Project Type Cores

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Dr Ciel

Banned deucer.
Reserving Hydregion - Starmie - Talonflame.



Here's a core that I've been using for nearly a month now, and it works extremely well, mainly for offensive teams. The synergy this core has pretty good offensive synergy with each other. First up, Hydreigon is an amazing wall-breaker that no one comes prepared for. Hydreigon has relatively high attacking stats, coupled with a solid STAB Duo, only resisted by Faires and quite a deep movepool that allows it to cover a number of threats. Up next, Starmie provides an Offensive Rapid Spinner to the core, thanks to, like Hydreigon, amazing coverage to cover a number of threats & hits insanely hard with its Analytic boosted attacks. Finally, Swords Dance Talonflame wraps up the core by being an SD Sweeper. Talonflame appreciates Rock types, Heatran, Electric types, and Ground types gone, all of which can be handled by Hydreigon and Starmie. Talonflame also appreciates Starmie's Rapid Spinning capabilities as it can sweep cleanly with SR off its side of the field.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Superpower

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
 
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Predicting next weeks core will be dragon/dragon/steel. Good synergy y/y.




Heres a pretty fun D/F/W core that revolves around Pursuit mega aerodactal. Pretty much the point of this core is aero pursuit traps the latis,starmie and other pursuit weak pokemon that prevent sub+cm keldeo from setting up. Mega aero also handles talonflame which can revenge kill keldeo. In return keldeo removes ground types such as garchomp,hippowdon,landorus-T as well as steel types such as mega scizor and ferrothorn. Now because both of these pokemon struggles to beat clefable is paired it up with T spikes dragalge which beats both unaware and magic guard clefable for aero and keldeo while also help wittle down pokemon for aero to clean. Dragalge also baits in mega scizor and ferrothorn with hp fire which is really cool. The only think to watch out for with this core are bulky and powerful psychic types such as mega slowbro and mega metagross but aside from that this is a really solid core overall. Mega aero and dragalge are really underated but in a meta where hazard stack is greatly loved T spikes support really helps out.

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Sludge Wave
- Draco Meteor
- Toxic Spikes
- Hidden Power [Fire]

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Tail
- Stone Edge
- Pursuit
- Aerial Ace

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Scald
- Secret Sword
- Calm Mind
 

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bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus


This type core (Dragon Flying Water) is inherently weak to electric types with 2/3 being weak and Dragon being a resistance but being hit super effectively by common ice type coverage found on common electric types. That's why I wanted to use a Water/Ground type which stops most electrics cold and helps with the general Volt-Turn that can steamroll a lot of builds. Seismitoad is a solid fit since it still provides a water resist and can set up Stealth Rock as well. Torn-T cover's Seismitoad's weakness to grass types and provides general speed control as well as U-turn for momentum. Kyurem-Black was added in the last slot as the first two mons aren't generally doing a lot of work against balance teams. Earth Power isn't really needed on Kyu-B since Seismitoad is a great answer to Heatran & Magnezone, while Torn is packing Focus Blast. This opens up Kyu-B for a double lure set with Iron Head for Clefable and HP Fire for steel types. Torn is carrying Iron Tail otherwise Mega Diancie is a major threat, although with the right team makeup this might not be necessary and one could opt for another coverage move such as Heat Wave or Grass Knot.

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Stealth Rock
- Scald
- Earthquake
- Knock Off

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 156 HP / 100 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Iron Tail
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Iron Head
- Hidden Power Fire
 
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p2

Banned deucer.
Did someone ask for a generic rain core?

Yeah this core is super generic and the main people would usually have on rain is Torn-T > Pinsir, but Pinsir does a great job of smashing rain checks too.

Politoed sets rain for Kingdra, the best swift swimmer in the game, which lets it nuke the shit out of everything with Specs Hydro Pump and Draco Meteor. It becomes insanely fast making it hard to revenge kill without a Trace user or priority. Kingdra is usually walled by Pokemon such as Mega Venusaur and Ferrothorn which is where Pinsir comes in.

Pinsir is capable of completely breaking those mons with its stupidly powerful Return after Aerilate and Close Combat, which paves a way for Kingdra to sweep.

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

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

Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Encore
- Perish Song
- Toxic
 
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Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Taunt
- Bulk Up

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Outrage
- Swords Dance


As Bludz said, this was a difficult type core to build around because of shared weaknesses to two very common attacking types in ice and electric. However, these three fit very well together both defensively and offensively.

