Resource SM Monotype Good Cores

Defensive Bug Core



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch

Araquanid @ Leftovers
Ability: Water Bubble
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Scald
- Toxic
- Protect
- Leech Life


This defensive core is built around Forretress and Araquanid. Forretress functions as the hazard remover, hazard setter, physical tank, and pivot with Volt Switch. It also helps with checking threats like Terrakion who give Bug teams trouble. Gyro Ball can be replaced with Spikes if you already have a Terrakion check elsewhere. Toxic Spikes is yet another alternative for spreading Toxic alongside Araquanid. Araquanid is the special tank for the core that can also induce status with Scald and Toxic. Protect is nice for stalling out an extra turn and gaining some more Leftovers recovery. Leech Life serves as helpful sustain while dealing nice damage.



Volcarona is essential to just about all Bug teams, and it really helps the core deal with Steel types like Ferrothorn and Celesteela. In return, Araquanid can help remove Heatran and Forretress can remove Terrakion, as well as removing hazards with Rapid Spin and putting up hazards to allow Volcarona to sweep easier.

or


Mega Heracross is a great physical wallbreaker that can help the core beat Flying types that beat the core such as Mantine and Zapdos, as well as other annoyances like Ferrothorn and Toxapex. Heracross with a Choice Scarf makes a solid revenge killer against these threats, while also checking Mega Aerodactyl and Tyranitar. In return, Araquanid can switch into Fire type attacks and wear opponents down with Scald burns or Toxic.



Galvantula can take on Flying types like Skarmory and Landorus-Therian that can give the core a rough time. It can also help Forretress with hazards using Sticky Web.

or


Mega Scizor can provide an extra part of the defensive backbone with its reliable sustain in Roost, as well as offering a VoltTurn core with Forretress. Regular Scizor can be an exceptional wallbreaker that can also pivot with U-turn. In return, Araquanid does a great job of checking threatening Fire types that give both of these Pokemon trouble.



Scolipede is a solid cleaner and form of speed control that greatly benefits from Forretress's Stealth Rocking and hazard removal.




These 2 Rock types pose a huge threat to the core with their Rock and Fire moves. Forretress can at least survive a Fire Fang from Mega Aerodactyl and retaliate back with a Gyro Ball, but Tyranitar will survive one and will tear right through the core.



These 2 Flying types are a major issue due to being able to beat the entire core in a 1v1 and being able to Defog Forretress's Stealth Rock away.



These 4 Electric types can rip through the core with their Electric STAB moves, especially since the core's special tank is weak to Electric. Forretress is trapped and removed easily by Magnezone too.


Edit: Implemented changes
 
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Harpp

formerly Alpha-Harpreet
Balanced Dark Core:

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 56 SpA / 200 SpD
Sassy Nature
- Stealth Rock
- Thunder Wave
- Stone Edge /Rock slide
- Fire Blast /Crunch /Pursuit

Overview
The core of Mega Sableye and Bisharp has amazing offensive synergy with Mega Sableye providing an invaluable fighting immunity to the core which is well appreciated by bisharp and tyranitar on the core,Mega Sableye helps to cripple physically offensive pokemon with will-o-wisp for the core/team which makes dealing with such pokemon much easier. Mega Sableye also punishes set up sweepers/threats with foul play, for eg: Scizor.On the otherhand bisharp checks fairy types such as clefable and azumarill for mega sableye with its steel type stab and is the set up sweeper/wall breaker on the team with swords dance. Tyranitar on the team is to provide utility support with stealth rock and thunder wave. Tyranitar can also sponge special attacks aimed at Mega Sableye since tyranitar has good special bulk.
The Core also has a small plus point, which is that stealth rock is spin blocked from Mega Sableye and Bisharp punishes using defog against it since it gets defiant boost which is +2 in attack. This helps in pressuring teams more.
Description in Detail:
:The set used for Mega Sableye is a utility set, with knock off to cripple item reliant pokemon such as porygon2 or chansey and choice scarf users. Will-o-wisp is used to cripple threats for the team such as excadrill, and scizor. Foul play is used to punish set up sweepers that try to set up on Mega Sableye such as Scizor,dragonite,salamence,landorus-therain and so on. Lastly recover is used on the set for longevity. 248 hp evs and 252 def evs with an impish nature ensures that Mega sableye is bulky as possible on the physical side.Protect can be run on the set in place of knock off to scout the opponents team for choice locked pokemon.Similary, fake out is an option as well to do some chip damage every time mega sableye comes in and it helps in wearing down teams to an extent.
: Swords dance on the set allows bisharp to be a force that can break apart walls easily. Knock off on the set not only has utility options able to cripple the likes of porygon2 but it also ensures that nothing wants to switch on defog. Iron head is used to check fairy types for the core such as azumarill and lastly sucker punch is used as a form of priority to mitigate the problem of speed since bisharp has a poor speed stat. Jolly nature is used so that bisharp speed ties with other base 70s and to outspeed adamant dragonite and adamant diggersby. Adamant nature can be run for more power.
:Tyranitar has always been a premier and a very viable rock setter on mono dark teams as it has very good utility options too. The evs listed above lets tyranitar be bulky on the special side at the same time having the bulk to check a lot of things in the current metagame,such as magearna.Leftovers may be used as a form of gradual recovery.
The set above is a utility set and is mostly used as a lead to set up stealth rock which is essential for dark teams to pressure bug and fire mono teams,Cripple opposing Pokemon with thunder wave which makes it easier for teammates to kill. Stone edge is used to hit opposing bug types hard that are a threat to mono dark team such as volcorona.Stone edge may be replaced by rock slide as it achieves the same ohko on both volcorona and charizard Y. It is merely a preference of power vs accuracy. Fire blast is used in the 4th slot to hit hard/dent opposing steel types such as skarmory,ferrothorn,fortress and deter scizor switch ins. Fire blast may be replaced by crunch for a strong dark type stab move, as it hits decently hard even with no investment. However crunch may be replaced by pursuit to trap and weaken opposing Pokemon as they switch out.
Threats:
: Fighting types like keldeo and heracross mega are huge threats to the core. When up against keldeo it is basically 50-50 since it will be either hydro pump or secret sword and hence it all comes down to predictions and keldeo gets kill almost everytime it comes in. Mega heracross on the other hand has good bulk and can be a real pain with substitute+3 attack set.
: Magearna is a pretty big threat as it can sweep dark mono with its shift gear set, steam rolling with beast boost ability.Specs Magearna is also a menace to face as it create big holes in the core/team.Tapu koko is threat to as thunderbolt[electric terrain) does pretty hefty damage to mega sableye and bisharp and vs tyranitar(sine it has good special bulk) tapu koko can simply u-turn or volt switch and gain momentum.
Teammates:
: Greninja is a great teammate to the core since it has good speed which helps since the core is slow in terms of speed and greninja also has a solid movepool with moves such as extrasensory,ice beam and gunk shot to help vs fighting,ground and fairy types respectively.
: Mandibuzz is a must since it has such a good bulk that can pivot in against a lot of threats for the team. it has u-turn too to gain momentum for the team. Provides much appreciated ground immunity and defog support.
: Hydreigon also has a solid movepool that can check a lot of pokemon for the team such as magearna. It can run a scarf set to revenge kill faster threats and to patch up with the problem of speed control or it can run choice specs set to wall break.
: With its great special bulk and part poison typing, Muk-alola can sponge special fairy moves for the team with relative ease. It can retaliate with its poison stab move namely poison jab or gunkshot, it can be an additional check to volcarona,mega charizard y with rock slide/stone edge as well.


Offensive Fire Core:

Houndoom-Mega @ Houndoominite
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Solar Beam / Taunt / Destiny Bond
- Fire Blast / Flamethrower

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Earthquake /Stone edge
- U-turn

Torkoal @ Leftovers / Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Yawn
- Rapid Spin
- Lava Plume

Overview:
This is an offensive fire core built around Mega houndoom which acts as a wall breaker on the core with nasty plot set to open up big holes. It is aided by drought support from torkoal which increases the special attack of Mega Houndoom thanks to its ability solar power, drought weakens water type moves which is well appreciated by the core. Infernape on the core is not only a speed control with a choice scarf set but it also deals with troublesome threats for fire such as terrakion,nihilego,tyranitar,heatran etc.Lastly torkoal on the core provides invaluable support in the form of rapid spin and stealth rock, it has drought ability to support mega houndoom as well.
Sets in Detail:
: Mega Houndoom is the wall breaker on the team, it has a very good speed at base 115 which allows it to out speed a good portion of pokemon in the metagame. As for the moveset,Nasty plot allows it to wallbreak or sweep once its check are weakened or taken out. Fire blast and dark pulse are its stab moves that has a pretty good coverage. Flamethrower can be run as it is more accurate however the power drop is noticeable. Solarbeam is used for water,ground,rock types as it has drought support from torkoal. Solarbeam can be replaced by taunt to cripple walls and have easier time setting up nasty plot. One can use destiny bond as well to take down the opposing pokemon upon being koed.
: Choice scarf infernape on the core helps to deal/check with the threatening pokemon to mono fire teams as mentioned in the overview section. Flareblitz and close combat have great coverage togther. Flareblitz is boosted by the drought support from torkoal and so it hits hard in sun. Closecombat on the other hand deals with heatran,tyranitar,terrakion all of which are particulary a trouble for mono fire teams. U-turn is used for momentum, to do some chip damage on potential switch ins. Earthquake deals with scarf nihilego which is a huge threat for fire teams since it can 6-0 a fire team with a scarf set.Earthquake also does decent damage to toxapex as well. Earthquake can be replaced by stone edge to hits flying types such as mantine,dragonite harder.
Torkoal is a premier support pokemon for mono fire teams as it provides invaluable support in the form of hazard removal in rapid spin and stealth rock support. lava plume is the only attacking move on the set so that it is not a taunt bait and it can do some decent damage, the burn chance is nifty as well. yawn forces switches and racks up damage with stealth rock. Yawn allows torkoal to force a switch and clear hazard too. 252 EVs in Defense and 248HP with a Bold nature allow Torkoal to maximize its defensive capabilities allowing it to sponge most physical hits for the team/core relatively well. Heat rock can be run as item to increase the number of drought turns which aids offensive pokemon on the team as it increases the power of fire stab moves and weakens water moves.
Threats:
: Water teams are a threat particularly swift swim teams as it creates weather wars and the core is then susceptible of getting swept by pokemon that abuse swift swim such as mega swampert and kingdra.
: Ground teams are a threat too since excadrill can simply sweep the core in sand.
: Electric mono teams are a threat to this core as electric terrain boosted attacks do a number to this core and the core also lacks a switch in or immunity to electric moves and hence electric teams are threat as well.
Teammates
: Volcanion is a good teammate since it provides a very good water immunity which allows the core to get around mono water teams. Volcanion is also needed to check azumarill which otherwise can sweep with belly drum boosted aqua jet.
: Rotom heat is a good teammate as it can run screen support set which will help offensive pokemon on the core such as mega houndoom to set up better. it provides ground immunity as well. Its electric stab moves will be helpful against mono water teams as well.
: Heatran is a good teammate too because it can run specially defensive sets to sponge special hits for the team, its unique typing provides a lot of resistances which are well appreciated by mono fire teams. Furthermore, air balloon heatran grants a pseudo ground immunity.
: Volcarona is a good teammate as well particularly if screen rotom-heat set is used as it allows volcarona to set quiver dance easily and sweep. Volcarona can be set up sweeper of the core to clean and weaken checks alongside mega houndoom.
: Entei can be a decent teammate as well since it is a good wallbreaker sporting a high attack stat. Entei gets sacred fire which has 50% chance to burn and combined with choice band or life orb it hits very hard. It has extreme speed to pick off weakened pokemon or to clean/revenge kill.

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Balanced Ground Core



Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Heavy Slam
- Dragon Tail
- Earthquake
- Stealth Rock / Toxic

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic / Stealth Rock
- Slack Off
- Whirlwind

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off


This core is built around Mega Steelix, who operates as the core's switch in to Grass and Ice type threats like Breloom, Alolan Ninetales, Kyurem-Black, and Choice Scarf Tapu Bulu. Heavy Slam and Earthquake are the basic STAB moves, and Dragon Tail is helpful for phasing out setup sweepers. Either it or Hippowdon can be the Stealth Rocker depending on preference. Hippowdon is the main physical wall and phaser, which is especially helpful for setup sweepers that can give the core trouble. Earthquake is the standard Ground STAB and Slack Off is there for sustain. Seismitoad serves the very important role as the core's Water immunity and check to Belly Drum Azumarill and Choice Band Tapu Bulu. Scald and Earth Power are the basic STAB moves, Sludge Wave is important for Azumarill and Tapu Bulu, and Knock Off helps the core deal with Normal's Eviolite core.


Excadrill is an amazing cleaner/wallbreaker that can remove hazards with Rapid Spin and check any Tapu Bulu variant in sand. It also greatly appreciates Seismitoad checking Azumarill and Hippowdon and Mega Steelix phasing away Pokemon that give Excadrill a hard time.



Landorus is a great special wallbreaker that helps the core muscle past nuisances like Skarmory and Ferrothorn, as well as check Choice Banded Tapu Bulu with Sludge Wave. In return, the core can help deal with Alolan Ninetales and Scarf Kyurem-Black, which can give Landorus trouble.



Garchomp proves to be really helpful when dealing with Dragon types like Hydreigon and Kyurem-Black, as well as being an amazing setup sweeper. In return, the core can deal with threatening Ice types rather easily, as well as switch into threats like Scarf Latios and Kyurem-Black.



Mamoswine serves as another powerful wallbreaker capable of dealing with threats like Mantine and Skarmory, while also being another solid Ice switch in. In return, Hippowdon can switch into Scarfers like Excadrill, Infernape, and Terrakion that threaten Mamoswine, and Seismitoad can absorb Water type attacks.



Nothing on the core likes switching into Choice Banded sets, but Seismitoad can check them as long as they aren't Jolly natured. Mega Steelix switches into Scarf sets rather nicely, so make sure you keep it healthy.



These 3 Grass types can prove to be a serious pain. Mega Venusaur can 1v1 everything on the team if it has Giga Drain, and can even Leech Seed to wear down Mega Steelix even faster. Ferrothorn can put up Spikes to wear down the core whenever something tries to switch in, as well as Leech Seed to wear everything down further. Breloom can easily Spore anything on the team and slowly chip away with Mach Punch and Bullet Seed.



This thing is just a giant 50-50. Hippowdon gets decimated by it no matter what, but you have to be careful when trying to predict either Hydro Pump or Freeze Dry, because it could result in the loss of either Mega Steelix or Seismitoad.



Mega Charizard Y can remove Hippowdon's sand and can Solar Beam 2/3rds of the core to oblivion, and Fire Blast the remaining 3rd. This is why it's important to keep up Stealth Rock whenever this thing is around.


Psychic killing Balanced Poison Core



Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Protect / Swords Dance
- Earthquake
- Rock Slide

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Poison Jab / Gunk Shot
- Knock Off
- Pursuit
- Fire Blast / Shadow Sneak


This core excels best at destroying Psychic teams, with Alolan Muk switching into just about all of their special attackers and either Pursuit trapping them or Knocking them off, and Scolipede outspeeding all of Psychic's Scarfers and securing an easy late-game sweep.
For Scolipede, Megahorn is its strongest Bug STAB. Protect is used to get a free Speed Boost, allowing it to outspeed Scarf Victini, Jirachi, Meloetta, and Latios. Swords Dance is an alternative that can be used to break through balanced Psychic teams easier, as well as breaking through Dark and Grass teams. Earthquake is important coverage for hitting the aforementioned Jirachi and Victini. Finally, Rock Slide is a nice choice for hitting Pokemon like Mega Charizard Y, Mantine, and Zapdos. Swords Dance is an alternative that can be used to break through balanced Psychic teams easier, as well as breaking through Dark and Grass teams. For Alolan Muk, the set is pretty standard, with Knock Off being important for tearing through offensive Psychic teams, and Pursuit being able to trap Mega Alakazam, Meloetta, and Latios. For the final move, Fire Blast is used to break Alakazam's Focus Sash without having to worry about Counter. But Shadow Sneak is another alternative for picking off a weakened Victini or Jirachi.


Nidoking, as with many Poison types, appreciates the core's ability to remove Psychic types. In return, Nidoking can offer some special wallbreaking as well as put up Stealth Rock to make the core do its job easier.



This defensive core does a nice job of providing a defensive backbone for the core to fall back on. Mega Venusaur can switch into Ground type attacks from threats such as Hippowdon and Scarf Excadrill, and Toxapex can switch into powerful Fire types like Mega Charizard Y, Infernape, and Victini.



Crobat can provide a Ground immunity and hazard remover for the core. It also has access to U-turn to generate momentum to the core. In return, the core handles Psychic types that are faster than Crobat such as Scarf Latios, Meloetta, and Mega Alakazam.



Sandy Ground teams are always a huge issue for Poison. Hippowdon is capable of either walling out Scolipede completely, or phasing it out with Whirlwind when it tries to Swords Dance. Both these Ground types also easily dispose of Alolan Muk, and Excadrill in sand outspeeds +1 Scolipede.



Steel teams can also prove to be a menace to the core. Skarmory and Ferrothorn are capable of walling out Scolipede and removing it with Brave Bird and Gyro Ball respectively. If the Heatran is Air Balloon, it easily lives any hit from Scolipede and can fire back with a Fire Blast. While Alolan Muk can 2HKO Ferrothorn with Fire Blast, it'll still get easily worn down by Leech Seed stall.



These Dragon types can easily tear through the core with their Dragon STAB moves. Scolipede can't OHKO either of them with Rock Slide, and even if Alolan Muk is able to remove their items, nothing will comfortably take a huge hit.


Edit: Implemented changes
 
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Offensive Hazard Stack Core

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Taunt
- Icy Wind/Ice Beam
- Destiny Bond/Will-O-Wisp/Thunder Wave

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Bone
- Earthquake/Knock off
- Flare Blitz/Fire Punch
- Stealth Rock

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick/Desinty Bond

Overview
This core revolves around pressuring the opposing teams through hazard stacking and pressuring the team offensively with Marowak-alola and gengar. Froslass lead spikes set is used here to set spikes and pressure grounded pokemon.Marowak-Alola is the offensive stealth rock user of the team and an excellent wall breaker thanks to thick club,it also acts as a switch into tapu koko due to lightning rod.While Gengar helps in cleaning with a scarf set as it has very good special attack and speed.
: Froslass has good speed and access to spikes and utility moves which makes it an ideal dedicated lead. As for the moveset, taunt is to stop other slower pokemon from setting up, laying hazards etc. Spikes helps in punishing switch ins and pressuring the opponent.Icy wind is used here for utility purpose as it lowers the speed by 1 stage which can help a teammate. Ice beam can be used over icy wind if you desire power over utility. Lastly destiny bond is used to take out a pokemon once froslass has set spikes or if a pokemon is threatening to the team.Will-O-Wisp is an option as well to cripple physical attackers while thunder wave helps in slowing down faster threats and spreading paralysis.
: Marowak Alola is the utility wall breaker of the team with stealth rock and it has good wall breaking potential thanks to thick club. Shadow bone is a great stab move with no drawbacks. Flare blitz allows marowak-A to break through mega venusar, clefable,mandibuzz etc however the recoil damage is not appealing as Marowak-A is slow and it may have to take a hit before attacking and so fire punch is an option over flare blitz however the power drop is noticeable as it fails to 2hko the above mentioned pokemon. Earthquake is used for rock and fire such as tyranitar and heatran. Earthquake also helps vs toxapex which can be hard to kill.Knock off can be run over earthquake for utility purposes and crippling item reliant pokemon.As for the ev spread,44 speed evs allows marowak-A to outspeed uninvested base 50 speed pokemon such as azumarill and muk-alola.212 evs are dumped in hp to improve its overall bulk and 252 atk evs with an adamant nature to maximize its damage potential.For the ability,lightning rod is used to help vs tapu koko and electric teams, helping to break momentum.
: Gengar with its high base speed and a good special attack is an ideal cleaner for the team utilizing a choice scarf. Shadow ball and sludge wave being the main stab moves helping vs opposing ghost,psychic and fairy types respectively. Focus blast helps to deal with threats such as hydreigon and it deals with steel types such as heatran and ferrothorn as well. Trick can be used to cripple a set up sweeper or a wall.Destiny Bond can be run over trick to take out a threat which gengar cannot kill with its moves such as +1 volcarona.
Team Options:
:Mega Sableye is a good teammmate because it can check threatening physical attackers such as scizor with will-o-wisp and foul play. It is also a good dark type switch in for the team and can provide utility support with knock off and keeping hazards away thanks to magic bounce.
: Jellicent with its good special bulk can sponge special attacks for the team and cripple walls and stall with toxic and recover. Jellicent helps to deal with fire types that threaten ghost teams and it can also check water types with its ability water absorb. Jellicent can be used as a wincon with acid armor set.
: With its ability disguise mimikyu acts as a blanket check to sweepers for the team.Its part fairy typing helps vs dark types such as mandibuzz,hydreigon,tyranitar and sableye. It can utilize z moves along with swords dance to break through walls with fairiumz or ghostiumz.
Threats:
Dark types: Dark types such as hydreigon, bisharp,tyranitar,Mega Sharpedo,Muk-alola are obvious threats to the team as sableye cannot check physical dark types reliably since dark types are immune to prankster moves this gen. Pokemon such as hydreigon and mega sharpedo have almost guranteed kill vs a ghost team.
Flying types: Flying type core such as zapdos,mantine,celesteela/skarmory core can be hard to break for the team. Which results in team getting worn out and taken advantage by a cleaner like lando-T and Mega charizard Y.
Ghost types: Mirror ghost match ups are pain as well as it all comes down to mimikyu, gengar and sableye.

Put Ice Beam in front of Icy Wind on Froslass, change Alolawak to Max Speed Jolly since this an offensive ghost core it should have speed and slash Bonemerang before Earthquake. Otherwise it's fine.
Thought I'd post a bunch of the standard cores that aren't here for some reason. But first, I'll start with one of my own.

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Offensive Normal Core
Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Tailwind
- Heat Wave

Diggersby @ Choice Band / Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Quick Attack
- Fire Punch / Swords Dance
This is a small offensive core for normal meant to work alongside both offensive and balanced builds that makes use of tailwind to bolster the offensive presence of a fierce wallbreaker.

Mega-Pidgeot
is our Special Attacker, pivot, and tailwind user. Spammable hurricane is really nice and Bird Jesus hits a nice speed tier for Normal teams which are typically pretty slow unboosted. Tailwind alongside U-turn allows normal teams to generate a lot more offensive pressure than typically, and Mega-Pidgeot has plenty of opportunities to set it with how often it forces switches and how safe it is to wall. U-turn lets you pivot into Diggersby, while the last slot can go to Roost or Heat Wave.

Diggersby
is our physical wallbreaker, and benefits immensely from both tailwind and u-turn momentum, and can cover mega-pidgeot with electric immunity and rock resist. Diggersby hits extremely hard with dual stabs, and can clean weakened teams with Quick Attack. Choice Band gives you the most power, but Life Orb eases prediction, particularly against Steel, while freeing you to use Swords Dance which is a very potent cleaner.

