use brutal swing in Scizor?
A question of preference really. Knock Off gives you an initially more powerful attack (97.5 BP) but then it drops down to 65. Additionally, it will start with the reduced BP against Megas and Z-Pokemon. If you think you can stay against certain mons for a possible sweep then Brutal Swing is better imo, if not Knock Off with the added utility of removing lefties/rocky helmets is better.

In any case, with the addition of a baton pass ban the core is now illegal so any mod reading this can remove it.
 
#67
Alright, I'll toss in some stuff

Offensive Steel Core
Magearna @ Choice Specs
Ability: Soul Heart
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
- Fleur Cannon
- Energy Ball
- Volt Switch
- Aura Sphere

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower / Roost

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
This is a simple offensive core utilizing a strong special attacker, a strong physical attacker, and a cleaner.

Magearna
is our special wallbreaker and pivot, hitting absurdly hard with specs Fleur Cannon and utilizing a selection of strong coverage options to bust checks for the following offensive threats/sweepers/cleaners. Fleur is your main nuke, Energy Ball and Volt Switch allow Magearna to heavily hazard water teams, while Aura Sphere helps Magearna bust through bulky steels. Focus Blast can be run to cement OHKOs on Ferrothorn and Heatran, if you're willing to gamble with accuracy. Speed is to outrun Base 80s with typical creep, while the rest goes to HP to boost Magearna's survivability.

Scizor-Mega
is our physical sweeper, utilizing a combination of strong priority and excellent bulk and defensive typing to sweep teams after checks have been downed by Magearna. Swords Dance is how you boost, Bullet Punch is your main priority, Bug Bite is your bug STAB and Superpower lets you bust through Steels. Max Speed is run to get the drop on bulkier threats like Mandibuzz, Zapdos, Rotom-Wash, etc.

Excadrill
is our scarf and anti-electric/fire weapon, using rock/ground coverage to hazard teams while being able to spin off troublesome hazards. Not much to say here, it's scarf excadrill: basic as basic gets.


Good Teammates
- Skarmory / Celesteela provide a much needed ground immunity for this team to lean on. Skarmory can use that to set hazards, while Celesteela can provide more offensive pressure with it's own assets.
- Heatran should be on every steel team. Fire immunity is non-negotiable.
- Ferrothorn is a solid water/electric resist and spikes setter, which the offensive threats on this team can abuse to secure sweeps.

Threats:
- Electric Spam: can be a challenge to play around correctly, as Excadrill can't hold the entire MU up.
- Set Up: Any sort of strong set up (DD Zard-X, SD Lando) can get ugly fast. Make sure you have a check on hand or a whirlwind skarmory. Or in the case of Zard-X you're closeby the X button.

Offensive Rain Core
Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Stone Edge
- Waterfall
- Low Kick

Pelipper @ Choice Scarf
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Hydro Pump
- U-Turn
- Defog

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Hydro Pump
- Draco Meteor
- Dragon Pulse
This is a offensive weather core utilizing a rain setter / pivot, a strong physical attacker, and a strong special attacker.

Kabutops
is our physical attacker and wallbreaker, sporting a fun little Z-Stone Edge set. At +2 Z-Stone Edge can OHKO Slowbro, Celesteela, Skarmory (sturdy broken ofc), Toxapex, Mega-Venusaur, Mega-Sableye, Mega-Scizor, etc. Swords Dance is to boost, Stone Edge and Waterfall are your main stab, and the last slot goes to either Low Kick for ferrothorn or Aqua Jet to threaten Mega-Zam, Alola Raichu and clean.

Pelipper
is our rain setter and pivot. I opted for Choice Scarf on this set to minimize the amount of damage Pelipper takes and the number of hard switches I need to make, while messing with opposing leads. Scarf also allows you to make better use of Pelipper's Flying STAB Hurricane (off of 95 SpA) which is handy against grass and other types. Max Speed and Max SpA is to maximize damage and speed, hurricane and hydro pump are your stabs (surf is an option), U-turn lets you pivot while defog or ice beam take up the last slot.

Kingdra
is our main special attacker, and is a staple of rain teams for it's raw power and solid STAB combination. Surf is your main STAB of choice, with Hydro being availible for when you need more power. Draco Meteor lets you hit dragon types and water resists. Dragon Pulse or Ice Beam can take the last spot, or HP electric in a pinch to hit Mantine.


Good Teammates
- Electric Immunity: Seismetoad fits on SS teams pretty well, but I guess a case could be made for Lanturn.
- Sharpedo-Mega: An excellent cleaner who can mop up after your sweepers.
- Stealth Rocks: This team, like any, benefits greatly from hazards.
- Strong Priority: Strong priority is the easiest way to check opposing offensive threats like mega-alakazam or alola raichu, so if you don't have aqua jet on Kabutops, running something like band azumarill will help a lot.