First, between them they can wreck all archetypes. Belly drum Azumarill destroys offence, swords dance Mega-Garchomp is a terror for balance (plus the surprise factor works in your favour right now due to the popularity of rocky helmet), and taunt Talonflame breaks stall in half (I prefer bulk up over will-o-wisp in this core, they both effectively increase your defence but bulk up gives you a better match-up vs offence and also another set-up sweeper, and lets you beat M-Sableye). They can all act as wincons in their own right giving you lots of flexibility in a match.

Secondly, they have a good attacking synergy. Talonflame takes out grass types and fairies such as M-Venu and Clefable plus annoying bulky stall mons such as Amoongus. Garchomp gets rid of electrics such as M-Mane (He can tank a HP ice and KO in return with earthquake without a SD even after an intimidate), while Azu handles faster dragons, grounds such as Hippowdon, Ferrothorn with +6 knock off, etc.

Finally, they have a great defensive synergy together covering all of each other's weaknesses perfectly. Garchomp is immune to electric which hurts the other two plus resists poison for Azu and rock for Talonflame. In return Azu resists ice and dragon for Chomp and water for Talon. Finally Talonflame resists fairy for Chomp and grass for Azu.

Hazards and sand are appreciated so Hippowdon or Tyranitar make a good partner for this team.
 
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Charizard @ CharizarditeX
Ability: Blaze
EVs: 40 HP/252 Atk/216 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Dragon Claw
- Roost/Outrage

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk/4 Def/252 Spe
Adamant Nature
- U-Turn
- Brave Bird
- Flare Blitz
- Tailwind

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk/4 Def/252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

This is obviously an offensive core composed with the aim of providing immense offensive pressure. Because all three have similar checks and counters, the general idea is to overload the checks and counters, most likely starting with Charizard X to nuke its switch-ins, allowing Talonflame and/or Feraligatr to come in and finish the job. Swords Dance Charizard X represents the pinnacle of power in OU, and everything that normally prevents Talonflame and Sheer Force Feraligatr from sweeping gets annihilated. We are talking max def Hippowdon, max defense Slowbro, max defense Suicune, max defense Rotom W, Mega Slowbro, Tyranitar, Skarmory, Heatran, Gliscor, Landorus-T - the list only ends at unaware Quagsire, for which you'd need Outrage to defeat barring crit, previous damage, or Flare Blitz burn (Dragon Claw does 39%-46% and therefore is only a guaranteed 3HKO). Fortunately, Talonflame's brave bird is a guaranteed 2HKO and Quagsire takes a big risk if it switches into Feraligatr if it isn't at full health.

Charizard is also necessary to combat Mega-Manectric, which otherwise gives most Dragon-Flying-Water cores significant problems (as does anything resembling boltbeam)

After Charizard inflicts the pain, the opposition will find it extraordinarily difficult to handle CB Brave Bird spam or the potential for a Feraligatr sweep.

Talonflame also comes equipped with U-Turn and Tailwind to help the rest of the team.

If you're not concerned with quagsire or choose to run outrage, then swords dance Talonflame is probably the better option
 
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Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Roost
- Heal Bell


Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Brave Bird
- Roost
- Will-O-Wisp
- Bulk Up


Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Earthquake
- Toxic
- Recover

This core is designed to set up and sweep like most however with a twist Quagsire is meant to counter the mons that scare these two away for example Heatran and Magnezone. For Altaria I prefer the King DDD set. Where is just sets up on anything barring steel types or the rare breed of Ferrothorns that doesn't have gyro ball for some reason. WIth altaria being one of those megas that doesn’t need much to win is just great. Continuing on some kings can’t live without their queens and in this case my girl Talonflame comes though. Being able to stop most steel type barring Heatran with a wisp I decide on the bulk up set to ,for a lack of a better word or phrase, win. BUlk up Talon is getting really popular again nowadays and for good reason. Finally, the knight in shining armor, Quagsire. This mon walls a good amount of the meta game and lures in a ton of it as well. which makes it the perfect mon to help the King and Queen to set up and sweep usually a Quagsire job consist of beating Magnezone, Rakiou, Mega Mane, and because of unaware walls a good amount of the set up sweepers.
 


Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Rest
- Sleep Talk
- Volt Switch / Discharge*
- Dragon Pulse

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Roar
- Calm Mind
- Scald

Amphy:
Rest-Talk set with Sp.D investment, can keep momentum with volt switch and sleep talk during rest turns, Rest for Recovery, and Dragon Pulse as STAB move.

*Discharge can be used if you prefer 30% paralysis chance, and +10BP, however it removes the volt-turn aspect of the core

Lando-T:
Your general phys. def Stealth Rocker Lando-T set, very good coverage with Edgequake combo, and U-turn to keep momentum.