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Defensive Normal Core
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Toxic

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Ice Beam
- Recover
- Foul Play

Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Close Combat / U-turn
This is a standard normal defensive core.

Chansey
is the blob, the premiere special wall with absurd HP and bulk. Normal's blanket special sponge, rocks setter, and status absorber, Chansey is as standard as it gets. Max physical defensive allows Chansey to be as bulky as possible against a broader range of threats, since it's special defense is plenty adequate unboosted.

Porygon2
is the core's physical wall, making use of great eviolite-boosted bulk. Thunder Wave lets you cripple threats, while Ice Beam hits peevesome Ground-, Flying-, and Dragon-type threats to Normal teams such as Dragonite or Lando-T. Foul Play hits physical attackers of all kinds hard, especially SD sweepers.

Staraptor
is the last part of the holy normal trinity, sporting a valuable neutrality to fighting-type attacks, access to defog, and the amazing ability intimidate. Close Combat or U-turn can make up the last moveslot, the former checking annoying threats like Excadrill more easily and the latter creating opportunities for wallbreakers such as Diggersby and Meloetta to come in

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Defensive Flying Core
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Roost
- Brave Bird
- Whirlwind
- Stealth Rock

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 180 SpD / 76 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Toxic
- Substitute
- Roost

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 244 Def / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze
This is a standard defensive flying core.

Skarmory
is standard skarmory, making use of a physically defensive spread to tank hits as well as possible, Whirlwind lets you phaze, while Brave Bird keeps you from being too passive.

Zapdos
is the peevesome Sub-Toxic set which is an incredible pain to many teams in the meta and does a good job of stalling down Electric-type threats and other dangerous special attackers. Discharge is reliable STAB, while Sub + Roost maximizes the PP stall while protecting Zapdos from status.

Mantine
is our second special wall and the cores defogger and offers an excellent water immunity and ice neutrality to the team. Scald is amazing, as always, while Haze keeps Mantine from becoming set up bait while checking certain threats such as Z-Move Mew.

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Defensive Rock Core
Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Stealth Rock / Mirror Coat / Earth Power

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stone Edge
- Earthquake
- Fire Punch
- Ice Punch / Avalanche
This is a defensive rock core for teams looking for a bulkier backbone.

Cradily
is our ground / grass neutrality and water immunity, a physically defensive spread is used to make Cradily a great sponge for Earthquakes and check to water attacks. Giga Drain is reliable STAB to hit Ground and Water types, while recover is recovery. Cradily can run Stealth Rock if you don't have it elsewhere, Toxic to pester defensive mons and / or Mirror Coat to lure and dispatch special attackers such as Lando-I. Earthquake can be used to pester Steel types like Heatran and Magearna.

Rhypherior
is our physical tank and blanket check for sweepers and wallbreakers such as Lando-T, Mega Scizor, and Heracross. Dual STABs is for reliable power, while Fire Punch hits Scizor-Mega and Ferrothorn. Ice Punch hits Lando-T and Garchomp, although avalanche is an option. Swords Dance can be used with more speed investment to break through bulky water teams.

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

Golem-Alola @ Firium Z
Ability: Magnet Pull
EVs: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- Wild Charge
- Fire Blast
- Earthquake
- Stone Edge
This is an offensive core for rock tailored to take down Steel utilizing a strong physical wallbreaker and a trapper to remove checks for the former.

Terrakion
is our physical wallbreaker, 2/1HKOing everything on Steel with banded Close Combat. Stone Edge serves as our other STAB, while Earthquake rounds out coverage. Quick Attack is for cleaning off weakened threats, particularly those with priority such as Azumarill and Breloom.

Golem-A
is a great steel trapper for rock able to dispatch Ferrothorn, Mega Scizor, Skarmory, and Celesteela with it's ability Magnet Pull. Firium Z is to guarantee a OHKO on SpD Mega-Scizor with Rocks, while the other moves are STAB and Earthquake for Magearna.

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Defensive Electric Core
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Zapdos @ Leftovers
Ability: Pressure
Happiness: 0
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost
This is a standard defensive electric core.

Zapdos
is our specially defensive wall and pivot and supports the entire electric team with defog. The speed EVs allow Zapdos to outrun pos-nature 70s such as Bisharp and Breloom and the remaining EVs go to maximize bulk. Heat Wave offers the team Fire coverage for hitting threats such as Excadrill, Magearna, and Ferrothorn.

Rotom-W is the physically defensive pivot sporting an excellenting typing and ground immunity that allow it to manage dangerous threats such as Mamoswine and Excadrill. Hydro Pump is reliable STAB, Volt Switch lets you pivot, Wisp cripples physical sweepers and Pain Split grants Rotom-W some kind of recovery.

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Offensive Ground Core
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Excadrill @ Life Orb
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Landorus (M) @ Life Orb
Ability: Sand Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Focus Blast
- Rock Slide
This is a standard offensive ground sand core.

Hippowdon
is the team's hazard and weather setter, summoning sand for Excadrill to go to town. The physically defensive spread is pretty standard, as is the moveset: Earthquake for reliable STAB, Stealth Rocks for hazards, Whirlwind to phaze threats and Slack off for Recovery. Toxic could be used one of these in a pinch, but isn't advisable.

Excadrill
is our physical wallbreaker and sweepers, abusing the weather with Sand Rush. Life Orb allows Excadrill to moveswitch freely, and Swords Dance lets it plow through slow bulkier teams even outside of sand. Choice Band is an option if you want Excadrill to have more of a sustained presence during matches.

Landorus-I
is the core's special wallbreaker, and one of the best wallbreakers in the entire mono tier. Earth Power is your bread and butter STAB, while Sludge Wave and Focus Blast round out the coverage by hitting Grass, Fairy, Normal, etc. Rock Slide hits a couple peevesome threats such as Zard-Y, Zapdos, and Mantine, but can be replaced with Calm Mind or Gravity.
Normal Offense: Slash Roost before Tailwind on Mega Pidgeot and slash U-turn after Swords Dance on Diggersby. Otherwise it's fine.
Normal Defense: Slash Twave after Toxic on Chansey, slash Discharge and Toxic after Twave on P2. Otherwise it's fine.
Flying Defense: Change Skarmory to 224 HP / 252 Def / 24 SpD and slash Iron Head after Brave Bird, change Mantine to 252 HP / 240 Def / 16 SpD and slash Toxic after Haze. Otherwise it's fine.
Rock Defense: Change Cradily to 252 HP / 252 Def / 4 SpD. Otherwise it's fine.
Rock Offense: Fine.
Electric Defense: Change Zapdos to 252 HP / 16 Def / 132 SpD / 108 Spe. Otherwise it's fine.
Ground Offense: Change Landorus to Sheer Force, mention Rapid Spin as an option in the description for Excadrill. Otherwise it's fine.
Offensive Steel core

Skarmory (M) @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Brave Bird

Doublade (M) @ Eviolite
Ability: No Guard
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Sacred Sword
- Swords Dance
- Shadow Sneak
- Shadow Claw/Iron Head

Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

This is an offensive steel core revolving around hazard stacking with skarmory and pressuring the opposing team with doublade and bisharp to block rapid spin and punish defog respectively.
: Suicide lead skarmory set is used here, stealth rock + spikes helps in pressuring the opposing teams by punishing switch ins and racking up residual damage which allows a teammate to clear off the team easily or secure KOs. Taunt puts a stop to opposing hazard setter/sweeper. Brave bird hits hard since it is invested in attack and it can take a pokemon down or weaken it. Sturdy+salac berry allows skarmorly to lay an extra set of hazard or take something out with brave bird.
: Doublade on the core blocks rapid spin and provides an invaluable immunity to the steel team thanks to its part ghost typing. With eviolite it has great physical bulk letting it set up swords dance vs a physical pokemon. Shadow sneak being a priority moves helps to overcome its awful speed to an extent. Shadow claw+sacred sword has perfect neutral coverage.Iron head is an option over shadow claw to run on the set.36 speed evs lets it outspeed gastrodon. 252 attack evs with adamant nature for maximum damage output,rest ev in hp to improve its overall bulk.
: Due to its ability in defiant,bisharp is a great addition to any hazard stacking core as using defog against it will give it a +2 attack boost which is enough to sweep a team or for denting holes. Life orb is used to power up the damage of its move. Swords dance allows it to turn into a threatening sweeper, sucker punch helps vs faster threats. Knock off is its strongest move also removing item from pokemon so it has utility purpose as well. Iron head helps vs fairy types which resists its other attacks.
Teammates:
: Excadrill is a great teammate as with scarf set it patches up the problem of immediate speed and it can also take out fire types for the team with earthquake+rock slide.
: Heatran is a must to have since it is immune to fire moves thanks to its ability flash fire, can take out charizard y with stone edge and pressure fire teams with earth power.
: Mega scizor is yet another great teammate as it has a very good typing and good bulk which helps it in filling the role of set up sweeper. Swords dance+ bullet punch can clean the team easily especially if hazards are up.
: Magearna can steam roll the team with its soul heart ability. Magearna can also fulfill the role of set up sweeper with shift gear set or it can run choice specs to nuke opposing team.


Balanced Water Core:

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

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Defog
- Scald
- Roar

Gyarados @ Flyinium Z
Ability: Intimidate/Moxie
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

Overview
This is a balanced core where, lanturn provides invaluable electric immunity to the team and slow pivot via volt switch.Empoleon fills in several roles in the team as it provides stealth rock, hazard control in defog and phasing with roar. It has great special bulk and neutrality to grass moves which is an asset to the team. Gyarados fills in the core as it can take on threatening grass types for the core/team such as mega venusaur,breloom and tapu bulu. Gyarados also provides a ground immunity which is very much appreciated as both lanturn and empoleon are weak to ground moves.
Sets in detail
: scald helps to fish for burns and is a good stab move to spam. Volt switch helps in keeping momentum and bringing a teammate safely in the battle. Toxic allows lanturn to cripple walls or sweepers and put them on a timer. Toxic can be replaced by thunder wave to slow down faster threats which can be taken advantage by having slow and hard hitters in the team.Heal bell allows lanturn to be a cleric and remove status from plaguing the team. 40 hp evs hit a hp number(401 hp) which maximizes recovery through leftovers. 216 def and +252 sp. def ensures good mix bulk.
:Thanks to its part steel typing empoleon has a great deal of resistances that allows it to set up stealth rock to pressure the team or deal residual damage. Defog allows it to clear off hazards. Scald is used here to fish for burns and torrent boosted scald hits hard. Roar allows empoleon to phase out a set up sweeper or to rack up residual damage on potential switch ins.
: Gyarados acts as a check to grass types with its flyinium z set. 168 speed evs and jolly nature allows it to outspeed adamant banded tapu bulu.252 attack evs and rest evs in hp to improve its bulk. with intimidate it can set up dragon dance or force a switch and make substitute,which makes gyarados harder to get revenge killed. Waterfall is the stab move with nifty chance to flinch the opponent. Bounce and flyiniumZ allows for supersonic sky strike that takes out grass types or helps in denting walls.
Teammates
: Mega sharpedo is a great teammate as it can clean late up while being a secondary check to mega venusaur and toxapex by running psychic fangs. Mega sharpedo appreciates electric immunity, hazard to secure KO and breaking down of walls by gyarados to clean up late game.
: Protean boosted attacks and a wide movepool along with high speed makes greninja a very good teammate for the core. It can run all out attacker set since it has a very good coverage to take out threats for mono water teams.
: Keldeo is also a great teammate as specs keldeo hits very hard and has secret sword to deal with normal types/special walls as well. It has good speed at base 108 and impressive special attack at base 129 which when equipped with choice specs,becomes a great wall breaker.


Offensive Fighting Core

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Taunt/Flash Cannon
- Stealth Rock
- Thunder Wave

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

Heracross @ Choice Scarf
Ability: Guts/ Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Stone Edge

This is an offensive fighting core where cobalion is the lead,setting stealth rock and providing utility to the core with taunt and thunderwave. Terrakion is the wallbreaker of the core utilizing double dance set with rockiumZ to break past walls such as celessteela,skarmory etc. Heracross is the cleaner and it also patches up the problem of speed since it is running a scarf set. So cobalion provides support,terrakion wall breaks and heracross cleans is the general idea of this core.
Set in detail
: Utility cobalion set here. Taunt helps to stop opposing hazard setters or set up sweepers. Taunt may be replaced by flash cannon to hit fairy types. stealth rock is to pressure types such as flying, bug,fire etc. Volt switch is to gain momentum while thunder wave helps to cripple a faster threat. Cobalion has great deal of resistances thanks to its part steel typing and good natural bulk which makes it invaluable lead providing utility for mono fighting teams.
: Double dance terrakion is the epitome of wall breaker. It can utilize rock polish to clean the team late game or set up swords dance to tear throguh slow defensive teams. Rock polish is ideal vs offensive teams and swords dance is best vs defensive builds. It has rockiumZ which allows it to break past walls. stone edge+close combat has very good coverage helping to deal with a lot of types.
: Heracross fills in the role of cleaner/revenge killer with a choice scarf set. Its ability guts allows it to deal massive damage if heracross gets inflicted with a status move such as will-o-wisp. Moxie is an option to run as well as the increasing moxie boost may be tempting however with guts heracross can take on status moves for the team and benefit from it.Mega horn is the obligatory stab move helping a lot vs psychic match up where psychic teams have no safe switch ins. Knock off is a great utility move, helping vs ghost types as well. Stone edge is for flying and fire types so that heracross can hit them reliably.
Good Teammates
: Keldeo can be the special wall breaker of the team with a choice specs set complimenting the wall breaking of terrakion in the core.Keldeo has good special attack at base 129 and a great typing in water/fighting.
: Breloom is an ideal teammate because it can deal with water teams well and it has spore which is one of its main selling points, as it can cripple a pokemon for few turns. It has priority move in mach punch which is boosted by technician which can be used for revenge killing as well.It can run swords dance set or spore+3 attack set.
: Infernape has a wide movepool and it can run multitude of sets such as physical,special,mixed,scarf etc.Hence it can fill any offensive role for the team.


Defensive Psychic Core

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Grass Knot
- Thunder Wave /Fire Blast
- Slack Off

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Iron Head
- Stealth Rock
- Toxic/Thunder Wave
- U-turn

This is a defensive core of slowrbo and jirachi for providing support to the team or checking threats:
: Slowbro with its high bulk, recovery move and regenerator has been a staple on mono psychic teams. Here the set used is colbur berry set meant to check threats such as mega sharpedo, mega gyarados with grass knot or it can cripple threats with thunder wave. Thunder wave can be replaced by fire blast to take care of ferrothorn. Scald is a very good move to spam and to fish for burns. Sustain in slack off and regenerator helps in keeping slowbro in good health to check threats or act as defensive wall.
Calculations:
*252+ Atk Strong Jaw Sharpedo-Mega Crunch vs. 252 HP / 232+ Def Colbur Berry Slowbro: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO
*0 SpA Slowbro Grass Knot (100 BP) vs. 0 HP / 4 SpD Sharpedo-Mega: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO
*+2 252 Atk Mold Breaker Gyarados-Mega Crunch vs. 252 HP / 232+ Def Colbur Berry Slowbro: 204-241 (51.7 - 61.1%) -- guaranteed 2HKO
*0 SpA Slowbro Grass Knot (120 BP) vs. 0 HP / 0 SpD Gyarados-Mega: 138-164 (41.6 - 49.5%) -- guaranteed 3HKO
*0 SpA Slowbro Grass Knot (80 BP) vs. 252 HP / 4 SpD Seismitoad: 292-344 (70.5 - 83%) -- guaranteed 2HKO after Leftovers recovery
: Jirachi provides invaluble support to the team as it has access to stealth rock to help vs bug,flying and fire match up. It has good overall bulk of 100/100/100.As for the set, the set used here is a specially defensive jirachi set.Iron head being a stab move helps in flinching the opponent thanks to serene grace. Toxic is used to cripple walls/set up sweepers.Toxic can be replaced by thunder wave to spread paralysis, it can stop volcarona with thunder wave which is very threatening to a psychic team,with thunderwave jirachi can para flinch the team. Lastly uturn is to gain momentum for the team and to bring in a teammate safely. 16 spe evs lets it outspeed neutral base 70 speed pokemon,rest of the evs on hp and sp.def to make it more bulky.
Good teammates
: Victini can be speed control for the team with a choice scarf set or it can take on the role of a wall breaker with choice band set. Vcreate from victini hits hard and scarf victini makes bug match up a lot easier.
: Latios can provide offensive defog support to the team. it has great speed and special attack, it can be a scarf user or wall breaker with life orb set.
: Mega Alakazam can the special sweeper or cleaner of the team since it has a very high speed and a gigantic special attack stat. Its ability trace helps vs weather teams as it can simply copy abilities like swift swim,sand rush and damage or take out foe.
: Mew with its double dance set(nasty plot+rock polish) is a force to be reckoned with as it straight away threatens to sweep the team as it has good bulk with 100/100/100.


Offensive Ground Core

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash/Icicle Spear
- Earthquake
- Ice Shard
- Superpower/Knock Off

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower/Fire Blast
- Ice Beam
- Earth Power
- Sludge Wave

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

This is a wall breaker + cleaner core that I have been using and the core works very well especially on sand less ground teams.
: Mamoswine is the physical wall breaker of the team, sporting a choice band and an adamant nature letting it hit very hard. It has an amazing offensive typing in ground and ice which helps to threaten a lot of types.As for the moveset,icicle crash and ice shard are its ice stab moves that helps in wall breaking bulky pokemon such as celesteela and to revenge kill/clean late game respectively.Earthquake hits very hard thanks to choice band and 2hkos slowbro after stealth rock
*252+ Atk Choice Band Mamoswine Earthquake vs. 252 HP / 232+ Def Slowbro: 184-217 (46.7 - 55%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
lastly superpower is for air balloon heatran and ice types.
Icicle crash can be replaced by Icicle spear,however icicle spear relies on high number of hits to do more damage. Superpower can be replaced by knock off for utility options and to cripple item reliant pokemon.
: Nidoking is the special wall breaker of the team taking care of bulky pokemon such as celesteela,skarmory,ferrothorn,scizor etc with its coverage moves. Flamethrower allows it to deal with aforementioned pokemon,fire blast may be used as well if you desire power over accuracy. Sludge wave helps vs fairy types such as tapu bulu which is a threat to ground teams.Ice beam is for flying types such as zapdos,gliscor,Mandibuzz etc. Earthpower deals with grounded steel types and has good coverage with sludge wave.
: The main star of the core. Double dance landorous-T set is very good in this meta and this set greatly appreciates the wall breaking capability of mamoswine and nidoking. It has intimidate that forces allows it to set up vs a physically oriented pokemon.Landorus-T with its double dance set helps vs both defensive and offensive teams. Against a defensive team landorus-T can wall break with a sword dance boost and vs an offensive team landorus-T can simply clean late game with rock polish. Stone edge in tandem with Rockium z allows landorous-T to get past walls such as skarmory,celesteela,gliscor and so on.Earthquake is used with stone edge as both have good coverage together.Adamant nature is used for more power.
Some calculations:
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 252 HP / 252+ Def Celesteela: 328-387 (82.4 - 97.2%) -- 62.5% chance to OHKO after Stealth Rock
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 265-312 (79.3 - 93.4%) -- 43.8% chance to OHKO after Stealth Rock
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 240 HP / 216+ Def Mandibuzz: 668-786 (158.6 - 186.6%) -- guaranteed OHKO
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 244 HP / 8 Def Gliscor: 382-450 (108.5 - 127.8%) -- guaranteed OHKO
Teammates:
: Seismitoad is a very good partner for this core as it provides a crucial immunity to water types moves and it can also sponge special hits for the team decently with an AV set.Running 176 spe evs with a timid nature on it allows it outspeed and kill banded adamant tapu bulu with sludge wave which is a huge threat for mono ground teams.
: Garchomp can provide speed control to the team with a choice scarf set or it can run mixed sets to wall break.
: Can provide crucial speed control with choice scarf set+ check to fairy types. Also deals with levitate users such as rotom wash.
: Revenge killer for the team that can trap and kill threats such as greninja and alolan raichu. Memento can help landorus-T to set up easily.
: Providing utilty in stealth rock+roar and a check to tapu bulu with heavy slam.
Threats:
: Water types like greninja is a threat to the core as it can simply outspeed everything and kill with its water move. Seismitoad should be run on the team to avoid this to some extent. One can also run dugtrio to trap and kill greninja for the team. Similarly Swift Rain teams and swift swims users like kingdra are a threat as kingdra can nuke seimitoad with specs draco meteor and later sweep.
: Kyurem B is a threat as well as it can straight away 1hko everything on core. To remedy this a faster scarf user should be run such as scarf garchomp.

Steel Offense: Rename this "Psy-Killer Offensive Steel Core" since that what this core is basically built to do. Skarmory should have 0 HP, Defense, and Special Defense IVs and EVs. Otherwise it's fine.
Water Balance: Lanturn should have either 36 or 44 HP EVs if you want to get the most out of Leftovers recovery as an even HP stat gives the best recovery overall. The Lanturn EVs seem a bit strange as well since you're using Empoleon as purely Specially Defensive, so I would make it Lanturn into a more Defensive variant. Not sure what the HP EVs cover on Gyarados, unless it's anything significant just make it the standard EVs for DD Gyarados.
Fighting Offense: Slash Earthquake before Knock Off on Heracross, the reason it isn't slashed behind is because Terrakion doesn't carry Ground coverage and Knock isn't completely necessary. Otherwise it's fine.
Psychic Defense: Change Jirachi to 252 HP / 176 SpD / 80 Spe and slash Wish after U-turn.
Poison Offense: Mention Thunderbolt in the description for Nidoking as an option.

Offensive Rock Core


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 4 Def / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Fire Punch

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab


This core is pretty straight-forward, with 2 wallbreakers and a late-game cleaner. Tyranitar runs enough speed to outspeed most Mega Venusaur variants, as well as uninvested Rotom-Wash. Fire Punch is used to make sure it isn't setup bait for Mega Scizor, while also hitting Ferrothorn, Skarmory, and Celesteela. Earthquake is important for hitting Tapu Koko and Magearna. For Nihilego, I never considered Rock STAB all that mandatory on it when used on a Rock team. Sludge Wave with 3 coverage options is much better in my opinion, since it allows it to be more helpful in more matchups. Thunderbolt is essential to just about any Nihilego set, and it corresponds well with its other coverage moves. In tandem with Grass Knot, it proves to be rather devastating in the Water matchup. And with Hidden Power Ice, it does a great job at putting a large dent in Flying teams. I like Life Orb on this set thanks to having the freedom to switch up between moves, but Choice Specs is still a nice alternative. For Terrakion, Stone Edge, Close Combat, and Earthquake are moves that should be there no matter what. For the last move, I went with Poison Jab as a means of dealing with Choice Scarf Tapu Bulu, as well as other Fairy types like Tapu Fini, Clefable, and Azumarill. X-Scissor is still a decent alternative for hitting the Lati-twins and Slowbro.