Threats:
- Electric Spam: can be a challenge to play around correctly, as Alola Raichu can outspeed your rain sweepers in Terrain. Priority can check it, as can quickly disposing of Koko.
- Mega-Venusaur: A nightmare for any water team to deal with, Mega-Venusaur walls most of this core outside of Pelipper (who can be covered for).
- Alakazam-Mega: Tracing Swift swim can get ugly fast. Make sure you have some priority on hand to check it.
 
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#68
Offensive Normal Core

Swellow @ Choice Specs
Ability: Scrappy
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- U-turn
- Tailwind

Diggersby @ Choice Band / Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant or Jolly Nature
- Return
- Earthquake
- U-turn
- Quick Attack / Knock Off / Fire Punch

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Grass Knot
- Hidden Power [Ice]
This offensive core is super fun to play around, because you have a quick revenge killer in Swellow, a powerful wallbreaker in Diggersby, and some versatility in Heliolisk. Swellow is a fun tool to play around with in this gen, and it's great for cleaning up against types that don't commonly have a sturdy Normal resist, like Water, Electric, Ground, etc. Diggersby beats up whatever Swellow hates, like Chansey, Tyranitar, and pretty much anything that isn't Skarmory or Celesteela. Then, we have Heliolisk, which does beat Skarmory + Celesteela and as well as some annoying Water-types, the most notable being Belly Drum Azumarill, which Normal really can't handle.

The fun part about this core is that it uses VoltTurn pretty effectively. Using VoltTurn on Normal is especially useful because it helps maintain momentum even when you have the dubious Chansey + P2 + Staraptor (which also uses U-turn). This makes it even easier to just get your sturdy walls in and out as needed. Just make sure that Stealth Rock isn't up by using Bulky Staraptor efficiently, and you should be good.

There are some alternatives that you could go for with this core. You could honestly have whateeeeever you want in Swellow's last slot, because 90% of the time you're going to click Boomburst and occasionally U-Turn. Hurricane is not compatible on that set sadly, though. You could also run Choice Scarf Diggersby, but the power drop is clear, and you don't really have the powerful Quick Attack that is nice for finishing off weakened setup sweepers. The Speed is nice though, and a good enough reason to use it. I just find that the bulky defensive core can usually handle whatever Swellow can't outspeed to KO most of the time.

It is IMPERATIVE that you make Swellow shiny, or the core does NOT work.
 
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Harpp

formerly Alpha-Harpreet
#69
Offensive Psychic Core

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Knock Off

OR

Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Lightscreen
- Spikes / Knock Off

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest nature/Timid nature
IVs: 0 Atk
- Psychic/Psyshock
- Shadow Ball
- Focus Blast
- Substitute/Encore

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- U-turn
- Bolt Strike
- Blue Flare

Overview
This is an offensive core of Mega Alakazam and victini where alakazam mega helps in wallbreaking,cleaning,revenge killing late game and victini helps to take out special walls and bug and steel types that mega alakazam struggles with. Deoxys speed is used to start hazards as a suicide lead as hazards are appreciated by this core(mega alakazam+victini) to do more damage and to pressure hazard weak types such as bug. Screen setter deoxys speed may also be used as shown in the importable, both sets are equally viable,screens deoxys set allows mega alakazam and victini with more bulk and staying power which makes it harder for opposing teams to kill.
Deoxys speed is the fastest suicide lead you can ever get! As mentioned earlier deoxys speed provides the core with much needed hazards in stealth rock and spikes as it helps in pressuring types like bug,fire,flying and makes the match up a bit easier. Focus sash is used so that deoxys speed can get two hazards up in most cases, with its high speed of base 180 deoxys speed can taunt opposing hazard setters and also stops defog users.Knock off is great utility move that is used on the set that allows to remove items from item reliant pokemon such as chansey, not only that max speed+ nature deoxys speed outspeeds 100 base scarf users and can knock it off if needed with knock off. An alternate moveset of dual screen may be used as it provides the team with some bulk which in turn is harder for opposing teams to defeat,also with screens set up sweepers can be used more easily. Taunt is used for stopping opposing leads or defog users and it is a great move in general. Spikes is used as a form of hazard however knock off is also a very good option over it since it offers much utility by helping remove items of item reliant pokemon. Light clay is used with dual screens to give the team maximum number of lightscreen/reflect turns.

Mega alakazam having excellent speed and special attack becomes an amazing wallbreaker and cleaner in the battle.Its ability trace allows it to go toe to toe with some weather abusers such as sand rush excadrill and swiftswim kingdra. As for the movesets psychic is mega alakzams obligatory stab move as it hits physically defensive pokemon harder than psyshock however psychock can be used to deal with fat walls such as chansey and other specially defensive pokemon.focus blast allows it to ko or do good damage vs opposing steel and dark types that resist psyshock. Shadow ball is used for opposing ghost types and psychic types for super effective damage. In the last slot substitue is used to evade sucker punch,to scout and to protect it from status moves however encore is an option as well as it locks bisharp into sucker punch and denies recovery to walls such as chansey and stuff. A modest nature can be used for some additional power as mega alakazam has very good base speed.