Suicune:
Max HP/Def Suicune to tank physical hits while being able to Calm Mind up to boost your Sp.D to super high levels. Rest is for recovery, shouldn't be used in situations where you will be taking loads of damage over the multiple sleep turns, unless you plan on Rest + switching. Roar can phase out set-up mons, or disrupt momentum of opponent. Scald = STAB + Burn, self explanatory really.


*Simple Set Descriptions Above*

This core is defensively oriented with a volt-turn twist. Mega-Ampharos and Landorus-T form a defensive volt-turn core with a bonus that both 'mons have very high offensive stats even when defensively invested. Meaning they both can take hits and dish out some damage in return. However these two are really weak to Ice attacks. Suicune can easily tank the ice attacks and spam Scald (who doesn't love free burns?) or proceed to Calm Mind up if the time is right. The core is pretty weak to grass-types, especially Mega-Sceptile and Serperior (both are fast, powerful, and have access to dragon type moves against Mega-Amphy), so a 'mon that is fast and can abuse ice type moves is recommended with this core.

Edit: a typo.
 


Dragalge@Black Sludge
Adaptability
Calm 248 HP / 160 SpA / 100 SpD
- Toxic Spikes
- Sludge Wave
- Substitute/Scald
- Dragon Tail

Skarmory@Shed Shell/Rocky Helmet
Sturdy
248 HP / 236 Def / 24 Spe
- Spikes
- Stealth Rock
- Roost
- Whirlwind

Alolomola@Leftovers
Regenerator
Calm 120 HP / 136 Def / 252 SpD
- Wish
- Knock Off
- Toxic
- Protect/Scald


This is a core I've used before. Dragalge and Skarmory cover each others typing phenomenally well, as well as being bulky on both sides of the spectrum and can lay all three hazards between the two of them. Dragalge handles Electric types amazingly well, as most carry very weak HP Ice that often can barely manage a 3HKO. The core also handles U-Turns very well. Substitute is very handy on Dragalge for protecting it from Gardevoir and Gothitelle, with a guaranteed OHKO on Gardevoir after SR, and Goth can be Dragon Tailed out or get Tricked Black Sludge. Skarmory runs Shed Shell so that it can switch to Dragalge during Trick (or preferably Mega Sableye which is the recommended mega for this team), who doesn't mind getting some Specs. Dragon Tail and Whirlwind prevents anything from setting up on you and racks up hazard damage. Alolomola provides much appreciated Wish support, which benefits Dragalge in particular greatly and works really well because Dragalge takes Electric and Grass attacks very comfortably.

Mega Sableye and Bisharp are highly encouraged for hazard control and deterrence. Sableye spinblocks and prevents Taunt and Trick, and you all know what Bisharp does. Depending on the rest of your team though you can forego Shed Shell on Skarmory for Rocky Helmet and try to abuse Scald burns more on Dragalge and Alomomola.
 
Mega Altaria + Talonflame + Starmie
+
+


Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Heal Bell

Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psyshock
- Thunderbolt


Talonflame and Mega Altaria is a well-known core because Talonflame easily puts pressure on Jirachi, Mega Scizor, Mega Venusaur and Ferrothorn which walls Mega Altaria. In return, Mega Altaria sets up on Electric-types, Hippowdon and bulky Waters while also having Heal Bell to get rid of burns from Scald. Starmie is added to the core to remove hazards for Talonflame and pre-Mega Altaria while also pressuring Heatran. Psyshock allows Starmie to dent Mega Venusaur for Mega Altaria while Thunderbolt allows a way to hit Manaphy, Slowbro and Azumarill hard However, Ice Beam and Hidden Power Fire are also viable.

EDIT: Watch out for Thundurus, Azumarill, Manaphy and Quagsire if you use this core.
 
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Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Earthquake
- Dragon Dance

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

So I startedwith Mega Gyarados because I haven't used in like early ass oras meta. I used the Shrimps 3 attacks ddance so that once I set up alot I can kill rotom-w without any hitches and to be able to hit azu,keldeo, mega alt, etc. I added talonflame to body mons like ,mega venuferrothorn,scizor,skarmory, and stop mega sableye from being annoying af. I added garchomp to resist rock type moves like stone edge and to defend against like sd scizor or stop lando-t which can be annoying. A good partner for the core is defog/rapid spin support like latias which can give healing wish to mega gdos. Clefable is also good to eat status from mega sableye and gurantee that it will be beat.
 
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