Shuckle's Sticky Webs provide phenomenal support for this core, allowing Terrakion to outspeed Scarfers that either speed tie with it or are naturally faster such as Gengar, Infernape, and opposing Terrakion. It can also remove items with Knock Off and cripple setup sweepers with Encore.

or


Both of these Pokemon provide the mandatory role of checking Mega Scizor, which gives the core extreme problems. Rhyperior can also help check Choice Scarf Landorus-Therian, which Terrakion can't OHKO, and Excadrill in sand, which outspeeds the entire team. Alolan Golem can trap and remove Ferrothorn, which always gives Nihilego trouble, as well as trapping Skarmory and Celesteela, which get in Terrakion's way.



Omastar serves as a potent sweeper against Ground, one of the core's most difficult matchups. Having an alternate check to Pokemon like Gliscor and Landorus-Therian is always welcome to this core

or


Both Aerodactyl and Mega Aerodactyl prove to be helpful to this core. Aerodactyl does a great job as a Sashed suicide lead, stopping opposing hazards from coming up or setup sweepers with Taunt, putting up Stealth Rocks, and setting up Tailwind, which greatly benefits every Pokemon in the core. Mega Aerodactyl gives the team another check to the monster that is Choice Scarf Tapu Bulu, as well as checking Fighting types like Keldeo, Breloom, and Infernape, all of which give the core a hard time.




Getting the elephant in the room out of the way, Mega Scizor will always pose a large threat to any Rock team. Bulky variants can set up on everything except Tyranitar and then proceed to mow through with Bullet Punch.



Scarf sets can be checked by Terrakion, but sandy variants on Ground are a serious pain, outspeeding everything on the team and OHKOing everything with either Earthquake or Iron Head.



The Scarf sets in particular can be a major problem, since the only thing that can outspeed it is Terrakion, which doesn't OHKO with Stone Edge. Double Dancing variants can be a huge issue if it gets up a Rock Polish, so make sure Nihilego or another check can remove it before it spirals out of control.



If it ever gets up a Swords Dance, it basically wipes away the entire core. Luckily both of Breloom's types don't have good hazard removal, so you can rely on its Focus Sash being broken whenever Aerodactyl or Shuckle puts up hazards.



All 3 of these Pokemon are threats for the most part for the same reason. The only thing that can outspeed(or hope to speed tie if they're Scarfed) these Pokemon are Terrakion, which can't OHKO Keldeo from full. With access to Mach Punch, Infernape can be a devastating threat even without a Choice Scarf, and if the Terrakion is a Double Dancing set, it'll wipe away the core after a single Rock Polish.

Change Tyranitar's EVs to 40 HP / 252 Atk / 216 Spe this way it outspeeds common defensive Rotom-W spreads. Otherwise it's fine.
Balanced Dragon Core


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Draco Meteor
- Hidden Power [Fire]
- Toxic Spikes


This core revolves around hazard stacking between Garchomp's Stealth Rock and Dragalge's Toxic Spikes to pressure more balanced teams while also having Garchomp's Dragon Tail and Dragalge's generally strong wallbreaking to pressure more offensive teams. I preferred Fire Blast on Garchomp as a means of hitting Skarmory, but Toxic can also serve as a decent alternative. Dragalge is pretty standard, running just enough speed for Hippowdon, and having Hidden Power Fire as the coverage option to hit Ferrothorn and to make sure it can do something substantial to Magearna.



With the core's hazard stacking, it makes Dragonite's wallbreaking job a lot easier. Dragonite also helps get past Celesteela, which the core is usually at a stand-still against, and in return, the core helps Dragonite take on threats like Terrakion and Tapu Koko.



Again, thanks to the core's hazard stacking, it gives Latios an easier time with its late-game cleaning. The core also helps Latios get past threats like Alolan Muk and Tapu Fini.



Kyurem-Black definitely appreciates the core's hazard stacking, letting it wallbreak easier, while also beating threats like Terrakion and Tapu Koko. Kyurem-Black helps the core against Celesteela, as well as bulky Water types like Mantine and Jellicent.



Similarly to Kyurem-Black and Dragonite, Hydreigon is largely benefitted by the hazard stacking in order to wallbreak easier, as well as the core dealing with Fairy and Fighting types like Terrakion, Tapu Koko, and Tapu Fini. Hydreigon in return helps the core get past Mega Slowbro and Jellicent, which the core always appreciates.



Being the type's best setup sweeper with Dragon Dance, Salamence probably benefits from the core the most, with its hazard stacking and checking a wide range of troublesome Fairies like Klefki, Clefable, Tapu Fini, and Tapu Koko. Salamence in return can easily tear through Pokemon like Zapdos, Mantine, and Celesteela once it starts rolling with Moxie boosts.



The biggest threat comes first. If Magearna ever gets set up with Shift Gear, Calm Mind, or Trick Room, the core is gonna have a really rough time. With an Air Balloon, a single Shift Gear or Trick Room is guaranteed against Garchomp, and if it's carrying the Fairium Z, Dragalge won't stand a chance, especially when it isn't doing too much with Hidden Power Fire.



These 4 Ice types right here smash this core into the ground. The main reason I didn't include Alolan Ninetales or Cloyster is because Dragalge can beat any variant that isn't carrying Blizzard, and Cloyster can't set up safely in front of either of them. And at the very least, Garchomp will be outspeeding Alolan Sandslash outside of hail due to its speed investment. Alolan Sandslash in particular isn't even affected by Toxic Spikes



These 3 Dragons demolish the core with Draco Meteor and Outrage respectively. While none of them switch into Dragalge's Draco Meteor, the core will still be outsped and ripped to shreds(despite Banded Dragonite sets not outspeeding the Garchomp spread, Garchomp can't do anything substantial to it since Dragon Tail will always be striking last). It also doesn't help that none of them are affected by Toxic Spikes.



SubToxic Zapdos is a serious menace, outspeeding the Garchomp spread and living any 1 hit behind a Substitute. Toxic Spikes from Dragalge won't matter, and Mantine can easily Defog away the Stealth Rocks and beat Garchomp 1v1 even if it's carrying Toxic.


Balanced Ice Core


Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Roar
- Rapid Spin
- Recover

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Ice Shard
- Roar
- Stealth Rock

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Ice Beam
- Super Fang
- Hidden Power [Fire]


This core revolves the defensive core of Avalugg and Piloswine, as well as one of the main Mega Scizor checks and special wallbreaker in Walrein. With Piloswine's Stealth Rock and both it and Avalugg having Roar, they can ensure that most setup sweepers can't take advantage of them, while also chipping away at the opponent with each phase. Earthquake can serve as a decent alternative to Roar in order to make sure Heatran can't just Stealth Rock in your face, while also hitting Excadrill, Infernape, Victini, and Terrakion, all of which the core can't really threaten otherwise. Piloswine has Ice Shard simply for the tiny niche of potential revenge killing. However, Rock Slide can serve as an alternative to remove Mega Charizard Y and Volcarona. Piloswine also functions as our only switch in to Nihilego and Tapu Koko, which have no issues getting past Avalugg and Walrein. The main reason I chose Walrein over Lapras for this core was because Walrein offered a Fire resistance, alongside slightly more speed and power and access to Super Fang to chip away at specially defensive Pokemon that tend to switch in. If you're really paranoid about max speed Scizors, you can run a Timid nature, and still hit almost as hard as Choice Specs Lapras.


Being the single most important Pokemon to any Ice team, it's only natural that Kyurem-Black should be mentioned first. Life Orb sets do an amazing job breaking past troublesome walls like Mantine and Chansey, and Scarf sets can revenge kill threatening Scarfers like Heracross and Excadrill.



Arguably being the second most important Pokemon to any Ice team, Alolan Ninetales greatly supports the core. Aurora Veil bolsters the core's bulk even further, allowing Piloswine and Avalugg to take even more hits and do their jobs of hazard setting and hazard removing respectively even better. It also checks scary Fighting types like Keldeo, Terrakion, and Buzzwole.



An extremely devastating late-game cleaner that really benefits from the core's hazard removal and Stealth Rocking.



Another solid late-game cleaner that benefits from the core's Stealth Rock. But with Avalugg having Rapid Spin, it opens the gate for Alolan Sandslash to run Swords Dance sets with either Life Orb or a Z Move, making it even more potent as a sweeper.



Overall nice revenge killer that can make Porygon2 easier to deal with thanks to Knock Off, as well as being able to Pursuit trap the likes of Victini and Jirachi, which can be a major problem.



Piloswine filling the Stealth Rocking role allows Mamoswine to become a Choice Scarf revenge killer, being able to outspeed a large portion of the unboosted metagame.




This should really come as no surprise. While the core prevents it from setting up for free, offensive variants with Superpower can decimate 2/3rds of the core. If you want to check this monster as soundly as possible, Timid Walrein will outspeed it even with maximum Speed investment.



Scarf sets aren't too difficult for Avalugg to handle, but sandy Choice Band variants will give the core a rough time, 2HKOing or outright OHKOing everything with Banded Iron Head. Even outside of sand, nothing on the core can outspeed it, not even Timid Walrein.



Fighting teams in general are tough, but these 3 are arguably the most threatening of them. The only real way the core has of beating Specs Keldeo is if Avalugg is carrying the very rare Mirror Coat. Scarf Terrakion sets can be rather difficult to switch into with Stealth Rock up, and Double Dancing sets can wipe away everything if it gets up a single Swords Dance prior(although nothing on the core lets it set up for free except Walrein if it's locked into anything but Surf). Kommo-o, whether it be Choice Specs or Life Orb, just easily clicks Focus Blast and tears through everything after Stealth Rock is up. If you can keep Avalugg at full health, you can deal with it using Avalanche, but it can be rather tough keeping hazards away vs Fighting.



These 3 Fire types in particular pose a major threat to the core for obvious reasons. If Piloswine is running Rock Slide, it could serve as a decent enough check, as does Mirror Coat Avalugg provided you keep it at full health. Scarf/Band Victini is a major issue if you predict wrong between V-Create and Bolt Strike. Volcanion, similarly to Mega Charizard Y, has the coverage to destroy everything on the team. However, just like Mega Charizard Y, Piloswine can survive a single hit from it, and Avalugg can take it on with Mirror Coat at full health.
Dragon Balance: Change Dragalge EVs to 228 HP / 252 SpA / 28 Spe. Otherwise it's fine.
Ice Balance: Change Super Fang to Frost Breath. Otherwise it's fine.
 
Offensive Water Core:

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump
- Aura Sphere / Dark Pulse
- Ice Beam

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar / Toxic

This is a offensive water good consisting of mega blastoise and swampert. I have been using this core on hyper offense water teams. The reason mega blastoise is chosen because it is a very good offensive rapid spinner that can also eat a hit or two thanks to it good overall bulk. Swampert on the core provides valuable electric immunity, stealth rock support, Ability to sponge physical hits for the team. The support provided by swampert and mega blastoise helps teammates such as Flyinium z Gyarados to set up and clean/sweep easily.
Scald hits decently hard thanks to that special attack stat and has a nifty chance to burn the opponent. Hydro pump can be used for better wall breaking as it has more power but less accurate. Aura sphere allows it to deal with ferrothorn which can be a pain to water teams.Aura sphere can be replaced by dark pulse as it has good coverage along with water stab. Lastly ice beam is for dragon,and flying types such as dragonite and zapdos.
72 speed evs allows it to outspeed pokemon upto base 55. 252 special attack evs along with a modest nature is to make sure blastoise mega hits as hard as possible. Rest of the evs are put in its hp for more overall bulk.
Swampert has good bulk that allows it to effectively set up stealth rock most of the time. Scald is used for burns,earthquake is for electric types and it hits quite decently even when uninvested. Roar allows it to phaze out set up sweepers and racking up residual damage to the opposing team. Roar can be replaced by toxic to put walls on a timer. 240 hp evs hit a hp number that maximizes leftovers recovery. 252 def evs with relaxed nature makes swampert very bulky on the physical side,rest evs in spdef.
Threats
: Grass types like tapu bulu and Mega venusaur pose a obvious threat as it is a threat to most water teams. Tapu bulu is more threatening if it is running a scarf set. However gyarados with Z bounce can deal with mega venusaur and it can also deal with tapu bulu.
electric types carrying both electric and grass type moves are a threat and can be offensively pressured by other mons on the team.
Teammates:
: Gyarados is a very good teammate as it can be a check to mega venusaur,breloom and tapu bulu with Zbounce set. It also provides the team with a nice ground immunity.
: Protean boosted attacks, high speed and a great movepool makes greninja an ideal teammate as it can run gunk shot and extrasensory to deal with fairy types and poison types such as tapu bulu and toxapex.
: Specs keldeo is a good wall breaker to have in the team as it hits very hard with specs boosted hydro pump or secret sword.It also posses good speed that allows it to clean late game as well.
: Sword dance crawdaunt can be used as physical wall breaker as it demolishes walls thanks to adaptability boosted attacks and makes it harder to wall. Powerful priority in aqua jet as well.
: Can utilize a choice banded set to wall breaker. Dragon immunity as well.



Offensive Bug Core:

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Air Slash
- Giga Drain
- Hidden Power [Ice]
- Protect

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

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

This offensive bug core aims at checking or weakening each others check which leads to a sweep by any one of the pokemon on the core.Yanmega is a very good partner for volcarona as it can run coverage moves while being able to weaken volcarona's checks.Scizor on the core acts as a cleaner and a check to pokemon that threaten yanmega and volcarona such as terrakion,heatran and in return volcarona and yanmega can clear way for scizor by taking out pokemon such as hippowdown,skarmory,celesteela etc.
: Yanmega on the core is a nice late game sweepe. It has Air slash as a stab move that is the main go-to-move on the set. Giga drain is for water,rock and ground types such as hippowdown,swampert,terrakion. Hp ice allows it to deal with flying and dragon types such as landorus and garchomp. Protect is to get a guaranteed speed boost. Life orb is used as an item to increase the power of its moves and modest nature to hit hard as possible.
: Volcarona is the set up sweeper of the team and appreciates the shared coverage moves of yanmega such as giga drain. PsychiumZ allows volcarona to defeat toxapex easily at +1. As otherwise, toxapex is a pain for this core.Fire blast is its main stab move hitting very hard after a quiver dance. Hp ground is to deal with heatran which otherwise walls this set. Volcarona appreciates scizor taking out checks to volcarona such as chansey.
: This is an offensive scizor set. Bullet punch allows it to take out terrakion which threatens both yanmega and volcarona. Super power is used for heatran,ferrothorn and stuff. Bug bite hits for good damage as boosted by technician. Bug bite on the set can be replaced by knock off to cripple item reliant pokemon such as porygon2 and chansey. Knock off is also a great utility move.Adamant nature is used for more power.
Threats:
: Fire types pose an obvious threat to the the core as Mega charizard X and Y can deal huge amount of damage to the core. Scarf victini is also a problem as it can kill all 3 pokemon on the core.
: Electric types like tapu koko and Raichu-alola pose a threat as well as electric terrain boosted attacks are hard for the core to sponge and retaliate against.
Teammates
: Galvantula is a must to have teammate as it provides the core with sticky web support which allows the pokemon on the core to sweep easily.It also has thunder that allows to deal with flying and water types for the core.
: Armaldo provides the core with stealth rock and rapid spin support which is invaluable as the pokemon on the core are easily wore down due to stealth rock damage.Armaldo can check Mega charizard Y 1v1 if needed.
: Buzzwole can be a good speed control utilizing a choice scarf set. It also has a very good physical bulk letting it survive +6 aqua jet from azumarill. Buzzwole can steam roll teams with its ability beast boost,especially late game. Scarf buzzwole checks Mega charizard X and Y as well.
: Scolipede utilizing a life orb set is a decent partner too as it has access to moves such as earthquake and rock slide which eases match ups such as fire.
Water Offense: This isn't an offensive core so please change and resubmit another water offense if you want. Rejected.
Bug Offense: Change Yanmega to Timid, make Scizor's ability Light Metal and replace Knock Off with U-turn as an option after Bug Bite.
Offensive Psychic Core:

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

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Hidden Power [Ground]
- Trick

This is a very simple to use and effective offensive psychic core, here gothitelle performs the key task of taking out checks to victini such as heatran,mandibuzz,porygon2 etc. Which makes match ups such as normal,steel,dark a little easier. Gothielle can either take out checks to victini which helps victini to clean/sweep much easier or gothitelle can cripple a wall with trick rendering it useless for the rest of the match. Gothitelle with its amazing ability in shadow tag, makes up for an effective partner for victini as it takes out the usual checks to victini.
Set in detail:
: Standard scarf victini set, Vcreate is the go-to-stab move that hits very hard thanks to high base power. Bolt strike is for bulky water types such that resist vcreate. Blue flare is used to clean mono bug teams easily when weakened and blue flare can be used to revenge kill without the stat drops unlike vcreate.U-turn is to generate momentum while doing some chip damage.
: Gothitelle has psychic as its main stab move to take out neutral targets as it hits moderately hard with a choice specs. Thunderbolt is used to take out pokemon such as mandibuzz and bulky water types like mantine,rotom-wash which can wall victini. Hp ground is for heatran as gothitelle can effectively 2hko heatran with hp ground, moreover gothitelle can be brought in safely vs heatran via uturn from victini. Lastly trick is used to cripple a wall such as chansey,porygon2 etc which will make defeating opposing team much easier.
Threats:
: Dark types are a threat to this core as the core lacks any effective move to hit dark types with however this problem can be overcome by using teammates that can take out the mentioned dark types which is stated below in teammates section.
: Mimikyu is a threat to the core as well as it has the ability disguise which guarantees it a swords dance and it has access to shadow sneak and so it is threatening to the core.
Teamamtes:
: Scarf gardevoir is a very good teammate as it can put in a lot of work vs dragon and dark types with stab moonblast. It can also heal up a teammate with healing wish which is especially useful late game.
: Meloetta provides the core with an invaluble ghost immunity and also a special defense tank with AV set,tanking special hits for the team.It is no slouch offensively either.
: Alakazam-Mega is a good partner for the core as it appreciates faster pokemon being taken out by victini and walls crippled by gothitelle as this gives Alakazam-Mega much easier time to sweep or clean team. Alakazam-Mega can run substitute to dodge sucker punch from bisharp as well which is a threat.
: Providing offensive defog support and wall breaking capabilities due to draco meteor and psyshock is a good partner for the core as well.
: Much like Alakazam-Mega,Slowbro-Mega appreciates victini taking out faster threats and gothitelle crippling walls, that help Mega Slowbro in setting calm mind easier. Mega slowbro with its outstanding physical wall can sponge physical hits for the core very well.
: Sash counter alakazam is a very good teammate to the core as it can take out threats such as excadrill,Mega-Sharpedo,Mega-Gyarados etc with counter. Sash Alakazam set acts as a blanket check to plethora of physical pokemon.Alakazam has magic guard that makes it harder to revenge kill as it guarantees one attack with sash.
Fine.
Defensive Psychic Core

Mew & Slowbro

I don't know how to do importables so I'll just paste it here instead.

sets:


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
- Will o Wisp
- Knock Off
- Soft-Boiled
- Taunt / Defog

Slowbro @ Red Card / Colbur Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave / Toxic
- Slack Off
- Ice Beam / Flamethrower / Calm Mind

Description


Mew - Mew is the specially defensive wall of the core. Reliable recovery in Softboiled and Will o Wisp makes it a good utility Pokémon, along with Defog / Taunt to suit your team's needs. Knock off removes items for cleaners like Mega Alakazam to finish off, and removes eviolites and lefties from annoyingly fat Pokémon. 16 EVs are invested in Defense so that Mew does not get absolutely hammered by Physical attacks if slowbro is knocked out.

Slowbro - Slowbro is the physical wall of the core, and does its job quite well. With an awesome defensive typing, Slowbro is able to take hits from threats such as Excadrill, Charizard X, and Victini and cripple them afterward. Red Card is for phasing dangerous set up sweepers out, as they usually carry priority moves, and allows Slowbro to cripple a different Pokémon. A colbur berry can be used in order to deal with dark types. Thunder wave is for speed checking setup sweepers that will become a dangerous threat to your Psychic team if not crippled.

edit: someone please teach me how to do importables
Change Mew to 252 HP / 148 SpD / 108 Spe with a Careful Nature. Red Card Slowbro isn't very good so remove that item as an option. Remove Toxic, Ice Beam, and Calm Mind. Add Grass Knot after Thunder Wave. Let me know when it's changed.
Balanced Fire Core



Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Light Screen
- Reflect

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Bug Buzz
- Quiver Dance


This core revolves around the defensive backbone of Torkoal and Rotom-Heat, who provide support for Volcarona to allow it to safely set up and sweep late-game. The Heat Rock on Torkoal really helps with the extended duration of sun, increasing the power of Volcarona's Inferno Overdrive. Stealth Rock does a great job at weakening the opponent, and Rapid Spin allows Volcarona to stay healthy when it comes in. Yawn is nice for putting something to sleep, letting Volcarona set up easier. Rotom-Heat can switch into Ground type attacks for the core. Dual screens gives Volcarona more survivability as it's setting up, and Volt Switch can generate momentum and bring Volcarona in safely. Volcarona is carrying the Firium Z to bust out a sun-boosted 185 base power STAB move, nuking a large majority of neutral and at times resisted threats. However, Lum Berry is another solid item choice if you don't like status. Giga Drain is essential coverage for Hippowdon, Gastrodon, and Swampert. Finally, Bug Buzz is used to hit the Lati-twins and Hydreigon, as well as generally having something amazing to spam in the Psychic matchup. However, Hidden Power Ground is another option in order to hit Heatran, and Hidden Power Ice is awesome for hitting Dragonite and Salamence.



With either of these being essential to Fire teams, it's only natural that I start with them. Both of them greatly appreciate Torkoal's hazard removal with Rapid Spin and its Stealth Rock to weaken the opponent's team, as well as the prolonged sun. Mega Charizard X also appreciates Rotom-Heat's screens allowing it to set up Dragon Dance safely, and Mega Charizard Y does a solid job with special wallbreaking and offering further hazard removal with Defog.



Infernape provides great speed control for the team, as well as checking the major threat that is Nihilego. It also forms a VoltTurn core with Rotom-Heat to generate momentum.



Heatran can also serve as a helpful check to Nihilego, while also doing some nice stallbreaking with Magma Storm+Taunt to beat annoyances like Chansey and Toxapex.



Volcanion can switch into Water type attacks from Pokemon like Kingdra and Greninja that prove to be a problem for the core. It also generally does a solid job at special wallbreaking alongside Volcarona.



Victini's physical wallbreaking helps the core a lot vs annoying special walls like Chansey and Mantine. It also forms a VoltTurn core with Rotom-Heat to generate momentum.




These 4 Rock types can destroy the core with their STAB Rock type moves. While Torkoal can at least survive 1 Stone Edge from Mega Aerodactyl, Terrakion, or Tyranitar and try to Lava Plume or Yawn back, it can't survive a Power Gem from Nihilego. Tyranitar can also remove the sun, chipping away at the core each turn and increasing their survivability against Volcarona's Giga Drain.