Victini helps the core by taking out bug and steel types with its STAB Vcreate which is a very powerful move and also kills a lot of neutral targets. Bolt strike is used to help out vs water types mainly that resist its fire stab move. U-turn is used for momentum as an offensive core/team would not like to lose momentum of the team and U-turn also creates a lot of 50-50 situation.Blue flare is used to sweep bug and match up lot easier as blue flare does not have the stat drop like vcreate which makes victini easy to get revenge killed.
Threats:
-Mega Gyarados: Mega gyarados is an obvious threat to the core as it can come in on victini and proceed to set up on it mega gyarados also lives one bolt strike to set up one more dragon dance:
*252 Atk Victini Bolt Strike vs. 0 HP / 4 Def Gyarados-Mega: 220-260 (66.4 - 78.5%) -- guaranteed 2HKO
*-1 252 Atk Victini Bolt Strike vs. 0 HP / 4 Def Gyarados-Mega: 146-174 (44.1 - 52.5%) -- 19.1% chance to 2HKO(Intimidate factored in)
alakzam outspeeds +1 spe mega gyarados but it has to rely on focus blast to hit and the accuracy of focus blast is a problem.
.
Alolan-Muk: Dark types are a problem however some are more problematic than others and Alolan muk is no exception here with its good special bulk and access to both knock off,shadow sneak and pursuit , it can trap and kill alakazam as it switches in as mega alakazam can barely do any damage even with focus blast:
252 SpA Alakazam-Mega Focus Blast vs. 212 HP / 120 SpD Assault Vest Muk-Alola: 97-115 (24 - 28.4%) -- 97% chance to 4HKO.

Volcorona: It is a huge threat as bulky volcorona can live vcreate and proceed to set up quiver dances on victini. Volcorona easily eats blue flare too so that is a problem.

Teammates:
Latios: provides the team with a ground immunity + offensive defog support to the team.
Gardevoir: Gardevoir with a scarf set is a great teammate to help out vs dark types and it also has healing wish that may help a teammate to clean late game.
Metagross: Since the banning of Mega metagross and hoopa-u psychic is lacking good physical attackers but metagross with a choice band set fits on the team rather easily and it also has access to priority in bullet punch.
Slowbro: Slowbro with its good physical bulk can tank physical hits for the core and can spread paralysis in the opposing team with thunder wave,slowbro with a colbur berry can be a soft check to things like bisharp too.

 
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#70
Offensive Psychic Core

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Knock Off

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Substitute/Encore

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- U-turn
- Zen Headbutt/Trick
- Bolt Strike

Overview
This is an offensive core of Mega Alakazam and victini where alakazam mega helps in wallbreaking,cleaning,revenge killing late game and victini helps to take out special walls and bug and steel types that mega alakazam struggles with. Deoxys speed is used to start hazards as a suicide lead as hazards are appreciated by this core(mega alakazam+victini) to do more damage and to pressure hazard weak types such as bug.
Deoxys speed is the fastest suicide lead you can ever get! As mentioned earlier deoxys speed provides the core with much needed hazards in stealth rock and spikes as it helps in pressuring types like bug,fire,flying and makes the match up a bit easier. Focus sash is used so that deoxys speed can get two hazards up in most cases, with its high speed of base 180 deoxys speed can taunt opposing hazard setters and also stops defog users.Knock off is great utility move that is used on the set that allows to remove items from item reliant pokemon such as chansey, not only that max speed+ nature deoxys speed outspeeds 100 base scarf users and can knock it off if needed with knock off.

Mega alakazam having excellent speed and special attack becomes an amazing wallbreaker and cleaner in the battle.Its ability trace allows it to go toe to toe with some weather abusers such as sand rush excadrill and swiftswim kingdra. As for the movesets psyshock is used to deal with fat walls such as chansey and other specially defensive pokemon. focus blast allows it to ko or do good damage vs opposing steel and dark types that resist psyshock. Shadow ball is used for opposing ghost types and psychic types for super effective damage. In the last slot substitue is used to evade sucker punch,to scout and to protect it from status moves however encore is an option as well as it locks bisharp into sucker punch and denies recovery to walls such as chansey and stuff.

Victini helps the core by taking out bug and steel types with its STAB Vcreate which is a very powerful move and also kills a lot of neutral targets. Bolt strike is used to help out vs water types mainly that resist its fire stab move. U-turn is used for momentum as an offensive core/team would not like to lose momentum of the team and U-turn also creates a lot of 50-50 situation. zen headbutt may be used as a stab move on the set however trick is an option to run as it helps in crippling a wall or set up sweeper.