These 2 Ground types can really give the core a hard time. With Earth Power+Rock Slide, nothing will want to take a hit from Landorus. And though Rotom-Heat survives a Rock Slide from full health, it can't OHKO back with an Overheat. If the Garchomp is the Swords Dance Dragonium Z set, the core could potentially easily get dismantled. However, it can't set up safely vs Torkoal due to Yawn or on Volcarona due to a potential Hidden Power Ice.



These 2 Dragon types will be huge menaces if you don't manage to get up Stealth Rock with Torkoal. Choice Band Dragonite's Outrage can easily tear through the core if Torkoal has been substantially weakened. And if Salamence manages to get up a Dragon Dance, it can also tear through the core with the Dragonium Z set. However, if Volcarona is carrying Hidden Power Ice, it could turn things around against Dragonite and Salamence if you win the speed tie. Torkoal can also either fish for a burn with Lava Plume or Yawn them to put them to sleep.


Offensive Dark Core


Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Sludge Bomb
- Nasty Plot

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn


This core is built around 2 setup sweepers and a Scarfed pivoter for speed control. They also manage to find some defensive synergy, with Hydreigon switching into Ground type attacks for Bisharp and Mega Houndoom, and Hydreigon and Mega Houndoom switching into Fire type attacks for Bisharp. Bisharp can remove items with Knock Off, making Normal's Eviolite core a lot more tolerable, while also having priority in Sucker Punch in case Hydreigon can't outspeed something. Mega Houndoom with Fire Blast and Sludge Bomb, in conjunction with Nasty Plot, is capable of nailing nearly everything on Fairy teams. For Hydreigon, it outspeeds threats like Scarf Heracross and Excadrill which would otherwise be a major issue, as well as U-turn pivoting to give momentum to the core.



Greninja is yet another incredible answer to Fairy types like Clefable and Azumarill with Gunk Shot, while also helping the core immensely against Ground teams with Hydro Pump and Ice Beam.

or


The core greatly benefits from Stealth Rock, so either Tyranitar or Krookodile do great for the core. Tyranitar serves as a switch in against special threats like Tapu Koko, Magearna, and Volcarona. Krookodile provides an Electric immunity to prevent Volt Switch pivoting, as well as having Taunt to stop opposing hazard setters. In return, Bisharp helps them keep Stealth Rock up by pressuring Defoggers whenever it's in or out of the field.



Mandibuzz not only gives the team a switch in for threatening Fighting type attacks, but it also helps the team by removing hazards, checking physical setup sweepers like Mega Charizard X and Mega Scizor, and U-turn pivoting alongside Hydreigon to give the core momentum. In return, the core helps Mandibuzz with Fairy types like Clefable, Magearna, and Klefki.


Alolan Muk is another great check to Fairy types alongside Bisharp and Mega Houndoom, while also being able to switch into Tapu Koko. It can also remove items and Pursuit trap threats like Mega Alakazam and Alolan Raichu.




Despite Bisharp and Mega Houndoom checking quite a lot of things on Fairy, Tapu Koko and Azumarill will always be major problems. Nothing on the core wants to switch into Specs Tapu Koko's Thunderbolt/Dazzling Gleam, and Hydreigon doesn't OHKO with Fire Blast. Azumarill can easily set up a Belly Drum in front of Hydreigon, since none of its moves can even do any considerable damage, and Bisharp's Sucker Punch won't pick it off from half health. The only slight remedy the core has to these problems is potentially running Earth Power on Scarf Hydreigon to have a chance of OHKOing Tapu Koko and putting Azu within range of Bisharp, but even that would be niche at best.



These 2 Fighting types, when Scarfed, will be a major issue for the core due to outspeeding everything and OHKOing with Close Combat. Since they resist Sucker Punch, Bisharp can't even effectively revenge kill them. If the Terrakion is a double dancing set, it can easily set up in front of Mega Houndoom due to resisting all of its attacks, as well as setting up against Hydreigon if it's already fired off a Draco Meteor.



Scolipede after a single boost will outspeed the entire core and mow through them with Megahorn+Earthquake. What's worse is that Bisharp's Sucker Punch won't KO even after 2 rounds of Life Orb chip damage.
Fire Balance: This feels like a defensive core with a Volcarona tossed in. Change and resubmit if you want. Rejected.
Dark Offense: Fine.
Offensive Ice Core:

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Taunt
- Icy Wind/Ice Beam
- Will-O-Wisp/Destiny Bond/Thunder Wave

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Endeavor/Knock off/Icicle Crash
- Ice Shard

This is an offensive hazard stacking ice core that mainly aims at pressuring types like bug and fire,Hazard stacking punishes and discourges switch ins as it racks up residual damage which allows offensive teammates to clean/sweep easily, offensive teammates are also harder to wall due to hazard stacking nature of this core.
: Standard suicide lead froslass set here, taunt is to stop opposing hazard setters or set up sweepers. Icy wind has good utility as it slows down opposing foe which can help a teammate after froslass is out. Ice beam is an option over icy wind which is a good alternative as it is more powerful. Will-o-wisp is used to cripple physical attackers that may switch in and to rack up some residual damage. Destiny bond allows froslass to take down foe once it has done its job. Thunder wave can be used as well to cripple faster threats.Spikes is for obvious to rack up hazards and punish/deter switch ins.
: Sash lead Mamoswine set here, Sash gurantees mamoswine can set up stealth rocks which is crucial for ice mono teams to pressure teams that have advantage such as vs bug and fire.Earthquake in combination with ice shard helps to take out frailer threats. Laslty endeavor is used to as it allows mamoswine to take out offensive check such as keldeo. Knock off is a great utility move helping remove item of item reliant pokemon such as porygon2, or scarf users. Icicle crash is an option as well as it has good coverage alongside earthquake.
Teammates
: Ninetales alola is a great teammate as it can not only set aurora veil to let the team sponge hits better but it can also check fighting types like keldeo and terrakion with its good speed. Ninetales can run nastly plot or offensive utility set for the team.
: Sandslash Alola is a great teammate as well as it can secure ohkos easily due to the hazard stacking nature of the core, Sandslash-Alola can run swords dance and groundiumz set as well to take out key threats to ice and also sweep fire and steel a little easier under hail.
: Kyurem can run wall breaking set for the team to open holes for other members and it appreciates hazards as well. It can run babiri berry set with hp fire to soft check scizor as well.
: Good physical wall for the team and access to rapid spin to clear off hazards that plagues mono ice teams.
: great shell smash user that greatly appreciates hazards to net more ohkos, can run mixed hp fire set as well to have easier time vs steel
: Good speed and high attack stat makes weavile a good teammate as it can deal with troublesome mons like tyranitar and ferrothorn and has ice shard as priority and stab knock off.



Offensive Bug Core:

Galvantula @ Focus Sash /Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Energy Ball /Bug Buzz
- Hidden Power [Ice]
- Sticky Web

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pin Missile
- Rock Blast
- Close Combat
- Earthquake / Substitute

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

This is a very simple and basic offensive core around mega heracross. Mega heracross is an amazing wall breake able to shred apart defensive teams and is hard to wall due to its high attack stat and multi link ability and moves. However it is let down by its poor speed stat which leaves much to be desired but this problem is patched up on the core through sticky web galvantula which allows mega heracross to outspeed non scarf pokemon and hit first. Volcarona on the core acts as a cleaner or set up sweeper that appreciates wall breaking by mega heracross to open up a way for sweep.Mega Heracross helps a ton in steel match up weakening team to the extent where volcarona can sweep and Mega heracross can take out heatran for volcarona as well.
: Standard offensive sticky web support set, life orb is an option to run over sash to hit a bit harder as life orb boosted hp ice takes out garchomp and landorus easily. Thunder is the go-to-move since it has accuracy boosted by compound eyes ability(91%) and hits decently hard,helps in taking out bulky water types like toxapex. Energy ball is used for water/ground types like swampert,seismitoad,gastradon. Lastly sticky web is to allow mega heracross to outspeed non scarf grounded pokemon. It also allows volcarona to outspeed scarf excadrill.
: Mega heracross has pin missile as the main stab move as it hits very hard thanks to high attack stat and multi link ability. Close combat severly dents neutral targets but the stat drop makes mega heracross easy to get revenge killed.Rock blast is for flying and fire types such as torkoal and zapdos. Lastly Earthquake is used for toxapex which can be a pain otherwise. Substitue is an option as well to protect itself from status moves,Substitute makes mega heracross harder to revenge kill.Adamant nature is used for more power.
: Quiver dance is for the obvious stat boosting which allows to sweep. Firium Z allows volcarona to muscle through its check as +1 firium z hits very hard even denting pokemon that resist it.Bug buzz is used to sweep psychic teams better however giga drain can be run for ground,rock types and to heal itself. Hp ground is used to take out heatran once it has air balloon popped. Fire blast and hp ground helps vs steel match up a lot.
Threats:
: Flying types and fire types like Mega Charizard X/Y pose a huge threat to this core as it can severely dent or take out pokemon on the core easily. Mega Aerodactyl is a threat to as it can take out mega heracross and volcarona.
: Rock types like terrakion, Nihilego pose a huge threat as they can weaken the core to an extent where it is easily cleaned late game. Terrakion Double dance set is particularly threatening. This can be remedied by using scizor on the team.
: Mirror bug match ups that have mega pinsir are troublesome as Mega pinsir has the ability to take out both mega heracross and volcarona with its flying stab moves.
: Electric types pose a threat to as bug lacks any notable switch ins to electric moves and electric moves take a huge chunk on this core.
Teammates:
: Scizor is a great teammate as it can run banded set or swords dance set, which allows it to dent/ clean teams respectively. Scizor also has u-turn which helps in bringing in a teammate safely. Scizor can take out threats such as terrakion,nihilego for the core.
: Bug mono being plagued by stealth rock,armaldo is a great teammate as it has rapid spin support which helps to clear off stealth rock,in addition it can provide stealth rock support for the team as well which is highly appreciated by offensive teammates like Mega Heracross and volcarona.
: Scolipede can provide speed control out of sticky web thanks to its ability speed boost, it has earthquake and rock slide which helps vs fire and flying match ups. It is more flexible in use as well.
: Another good teammate, yanmega can free up a moveslot on volcarona and yanmega and volcarona can weaken each others check. Ability speed boost makes it more flexible outside of sticky web support too.

Ice Offense: Fine.
Bug Offense: Slash Volt Switch with Thunder. Slash Swords Dance after Substitute on M-Hera. Otherwise it's fine.
Defensive Bug Core



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Volt Switch

Araquanid @ Leftovers
Ability: Water Bubble
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Scald
- Toxic
- Protect
- Leech Life


This defensive core is built around Forretress and Araquanid. Forretress functions as the hazard remover, hazard setter, physical tank, and pivot with Volt Switch. It also helps with checking threats like Terrakion who give Bug teams trouble. Gyro Ball can be replaced with Spikes if you already have a Terrakion check elsewhere. Araquanid is the special tank for the core that can also induce status with Scald and Toxic. Protect is nice for stalling out an extra turn and gaining some more Leftovers recovery. Leech Life serves as helpful sustain while dealing nice damage.



Volcarona is essential to just about all Bug teams, and it really helps the core deal with Steel types like Ferrothorn and Celesteela. In return, Araquanid can help remove Heatran and Forretress can remove Terrakion, as well as removing hazards with Rapid Spin and putting up hazards to allow Volcarona to sweep easier.

or


Mega Heracross is a great physical wallbreaker that can help the core beat Flying types that beat the core such as Mantine and Zapdos, as well as other annoyances like Ferrothorn and Toxapex. Heracross with a Choice Scarf makes a solid revenge killer against these threats, while also checking Mega Aerodactyl and Tyranitar. In return, Araquanid can switch into Fire type attacks and wear opponents down with Scald burns or Toxic.



Galvantula can take on Flying types like Skarmory and Landorus-Therian that can give the core a rough time. It can also help Forretress with hazards using Sticky Web.

or


Mega Scizor can provide an extra part of the defensive backbone with its reliable sustain in Roost, as well as offering a VoltTurn core with Forretress. Regular Scizor can be an exceptional wallbreaker that can also pivot with U-turn. In return, Araquanid does a great job of checking threatening Fire types that give both of these Pokemon trouble.



Scolipede is a solid cleaner and form of speed control that greatly benefits from Forretress's Stealth Rocking and hazard removal.




These 2 Rock types pose a huge threat to the core with their Rock and Fire moves. Forretress can at least survive a Fire Fang from Mega Aerodactyl and retaliate back with a Gyro Ball, but Tyranitar will survive one and will tear right through the core.



These 2 Flying types are a major issue due to being able to beat the entire core in a 1v1 and being able to Defog Forretress's Stealth Rock away.



These 4 Electric types can rip through the core with their Electric STAB moves, especially since the core's special tank is weak to Electric. Forretress is trapped and removed easily by Magnezone too.
Mention Spikes/T Spikes as options for Forretress in the description. Otherwise it's fine.
Balanced Dark Core:

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

Tyranitar @ Babiri Berry /Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 56 SpA / 120 SpD
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Stone Edge /Rock slide
- Fire Blast /Crunch /Pursuit

Overview
The core of Mega Sableye and Bisharp has amazing offensive synergy with Mega Sableye providing an invaluable fighting immunity to the core which is well appreciated by bisharp and tyranitar on the core,Mega Sableye helps to cripple physically offensive pokemon with will-o-wisp for the core/team which makes dealing with such pokemon much easier. Mega Sableye also punishes set up sweepers/threats with foul play, for eg: Scizor.On the otherhand bisharp checks fairy types such as clefable and azumarill for mega sableye with its steel type stab and is the set up sweeper/wall breaker on the team with swords dance. Tyranitar on the team is to provide utility support with stealth rock and thunder wave. Tyranitar can also sponge special attacks aimed at Mega Sableye since tyranitar has good special bulk.
The Core also has a small plus point, which is that stealth rock is spin blocked from Mega Sableye and Bisharp punishes using defog against it since it gets defiant boost which is +2 in attack. This helps in pressuring teams more.
Description in Detail:
:The set used for Mega Sableye is a utility set, with knock off to cripple item reliant pokemon such as porygon2 or chansey and choice scarf users. Will-o-wisp is used to cripple threats for the team such as excadrill, and scizor. Foul play is used to punish set up sweepers that try to set up on Mega Sableye such as Scizor,dragonite,salamence,landorus-therain and so on. Lastly recover is used on the set for longevity. 248 hp evs and 252 def evs with an impish nature ensures that Mega sableye is bulky as possible on the physical side.
: Swords dance on the set allows bisharp to be a force that can break apart walls easily. Knock off on the set not only has utility options able to cripple the likes of porygon2 but it also ensures that nothing wants to switch on defog. Iron head is used to check fairy types for the core such as azumarill and lastly sucker punch is used as a form of priority to mitigate the problem of speed since bisharp has a poor speed stat. Jolly nature is used so that bisharp speed ties with other base 70s and to outspeed adamant dragonite and adamant diggersby. Adamant nature can be run for more power.
:Tyranitar has always been a premier and a very viable rock setter on mono dark teams as it has very good utility options too. The evs listed above lets tyranitar be bulky on the special side at the same time having the bulk to check a lot of things in the current metagame,such as magearna.Leftovers may be used as a form of gradual recovery . Babiri berry is a better option to run as with the evs and babiri berry tyranitar can check scizor and ohko offensive variants of scizor with fire blast.
+6 252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 80+ Def Babiri Berry Tyranitar: 336-396 (83.1 - 98%) -- guaranteed 2HKO
+6 44 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 80+ Def Babiri Berry Tyranitar: 295-348 (73 - 86.1%) -- guaranteed 2HKO
56 SpA Tyranitar Fire Blast vs. 248 HP / 200 SpD Scizor-Mega: 268-316 (78.1 - 92.1%) -- 25% chance to OHKO after Stealth Rock
The set above is a utility set and is mostly used as a lead to set up stealth rock which is essential for dark teams to pressure bug and fire mono teams,Cripple opposing Pokemon with thunder wave which makes it easier for teammates to kill. Stone edge is used to hit opposing bug types hard that are a threat to mono dark team such as volcorona.Stone edge may be replaced by rock slide as it achieves the same ohko on both volcorona and charizard Y. It is merely a preference of power vs accuracy. Fire blast is used in the 4th slot to hit hard/dent opposing steel types such as skarmory,ferrothorn,fortress and deter scizor switch ins. Fire blast may be replaced by crunch for a strong dark type stab move, as it hits decently hard even with no investment. However crunch may be replaced by pursuit to trap and weaken opposing Pokemon as they switch out.
Threats:
: Fighting types like keldeo and heracross mega are huge threats to the core. When up against keldeo it is basically 50-50 since it will be either hydro pump or secret sword and hence it all comes down to predictions and keldeo gets kill almost everytime it comes in. Mega heracross on the other hand has good bulk and can be a real pain with substitute+3 attack set.
: Magearna is a pretty big threat as it can sweep dark mono with its shift gear set, steam rolling with beast boost ability.Specs Magearna is also a menace to face as it create big holes in the core/team.Tapu koko is threat to as thunderbolt[electric terrain) does pretty hefty damage to mega sableye and bisharp and vs tyranitar(sine it has good special bulk) tapu koko can simply u-turn or volt switch and gain momentum.
Teammates:
: Greninja is a great teammate to the core since it has good speed which helps since the core is slow in terms of speed and greninja also has a solid movepool with moves such as extrasensory,ice beam and gunk shot to help vs fighting,ground and fairy types respectively.
: Mandibuzz is a must since it has such a good bulk that can pivot in against a lot of threats for the team. it has u-turn too to gain momentum for the team. Provides much appreciated ground immunity and defog support.
: Hydreigon also has a solid movepool that can check a lot of pokemon for the team such as magearna. It can run a scarf set to revenge kill faster threats and to patch up with the problem of speed control or it can run choice specs set to wall break.
: With its great special bulk and part poison typing, Muk-alola can sponge special fairy moves for the team with relative ease. It can retaliate with its poison stab move namely poison jab or gunkshot, it can be an additional check to volcarona,mega charizard y with rock slide/stone edge as well.


Offensive Fire Core:

Houndoom-Mega @ Houndoominite
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Solar Beam / Taunt / Destiny Bond
- Fire Blast / Flamethrower

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Earthquake /Stone edge
- U-turn

Torkoal @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Yawn
- Rapid Spin
- Lava Plume

Overview:
This is an offensive fire core built around Mega houndoom which acts as a wall breaker on the core with nasty plot set to open up big holes. It is aided by drought support from torkoal which increases the special attack of Mega Houndoom thanks to its ability solar power, drought weakens water type moves which is well appreciated by the core. Infernape on the core is not only a speed control with a choice scarf set but it also deals with troublesome threats for fire such as terrakion,nihilego,tyranitar,heatran etc.Lastly torkoal on the core provides invaluable support in the form of rapid spin and stealth rock, it has drought ability to support mega houndoom as well.
Sets in Detail:
: Mega Houndoom is the wall breaker on the team, it has a very good speed at base 115 which allows it to out speed a good portion of pokemon in the metagame. As for the moveset,Nasty plot allows it to wallbreak or sweep once its check are weakened or taken out. Fire blast and dark pulse are its stab moves that has a pretty good coverage. Flamethrower can be run as it is more accurate however the power drop is noticeable. Solarbeam is used for water,ground,rock types as it has drought support from torkoal. Solarbeam can be replaced by taunt to cripple walls and have easier time setting up nasty plot. One can use destiny bond as well to take down the opposing pokemon upon being koed.
: Choice scarf infernape on the core helps to deal/check with the threatening pokemon to mono fire teams as mentioned in the overview section. Flareblitz and close combat have great coverage togther. Flareblitz is boosted by the drought support from torkoal and so it hits hard in sun. Closecombat on the other hand deals with heatran,tyranitar,terrakion all of which are particulary a trouble for mono fire teams. U-turn is used for momentum, to do some chip damage on potential switch ins. Earthquake deals with scarf nihilego which is a huge threat for fire teams since it can 6-0 a fire team with a scarf set.Earthquake also does decent damage to toxapex as well. Earthquake can be replaced by stone edge to hits flying types such as mantine,dragonite harder.
Torkoal is a premier support pokemon for mono fire teams as it provides invaluable support in the form of hazard removal in rapid spin and stealth rock support. lava plume is the only attacking move on the set so that it is not a taunt bait and it can do some decent damage, the burn chance is nifty as well. yawn forces switches and racks up damage with stealth rock. Yawn allows torkoal to force a switch and clear hazard too. 252 EVs in Defense and 248HP with a Bold nature allow Torkoal to maximize its defensive capabilities allowing it to sponge most physical hits for the team/core relatively well.
Threats:
: Water teams are a threat particularly swift swim teams as it creates weather wars and the core is then susceptible of getting swept by pokemon that abuse swift swim such as mega swampert and kingdra.
: Ground teams are a threat too since excadrill can simply sweep the core in sand.
: Electric mono teams are a threat to this core as electric terrain boosted attacks do a number to this core and the core also lacks a switch in or immunity to electric moves and hence electric teams are threat as well.
Teammates
: Volcanion is a good teammate since it provides a very good water immunity which allows the core to get around mono water teams. Volcanion is also needed to check azumarill which otherwise can sweep with belly drum boosted aqua jet.
: Rotom heat is a good teammate as it can run screen support set which will help offensive pokemon on the core such as mega houndoom to set up better. it provides ground immunity as well. Its electric stab moves will be helpful against mono water teams as well.
: Heatran is a good teammate too because it can run specially defensive sets to sponge special hits for the team, its unique typing provides a lot of resistances which are well appreciated by mono fire teams. Furthermore, air balloon heatran grants a pseudo ground immunity.
: Volcarona is a good teammate as well particularly if screen rotom-heat set is used as it allows volcarona to set quiver dance easily and sweep. Volcarona can be set up sweeper of the core to clean and weaken checks alongside mega houndoom.
: Entei can be a decent teammate as well since it is a good wallbreaker sporting a high attack stat. Entei gets sacred fire which has 50% chance to burn and combined with choice band or life orb it hits very hard. It has extreme speed to pick off weakened pokemon or to clean/revenge kill.
Dark Balance: Mention Fake Out/Protect as options for Mega Sableye in description. Adamant before Jolly on Bisharp. I don't see the point for Babiri Berry on Tyranitar since Mega Scizor/Scizor can just Bug Bite or U-turn for more damage, remove. Put the Defense EVs into Special Defense. Let me know when it's changed.
Fire Offense: Slash Heat Rock after Leftovers on Torkoal. Otherwise it's fine.
Balanced Ground Core



Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Heavy Slam
- Dragon Tail
- Earthquake
- Stealth Rock / Toxic

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic / Stealth Rock
- Slack Off
- Whirlwind

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off


This core is built around Mega Steelix, who operates as the core's switch in to Grass and Ice type threats like Breloom, Alolan Ninetales, Kyurem-Black, and Choice Scarf Tapu Bulu. Heavy Slam and Earthquake are the basic STAB moves, and Dragon Tail is helpful for phasing out setup sweepers. Either it or Hippowdon can be the Stealth Rocker depending on preference. Hippowdon is the main physical wall and phaser, which is especially helpful for setup sweepers that can give the core trouble. Earthquake is the standard Ground STAB and Slack Off is there for sustain. Seismitoad serves the very important role as the core's Water immunity and check to Belly Drum Azumarill and Choice Band Tapu Bulu. Scald and Earth Power are the basic STAB moves, Sludge Wave is important for Azumarill and Tapu Bulu, and Knock Off helps the core deal with Normal's Eviolite core.


Excadrill is an amazing cleaner/wallbreaker that can remove hazards with Rapid Spin and check any Tapu Bulu variant in sand. It also greatly appreciates Seismitoad checking Azumarill and Hippowdon and Mega Steelix phasing away Pokemon that give Excadrill a hard time.



Landorus is a great special wallbreaker that helps the core muscle past nuisances like Skarmory and Ferrothorn, as well as check Choice Banded Tapu Bulu with Sludge Wave. In return, the core can help deal with Alolan Ninetales and Scarf Kyurem-Black, which can give Landorus trouble.



Garchomp proves to be really helpful when dealing with Dragon types like Hydreigon and Kyurem-Black, as well as being an amazing setup sweeper. In return, the core can deal with threatening Ice types rather easily, as well as switch into threats like Scarf Latios and Kyurem-Black.



Mamoswine serves as another powerful wallbreaker capable of dealing with threats like Mantine and Skarmory, while also being another solid Ice switch in. In return, Hippowdon can switch into Scarfers like Excadrill, Infernape, and Terrakion that threaten Mamoswine, and Seismitoad can absorb Water type attacks.



Nothing on the core likes switching into Choice Banded sets, but Seismitoad can check them as long as they aren't Jolly natured. Mega Steelix switches into Scarf sets rather nicely, so make sure you keep it healthy.



These 3 Grass types can prove to be a serious pain. Mega Venusaur can 1v1 everything on the team if it has Giga Drain, and can even Leech Seed to wear down Mega Steelix even faster. Ferrothorn can put up Spikes to wear down the core whenever something tries to switch in, as well as Leech Seed to wear everything down further. Breloom can easily Spore anything on the team and slowly chip away with Mach Punch and Bullet Seed.



This thing is just a giant 50-50. Hippowdon gets decimated by it no matter what, but you have to be careful when trying to predict either Hydro Pump or Freeze Dry, because it could result in the loss of either Mega Steelix or Seismitoad.



Mega Charizard Y can remove Hippowdon's sand and can Solar Beam 2/3rds of the core to oblivion, and Fire Blast the remaining 3rd. This is why it's important to keep up Stealth Rock whenever this thing is around.


Psychic killing Balanced Poison Core



Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Protect
- Earthquake
- Rock Slide / Swords Dance

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Poison Jab
- Knock Off
- Pursuit
- Fire Blast / Shadow Sneak


This core excels best at destroying Psychic teams, with Alolan Muk switching into just about all of their special attackers and either Pursuit trapping them or Knocking them off, and Scolipede outspeeding all of Psychic's Scarfers and securing an easy late-game sweep.
For Scolipede, Megahorn is its strongest Bug STAB. Protect is used to get a free Speed Boost, allowing it to outspeed Scarf Victini, Jirachi, Meloetta, and Latios. Earthquake is important coverage for hitting the aforementioned Jirachi and Victini. Finally, Rock Slide is a nice choice for hitting Pokemon like Mega Charizard Y, Mantine, and Zapdos. But Swords Dance is an alternative that can be used to break through balanced Psychic teams easier, as well as breaking through Dark and Grass teams. For Alolan Muk, the set is pretty standard, with Knock Off being important for tearing through offensive Psychic teams, and Pursuit being able to trap Mega Alakazam, Meloetta, and Latios. For the final move, Fire Blast is used to break Alakazam's Focus Sash without having to worry about Counter. But Shadow Sneak is another alternative for picking off a weakened Victini or Jirachi.


Nidoking, as with many Poison types, appreciates the core's ability to remove Psychic types. In return, Nidoking can offer some special wallbreaking as well as put up Stealth Rock to make the core do its job easier.



This defensive core does a nice job of providing a defensive backbone for the core to fall back on. Mega Venusaur can switch into Ground type attacks from threats such as Hippowdon and Scarf Excadrill, and Toxapex can switch into powerful Fire types like Mega Charizard Y, Infernape, and Victini.



Crobat can provide a Ground immunity and hazard remover for the core. It also has access to U-turn to generate momentum to the core. In return, the core handles Psychic types that are faster than Crobat such as Scarf Latios, Meloetta, and Mega Alakazam.


Sandy Ground teams are always a huge issue for Poison. Hippowdon is capable of either walling out Scolipede completely, or phasing it out with Whirlwind when it tries to Swords Dance. Both these Ground types also easily dispose of Alolan Muk, and Excadrill in sand outspeeds +1 Scolipede.



Steel teams can also prove to be a menace to the core. Skarmory and Ferrothorn are capable of walling out Scolipede and removing it with Brave Bird and Gyro Ball respectively. If the Heatran is Air Balloon, it easily lives any hit from Scolipede and can fire back with a Fire Blast. While Alolan Muk can 2HKO Ferrothorn with Fire Blast, it'll still get easily worn down by Leech Seed stall.



These Dragon types can easily tear through the core with their Dragon STAB moves. Scolipede can't OHKO either of them with Rock Slide, and even if Alolan Muk is able to remove their items, nothing will comfortably take a huge hit.
Ground Balance: Fine.
Poison Offense: Slash Swords Dance after Protect. Slash Gunk after PJab. Otherwise it's fine.
 
Offensive Fighting Core


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

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump / Scald
- Hidden Power Electric
- Secret Sword
- Icy Wind


This core revolves around Infernape and Keldeo as physical and special wallbreakers, and Terrakion as a late-game setup sweeper. With the Rockium Z, as well as Rock Polish and Swords Dance, Terrakion can be a fearsome wincon in matchups such as Flying and Electric. Stone Edge and Close Combat are the basic STAB options. For the Infernape, Flare Blitz is the basic Fire STAB. Close Combat is its most powerful Fighting STAB. Mach Punch is solid for priority, removing Greninja and +1 Mega Sharpedo. Finally, U-turn is used to pivot and generate momentum. For the Keldeo, Hydro Pump is its strongest Water STAB, but Scald can be ran over it as a more consistent Water STAB that can also burn targets. Secret Sword is nice for nailing Chansey and Lanturn. Icy Wind is great for hitting Garchomp and Dragonite. Finally, Hidden Power Electric is for hitting Mantine and Slowbro.



Cobalion can set up Stealth Rock, while also checking Fairy types like Mimikyu and Alolan Ninetales, stopping hazards with Taunt, Thunder Wave to cripple threats, and can form a VoltTurn core with Infernape.



Breloom can put things to sleep with Spore, letting the core sweep/wallbreak easier. It can also deal with some troublesome defensive cores on Water like Swampert+Mantine and Empoleon+Lanturn.

or


Both Heracross and Mega Heracross can benefit the core. Heracross can function as a secondary Scarfer that can do nicely against offensive Psychic teams. Mega Heracross can operate as a secondary physical wallbreaker that can break through defensive cores that Infernape struggles with, like Hippowdon+Gastrodon, Rotom-Wash+Zapdos, and Mew+Mega Slowbro.



Kommo-o can function as a secondary special wallbreaker that can check Mega Venusaur, which the core really struggles with. With Autotomize, it can also do nicely as a late-game cleaner.



SS Water teams can prove to be a major issue, since Pelipper walls out Infernape and can get off a slow U-turn into either Mega Swampert or Kingdra, which can proceed to threaten the entire core under rain.



This core seen on Ground teams can be extremely troublesome for the core, as Gastrodon can slowly stall out Keldeo with Toxic, and Terrakion and Infernape can't break Hippowdon.



Tapu Koko and Magearna can prove to be extremely problematic for the core. Magearna can just plow right through the core under Trick Room, and Tapu Koko outspeeds and KOs the core with LO/Magnet Thunderbolt.



Once Deoxys-Speed sets up its screens, Double Dance Mew can easily set up a Rock Polish and go wild. Even if you can somehow prevent screens, nothing on the core can OHKO Mew in a single hit, and Infernape can't pick it off with Mach Punch under Psychic Terrain.



Alolan Raichu under Electric Terrain outspeeds the entire core and OHKOes everything with a Life Orb Modest Psychic.


Edit: Implemented the changes
 
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Harpp

formerly Alpha-Harpreet
Bulky Support Core:

Nidoqueen @ Shuca Berry
Ability: Sheer Force
EVs: 252 HP / 40 Def / 124 SpA / 40 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Ice Beam
- Taunt /Fire Blast/Flamethrower/Toxic

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- U-turn /Toxic
- Roost
- Defog
- Brave Bird

Overview:
This is an offensive core where nidoqueen is the lead and stealth rock setter, It is also a great lure and Emergency check to threats to poison teams such as sand rush excadrill,landorus-I,Landorus-T,garchomp etc with shuca berry lure. It removes some of the troublesome pokemon for poison monoand alleviates pressure off crobat as a ground check. Crobat on the core is our essential ground immunity and utility support in the form of defog.The support of stealth rock,an emergency check to ground types and defog support with nidoqueen and crobat respectively is very essential to a mono poison team.
: The ev spread is custom(s/o to TheImcaness for the spread). 124 spa evs guarantee ohko on the likes of landorus and garchomp,12 speed evs allows it to outspeed 0 speed heatran. 40 sp.def evs along with a calm nature takes earth power from landorus better. Max hp for maximizing bulk and 40 def evs to live earthquake better(shuca berry) from pokemon such as garchomp,excadrill. 52 speed allows it to outspeed uninvested base 80s and can act as a stall breaker with taunt since it can taunt common walls first.
Calculations:
124 SpA Sheer Force Nidoqueen Ice Beam vs. 0 HP / 0 SpD Landorus: 372-440 (116.6 - 137.9%) -- guaranteed OHKO
252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 40 Def Shuca Berry Nidoqueen: 234-277 (60.9 - 72.1%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Earth Power vs. 4 HP / 0 SpD Excadrill: 330-390 (91.1 - 107.7%) -- 43.8% chance to OHKO
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 40 Def Shuca Berry Nidoqueen: 230-270 (59.8 - 70.3%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Ice Beam vs. 4 HP / 0 SpD Garchomp: 356-420 (99.4 - 117.3%) -- 93.8% chance to OHKO
252+ Atk Landorus-Therian Earthquake vs. 252 HP / 40 Def Shuca Berry Nidoqueen: 210-247 (54.6 - 64.3%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 372-440 (116.6 - 137.9%) -- guaranteed OHKO
Toxic on nidoqueen allows to cripple walls and help in wall breaking. Toxic allows nidoqueen to 1v1 pokemon such as zapdos and mandibuzz. Toxic can be replaced by flamethrower to take out steel types such as ferrothorn and skarmory better.Fire blast may be used in the last slot to deal with steel types such as skarmory, ferrothorn,scizor etc which can stomach its other moves that are on set. Flamethrower is an option to run over fire blast if you care about accuracy however the power drop is noticeable.
: Fast Bulky support crobat set, crobat is much needed on mono poison teams due to ground immunity and the utility support it provides. Crobat can pivot into a predicted earthquake and gain momentum for the team with U-turn. Toxic is an option to run over u-turn to to cripple walls and stop set up sweepers, since crobat has good speed it can cripple a sweep or set up. Brave bird hits hard even when uninvested. Defog is to clear off hazards and lastly roost is for longevity.
Threats
: Psychic types like mew and latios are a threat to this core as this core lacks any psychic immunity.
: Steel types like scizor and magearna can easily overpower the core once nidoqueen is out.
Teammates
: Mega Venusaur is undoubtedly a very good teammate as it has ability to check ground and water types due to amazing bulk and access to recovery move. Mega venusaur makes ground match up a little easier as it can handle ground types like mamoswine,hippowdon,seismitoad. It is a great wall for the team to rely on.
: Toxapex is another very good teammate as it can stop set up sweepers with haze and can check a large number of pokemon such as volcarona due to its high bulk.Toxapex with regenerator and access to recover has become a staple on poison mono. It can provide the core with toxic spikes support to break down teams which will help nihilego in sweeping easily.
: Mono poison teams should have at least one psychic immunity and muk-alola as a psychic check does its job very well as it not only checks threatening psychic types like latios,alakazam etc but it is also a great special wall for mono poison teams. Forming the core with Mega venusaur+toxapex+Muk-alola which can be very hard to break.
: Nihilego is a great teammate and a scarf user as it can clean team once its checks or counters have been taken out or weakened. Nihilego makes flying match up easier for poison as it can clean late game thanks to beast boost which makes it harder to stop.


Offensive Ground Core:

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature / Timid Nature
- Earth Power
- Focus Blast
- Sludge Wave
- Rock Slide / Gravity

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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 28 HP / 2 Def
- Earthquake
- Reversal
- Sucker Punch
- Memento

Overview:
In simple words, Landorus and Garchomp form a wall breaking core weakening each others check respectively while dugtrio on the core checks pokemon that are a threat to landorus and garchomp and can hinder or stop a sweep/wall breaking potential. Dugtrio checks key threats such as greninja,Raichu-alola,Chansey etc all of which can stop landorus and garchomp from wall breaking. Dugtrio on the core also provides memento support to help garchomp set up a swords dance easily.
: Landorus is an amazing wall breaker with life orb and sheer force boosted attacks making it very hard to switch into. Earthpower is the main stab move capable of severely denting anything that does not resists it or is not a dedicated wall.Sludge wave is used for fairy types like azumarill,tapu bulu,tapu fini etc while focus blast is used for steel types like air balloon heatran and ferrothorn. Rock slide is used for flying types like charizard-mega Y and zapdos. Rock slide can be replaced by gravity. If gravity is used then a timid nature should be run.
: Swords dance Garchomp can rip apart slow teams as Swords dance turns garchomp into an amazing wall breaker that is hard to wall. Earthquake and Outrage are its main stab moves. Firium Z along with a swords dance allows garchomp to get past its common checks such as Skarmory,celesteela,ferrothorn:
+2 252 Atk Garchomp Inferno Overdrive (120 BP) vs. 252 HP / 252+ Def Celesteela: 370-436 (92.9 - 109.5%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Garchomp Inferno Overdrive (120 BP) vs. 248 HP / 252+ Def Skarmory: 296-350 (88.8 - 105.1%) -- guaranteed OHKO after Stealth Rock
On the other hand, Dragonium Z allows garchomp a powerful nuke to take out walls such as slowbro,Mega venusaur,hippowdon:
+2 252 Atk Garchomp Devastating Drake (190 BP) vs. 252 HP / 232+ Def Slowbro: 424-501 (107.6 - 127.1%) -- guaranteed OHKO
+2 252 Atk Garchomp Devastating Drake (190 BP) vs. 252 HP / 240+ Def Hippowdon: 400-472 (95.2 - 112.3%) -- 75% chance to OHKO
+2 252 Atk Garchomp Devastating Drake (190 BP) vs. 248 HP / 240 Def Venusaur-Mega: 429-505 (118.1 - 139.1%) -- guaranteed OHKO
: Earthquake is the go-to move used for revenge killing. With focus sash dugtrio can 1v1 common threats to ground such as greninja and Raichu-alola. Sucker punch allows to revenge kill faster pokemon such as the aforementioned Raichu-alola. Reversal allows dugtrio to deal with bulky pokemon such as porygon2 and chansey once dugtrio is dont to focus sash. Mememto is to cripple after dugtrio has done its job and it allows garchomp on the core to set up a swords dance easily.
28 hp ivs are used so that two seismic toss from chansey will leave dugtrio at 3% hp which will maximize the power of reversal. 2 defense ivs are used to make sure dugtrio can knock out ditto with earthquake.
Threats:
: Ice types pose an obvious threat to this core as the core is weak to ice moves and has no way of switching into them. The core is weak to ice shard in particular as ice shard will usually ohko pokemon on the core due to the glaring weakness to ice moves.
: The core is also weak to water types such as swift swim abusers as the core lacks a good switch in to water types moves and can be swept easily.
Teammates:
: Seismitoad is a great teammate since it has the ability water absorb which allows to act as a switch in to water type moves aimed at the core. It can provide utility support with knock off and it can absorb hits special hits decently with an assault vest. Seismitoad checks azumarill and banded tapu bulu fairly well,both of which are huge threats to mono ground teams.
: Hippowdon can act as a physical wall for the core to absorb physical hits for the team. It can lay stealth rock which is well appreciated by both landorus and garchomp to secure KOs. Hippowdon also allows for a fantastic cleaner in excadrill to be used.
: With both wall breakers in landorus and garchomp weakening the team, excadrill can clean late game easily with sand rush ability. Its steel typing is appreciated in fairy match ups where it can help to check threats such as tapu bulu.

Edited
 
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Defensive Bug Core:



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Bullet Punch
- Roost
- U-turn
- Swords Dance

Araquanid @ Leftovers
Ability: Water Bubble
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Liquidation
- Toxic
- Rest
- Sleep Talk


Although Bug does not have a great amount of diversity when it comes to defensive Pokemon Forretress, Mega-Scizor and Araquanid build a good defensive core for the type.
Forretress has the ability to take a majority of physical hits and covers the weakness to rock moves but lacks recovery so a pivot such as Mega-Scizor is great. Not only does defensive Scizor also help against the rock weakness and have reliable recovery, it offers offensive pressure that synergises well with Forretress' ability to get up Stealth Rocks.
Araquanid is another Pokemon that is great as part of a defensive bug core as the ability Water Bubble not only offers offensive pressure by powering up its Liquidation attack but it also allows it to better bugs chances Vs opposing Fire type Pokemon. Although Araquanid really only has one attacking move in its arsenal it is bulky enough to be able to Toxic Pokemon and rest up on them. Araquanid goes well with Scizor as Pokemon such as Nihilego can be an issue for it to eat special hits from. Mega-Scizor can take two Power Gems from Scarf Nihilego at Full HP and guarantees the knock out on Nihilego with Bullet Punch after hazard damage.
Mega-Scizor being the main pivot for the core is great, I have already explained a majority of the perks from this Pokemon. It synergises well with both Forrestress and Araquanid and the ability to U-turn back into your walls on the switch is great. Defensively this Pokemon can also live a Supersonic Skystrike into Earthquake from Adamant Landorus.
Edit: Mega-Scizor also helps a lot as it saves the other two Pokemon from taking unnecessary chip damage if Scizor can take it and roost up
Edit: Forretress can also run Overcoat instead of Sturdy in order to counter teams such as Rock Tomb Breloom or Smeargle HO normal
 
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Psychic-killing Offensive Fighting Core

or

Marshadow @ Choice Band / Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Shadow Sneak
- Close Combat
- Thunder Punch / Ice Punch

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Swords Dance

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge


This Fighting core uses the recently released Marshadow in tandem with either Mega Heracross or Scarf Heracross in order to dismantle both balanced and offensive Psychic teams. The Marshadow can use either a Choice Band or Life Orb set depending on whether you want extra power or the freedom of switching up between moves. Spectral Thief and Close Combat are its most powerful STAB moves, with Shadow Sneak being important for priority, nailing Scarfers like Victini, Latios, and Gengar. Finally, Thunder Punch is used to hit Toxapex and Gyarados. However, Ice Punch can also be used in order to hit Landorus and Dragonite. Mega Heracross can be a powerful wallbreaker with Swords Dance in order to help Marshadow get past fatter Psychic types like Mega Slowbro. Pin Missile and Close Combat are the basic STAB moves, and Rock Blast is simply for important coverage, nailing Zapdos and Mantine while also hitting Toxapex neutrally. An Adamant nature can be used for extra power, but a Jolly nature can let it outspeed Adamant Dragonite and Jolly Breloom. Scarf Heracross can also work as a powerful cleaner thanks to Moxie, leaving no safe switch-ins for Psychic teams. Megahorn and Close Combat are the basic STAB moves. Earthquake is solid coverage for hitting Tapu Koko and Toxapex. Finally, Stone Edge lets it hit Mega Charizard Y and Mantine.



Terrakion is without a doubt Fighting's best Scarf Pokemon, and it can help the core get past Flying types like Scarf Staraptor and Salamence.



Keldeo is easily Fighting's best special wallbreaker, and can help when dealing with physical walls like Hippowdon and Skarmory.



Cobalion is the best Stealth Rocker for Fighting teams, that can also offer helpful utility with Taunt, Volt Switch to give the core momentum, and Thunder Wave to offer the core extra speed control.



Breloom grants the core another powerful tool to break through Water and Ground teams, while also offering helpful utility in Spore and some extra priority with Mach Punch.



Kommo-o is another strong special wallbreaker that can help the core against Dragon teams thanks to Autotomize.




Fairy teams are always an issue. If Mega Heracross is being ran, Tapu Koko outspeeds everything on the core and severely threatens them with either Thunderbolt, Dazzling Gleam, or simply Volt Switch pivoting out. However, Scarf Heracross can revenge kill with Earthquake. TR Magearna can live any unboosted hit and set up easily. But if it's weakened enough, it will have to watch out for Marshadow's Shadow Sneak.