Threats:
-Mega Gyarados: Mega gyarados is an obvious threat to the core as it can come in on victini and proceed to set up on it mega gyarados also lives one bolt strike to set up one more dragon dance:
*252 Atk Victini Bolt Strike vs. 0 HP / 4 Def Gyarados-Mega: 220-260 (66.4 - 78.5%) -- guaranteed 2HKO
*-1 252 Atk Victini Bolt Strike vs. 0 HP / 4 Def Gyarados-Mega: 146-174 (44.1 - 52.5%) -- 19.1% chance to 2HKO(Intimidate factored in)
alakzam outspeeds +1 spe mega gyarados but it has to rely on focus blast to hit and the accuracy of focus blast is a problem.
.
Alolan-Muk: Dark types are a problem however some are more problematic than others and Alolan muk is no exception here with its good special bulk and access to both knock off,shadow sneak and pursuit , it can trap and kill alakazam as it switches in as mega alakazam can barely do any damage even with focus blast:
252 SpA Alakazam-Mega Focus Blast vs. 212 HP / 120 SpD Assault Vest Muk-Alola: 97-115 (24 - 28.4%) -- 97% chance to 4HKO.

Teammates:
Latios: provides the team with a ground immunity + offensive defog support to the team.
Gardevoir: Gardevoir with a scarf set is a great teammate to help out vs dark types and it also has healing wish that may help a teammate to clean late game.
Metagross: Since the banning of Mega metagross and hoopa-u psychic is lacking good physical attackers but metagross with a choice band set fits on the team rather easily and it also has access to priority in bullet punch.
Slowbro: Slowbro with its good physical bulk can tank physical hits for the core and can spread paralysis in the opposing team with thunder wave,slowbro with a colbur berry can be a soft check to things like bisharp too.

I think that screens + clay deo works a bit better (with max hp > max attack and screens > spikes/knock), also you have 4 spa on tini and all your attacks are physical. i'd go with blue flare > zenbutt/trick on that because zenbutt is sorta useless because of all of the psy stab you'll have on the rest of your team and trick is just a worse option than blue flare. Blue flare is better because it's a much more helpful option vs bug (volcarona sets up on a victini locked into flare though so be careful) and steel teams (barring heatran and the odd empoleon)
 

Harpp

formerly Alpha-Harpreet
#71
I think that screens + clay deo works a bit better (with max hp > max attack and screens > spikes/knock), also you have 4 spa on tini and all your attacks are physical. i'd go with blue flare > zenbutt/trick on that because zenbutt is sorta useless because of all of the psy stab you'll have on the rest of your team and trick is just a worse option than blue flare. Blue flare is better because it's a much more helpful option vs bug (volcarona sets up on a victini locked into flare though so be careful) and steel teams (barring heatran and the odd empoleon)
I know about the screens+light clay deoxys lead set however the one i am using is a hazard stack lead set both are different sets as you know and the reason I am using hazard stack set is because the core is an offensive one and it helps Alakazam mega+victini to pressure types more and more easy kos.
The 4 spa on vicitini is a mistake by me as I was going to show the blue flare set initially and forgot to change it. Will change that and thank you ^^
 
#72
Alright, I'll toss in some stuff

Offensive Steel Core
Magearna @ Choice Specs
Ability: Soul Heart
EVs: 112 HP / 252 SpA / 140 Spe
Modest Nature
- Fleur Cannon
- Energy Ball
- Volt Switch
- Aura Sphere

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
This is a simple offensive core utilizing a strong special attacker, a strong physical attacker, and a cleaner.

Magearna
is our special wallbreaker and pivot, hitting absurdly hard with specs Fleur Cannon and utilizing a selection of strong coverage options to bust checks for the following offensive threats/sweepers/cleaners. Fleur is your main nuke, Energy Ball and Volt Switch allow Magearna to heavily hazard water teams, while Aura Sphere helps Magearna bust through bulky steels. Focus Blast can be run to cement OHKOs on Ferrothorn and Heatran, if you're willing to gamble with accuracy. Speed is to outrun Base 80s with typical creep, while the rest goes to HP to boost Magearna's survivability.

Scizor-Mega
is our physical sweeper, utilizing a combination of strong priority and excellent bulk and defensive typing to sweep teams after checks have been downed by Magearna. Swords Dance is how you boost, Bullet Punch is your main priority, Bug Bite is your bug STAB and Superpower lets you bust through Steels. Max Speed is run to get the drop on bulkier threats like Mandibuzz, Zapdos, Rotom-Wash, etc.

Excadrill
is our scarf and anti-electric/fire weapon, using rock/ground coverage to hazard teams while being able to spin off troublesome hazards. Not much to say here, it's scarf excadrill: basic as basic gets.


Good Teammates
- Skarmory / Celesteela provide a much needed ground immunity for this team to lean on. Skarmory can use that to set hazards, while Celesteela can provide more offensive pressure with it's own assets.
- Heatran should be on every steel team. Fire immunity is non-negotiable.
- Ferrothorn is a solid water/electric resist and spikes setter, which the offensive threats on this team can abuse to secure sweeps.