I'll finish this when I get back
 

Harpp

formerly Alpha-Harpreet
Offensive Psychic Core

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute / Will-O-Wisp

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

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Def
- Psychic
- Shadow Ball
- Focus Blast
- Counter

Overview
This is an offensive psychic core where Mega gardevoir checks dark and dragon types that victini and alakazam struggles with.Mega Gardevoir also acts as a wall breaker for the team weakening team. Victini helps in steel and bug match ups taking out threatening pokemon for the core such as Mega scizor,Magearna,Heracross,buzzwole,celesteela and so on. Victini is a great partner for Mega Gardevoir since it can take out steel types that Mega Gardevoir struggles with. Alakazam on the core acts as a blanket check to wide number of threats to the team such as excadrill,Mega sharpedo,Mega Gyarados etc.In other words, the members in the core weaken or take out each others check. This core is splash-able on both balanced and hyper offensive psychic builds.
: Mega gardevoir is the wall breaker of the core as previously mentioned in the overview. Hyper voice hits hard thanks to pixilate boost and it is the main stab move to use, psyshock is used for specially defensive walls that wont take much damage from its other moves such as chansey. Focus blast is used for steel types such as heatran,ferrothorn,skarmory that wont take much damage from its other moves. Substitute is used to dodge sucker punch and to protect against status moves. Substitute makes Mega gardevoir harder to revenge kill as well. Substitute can be replaced by will-o-wisp to cripple physical attackers such as Scizor and bisharp that dare to come on it.
: Standard victini set, nothing much to explain. Use uturn on predicted switches to gain momentum,Vcreate is the main stab move. Bolt strike for water types such as tapu fini and gyarados while blue flare is used to sweep bug or steel easier without the stat drop effect which makes victini easier to get revenge killed.
: Sash counter alakazam goes really well with this core as it acts as a blanket check to threats that Mega gardevoir + victini cannot easily handle such as Sand rush excadrill,Garchomp,Mega Sharpedo etc. With magic guard Alakazam is immune to status move which helps to preserve its focus sash. Counter is used to check aforementioned threats. Psychic is stab move and can be used to revenge kill or clean since it hits moderately hard. Shadow ball is used for ghost types such as mimikyu and gengar while focus blast is used for steel and dark types such as heatran,ferrothorn,skarmory.
Teammates:
: Jirachi is a good teammate on balanced builds as it can be specially defensive wall for the core and core can rely on it to sponge special hits. Jirachi can also set Stealth rock for the core which helps in securing KOs while also providing Thunder wave and U-turn support to gain speed control and momentum respectively.
: Slowbro can provide the core with defensive backbone to sponge physical hits and it can be additional check to threats such as mega sharpedo with its colbur berry set. Jirachi forms a very good core with slowbro which is very well appreciated by the offensive psychic core as it provides it with all the support it needs.
:Latios is a decent teammate as it can take up the role of offensive defogger and wall breaker with life orb or soul dew set. It provides the team with a much appreciated ground immunity. Its blazing 110 is pretty good as it helps in cleaning late game.
: On hyper offense builds, Speed deoxys is a very good teammate as it can use stealth rock and spikes or provide utility support to the core in the form of dual screens. Both forms of support(hazards and screens) are very complimentary to the core. It has a very high speed and hence it is a very good lead able to taunt opposing leads first.
: Meloetta is another good teammate for the core as it has immunity to ghost type moves and so it can check pokemon such as Mimikyu and marshadow for the core with a scarf set. Meloetta can be used as a tank as well with AV to sponge hits for the team or can be used as a wall breaker with choice specs set.
Threats
: Ghost types such as Mimikyu and Marshadow pose a threat to the core as mimikyu is harder to kill due to its ability disguise and it can take out pokemon on the core with shadow sneak. Marshadow on the other hand as good speed and threatens the core with technician powered shadow sneak.
: Fat cores such as the infamous Chansey + porygon2 does a very good job of walling the above core and gradually wearing the core down with status moves such as toxic and stealth rock damage.
 

Harpp

formerly Alpha-Harpreet
OFFENSIVE GROUND CORE






Hippowdon @ Eject Button/Rocky Helmet/Leftovers
Ability: Sand Stream
EVs: 248 HP / 144 Def / 116 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin /X-Scissor

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity /Rock Slide
- Earth Power
- Psychic
- Sludge Wave /Focus Blast


This core is the essential for any Offensive Ground team. Excadrill as a Physical Attacker and Landorus as an Special Attacker. Hippowdon completes the core giving Sand support to the team and specially Excadrill which thanks to its ability will benefit from it being twice as fast. Landorus gives support with Gravity allowing Excadrill to attack with Earthquake without any fear of not being able to hit the Pokemon in front of him.

The item on Hippowdon can be Eject Button, allowing a free switch in for Excadrill to abuse the Sand, Leftovers to get a little bit of recovery and help with Damage Rolls or Rocky Helmet to cheap away Physical Attackers. The EVs allow Hippowdon to guaranteed take a hit and take advantage of the Eject Button to bring in Excadrill or another sweeper of the team. A bad thing about the Eject Button is that due to Hippowdon being so slow it'll be forced out after taking a hit and it would not be able to set up Stealth Rockas easily whereas with the other two item options that is acomplished more efficiently. Eject Button provides great momentum, Rocky Helmet/Leftovers provides an easier opportunity to get up Stealth Rock

The Landorus set depends on the whole team and the roll you give to other Pokemon on your team. But for this core I'd suggest Gravity to help Excadrill and either Focus Blast or Sludge Wave. Psychic is a must for dealing with Venusaur.

Excadrill's set is a standard Choice Band set that abuses its high Attack and his ability to be a huge threat to any team. "QuakeEdge" coverage as well as Iron Head with STAB and the last move can be either Rapid Spin to support the team and get rid of Sticky Web, which would lower Excadrill's Speed, or X-Scissor to deal with Psychic and Dark Types.


Landorus:
252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 265-312 (75.2 - 88.6%) -- guaranteed 2HKO after Leftovers

252 SpA Life Orb Sheer Force Landorus Psychic vs. 252 HP / 252+ SpD Venusaur: 221-260 (60.7 - 71.4%) -- guaranteed 2HKO

0- Atk Life Orb Sheer Force Landorus Rock Slide vs. 0 HP / 0 Def Charti Berry Volcarona: 283-335 (90.9 - 107.7%) -- 43.8% chance to OHKO

0- Atk Life Orb Sheer Force Landorus Rock Slide vs. 0 HP / 4 Def Charizard: 489-577 (164.6 - 194.2%) -- guaranteed OHKO

252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Landorus: 174-206 (54.5 - 64.5%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 4 HP / 0 SpD Azumarill: 387-458 (113.1 - 133.9%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 0 HP / 0 SpD Tapu Bulu: 676-795 (240.5 - 282.9%) -- guaranteed OHKO

Excadrill:
252+ Atk Choice Band Excadrill Earthquake vs. 252 HP / 252+ Def Slowbro: 186-220 (47.2 - 55.8%) -- 23.8% chance to 2HKO after Leftovers recovery
Hi, the offensive ground core which you have posted has already been posted by tyke. You should check previous posts here or check the OP,whether the cores which you want to post are already posted. welcome to smogon :]
 
Ghost Busting Offensive Normal Core
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch / Power-Up Punch

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

The scrappy duo's main purpose is to break down ghost's defensive backbone so that something like scarf meloetta can clean with shadow ball.
Mega-Lopunny is the physical attacking ghost buster of this core. Fake out can pick off weakened scarf users. This bunny can 2hko most of the spdef walls that swellow has trouble breaking and can even ohko Mega-Sableye with a high jump kick most of the time. Mega-Lopunny is also able to out speed any unboosted member of a ghost team and can therefor check a weakened marshadow, which is a huge threat to normal teams. Ice punch does about the same damage to gourgiest as return/frustration but has the chance to freeze and can help versus other team match ups such as flying. Power-Up Punch can be used to break through some fatter defensive walls.
Swellow can easily 2hko most of the physical defensive walls with boomburst that Mega-Lopunny struggles with. Heat wave is used to hit doublade for massive damage and can help versus the match up against steel teams. Air slash is there to help against fighting teams. U-turn lets swellow pivot into other members and get momentum going.

Bulky Mega-Scizor can easily set up on Mega-Lopunny from full hp and roost off any damage
Choice scarf Terrakion can run through if there's no sticky webs support on the team
Neither Mega-Lopunny nor Swellow can ohko Azumarill from full, which allows it to get a z-belly drum
A bulkier Mega-Gallade with drain punch can eat an attack from Mega-Lopunny or Swellow and just gain back some hp
+
or
Rain is easily set up by Pelipper and Mega-Swampert or Kingdra can just sweep.

Smeargle can set up sticky webs and stealth rocks to give normal a chance of beating some difficult match ups such as fighting.
Swords dance Fightinium Z Bewear is able to help check Mega-Scizor and Bisharp
Choice scarf Meloetta with sticky webs support can help tremendously versus the fighting match up can even sweep unprepared fighting teams
Both the bulky and choice scarf sets can help the core by removing hazards and revenge killing slower opponents
Diggersby can sweep teams with a swords dance set or help break steel with the combo of earthquake and fire punch
Choice scarf Ditto provides another form of speed control that can also check Marshadow while also being able to deter set-up sweepers


Edit: Marshadow has been banned, so it is no longer a threat
 
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Harpp

formerly Alpha-Harpreet
Defensive Water Core:

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar/Toxic

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Toxic Spikes
- Knock Off/Haze

Overview
To my surprise no one has yet posted this core so I am doing it, this is the infamous core of swampert+tentacruel, what sets it apart from toxapex and swampert core is that tentacruel compresses roles in the form of hazard control and a check to grass types such as mega venusaur,breloom and banded tapu bulu. The core not only compliments each other defensively but it also has hazard stack which helps offensive teammates on the team. This core easily fits on balanced mono water teams.
: Swampert is the physical defensive wall and the electric immune pokemon on the core. Swampert compliments tentacruel as it can take physical and electric attacks for tentacruel while tentacruel can tank special hits especially grass moves for swampert. As for the moveset, Scald is a STAB move with a nifty chance to burn the opposing pokemon which helps to cripple physical attackers and rack up some chip damage. Earthquake is its ground STAB to threaten electric pokemon such as tapu koko,earthquake hits decently hard even when uninvested. Stealth rock is used to pressure teams from making switches while also breaking any sash or sturdy. Roar allows swampert to phaze out any set up sweeper and to rack up residual damage as well if hazards are up. Toxic is an option to run as well to help in wall breaking and to put set up sweepers on a timer. 240 hp evs on swampert hits a hp number which maximizes leftovers recovery,252 def evs to ensure swampert is bulk as possible on physical side and rest evs are dumped into its special defense.
: Tentacruel is a very good partner for swampert and it also compresses roles on teams as previously mentioned. Its ability liquid ooze allows it to force mega venusaur out, Tentcruel with base 100 speed is relatively faster as compared to most defensive pokemon, this allows it to check pokemon such as breloom and tapu bulu with very minimum speed investment which is a huge plus for water teams. As for the moveset, scald allows to fish for burns crippling physical attackers and getting residual damage.Toxic spikes allows to break down bulky wall and gradually weaken the opposing team which is well appreciated by offensive teammates such as mega sharpedo. Lastly rapid spin allows tentacruel to clear hazards from its side. Knock off in the last slot is a great utility move allowing it to cripple item reliant pokemon such as chansey or porygon2. Knock off can be replaced by haze to stop certain set up sweepers like volcarona.16 spe evs with a timid nature allows it to outspeed jolly breloom and adamant choice banded tapu bulu, rest 252 hp evs and 240 special defense evs to make it specially bulky.
Teammates
: Sharpedo-mega is a very good teammate as it appreciates the defensive backbone of swampert and tentacruel core while stealth rock and toxic spikes allows it to clean/sweep late game much better since hazards turns some 2hko into OHKO and also wears down its checks. Sharpedo mega can take out psychic types that trouble tentacruel while also checking weakened mega venusaur with psychic fangs.
: Gyarados is another good teammate as it acts as an additional check to tapu bulu,mega venusaur and breloom with flyinium z set and it is also a good set up sweeper with intimidate and ground immunity which is always good. Gyarados appreciates the support provided by swampert and tentacruel core namely in the form of hazard stack,hazard control and electric immunity.
: Specs keldeo is yet another good teammate that has easier time breaking walls due to toxic spikes + stealth rock. Keldeo also provides the core with some good speed considering the core lacks speed control. keldeo can take out pokemon such as ferrothorn, chansey,porygon2 etc which otherwise are trouble for most water teams.
: Greninja is a very versatile special attacker that can be tweaked to take out any threats that the team needs to check, in this case greninja can take out dragon and grass types such as latios and tapu bulu which otherwise threaten the core. Greninja can also take out ferrothorn with hp fire for the core.


Edited
 
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Balanced Ghost Core
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Wave
- Shadow Ball
- Focus Blast

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Toxic
- Recover

Here we have a balanced Ghost core. Sableye and Jellicent are, as you know, standard on Balanced Ghost. Sableye being an overall staple on Ghost because of it offering high utility and a Dark check, and Jellicent being able to take on the many special attackers in this metagame. Now, Gengar is a part of this core because of its ability to break certain walls or revenge kill certain threats. A Life Orb or Choice Specs is able to break past Mega Venusaur, Toxapex, and Mega Charizard Y. A Choice Scarf can be used to speed check Choice Scarf Bulu, Mega lopunny, Tapu koko, and many Pokémon with a speed boost due to Gengar's great speed. It's poison coverage allows it to hit many Grass types that Jellicent struggle to take, and also removes toxic spikes as a little bonus.IMO, Gengar, Mega Sableye and Jellicent are 3 must haves a balanced Ghost team should have.
 
Offensive Fighting Core


Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- X-Scissor

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-turn

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind / Hidden Power Electric


This core is pretty basic, revolving around a Choice Banded physical wallbreaker, a Choice Specs special wallbreaker, and Choice Scarf cleaner. For the Terrakion, Stone Edge and Close Combat are the basic STAB moves, and Earthquake is essential coverage for Tapu Koko and Magearna. For the last move, X-Scissor is used to hit Latios and Mew. However, Iron Head and Rock Slide are also decent alternatives. For the Infernape, Flare Blitz is the basic Fire STAB. Close Combat is its most powerful Fighting STAB. Mach Punch is solid for priority, removing Greninja and +1 Mega Sharpedo. Finally, U-turn is used to pivot and generate momentum. For the Keldeo, Hydro Pump is its strongest Water STAB. Scald is a more consistent Water STAB that can also burn targets. Secret Sword is nice for nailing Chansey and Lanturn. Finally, Icy Wind is great for hitting Garchomp and Dragonite. But Hidden Power Electric can also be used to hit Mantine and Slowbro.



Cobalion can set up Stealth Rock, while also checking Fairy types like Mimikyu and Alolan Ninetales, stopping hazards with Taunt, Thunder Wave to cripple threats, and can form a VoltTurn core with Infernape.



Breloom can put things to sleep with Spore, letting the core sweep/wallbreak easier. It can also deal with some troublesome defensive cores on Water like Swampert+Mantine and Empoleon+Lanturn.

or


Both Heracross and Mega Heracross can benefit the core. Heracross can function as a secondary Scarfer that can do nicely against offensive Psychic teams. Mega Heracross can operate as a secondary physical wallbreaker that can break through defensive cores that Infernape struggles with, like Hippowdon+Gastrodon, Rotom-Wash+Zapdos, and Mew+Mega Slowbro.



Kommo-o can function as a secondary special wallbreaker that can check Mega Venusaur, which the core really struggles with. With Autotomize, it can also do nicely as a late-game cleaner.



SS Water teams can prove to be a major issue, since Pelipper walls out Infernape and can get off a slow U-turn into either Mega Swampert or Kingdra. However, if the Mega Swampert is Adamant, Scarf Terrakion can outspeed and potentially revenge kill it.



This core seen on Ground teams can be extremely troublesome for the core, as Gastrodon can slowly stall out Keldeo with Toxic, and Terrakion and Infernape can't break Hippowdon.



Tapu Koko and Magearna can prove to be extremely problematic for the core. While Terrakion can revenge kill Tapu Koko with Earthquake, nothing wants to switch into it. Magearna can just plow right through the core under Trick Room. However, if it goes for Shift Gear, Terrakion will outspeed it.



Once Deoxys-Speed sets up its screens, Double Dance Mew can easily set up a Rock Polish and go wild. Even if you can somehow prevent screens, nothing on the core can OHKO Mew in a single hit, and Infernape can't pick it off with Mach Punch under Psychic Terrain.



Alolan Raichu under Electric Terrain outspeeds the entire core and OHKOes everything with a Life Orb Modest Psychic.
I don't think Scarf Terrak should be a sample set for fighting when Rockium Z is 100% better, so change it to that set please. Scald should be slashed after Hydro Pump so the set should have both Icy Wind and HP Electric on it as main moves.
Bulky Support Core:

Nidoqueen @ Shuca Berry
Ability: Sheer Force
EVs: 252 HP / 40 Def / 124 SpA / 80 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Ice Beam
- Toxic /Flamethrower

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- U-turn
- Roost
- Defog
- Brave Bird

Overview:
This is an offensive core where nidoqueen is the lead and stealth rock setter, It is also a great lure and Emergency check to threats to poison teams such as sand rush excadrill,landorus-I,Landorus-T,garchomp etc with shuca berry lure. It removes some of the troublesome pokemon for poison monoand alleviates pressure off crobat as a ground check. Crobat on the core is our essential ground immunity and utility support in the form of defog.The support of stealth rock,an emergency check to ground types and defog support with nidoqueen and crobat respectively is very essential to a mono poison team.
: The ev spread is custom(s/o to TheImcaness for the spread). 124 spa evs guarantee ohko on the likes of landorus and garchomp,12 speed evs allows it to outspeed 0 speed heatran. 80 sp.def evs along with a calm nature takes earth power from landorus better. Max hp for maximizing bulk and 40 def evs to live earthquake better(shuca berry) from pokemon such as garchomp,excadrill.
Calculations:
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 80+ SpD Shuca Berry Nidoqueen: 218-257 (56.7 - 66.9%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Ice Beam vs. 0 HP / 0 SpD Landorus: 372-440 (116.6 - 137.9%) -- guaranteed OHKO
252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 40 Def Shuca Berry Nidoqueen: 234-277 (60.9 - 72.1%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Earth Power vs. 4 HP / 0 SpD Excadrill: 330-390 (91.1 - 107.7%) -- 43.8% chance to OHKO
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 40 Def Shuca Berry Nidoqueen: 230-270 (59.8 - 70.3%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Ice Beam vs. 4 HP / 0 SpD Garchomp: 356-420 (99.4 - 117.3%) -- 93.8% chance to OHKO
252+ Atk Landorus-Therian Earthquake vs. 252 HP / 40 Def Shuca Berry Nidoqueen: 210-247 (54.6 - 64.3%) -- guaranteed 2HKO
124 SpA Sheer Force Nidoqueen Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 372-440 (116.6 - 137.9%) -- guaranteed OHKO
Toxic on nidoqueen allows to cripple walls and help in wall breaking. Toxic allows nidoqueen to 1v1 pokemon such as zapdos and mandibuzz. Toxic can be replaced by flamethrower to take out steel types such as ferrothorn and skarmory better.
: Fast Bulky support crobat set, crobat is much needed on mono poison teams due to ground immunity and the utility support it provides. Crobat can pivot into a predicted earthquake and gain momentum for the team with U-turn. Brave bird hits hard even when uninvested. Defog is to clear off hazards and lastly roost is for longevity.
Threats
: Psychic types like mew and latios are a threat to this core as this core lacks any psychic immunity.
: Steel types like scizor and magearna can easily overpower the core once nidoqueen is out.
Teammates
: Mega Venusaur is undoubtedly a very good teammate as it has ability to check ground and water types due to amazing bulk and access to recovery move. Mega venusaur makes ground match up a little easier as it can handle ground types like mamoswine,hippowdon,seismitoad. It is a great wall for the team to rely on.
: Toxapex is another very good teammate as it can stop set up sweepers with haze and can check a large number of pokemon such as volcarona due to its high bulk.Toxapex with regenerator and access to recover has become a staple on poison mono. It can provide the core with toxic spikes support to break down teams which will help nihilego in sweeping easily.
: Mono poison teams should have at least one psychic immunity and muk-alola as a psychic check does its job very well as it not only checks threatening psychic types like latios,alakazam etc but it is also a great special wall for mono poison teams. Forming the core with Mega venusaur+toxapex+Muk-alola which can be very hard to break.
: Nihilego is a great teammate and a scarf user as it can clean team once its checks or counters have been taken out or weakened. Nihilego makes flying match up easier for poison as it can clean late game thanks to beast boost which makes it harder to stop.


Offensive Ground Core:

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature / Timid Nature
- Earth Power
- Focus Blast
- Sludge Wave
- Rock Slide / Gravity

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

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 28 HP / 2 Def
- Earthquake
- Reversal
- Sucker Punch
- Memento

Overview:
In simple words, Landorus and Garchomp form a wall breaking core weakening each others check respectively while dugtrio on the core checks pokemon that are a threat to landorus and garchomp and can hinder or stop a sweep/wall breaking potential. Dugtrio checks key threats such as greninja,Raichu-alola,Chansey etc all of which can stop landorus and garchomp from wall breaking. Dugtrio on the core also provides memento support to help garchomp set up a swords dance easily.
: Landorus is an amazing wall breaker with life orb and sheer force boosted attacks making it very hard to switch into. Earthpower is the main stab move capable of severely denting anything that does not resists it or is not a dedicated wall.Sludge wave is used for fairy types like azumarill,tapu bulu,tapu fini etc while focus blast is used for steel types like air balloon heatran and ferrothorn. Rock slide is used for flying types like charizard-mega Y and zapdos. Rock slide can be replaced by gravity. If gravity is used then a timid nature should be run.
: Swords dance Garchomp can rip apart slow teams as Swords dance turns garchomp into an amazing wall breaker that is hard to wall. Earthquake and Outrage are its main stab moves. Firium Z along with a swords dance allows garchomp to get past its common checks such as Skarmory,celesteela,ferrothorn:
+2 252 Atk Garchomp Inferno Overdrive (120 BP) vs. 252 HP / 252+ Def Celesteela: 370-436 (92.9 - 109.5%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Garchomp Inferno Overdrive (120 BP) vs. 248 HP / 252+ Def Skarmory: 296-350 (88.8 - 105.1%) -- guaranteed OHKO after Stealth Rock
On the other hand, Dragonium Z allows garchomp a powerful nuke to take out walls such as slowbro,Mega venusaur,hippowdon:
+2 252 Atk Garchomp Devastating Drake (190 BP) vs. 252 HP / 232+ Def Slowbro: 424-501 (107.6 - 127.1%) -- guaranteed OHKO
+2 252 Atk Garchomp Devastating Drake (190 BP) vs. 252 HP / 240+ Def Hippowdon: 400-472 (95.2 - 112.3%) -- 75% chance to OHKO
+2 252 Atk Garchomp Devastating Drake (190 BP) vs. 248 HP / 240 Def Venusaur-Mega: 429-505 (118.1 - 139.1%) -- guaranteed OHKO
: Earthquake is the go-to move used for revenge killing. With focus sash dugtrio can 1v1 common threats to ground such as greninja and Raichu-alola. Sucker punch allows to revenge kill faster pokemon such as the aforementioned Raichu-alola. Reversal allows dugtrio to deal with bulky pokemon such as porygon2 and chansey once dugtrio is dont to focus sash. Mememto is to cripple after dugtrio has done its job and it allows garchomp on the core to set up a swords dance easily.
28 hp ivs are used so that two seismic toss from chansey will leave dugtrio at 3% hp which will maximize the power of reversal. 2 defense ivs are used to make sure dugtrio can knock out ditto with earthquake.
Threats:
: Ice types pose an obvious threat to this core as the core is weak to ice moves and has no way of switching into them. The core is weak to ice shard in particular as ice shard will usually ohko pokemon on the core due to the glaring weakness to ice moves.
: The core is also weak to water types such as swift swim abusers as the core lacks a good switch in to water types moves and can be swept easily.
Teammates:
: Seismitoad is a great teammate since it has the ability water absorb which allows to act as a switch in to water type moves aimed at the core. It can provide utility support with knock off and it can absorb hits special hits decently with an assault vest. Seismitoad checks azumarill and banded tapu bulu fairly well,both of which are huge threats to mono ground teams.
: Hippowdon can act as a physical wall for the core to absorb physical hits for the team. It can lay stealth rock which is well appreciated by both landorus and garchomp to secure KOs. Hippowdon also allows for a fantastic cleaner in excadrill to be used.
: With both wall breakers in landorus and garchomp weakening the team, excadrill can clean late game easily with sand rush ability. Its steel typing is appreciated in fairy match ups where it can help to check threats such as tapu bulu.
Poison: Move 40 of Nidoqueen's SpD EVs into Spe to hit 201 and comfortably outpace non-invested base 80s such as Mandibuzz. Reshuffle Nidoqueen's last moveslot to look as such: Taunt / Fire Blast / Flamethrower / Toxic. Taunt is good for getting rocks up and keeping them up, while also giving you an option for doing some stallbreaking against common defensive cores, ideally Normal. For Crobat slash Toxic after U-turn as it allows you to cripple common switch-ins to Defog and let's you check Vincune as well as other Pokemon using Sub if they begin to set up.
Ground: Fine.
Defensive Bug Core:



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Bullet Punch
- Roost
- U-turn
- Swords Dance

Araquanid @ Leftovers
Ability: Water Bubble
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Liquidation
- Toxic
- Rest
- Sleep Talk


Although Bug does not have a great amount of diversity when it comes to defensive Pokemon Forretress, Mega-Scizor and Araquanid build a good defensive core for the type.
Forretress has the ability to take a majority of physical hits and covers the weakness to rock moves but lacks recovery so a pivot such as Mega-Scizor is great. Not only does defensive Scizor also help against the rock weakness and have reliable recovery, it offers offensive pressure that synergises well with Forretress' ability to get up Stealth Rocks.
Araquanid is another Pokemon that is great as part of a defensive bug core as the ability Water Bubble not only offers offensive pressure by powering up its Liquidation attack but it also allows it to better bugs chances Vs opposing Fire type Pokemon. Although Araquanid really only has one attacking move in its arsenal it is bulky enough to be able to Toxic Pokemon and rest up on them. Araquanid goes well with Scizor as Pokemon such as Nihilego can be an issue for it to eat special hits from. Mega-Scizor can take two Power Gems from Scarf Nihilego at Full HP and guarantees the knock out on Nihilego with Bullet Punch after hazard damage.
Mega-Scizor being the main pivot for the core is great, I have already explained a majority of the perks from this Pokemon. It synergises well with both Forrestress and Araquanid and the ability to U-turn back into your walls on the switch is great. Defensively this Pokemon can also live a Supersonic Skystrike into Earthquake from Adamant Landorus.
Edit: Mega-Scizor also helps a lot as it saves the other two Pokemon from taking unnecessary chip damage if Scizor can take it and roost up
Edit: Forretress can also run Overcoat instead of Sturdy in order to counter teams such as Rock Tomb Breloom or Smeargle HO normal
This core pretty much already exists. Rejected.
Psychic-killing Offensive Fighting Core

or

Marshadow @ Choice Band / Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Shadow Sneak
- Close Combat
- Thunder Punch / Ice Punch

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Swords Dance

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake
- Stone Edge


This Fighting core uses the recently released Marshadow in tandem with either Mega Heracross or Scarf Heracross in order to dismantle both balanced and offensive Psychic teams. The Marshadow can use either a Choice Band or Life Orb set depending on whether you want extra power or the freedom of switching up between moves. Spectral Thief and Close Combat are its most powerful STAB moves, with Shadow Sneak being important for priority, nailing Scarfers like Victini, Latios, and Gengar. Finally, Thunder Punch is used to hit Toxapex and Gyarados. However, Ice Punch can also be used in order to hit Landorus and Dragonite. Mega Heracross can be a powerful wallbreaker with Swords Dance in order to help Marshadow get past fatter Psychic types like Mega Slowbro. Pin Missile and Close Combat are the basic STAB moves, and Rock Blast is simply for important coverage, nailing Zapdos and Mantine while also hitting Toxapex neutrally. An Adamant nature can be used for extra power, but a Jolly nature can let it outspeed Adamant Dragonite and Jolly Breloom. Scarf Heracross can also work as a powerful cleaner thanks to Moxie, leaving no safe switch-ins for Psychic teams. Megahorn and Close Combat are the basic STAB moves. Earthquake is solid coverage for hitting Tapu Koko and Toxapex. Finally, Stone Edge lets it hit Mega Charizard Y and Mantine.



Terrakion is without a doubt Fighting's best Scarf Pokemon, and it can help the core get past Flying types like Scarf Staraptor and Salamence.



Keldeo is easily Fighting's best special wallbreaker, and can help when dealing with physical walls like Hippowdon and Skarmory.



Cobalion is the best Stealth Rocker for Fighting teams, that can also offer helpful utility with Taunt, Volt Switch to give the core momentum, and Thunder Wave to offer the core extra speed control.



Breloom grants the core another powerful tool to break through Water and Ground teams, while also offering helpful utility in Spore and some extra priority with Mach Punch.



Kommo-o is another strong special wallbreaker that can help the core against Dragon teams thanks to Autotomize.




Fairy teams are always an issue. If Mega Heracross is being ran, Tapu Koko outspeeds everything on the core and severely threatens them with either Thunderbolt, Dazzling Gleam, or simply Volt Switch pivoting out. However, Scarf Heracross can revenge kill with Earthquake. TR Magearna can live any unboosted hit and set up easily. But if it's weakened enough, it will have to watch out for Marshadow's Shadow Sneak.

I'll finish this when I get back
lol
Offensive Psychic Core

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute / Will-O-Wisp

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

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Def
- Psychic
- Shadow Ball
- Focus Blast
- Counter

Overview
This is an offensive psychic core where Mega gardevoir checks dark and dragon types that victini and alakazam struggles with.Mega Gardevoir also acts as a wall breaker for the team weakening team. Victini helps in steel and bug match ups taking out threatening pokemon for the core such as Mega scizor,Magearna,Heracross,buzzwole,celesteela and so on. Victini is a great partner for Mega Gardevoir since it can take out steel types that Mega Gardevoir struggles with. Alakazam on the core acts as a blanket check to wide number of threats to the team such as excadrill,Mega sharpedo,Mega Gyarados etc.In other words, the members in the core weaken or take out each others check. This core is splash-able on both balanced and hyper offensive psychic builds.
: Mega gardevoir is the wall breaker of the core as previously mentioned in the overview. Hyper voice hits hard thanks to pixilate boost and it is the main stab move to use, psyshock is used for specially defensive walls that wont take much damage from its other moves such as chansey. Focus blast is used for steel types such as heatran,ferrothorn,skarmory that wont take much damage from its other moves. Substitute is used to dodge sucker punch and to protect against status moves. Substitute makes Mega gardevoir harder to revenge kill as well. Substitute can be replaced by will-o-wisp to cripple physical attackers such as Scizor and bisharp that dare to come on it.
: Standard victini set, nothing much to explain. Use uturn on predicted switches to gain momentum,Vcreate is the main stab move. Bolt strike for water types such as tapu fini and gyarados while blue flare is used to sweep bug or steel easier without the stat drop effect which makes victini easier to get revenge killed.
: Sash counter alakazam goes really well with this core as it acts as a blanket check to threats that Mega gardevoir + victini cannot easily handle such as Sand rush excadrill,Garchomp,Mega Sharpedo etc. With magic guard Alakazam is immune to status move which helps to preserve its focus sash. Counter is used to check aforementioned threats. Psychic is stab move and can be used to revenge kill or clean since it hits moderately hard. Shadow ball is used for ghost types such as mimikyu and gengar while focus blast is used for steel and dark types such as heatran,ferrothorn,skarmory.
Teammates:
: Jirachi is a good teammate on balanced builds as it can be specially defensive wall for the core and core can rely on it to sponge special hits. Jirachi can also set Stealth rock for the core which helps in securing KOs while also providing Thunder wave and U-turn support to gain speed control and momentum respectively.
: Slowbro can provide the core with defensive backbone to sponge physical hits and it can be additional check to threats such as mega sharpedo with its colbur berry set. Jirachi forms a very good core with slowbro which is very well appreciated by the offensive psychic core as it provides it with all the support it needs.
:Latios is a decent teammate as it can take up the role of offensive defogger and wall breaker with life orb or soul dew set. It provides the team with a much appreciated ground immunity. Its blazing 110 is pretty good as it helps in cleaning late game.
: On hyper offense builds, Speed deoxys is a very good teammate as it can use stealth rock and spikes or provide utility support to the core in the form of dual screens. Both forms of support(hazards and screens) are very complimentary to the core. It has a very high speed and hence it is a very good lead able to taunt opposing leads first.
: Meloetta is another good teammate for the core as it has immunity to ghost type moves and so it can check pokemon such as Mimikyu and marshadow for the core with a scarf set. Meloetta can be used as a tank as well with AV to sponge hits for the team or can be used as a wall breaker with choice specs set.
Threats
: Ghost types such as Mimikyu and Marshadow pose a threat to the core as mimikyu is harder to kill due to its ability disguise and it can take out pokemon on the core with shadow sneak. Marshadow on the other hand as good speed and threatens the core with technician powered shadow sneak.
: Fat cores such as the infamous Chansey + porygon2 does a very good job of walling the above core and gradually wearing the core down with status moves such as toxic and stealth rock damage.
Fine.
OFFENSIVE GROUND ANTI WATER RAIN TEAMS


Torterra @ Choice Scarf
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Superpower

Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Hippowdon @ Eject Button
Ability: Sand Stream
EVs: 248 HP / 144 Def / 116 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off


This core is for dealing with Water teams, specially with Rain. Scarf Torterra deals massive damage to water types with STAB Wood Hammer and it's an awesome way to go through water teams. Excadrill is there to weaken all the opposing Pokemon with Sand support from Hippowdon so Torterra can sweep easily.

Hippowdon: With Eject Button helps a lot for getting momentum and send it out to win the weather war when necessary.

Excadrill: Abuses Sand and can deal a lot of damage while Sand is up and you have killed they're Rain setter.

Torterra: Destroys water teams with STAB Wood Hammer and it can outspeed pokemon like kingdra or Swampert-Mega outside the Raind. It also outspeeds Keldeo by one point if it's not scarf.


252 Atk Torterra Wood Hammer vs. 252 HP / 252+ Def Politoed: 302-356 (78.6 - 92.7%) -- guaranteed 2HKO

252 Atk Torterra Stone Edge vs. 252 HP / 252+ Def Pelipper: 140-166 (43.2 - 51.2%) -- 5.9% chance to 2HKO

0 SpA Pelipper Hurricane vs. 0 HP / 4 SpD Torterra: 258-306 (77.9 - 92.4%) -- guaranteed 2HKO

252+ Atk Choice Band Excadrill Rock Slide vs. 252 HP / 252+ Def Pelipper: 200-236 (61.7 - 72.8%) -- guaranteed 2HKO

252 Atk Torterra Wood Hammer vs. 0 HP / 0 Def Keldeo: 378-446 (117 - 138%) -- guaranteed OHKO

252 Atk Torterra Wood Hammer vs. 4 HP / 0 Def Kingdra: 181-214 (61.9 - 73.2%) -- guaranteed 2HKO

252 Atk Torterra Wood Hammer vs. 4 HP / 0 Def Azumarill: 420-494 (122.8 - 144.4%) -- guaranteed OHKO

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Torterra: 171-202 (51.6 - 61%) -- guaranteed 2HKO

252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Torterra: 76-91 (22.9 - 27.4%) -- 67.1% chance to 4HKO

252 Atk Torterra Wood Hammer vs. 252 HP / 252+ Def Rotom-Wash: 236-282 (77.6 - 92.7%) -- guaranteed 2HKO

252 Atk Torterra Wood Hammer vs. 252 HP / 252+ Def Slowbro: 236-278 (59.8 - 70.5%) -- guaranteed 2HKO



Dugtrio helps a lot trapping Rain setters like Politoed or Pelipper and instantly weaken them so you can have a better opportunity to keep your weather up. U-Turn Pelipper is something you have to take into account because they can break your Sash and bring a Rain abuser and knock it out.


Seismitoad's water immunity helps pivoting around water teams and can help taking Ice moves aswell because it is neutral. With a Choice Specs set it can be a very good counter to Azumarill with Sludge Wave as well as a big threat to other water types with Grass Knot.


Bulky Garchomp can be a very good option to take on Pokemon such as Azumarill and can get cheap damage with Rough Skin and Rocky Helmet.


Mamoswine helps dealing with Flying types and Dragon types that wall Torterra.


Landorus can help against Volcanion if it's not scarf and specially Pelipper or Rotom-Wash with Gravity.
Making an exception for this one due to the pretty specific nature of the core and asking if you could add Seismitoad into the core itself, preferably something like Scald/Sludge Bomb/Knock Off/Toxic with Leftovers. Torterra's set should be Wood Hammer, Seed Bomb, Earthquake, Stone Edge. You can list Superpower as an option in the description. Otherwise it's fine.
Ghost Busting Offensive Normal Core
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Ice Punch / Power-Up Punch

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

The scrappy duo's main purpose is to break down ghost's defensive backbone so that something like scarf meloetta can clean with shadow ball.
Mega-Lopunny is the physical attacking ghost buster of this core. Fake out can pick off weakened scarf users. This bunny can 2hko most of the spdef walls that swellow has trouble breaking and can even ohko Mega-Sableye with a high jump kick most of the time. Mega-Lopunny is also able to out speed any unboosted member of a ghost team and can therefor check a weakened marshadow, which is a huge threat to normal teams. Ice punch does about the same damage to gourgiest as return/frustration but has the chance to freeze and can help versus other team match ups such as flying. Power-Up Punch can be used to break through some fatter defensive walls.
Swellow can easily 2hko most of the physical defensive walls with boomburst that Mega-Lopunny struggles with. Heat wave is used to hit doublade for massive damage and can help versus the match up against steel teams. Air slash is there to help against fighting teams. U-turn lets swellow pivot into other members and get momentum going.

Bulky Mega-Scizor can easily set up on Mega-Lopunny from full hp and roost off any damage
Choice scarf Terrakion can run through if there's no sticky webs support on the team
Neither Mega-Lopunny nor Swellow can ohko Azumarill from full, which allows it to get a z-belly drum
A bulkier Mega-Gallade with drain punch can eat an attack from Mega-Lopunny or Swellow and just gain back some hp
+
or
Rain is easily set up by Pelipper and Mega-Swampert or Kingdra can just sweep.

Smeargle can set up sticky webs and stealth rocks to give normal a chance of beating some difficult match ups such as fighting.
Swords dance Fightinium Z Bewear is able to help check Mega-Scizor and Bisharp
Choice scarf Meloetta with sticky webs support can help tremendously versus the fighting match up can even sweep unprepared fighting teams
Both the bulky and choice scarf sets can help the core by removing hazards and revenge killing slower opponents
Diggersby can sweep teams with a swords dance set or help break steel with the combo of earthquake and fire punch
Choice scarf Ditto provides another form of speed control that can also check Marshadow while also being able to deter set-up sweepers


Edit: Marshadow has been banned, so it is no longer a threat
Put Hurricane / Air Slash on Swellow, otherwise it's fine.
Defensive Water Core:

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Scald
- Earthquake
- Roar /Yawn /Toxic
- Stealth Rock

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Sludge Bomb
- Toxic Spikes
- Rapid Spin

Overview
To my surprise no one has yet posted this core so I am doing it, this is the infamous core of swampert+tentacruel, what sets it apart from toxapex and swampert core is that tentacruel compresses roles in the form of hazard control and a check to grass types such as mega venusaur,breloom and banded tapu bulu. The core not only compliments each other defensively but it also has hazard stack which helps offensive teammates on the team. This core easily fits on balanced mono water teams.
: Swampert is the physical defensive wall and the electric immune pokemon on the core. Swampert compliments tentacruel as it can take physical and electric attacks for tentacruel while tentacruel can tank special hits especially grass moves for swampert. As for the moveset, Scald is a STAB move with a nifty chance to burn the opposing pokemon which helps to cripple physical attackers and rack up some chip damage. Earthquake is its ground STAB to threaten electric pokemon such as tapu koko,earthquake hits decently hard even when uninvested. Stealth rock is used to pressure teams from making switches while also breaking any sash or sturdy. Roar allows swampert to phaze out any set up sweeper and to rack up residual damage as well if hazards are up.Roar can be replaced by yawn to force switches and to rack up more residual damage as most opponent switch out once yawn is used. Toxic is an option to run as well to help in wall breaking and to put set up sweepers on a timer. 240 hp evs on swampert hits a hp number which maximizes leftovers recovery,252 def evs to ensure swampert is bulk as possible on physical side and rest evs are dumped into its special defense.
: Tentacruel is a very good partner for swampert and it also compresses roles on teams as previously mentioned. Its ability liquid ooze allows it to force mega venusaur out, Tentcruel with base 100 speed is relatively faster as compared to most defensive pokemon, this allows it to check pokemon such as breloom and tapu bulu with very minimum speed investment which is a huge plus for water teams. As for the moveset, scald and sludge bomb are obligatory stab moves, the latter allows tentacruel to effectively take out breloom and choice banded tapu bulu both of which are huge threats to mono water teams. Toxic spikes allows to break down bulky wall and gradually weaken the opposing team which is well appreciated by offensive teammates such as mega sharpedo. Lastly rapid spin allows tentacruel to clear hazards from its side. 16 spe evs with a timid nature allows it to outspeed jolly breloom and adamant choice banded tapu bulu, rest 252 hp evs and 240 special defense evs to make it specially bulky.
Teammates
: Sharpedo-mega is a very good teammate as it appreciates the defensive backbone of swampert and tentacruel core while stealth rock and toxic spikes allows it to clean/sweep late game much better since hazards turns some 2hko into OHKO and also wears down its checks. Sharpedo mega can take out psychic types that trouble tentacruel while also checking weakened mega venusaur with psychic fangs.
: Gyarados is another good teammate as it acts as an additional check to tapu bulu,mega venusaur and breloom with flyinium z set and it is also a good set up sweeper with intimidate and ground immunity which is always good. Gyarados appreciates the support provided by swampert and tentacruel core namely in the form of hazard stack,hazard control and electric immunity.
: Specs keldeo is yet another good teammate that has easier time breaking walls due to toxic spikes + stealth rock. Keldeo also provides the core with some good speed considering the core lacks speed control. keldeo can take out pokemon such as ferrothorn, chansey,porygon2 etc which otherwise are trouble for most water teams.
: Greninja is a very versatile special attacker that can be tweaked to take out any threats that the team needs to check, in this case greninja can take out dragon and grass types such as latios and tapu bulu which otherwise threaten the core. Greninja can also take out ferrothorn with hp fire for the core.

Swampert Should be Stealth Rock, Scald, Earthquake, Roar / Toxic. Tentacruel should be Scald, Rapid Spin, Toxic Spikes, Knock Off / Haze.
Balanced Ghost Core
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Wave
- Shadow Ball
- Focus Blast

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Toxic
- Recover

Here we have a balanced Ghost core. Sableye and Jellicent are, as you know, standard on Balanced Ghost. Sableye being an overall staple on Ghost because of it offering high utility and a Dark check, and Jellicent being able to take on the many special attackers in this metagame. Now, Gengar is a part of this core because of its ability to break certain walls or revenge kill certain threats. A Life Orb or Choice Specs is able to break past Mega Venusaur, Toxapex, and Mega Charizard Y. A Choice Scarf can be used to speed check Choice Scarf Bulu, Mega lopunny, Tapu koko, and many Pokémon with a speed boost due to Gengar's great speed. It's poison coverage allows it to hit many Grass types that Jellicent struggle to take, and also removes toxic spikes as a little bonus.IMO, Gengar, Mega Sableye and Jellicent are 3 must haves a balanced Ghost team should have.
Not really Balanced since it's a Defensive core + Scarf Gengar.

Updated the gallery and removed some outdated cores as well.
 
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I don't think Scarf Terrak should be a sample set for fighting when Rockium Z is 100% better, so change it to that set please. Scald should be slashed after Hydro Pump so the set should have both Icy Wind and HP Electric on it as main moves.

Poison: Move 40 of Nidoqueen's SpD EVs into Spe to hit 201 and comfortably outpace non-invested base 80s such as Mandibuzz. Reshuffle Nidoqueen's last moveslot to look as such: Taunt / Fire Blast / Flamethrower / Toxic. Taunt is good for getting rocks up and keeping them up, while also giving you an option for doing some stallbreaking against common defensive cores, ideally Normal. For Crobat slash Toxic after U-turn as it allows you to cripple common switch-ins to Defog and let's you check Vincune as well as other Pokemon using Sub if they begin to set up.
Ground: Fine.

This core pretty much already exists. Rejected.

lol

Fine.

Making an exception for this one due to the pretty specific nature of the core and asking if you could add Seismitoad into the core itself, preferably something like Scald/Sludge Bomb/Knock Off/Toxic with Leftovers. Torterra's set should be Wood Hammer, Seed Bomb, Earthquake, Stone Edge. You can list Superpower as an option in the description. Otherwise it's fine.

Put Hurricane / Air Slash on Swellow, otherwise it's fine.

Swampert Should be Stealth Rock, Scald, Earthquake, Roar / Toxic. Tentacruel should be Scald, Rapid Spin, Toxic Spikes, Knock Off / Haze.

Not really Balanced since it's a Defensive core + Scarf Gengar.

Updated the gallery and removed some outdated cores as well.
Outside of you saying it 'pretty much' already exists I'd like to know why adding Mega Scizor does not change/improve it as a defensive core. If the thread is here to give good cores surely a more complete core would be better for newer people looking to make teams. Just an explanation is fine
 
Outside of you saying it 'pretty much' already exists I'd like to know why adding Mega Scizor does not change/improve it as a defensive core. If the thread is here to give good cores surely a more complete core would be better for newer people looking to make teams. Just an explanation is fine
You posted a Swords Dance Mega Scizor with a pre-existing Defensive core. Swords Dance Mega Scizor, for one, shouldn't appear on a Defensive core since it's a Bulky Offensive Pokemon. It wasn't like adding say bulky Buzzwole or Armaldo into the mix giving the core another defensive and beneficial option, so it was rejected.
 
I don't think Scarf Terrak should be a sample set for fighting when Rockium Z is 100% better, so change it to that set please. Scald should be slashed after Hydro Pump so the set should have both Icy Wind and HP Electric on it as main moves.

Poison: Move 40 of Nidoqueen's SpD EVs into Spe to hit 201 and comfortably outpace non-invested base 80s such as Mandibuzz. Reshuffle Nidoqueen's last moveslot to look as such: Taunt / Fire Blast / Flamethrower / Toxic. Taunt is good for getting rocks up and keeping them up, while also giving you an option for doing some stallbreaking against common defensive cores, ideally Normal. For Crobat slash Toxic after U-turn as it allows you to cripple common switch-ins to Defog and let's you check Vincune as well as other Pokemon using Sub if they begin to set up.
Ground: Fine.

This core pretty much already exists. Rejected.

lol

Fine.

Making an exception for this one due to the pretty specific nature of the core and asking if you could add Seismitoad into the core itself, preferably something like Scald/Sludge Bomb/Knock Off/Toxic with Leftovers. Torterra's set should be Wood Hammer, Seed Bomb, Earthquake, Stone Edge. You can list Superpower as an option in the description. Otherwise it's fine.

Put Hurricane / Air Slash on Swellow, otherwise it's fine.