Threats:
- Electric Spam: can be a challenge to play around correctly, as Excadrill can't hold the entire MU up.
- Set Up: Any sort of strong set up (DD Zard-X, SD Lando) can get ugly fast. Make sure you have a check on hand or a whirlwind skarmory. Or in the case of Zard-X you're closeby the X button.

Offensive Rain Core
Kabutops @ Rockium Z
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Waterfall
- Low Kick

Pelipper @ Choice Scarf
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Hydro Pump
- U-Turn
- Defog

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Surf
- Hydro Pump
- Draco Meteor
- Dragon Pulse
This is a offensive weather core utilizing a rain setter / pivot, a strong physical attacker, and a strong special attacker.

Kabutops
is our physical attacker and wallbreaker, sporting a fun little Z-Stone Edge set. At +2 Z-Stone Edge can OHKO Slowbro, Celesteela, Skarmory (sturdy broken ofc), Toxapex, Mega-Venusaur, Mega-Sableye, Mega-Scizor, etc. Swords Dance is to boost, Stone Edge and Waterfall are your main stab, and the last slot goes to either Low Kick for ferrothorn or Aqua Jet to threaten Mega-Zam, Alola Raichu and clean.

Pelipper
is our rain setter and pivot. I opted for Choice Scarf on this set to minimize the amount of damage Pelipper takes and the number of hard switches I need to make, while messing with opposing leads. Scarf also allows you to make better use of Pelipper's Flying STAB Hurricane (off of 95 SpA) which is handy against grass and other types. Max Speed and Max SpA is to maximize damage and speed, hurricane and hydro pump are your stabs (surf is an option), U-turn lets you pivot while defog or ice beam take up the last slot.

Kingdra
is our main special attacker, and is a staple of rain teams for it's raw power and solid STAB combination. Surf is your main STAB of choice, with Hydro being availible for when you need more power. Draco Meteor lets you hit dragon types and water resists. Dragon Pulse or Ice Beam can take the last spot, or HP electric in a pinch to hit Mantine.


Good Teammates
- Electric Immunity: Seismetoad fits on SS teams pretty well, but I guess a case could be made for Lanturn.
- Sharpedo-Mega: An excellent cleaner who can mop up after your sweepers.
- Stealth Rocks: This team, like any, benefits greatly from hazards.
- Strong Priority: Strong priority is the easiest way to check opposing offensive threats like mega-alakazam or alola raichu, so if you don't have aqua jet on Kabutops, running something like band azumarill will help a lot.

Threats:
- Electric Spam: can be a challenge to play around correctly, as Alola Raichu can outspeed your rain sweepers in Terrain. Priority can check it, as can quickly disposing of Koko.
- Mega-Venusaur: A nightmare for any water team to deal with, Mega-Venusaur walls most of this core outside of Pelipper (who can be covered for).
- Alakazam-Mega: Tracing Swift swim can get ugly fast. Make sure you have some priority on hand to check it.
Magearna is missing 4 EVs and slash Roost after Superpower on Mega Scizor. I know you're running max speed and fully offensive, but it's still a notable option to let scizor have some sustain. Other than that the Steel core is fine.

For the Water core, remove the EVs for HP from all the mons since you want to avoid max rock damage on pokemon without sustain or passive recovery. Put the 4 EVs in SpD for Kingdra so that if you happen to run across Porygon-Z, it doesn't get the SpA download boost. Slash Jolly with Adamant on Kabutops because its Addy speed tier in rain isn't that great overall. Other than that you're good.
Offensive Normal Core

Swellow @ Choice Specs
Ability: Scrappy
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- U-turn
- Tailwind

Diggersby @ Choice Band / Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Earthquake
- U-turn
- Quick Attack / Knock Off

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Grass Knot
- Hidden Power [Ice]
This offensive core is super fun to play around, because you have a quick revenge killer in Swellow, a powerful wallbreaker in Diggersby, and some versatility in Heliolisk. Swellow is a fun tool to play around with in this gen, and it's great for cleaning up against types that don't commonly have a sturdy Normal resist, like Water, Electric, Ground, etc. Diggersby beats up whatever Swellow hates, like Chansey, Tyranitar, and pretty much anything that isn't Skarmory or Celesteela. Then, we have Heliolisk, which does beat Skarmory + Celesteela and as well as some annoying Water-types, the most notable being Belly Drum Azumarill, which Normal really can't handle.

The fun part about this core is that it uses VoltTurn pretty effectively. Using VoltTurn on Normal is especially useful because it helps maintain momentum even when you have the dubious Chansey + P2 + Staraptor (which also uses U-turn). This makes it even easier to just get your sturdy walls in and out as needed. Just make sure that Stealth Rock isn't up by using Bulky Staraptor efficiently, and you should be good.

There are some alternatives that you could go for with this core. You could honestly have whateeeeever you want in Swellow's last slot, because 90% of the time you're going to click Boomburst and occasionally U-Turn. Hurricane is not compatible on that set sadly, though. You could also run Choice Scarf Diggersby, but the power drop is clear, and you don't really have the powerful Quick Attack that is nice for finishing off weakened setup sweepers. The Speed is nice though, and a good enough reason to use it. I just find that the bulky defensive core can usually handle whatever Swellow can't outspeed to KO most of the time.