Swampert Should be Stealth Rock, Scald, Earthquake, Roar / Toxic. Tentacruel should be Scald, Rapid Spin, Toxic Spikes, Knock Off / Haze.

Not really Balanced since it's a Defensive core + Scarf Gengar.

Updated the gallery and removed some outdated cores as well.
Hurricane isnt compatible with heat wave so I don't think I can do hurricane/air slash
 

Harpp

formerly Alpha-Harpreet
Offensive Rock Core:

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Hidden Power [Fire] /Hidden Power [Ice]

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

Omastar @ Air Balloon
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Shell Smash
- Surf
- Ice Beam /Earth power
- Hidden Power [Grass]

This is an offensive rock core where each pokemon on the core deals with not only specific match ups but also provides good offensive synergy breaking/weakening each others check or counters.
: Mega diancie on the team is the mixed wall breaker of the team with a great speed that allows it to outspeed threats such as keldeo and garchomp which are troublesome for rock mono. Due to its fairy typing Mega diancie on the core puts in an exceptional work vs fighting types/teams being able to outspeed every fighting type with sticky web support. As for the moveset, Diamond storm is its physical rock STAB move with a nifty 50% chance to double the defense which may come in handy.Moonblast is used for fighting and dragon types, it is an obligatory STAB move. Earth power has good coverage in tandem with its rock STAB move diamond storm hitting a lot of types super effectively, while also dealing with grounded steel types. In the last slot, HP fire allows mega diancie to take out ferrothorn which can stomach other attacks from mega diancie, Hp fire also deters scizor from switching in. Hp ice can be used in the last slot to better deal with ground types like landorus,garchomp and gliscor.
: 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 jirachi harder than close combat without lowering the defenses of terrakion. Poison Jab is an option to run as it deals with fairy types like clefable and grass types without having to rely on shaky accuracy of stone edge. X-Scissor is an option to run as well to deal with grass and psychic types.Quick attack in the last slot enables to finish off weakened belly drum azumarill and is a priority move to finish off weakened pokemon.
: The other two members on the core have hard time vs ground types/teams so ground killer omastar set is used to make up for it. Omastar can come on in choiced locked ground move thanks to air balloon and proceed to set up shell smash. Surf deals with ground types like hippowdown,excadrill etc and is STAB move hitting hard after a shell smash. Hp grass allows it to get past bulky water and ground types such as seismitoad,gastradon,swampert etc. Ice beam is used to hit hard pokemon such as landorus,latios,garchomp and so on.
Good Teammates
-Tyranitar is a good teammate with AV set to take on special hits for the team while also being able to tank hits from landorus.Also boosting sp.def of the team thanks to sand stream.
-Rhyperior is must for this core to check threats such as Mega Scizor and Excadrill. It sponges physical hits for the core and acts as a soft check to scizor which is a huge threat for rock mono.
-Shuckle is a must to this offensive core to provide utility support such as sticky webs and stealth rock support so that the core can perform better.
-Cradily is a decent teammate for the core to sponge water moves for the team.

Threats
-Mega Scizor is a huge threat to the core since it can easily set up swords dance and proceed to sweep the core.
-Ground types like excadrill and Landorus are also a threat to this core.

Balanced Dark Core:

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Taunt
- Stealth Rock

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Foul Play
- U-turn /Taunt
- Roost
- Defog

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Earthquake / Fire Punch / Ice Punch / Superpower

This is a balanced dark core around Mega Tyranitar. Since Tyranitar-Mega is utilizing an offensive set on the core which is Dragon dance,krookodile is used as stealth rock user of the team also providing other support such as knock off support and taunt.On the other hand mandibuzz provides hazard control in the form of defog and checks a lot of threats for this core such as Scizor and Breloom.
: standard sash lead krookodile set to set up stealth rock and to taunt opposing leads from setting up hazards and to stop defog users since krookodile has decent speed to outspeed most defog users. Knock off to provide utility support while crippling item reliant pokemon for the team. Earthquake hits decently hard given its a STAB move.
: Mandibuzz is the premier defensive wall for dark teams providing hazard control and a check to physical threats for the core. Foul play is used to punish set up sweepers dealing good damage to them. U-turn is used to gain momentum for the core while also bringing in a teammate safely, uturn can be replaced by taunt to stop status move users like chansey from crippling mandibuzz. Roost is for sustain.
: While Mega tyranitar may not be the best mega for mono dark teams it still cannot be underestimated, it has great overall bulk which allows it to set up dragon dance in a lot of match ups quite easily. Tyranitar-mega is fairly versatile in what it can run, it has good options to choose from for its coverage moves like elemental punches to deal with certain targets for the core/team. Stone edge and crunch on the set are its obligatory STAB move that hit hard after a dragon dance coming off base 164 attack stat.Its STAB moves provide good coverage together. In the last slot, it can run earthquake to deal with grounded steel types better and to have superior coverage in tandem with stone edge. It can run fire punch in place of earthquake to deal with steel types like ferrothorn and scizor.Ice punch can be used for ground types like garchomp and landorus while superpower can be used in the last slot as well.

Good Teammates
-Alola Muk is a good teammate to this core acting as a sponge to tank special hits for the team while also checking threats such as volcarona for the core.
-Hydreigon can act as a wall breaker making big holes for the core utilizing a specs set or it can be the speed control of the core with a choice scarf set.
-Greninja thanks to its high speed and exceptional coverage moves can check a lot of threats for the dark types such as tapu koko,Azumarill,Clefable etc, It can run a scarf set as well which outspeeds a big chunk of the metagame.
-Bisharp is a decent teammate as well that can be used to take on fairy types thanks to its steel STAB move in iron head, while weakening shared checks with Mega tyranitar.

Offensive Ground Core:

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
EVs: 132 HP / 12 Atk / 240 SpA / 124 Spe
Mild Nature
- Fire Blast
- Earth Power
- Rock Slide
- Hidden Power [Ice] /Toxic

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

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

This is an offensive ground core around Mega camerupt, where the core has great offensive synergy together checking or weakening each other checks and counters for teamamtes. Mega camerupt on the core is a fearsome wall breaker taking out flying steel types and physical walls that trouble landorus-T. On the other hand landorus-t also acts as a wall breaker with Swords dance and rockiumz opening up big holes in the opposing teams. Landorus-T can become a cleaner late game with rock polish to sweep once its checks have been weakened.Lastly seismitoad on the team provides immunity to water type moves which threatens both mega camerupt and landorus-T,Seismitoad also provides an additional ice neutrality to the core, first one being mega camerupt.
: Camerupt-Mega is the wall breaker of the team to dish out good damage and to take out troublesome steel types for ground like celesteela with its Fire STAB move. Sheer force boosted Fire Blast hits very hard coming off base 145 special attack stat. Earth power has good coverage in tandem with fire blast dealing with fire types like heatran on the switch. Rock slide is used to OHKO Mega charizard Y and Volcarona:
12 Atk Sheer Force Camerupt-Mega Rock Slide vs. 0 HP / 0 Def Charizard-Mega-Y: 408-484 (137.3 - 162.9%) -- guaranteed OHKO
12 Atk Sheer Force Camerupt-Mega Rock Slide vs. 0 HP / 4 Def Volcarona: 472-556 (151.7 - 178.7%) -- guaranteed OHKO
Mega Camerupt on the other hand is 2HKO most of the time by Mega Charizard Y:
252 SpA Charizard-Mega-Y Fire Blast vs. 132 HP / 0 SpD Camerupt-Mega in Sun: 150-177 (47.7 - 56.3%) -- 85.9% chance to 2HKO
In the last slot,Hp ice is used for ground types like garchomp, landorus etc Toxic can be used as well to cripple walls or set up sweepers. 124 speed allows it to outspeed toxapex by one point. 12 atk evs guarantee OHKO on volcarona and Mega Charizard Y.240 spa with mild nature hits a jump point in special attack while rest of the evs are dumped into Hp to improve its bulk.
: Double dance landorous-T set is very good in this meta and this set greatly appreciates the wall breaking capability of Mega Camerupt. It has intimidate that forces allows it to set up vs a physically oriented pokemon.Landorus-T with its double dance set helps vs both defensive and offensive teams. Against a defensive team landorus-T can wall break with a sword dance boost and vs an offensive team landorus-T can simply clean late game with rock polish. Stone edge in tandem with Rockium z allows landorous-T to get past walls such as skarmory,celesteela,gliscor and so on.Earthquake is used with stone edge as both have good coverage together.Adamant nature is used for more power.
Some calculations:
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 252 HP / 252+ Def Celesteela: 328-387 (82.4 - 97.2%) -- 62.5% chance to OHKO after Stealth Rock
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 265-312 (79.3 - 93.4%) -- 43.8% chance to OHKO after Stealth Rock
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 240 HP / 216+ Def Mandibuzz: 668-786 (158.6 - 186.6%) -- guaranteed OHKO
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 244 HP / 8 Def Gliscor: 382-450 (108.5 - 127.8%) -- guaranteed OHKO
:Seismitoad helps out on the core as water check and a special attack sponge since it is immune to water moves thanks to its ability and with AV it can sponge most special attacks for the team. scald is the water stab move with a nifty chance to burn the opponent. Earth power being its ground stab helps to damage pokemon that resist its water moves such as toxapex. Sludge wave helps out vs fairy and grass types such as azumarill,tapu bulu,tapu fini and so on.Lastly knock off is used to cripple item reliant pokemon such as porygon2 and chansey. Knock off is a great utility move on seismitoad that helps it remove items from aforementioned pokemon. The speed evs on seismitoad lets it outspeed adamant invested tapu bulu and deal with it with sludge wave.

Good Teammates:
-Garchomp can provide speed control to the team sporting a scarf set to take on threats such as kyurem and Greninja for the core.
-Excadrill is a good teammate to the core dealing with fairy types such as Mega Gardevoir and Tapu bulu.
-Hippowdon can act as a physical wall for the core to check threats and to provide stealth rock support which is well appreciated by offensive pokemon.
-Mamoswine is a good option to run on sand less ground along with the above core since it provides immediate power to the core utilizing a choice band set while also complimenting mega camerupt offensively.
 
Unless I missed something, this thread lacks one quite old and quite popular offensive wallbreaking Dragon core, arguably the best one you can make under Monotype restrictions.

Offensive Dragon Core:

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

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


Just any one of them is already hard to wall, so why not have them both at once? Exactly. The combination of their offensive stats, moves, abilities and typings makes them formidable contributors in almost every single matchup in Monotype, the most exceptional case being the notorius Dragon mirror, but let's get to the point.

Both Dragonite and Black Kyurem are physically-inclined powerhouses, but near to no Dragon-neutral physical wall can check them directly due to Outrage from one of them either being a clean 2HKO or attainable by Stealth Rock. Steel-types and Fairies of course will try to get in Dragonite's way, where the Choice lock can hurt a lot, not to mention sometimes Dragonite really doesn't want its Multiscale being ruined in the process. Therefore, Kyurem-Black often rolls into the scene first due to more freedom in moves and higher threat level. Fusion Bolt not just wrecks Flying-types alongside Ice Beam and Water-types alongside Outrage, but also hurts Steel-types and Fairies quite badly, while Earth Power can nail Heatran to let Dragonite spam Fire Punch freely, or Electric-types like Magnezone, Rotom-Wash or Lanturn to spam Fusion Bolt easier itself. Ice Beam completes the coverage by avoiding the use of Outrage against Ground, Grass and Ground/Flying-types to aid at Fusion Bolt spam, and striking to the weaker sides of physical walls. While Ferrothorn, Forretress and Scizor resist Outrage and aren't weak to any of these moves, they wouldn't like taking several Ice Beams or Fusion Bolts and getting in range of KO from Kyurem's teammates' moves (Dragonite too if you don't mind losing Multiscale by an attack or contact hazards). Even if Kyurem-Black goes down, it often leaves the opposing defense in ruins where Dragonite can much more freely finish whatever was left off with Outrage (Fire Punch against Steel, Superpower against Normal) or Extreme Speed. However, in Normal and Steel matchup Dragonite can come to the battle first to throw off more dangerous Superpowers and Fire Punches.


Revenge Killers, Cleaners and Pivots: Wallbreakers tend to have subpar Speed stats, meaning they often are threatened by fast offensive Pokemon. Although Dragonite's powerful Extreme Speed can handle them in paper, it's predictability and Normal type won't always be enough. Choice Scarf Pokemon will check them back, while the core in response takes care of the defensive answers to your revenge killers, enabling the late-game clean-up. Latios helps Kyurem against opposing Fighting and Dragon-types and has a relatively powerful Draco Meteor against frailer offensive threats, plus providing emergency Defog to preserve Dragonite's Multiscale. Hydreigon's U-turn can give a safe switch in to either Dragonite or Black Kyurem, something they love a lot. Hydreigon also likes to spam Fire Blast freely after the core dispatches Heatran.


Defensive Backbone: Dragonite is extremely dangerous at full health, and Kyurem-Black's decent bulk gets compromised by Life Orb, so having switch ins for the attacks aimed at them is very suggested. Tank Garchomp takes care of physially offensive Pokemon trying to check Kyurem-Black with Steel, Fighting or Rock moves, such as Scizor, Terrakion and Tyranitar. Assault Vest Goodra can switch into the most of specially offensive Ice and Fairy-types to fight them back with its own Fire and Poison moves. Sap Sipper set with Flamethrower + Earthquake in particular can break the annoying Heatran + Ferrothorn core to let your wallbreakers focus on different targets. Dragalge is much worse at handling special attackers, but Toxic Spikes support can put offensive threats on timer while weakening walls down even easier; at the same time Kyurem-Black handles Flying and Poison-types impressively while Dragonite pulverizes Steel-types.


Sweepers: With the defense of the opposing team being weakened down or destroyed, set-up sweepers can plow through the team uninterrupted. Salamence and Mega Altaria are great Dragon Dance users that can even help before starting the sweep: Salamence can bring a part of an opposing defensive core down with a Z-move itself, and Mega Altaria provides valuable Dragon immunity. The core also excels in Dark matchup where Mega Latias is useless, while also defeating selected Dark-types outside of Dark matchup due to Dragonite's Superpower, Kyurem-Black's raw power, and the slowness of some common Dark-types.


Latias: The female Eon twin's supportive capabilties are especially welcome here, as Defog clears hazards away to preserve Multiscale and health, Tailwind makes Dragonite and Kyurem-Black barely possible to revenge kill, while Healing Wish allows you to play more recklessly and pressure the opposing defense even more.


Fast Offensive Fairy, Ice and Dragon-types: Mega Diancie, Mega Gardevoir, Weavile, Greninja, Tapu Koko, Mimikyu, Alolan Ninetales, Alolan Sandslash, Latios, Kingdra and Hydreigon can outspeed both Kyurem-Black and Dragonite and do very high damage, if not outright KO them. However, a lot of them take large damage from Choice Band-boosted Extreme Speed or can get KOed back if the target survives the attack.

Status: Burns turn the core into mere mediocre attackers, while even poisoning ruins Dragonite's Multiscale and drastically decreases the amount of time Kyurem-Black can put in work. Paralysis can make the wallbreakers slower than the walls they are trying to check, making their healing moves go first.

Hazards: Both Dragonite's and Kyurem-Black's bulk is ruined by Stealth Rock, while the latter will have even less time to do damage with (Toxic) Spikes under its feet.
 
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Anyway, this post serves as a placeholder for a defensive ground core in regular Monotype, not PU or TS. (Thanks) This should get done later, but I'm on mobile now, but I have a core in mind.

Just as a skeleton, I think that a core of Mudsdale, Gliscor, and Eviolite Piloswine makes an excellent core, able to take hits, but still hit hard.

Defensive Ground-

Piloswine is a great rocks setter. With eviolite it can survive a lot.

Will do more soon
 
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Anyway, this post serves as a placeholder for a defensive ground core in both Tier Shift Monotype, PU Monotype, and in regular Monotype, as two separate cores
This thread doesn't really accept cores from mono OMs. The Mono OM thread exists for submitting teams/cores relating to mono OMs. With that being said, though, Mono Tier Shift and PU aren't recognized mono OMs, and there isn't a specific thread dedicated to them. But anyway, you can still submit your regular Monotype core here.
 

Harpp

formerly Alpha-Harpreet
Balanced Water Core
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Stealth Rock
- Roar / Toxic
- Defog

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute

Overview:
This is a balanced water core focused around vincune set that is popular right now in the metagame, mainly because it is hard to break for many types. The vincune set of suicune loves hazards such as toxic spikes and stealth rock to wear down opposing pokemon and PP stalling with its ability pressure in tandem with substitute and protect.
: Standard sp.def empoleon set here to provide utility support in the form of stealth rock and defog to the core. Scald is used to fish for burns and spread residual damage, it is the only attacking move on the set to not make empoleon a taunt bait. Roar is used to phaze out set up sweepers and to rack residual damage with stealth rock. Roar can be replaced by toxic to badly poison pokemon that wont be affected by toxapex's toxic spikes such as flying types and levitate users.
: Toxapex on the core provides essential toxic spikes support to break down opposing teams and make setting up easier for suicune. Toxapex has great bulk + access to recover and re-generator ability which allows it to set up toxic spikes multiple times in a match.Scald is the only attacking move and its good if it gets burn on the foe as it improves toxapex's bulk even further. Haze allows it stop set up sweepers such as volcarona,Gyarados etc. Recover is for sustain. The ev spread allows toxapex to take on phsycial threats better for the core.
:Suicune is the main pokemon the core is centered around, this is vincune set. Substitute and protect allows it to PP stall and calm mind to boost its special attack and special defense which allows it to tank hits better on the special side as well as power up its scald.The ev spread allows suicune to make 101 hp substitute which is not broken by a single seismic toss.Leftovers is used for recovery as it is the only form of recovery to suicune. Speed evs allows it to outspeed positive base 80 speed pokemon.
Threats
: Grass types like breloom abd Tapu bulu are a threat to this core. Particularly breloom since it can spore and cripple a pokemon and then proceed to swords dance or bullet seed. Tapu bulu breaks this core pretty well since nothing switches on banded wood hammer however suicune can pp stall banded tapu bulu due to substitute and protect along with grassy terrain and leftovers recovery.
: Electric types like tapu koko and raichu are huge threats to this core since the core is open to electric attacks as there is no electric immunity. However one must use electric immune pokemon like gastradon or lanturn with this core.
Teammates:
1.
: Gastradon is a good teammate to this core as it provides electric immunity and checks mega diancie without relying on suicune. Gastradon is also very useful in electric match up since it has recover and it just wins vs electric teams once the pokemon carrying grass moves on electric Mono are taken out.
2.
: Lanturn is a decent teammate to the above core as electric immunity due to its ability volt absorb, it is also a good cleric user thanks to its access to heal bell. It can bring in teammates via volt switch and generate momentum for the team.
3.
: Gyarados is a great set up sweeper on mono water teams as it checks mega venusaur and tapu bulu with Flynium Z set. Gyarados also provides a nice ground immunity to the core since the core is weak to ground moves.Gyarados pairs well with suicune to break down teams together. Taunt can be run on gyarados to prevent toxapex from using haze vs gyarados or substitute can be run to shield itself from status moves.
4.
: Greninja is another good teammate thanks to its huge movepool and its blazing speed. Scarf greninja can be run to check tapu koko and tapu bulu with gunk shot. Greninja also improves match up vs dragon monoteams as greninja threatens the team with ice beam and can clean up late game.
5.
: Keldeo can be used to wall break with a choice specs set since it has strong stab combination. Keldeo wall breaking ability is appreciated by the core to break down walls that are troublesome for teammates.Scarf keldeo can be run with hp poison to check scarf tapu bulu and to damage tapu koko severely with hydro pump.
6.
: Sharpedo mega appreciates the hazard stacking in the form of stealth rock and toxic spikes to clean up or sweep late game better hence it is a good teammate as it also acts as a soft check to pokemon such as toxapex and mega venusaur with psychic fangs.

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

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 28 Def / 228 Spe
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Taunt
- Defog
- Moonblast

Overview
This is an offensive core with mega gyarados. Tapu fini is a great partner for mega gyarados since Tapu fini not only blanket checks bug,dark,fighting,dragon types but it also provides Mega gyarados with Misty terrain support so that Mega gyarados can set up dragon dance easier. Tapu fini on the core with a stall breaker set stops walls with taunt such as skarmory,celesteela,chansey etc It also provides defog support to mega gyarados so that it does not gets whittled by hazards.
: Mega Gyarados thanks to its pre mega ability in intimidate and good bulk after mega evolution is a fantastic set up sweeper. Its ability mold breaker allows Mega Gyarados ignores ability of other pokemon and so it can get past pokemon such as Rotom-wash with earthquake easily. Earthquake allows it to damage levitate users like hydreigon or rotom-wash since mold breaker ignores levitate.Taunt can be run to stop toxapex from using haze vs mega gyarados since Mega gyarados will be protected from status moves due to misty terrain(for few turns) it can set up on toxapex without fearing scald burn,if played well.Taunt also allows it to stop walls that try to phaze it such as skarmory with whirlwind and so it allows mega gyarados to set up much easier. Waterfall and Crunch both being stab moves hit very hard after a boost since Mega gyarados has huge attack stat.
: Tapu fini with its all around good bulk and access to moves such as natures madness and taunt cripples walls for Mega gyarados. Moonblast is used to hit dragon and dark types such as Dragonite,Hydreigon etc. Defog clears off hazards that may whittle down Mega gyarados and decrease its chances to set up. Its standard stall breaker set nothing much to say here.
Threats
This is an offensive core it is open to grass types like breloom,tapu bulu and Mega Venusaur.It is also weak and open to electric pokemon such as Tapu koko and Raichu-alola However effective teammates can minimize this issue.

Good Teammates
1.
: Since normal gyarados is not used, poison match up is a bit difficult for the above core so Greninja patches up that issue here, since it has a great movepool greninja can run poison breaker set which allows it to break past Muk-alola and threaten the team with extrasensory which makes the poison match up easier. Here is the set if you need it:
Greninja @ Groundium Z
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dig
- Gunk Shot
- Extrasensory
- Ice Beam
This set allows greninja to lure in Muk-alola on poison teams and severely damage Alolan-muk
4 Atk Greninja Tectonic Rage (160 BP) vs. 248 HP / 12 Def Muk-Alola: 276-326 (66.8 - 78.9%) -- guaranteed 2HKO
Once Muk-alola is out it is very easy for greninja to threaten a good portion of poison team with extrasensory.
2.
: Swampert is a good teammate to the core since it provides electric immunity and stealth rock support to the core which is appreciated by mega gyarados. Swampert is also a reliable physical wall to fall back on vs physical attackers.
3.
: Toxapex is another good teammate since it can stop set up sweepers with haze and set toxic spikes to wear down opposing teams. It also provides grass neutrality to the core helping deal with pokemon such as mega charizard and mega venusaur.Its high bulk and access to recover and -re-generator allows it to stick around longer than other walls.
4.
: Keldeo is a decent teammate as well sine Mega gyarados appreciates the wall breaking power of keldeo to break down walls by utilizing a choice specs set or keldeo can act as a speed control with a choice scarf set on the core.

 
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