It is IMPERATIVE that you make Swellow shiny, or the core does NOT work.
Add Fire Punch as a slash after Knock Off on Diggersby, this option free you from being forced to switch out to Heliolisk on something like EQ Celesteela, which has the potential to OHKO while Heliolisk's Thunderbolt can only 2HKO, but not if Celesteela leeches on the switch. Should also slash Jolly with Adamant since Choice Scarf is one of your set options. Other than that, you're good.
Offensive Psychic Core

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Knock Off

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Substitute/Encore

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- U-turn
- Bolt Strike
- Blue Flare

Overview
This is an offensive core of Mega Alakazam and victini where alakazam mega helps in wallbreaking,cleaning,revenge killing late game and victini helps to take out special walls and bug and steel types that mega alakazam struggles with. Deoxys speed is used to start hazards as a suicide lead as hazards are appreciated by this core(mega alakazam+victini) to do more damage and to pressure hazard weak types such as bug.
Deoxys speed is the fastest suicide lead you can ever get! As mentioned earlier deoxys speed provides the core with much needed hazards in stealth rock and spikes as it helps in pressuring types like bug,fire,flying and makes the match up a bit easier. Focus sash is used so that deoxys speed can get two hazards up in most cases, with its high speed of base 180 deoxys speed can taunt opposing hazard setters and also stops defog users.Knock off is great utility move that is used on the set that allows to remove items from item reliant pokemon such as chansey, not only that max speed+ nature deoxys speed outspeeds 100 base scarf users and can knock it off if needed with knock off.

Mega alakazam having excellent speed and special attack becomes an amazing wallbreaker and cleaner in the battle.Its ability trace allows it to go toe to toe with some weather abusers such as sand rush excadrill and swiftswim kingdra. As for the movesets psyshock is used to deal with fat walls such as chansey and other specially defensive pokemon. focus blast allows it to ko or do good damage vs opposing steel and dark types that resist psyshock. Shadow ball is used for opposing ghost types and psychic types for super effective damage. In the last slot substitue is used to evade sucker punch,to scout and to protect it from status moves however encore is an option as well as it locks bisharp into sucker punch and denies recovery to walls such as chansey and stuff.

Victini helps the core by taking out bug and steel types with its STAB Vcreate which is a very powerful move and also kills a lot of neutral targets. Bolt strike is used to help out vs water types mainly that resist its fire stab move. U-turn is used for momentum as an offensive core/team would not like to lose momentum of the team and U-turn also creates a lot of 50-50 situation.Blue flare is used to sweep bug and match up lot easier as blue flare does not have the stat drop like vcreate which makes victini easy to get revenge killed.
Threats:
-Mega Gyarados: Mega gyarados is an obvious threat to the core as it can come in on victini and proceed to set up on it mega gyarados also lives one bolt strike to set up one more dragon dance:
*252 Atk Victini Bolt Strike vs. 0 HP / 4 Def Gyarados-Mega: 220-260 (66.4 - 78.5%) -- guaranteed 2HKO
*-1 252 Atk Victini Bolt Strike vs. 0 HP / 4 Def Gyarados-Mega: 146-174 (44.1 - 52.5%) -- 19.1% chance to 2HKO(Intimidate factored in)
alakzam outspeeds +1 spe mega gyarados but it has to rely on focus blast to hit and the accuracy of focus blast is a problem.
.
Alolan-Muk: Dark types are a problem however some are more problematic than others and Alolan muk is no exception here with its good special bulk and access to both knock off,shadow sneak and pursuit , it can trap and kill alakazam as it switches in as mega alakazam can barely do any damage even with focus blast:
252 SpA Alakazam-Mega Focus Blast vs. 212 HP / 120 SpD Assault Vest Muk-Alola: 97-115 (24 - 28.4%) -- 97% chance to 4HKO.

Volcorona: It is a huge threat as bulky volcorona can live vcreate and proceed to set up quiver dances on victini. Volcorona easily eats blue flare too so that is a problem.

Teammates:
Latios: provides the team with a ground immunity + offensive defog support to the team.
Gardevoir: Gardevoir with a scarf set is a great teammate to help out vs dark types and it also has healing wish that may help a teammate to clean late game.
Metagross: Since the banning of Mega metagross and hoopa-u psychic is lacking good physical attackers but metagross with a choice band set fits on the team rather easily and it also has access to priority in bullet punch.
Slowbro: Slowbro with its good physical bulk can tank physical hits for the core and can spread paralysis in the opposing team with thunder wave,slowbro with a colbur berry can be a soft check to things like bisharp too.

Add the screens Deo-S set that 6ti mentioned as an additional option in the importable. It would look like this:
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Knock Off

OR

Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Lightscreen
- Spikes / Knock Off

Also slash Modest with Timid and Psychic with Psyshock coming after for Mega Alakazam . Otherwise approved.
 
#73
Offensive Grass Core
or
Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Superpower
- Zen Headbutt / Megahorn

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

Serperior @ Leftovers / Miracle Seed
Ability: Contrary
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed / Dragon Pulse
- Substitute

or

Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Earth Power
- Nasty Plot
- Giga Drain / Hidden Power [Fire]
This is a simple offensive core utilizing a strong physical scarf, a priority sweeper and cleanerr, and a special attacker / wallbreaker.

Tapu Bulu
is our physical scarf and blanket offensive check to threats in the metagame, able to force threats out and deal heavy damage with it's monstrously strong terrain-boosted woodhammers. Bulu offers grass a unique blend of power and coverage as a scarf, with access to excellent moves such as Stone Edge and superpower to force out Bug/Flying/Fire/Steel/Ice type threats. The final move can either be Zen headbutt if you want to get chip on Mega-Venusaur, or Megahorn if you wanna hit Lati@s.

Breloom
is our physical sweeper, utilizing a combination of strong priority and Spore Utility to sweep teams after checks have been downed by Bulu and Serp/Celebi. Spore is your primary utility that can disable a threat, Swords Dance is for raising Attack, Mach Punch is your Fighting STAB and priority, Bullet Seed is your most powerful STAB both of which are boosted by Technician.

Serperior
is our first option for this core's special attacker and sweeper who can make great use of grassy terrain to boost Leaf Storms, which in turn boost SpA through Contrary. Substitute + Leech Seed allow Serperior to pester opponents throughout the match, while Dragon Pulse gives you coverage to hit Dragon types like Dragonite or Lati@s.

Celebi
is our second option for special attacker / sweeper, and brings strong coverage and Psychic STAB to the table. Psychic is your primary STAB, while Earth Power grants you useful ground coverage to hit Steel and Fire types. Nasty Plot lets Celebi boost Special Attack and bolster her offensive presence. From there you can run Giga Drain as powerful secondary STAB that is boosted by Bulu's Grassy Terrain or use Hidden Power [Fire] for nailing Steel types Earth Power can't hit like Mega-Scizor, Skarmory, and Ferrothorn.


Good Teammates
- Mega-Venusaur is a staple of grass teams and is part of the strong defensive core these Pokemon can lean on. It should be on every Grass Monotype.
- Cradily is another staple of the grass defensive core, and offers both a fire sponge and Stealth Rock hazards to support these sweepers.
- Ferrothorn is the last pillar of the grass defensive core, and alongside Cradily offers Grass substantial hazard stacking potential. Spikes support make it a lot easier for this offensive core to break down teams.

Threats:
- Fire Types are difficult for this core to pressure offensively. While Scarf Bulu can force out Slower threats like Charizard-Y or Heatran, you will have to rely on teammates to manage common threats like Scarf Victini or Infernape.
- Flying Types will give this core a lot of trouble, as many of them are too bulky to be threatened by scarf Bulu and can easily wall Serperior and Breloom. Again, you'll have to rely on your defensive core.
- Poison teams will be a problem, as Mega-Venusaur and Alola Muk can collective wall the entire core. Celebi can KO Muk-A with some chip, and threaten the rest of the core, but it will be a struggle.
- Speedy threats will force this core on the defensive. While Serperior occupies a nice speed tier, it's poor coverage requires clever positioning to make use of, and won't stop you from being vulnerable to fast, strong threats like Greninja, common scarves like Nihilego, Victini, Kyurem-B, Latios, etc.

Other Options
- Z-Hyper Beam is an option for Serperior if you want something to better hazard Poison and Flying teams. It sounds terrible, but since Grass is terrible offensive coverage and Serperior's movepool is shallow, Z-Hyper Beam offers a tremendous 200 BP nuke for hitting tanky targets neutrally. At +2 it deals 70% minimum to Mega-Saur at and KOs Zapdos after Stealth Rocks.
- Rock Tomb can be run on Breloom over either Swords Dance or Bullet Seed if you want to hit Bug / Fire / Flying types more efficiently. This also offers stronger neutral coverage for hitting Poison types like Mega-Venusaur if your defensive core be too worn down to handle it. However, you will definitely miss the power of Bullet Seed or the ability to boost with Swords Dance should you run it.
- Recover is an option over Nasty Plot on Celebi if you want to trade sweeping potential for sustain. However, this will hinder your ability to threaten Poison teams, particularly Alola-Muk.

 
Last edited:

Harpp

formerly Alpha-Harpreet
#75
Offensive Grass Core

Tapu Bulu @ Rockium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Horn Leech
- Superpower

OR

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer/Horn leech
- Stone Edge
- Superpower
- Zen headbutt

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb/Swords dance
- Spore
- Mach Punch
- Bullet Seed

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Hidden Power [Ice]
- Trick/Thunderbolt

Overview:
This core is straight from my team for which I also did a rmt,I used this core in my team for laddering and it has given me decent success with it. In this core, bulu servers as a powerful wallbreaker that opens up holes in the opposing team and deals with slower bulky mons. Both the sets either choice band or sword dance set make tapu bulu very effecient at breaking opposing walls that give other members of the core trouble.Breloom helps as a soft check to charizard y/volcarona and so on with its focus sash and rocktomb, not only that breloom is very good in this core in match ups like steel where it can cripple opposing pokemon with spore and clean up late game with mach punch. Lastly scarf rotom mow provides the core with a immediate speed and a way to deal with mega pinsir,scarf moxie heracross and pivoting with volt switch to keep up the momentum.

Tapu bulu with its high attack stat a good typing helps a lot as a wall breaker in this core.Both sets the rockium z set(s/o to The Excadrill for this set) and choice banded set are equally good and both sets have their own pros and cons. Sword dance allows tapu bulu to be a huge threat for opposing team capable of denting even the bulkiest of pokemon. whereas the choice banded set gives it immediate power as it may not get to set up sword dance in some match ups.Looking at the Sword dance set, Rockium z[stone edge] with sword dance allows tapu bulu to cover grass weakness more such as flying and fire and with sword dance and rockium z it can severely weaken toxapex and mega venasaur.Horn leech is its stab move and hits hard thanks to grassy terrain, wood hammer is an option here if you dont mind the recoil damage it takes. Stone edge along with rockium z allows bulu to better deal with fire and flying mons. Lastly superpower rounds off the coverage as it allows bulu to hit troublesome steel types such as heatran and ferrothorn for super effective damage.
For the banded set, it allows bulu to dish out some major damage without setting up sword dance however since it is choice band it requires prediction to use. Horn leech along with band and grassy terrain hits very hard capable of 2hko even targets that resist it, again wood hammer is an option if you dont mind recoil damage and for more power. zen headbutt deals with mega venusaur and toxapex as it can 2hko both with it. Other than that the set is the same as superpower and stone edge are used for the same reason mentioned in the sword dance set.

Standard Breloom Grass set, spore is for obvious crippling a member of the opposing team and spore is the selling point of breloom. Rock tomb along with focus sash allows breloom to 1v1 charizard x and y,volcaorna and mega pinsir to an extent as well. Mach punch is its priority move that is boosted by technician ability and allows it to clean up/revenge kill weakened team late game.Bullet seed is its strong stab move as boosted by technician. Breloom helps in making steel match up for the team a little easier.Swords dance is also an option to run on breloom in place of rock tomb, as with spore breloom can set up a swords dance and proceed to sweep.

Rotom mow adds speed to the core to deal and weaken faster threats to grass. Volt switch allows it to pivot in to a teammate without losing momentum for the team. Leaf storm is its strong stab move that helps in taking out neutral targets. Hidden power ice is used for landorous and dragon types like dragonite and garchomp.lastly, trick allows it to cripple a wall or set up sweeper.Thunderbolt is an option in place of trick if you need a strong electric stab move.

Some important calculations:
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 232 HP / 180+ Def Venusaur-Mega: 283-333 (78.8 - 92.7%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252+ Atk Tapu Bulu Wood Hammer vs. 252 HP / 232+ Def Toxapex in Grassy Terrain: 348-411 (114.4 - 135.1%) -- guaranteed OHKO
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 244-288 (73 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 252 HP / 252+ Def Celesteela: 303-357 (76.1 - 89.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tapu Bulu Zen Headbutt vs. 232 HP / 180+ Def Venusaur: 250-296 (69.6 - 82.4%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Tapu Bulu Wood Hammer vs. 252 HP / 232+ Def Toxapex in Grassy Terrain: 262-310 (86.1 - 101.9%) -- 12.5% chance to OHKO
252 SpA Rotom-Mow Volt Switch vs. 0 HP / 4 SpD Charizard-Mega-Y: 176-210 (59.2 - 70.7%) -- guaranteed 2HKO
252 SpA Rotom-Mow Thunderbolt vs. 0 HP / 4 SpD Charizard-Mega-Y: 224-266 (75.4 - 89.5%) -- guaranteed 2HKO
252 SpA Rotom-Mow Volt Switch vs. 0 HP / 4 SpD Pinsir-Mega: 216-254 (79.7 - 93.7%) -- guaranteed 2HKO

There a lot of threats to grass mono in general and this grass core is no exception to that!:
: fire types like charizardy/x and victini are threats to this core. Charizard y and x can be handled with sash breloom as breloom can 1v1 both IF sash is intact, victini is a worse problem for grass core as victini is usually scarf and either it can go uturn or vcreate the whole team/core as it outspeeds everything on this grass core.
: Mega pinsir is a threat if breloom has its sash broken or rotom mow is weakened as then it is time to simply click the x in most cases.volcnarona is handled by breloom if it decides to stay in and scizor is a huge problem as it can live at least one hit from each member from core.
The list is long but these are some crucial ones.

 
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