UU Cores

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Here's a core that my will be featured in my upcoming RMT.

Sceptile @ Sceptilite
Ability: Overgrow ---> Lightning Rod
EVs: 252 SpAtk / 4 SpDef / 252 Spe
Modest/ Timid Nature
- Giga Drain
- Dragon Pulse
- Focus Blast
- Hidden Power Fire


Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 SpAtk
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Pursuit

These two work very well together as an offensive core. As they can cover for each others weakness well. Sceptile can take on the Bulky Waters
and Grass types that threaten Krookodile. Whereas Krookodile can defeat the steel type Sceptile could struggle breaking. Krookodile can also defeat Blissey 1vs1 who otherwise completely walls Sceptile. However both Pokemon have a big Ice weakness so adding a bulky water to the core will help.
Also suffers a bit vs Fairy, so a Steel type or something like Tenta would be helpful to cover both issues.
 


Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Bulldoze
- Stone Edge



Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Ice Shard
- Seed Bomb
- Earthquake



Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Roost
- Defog
- Stealth Rock
- U-turn

These three mons function as a nice balance core capable of breaking down defensive cores as well as having some nice type synergy. Entei serves as the primary wallbreaker on the team, as it wears down steel types with Choice Banded Sacred Fire, while also crippling water type switch ins with Sacred Fire. Entei's power also frees up Swords Dance Mega Abomasnow for a sweep, as Entei can remove Steel types and lure in Water Types, which Abomasnow can easily set up on. Mega Abomasnow can also for a solid priority core with Entei to pick apart frailer offensive teams. Finally, Gligar adds a Ground immunity as well as a fighting resist to keep the synergy of the core balanced. Additionally, it provides Defog to keep Entei and Mega Abomasnow healthy and a slow U-Turn to get the two behemoths in safely.
 
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP/252 SpDef/4 Def
Calm/Sassy Nature
- Defog
- Knock Off
- Stealth Rock
- Scald

Chestnaught @ Rocky Helmet/Leftovers
Ability: Bulletproof
EVs: 252 HP/252 Def/4 Att
Impish Nature
- Leech Seed/Toxic
- Spikes
- Spiky Shield
- Wood Hammer/Hammer Arm

These two cover each other very well defensively, and there isn't a lot that can hit the pair. On top of that, Empoleon gets to carry four of the best competitive moves in the game. Who can say no to that? Empoleon is the utility, and Chestnaught can help chip walls.
 
not a huge fan of a hazard stacking core that features a defogger, although regardless, u could slash in ice beam or roar over knock off, and synthesis and taunt could be slashed on chesnaught where leech seed and spiky shield are
 
Offensive Core

Celebi @ Leftovers
Ability: Natural Cure
EVs: 176 HP / 252 SpD / 80 Spe
Calm Nature
- Nasty Plot
- Giga Drain
- Baton Pass
- Recover


Camerupt @ Cameruptite
Ability: Solid Rock -> Sheer Force
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
- Fire Blast
- Earth Power
- Rock Slide
- Stealth Rock


Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Dazzling Gleam
- Energy Ball
- Calm Mind

This is basically a variation of the OU Celerupt core with the revenge killer/sweeper Alakazam added. The idea is to plug these three into a balanced/offensive team and have them create instant offense. Celebi acts as the pivot, being able to take a few hits while boosting and pass off to either teammate. After one Nasty Plot, Camerupt can break through pretty much every wall in the game (even 2HKOing Blissey and Snorlax). Alakazam is also a great BP recipient, as MG/Sash means it will often take down a few of your opponent's Pokemon. I've had a lot of success pairing this core with a Water type and other VoltTurn users.
 

Lucipurrr

Banned deucer.
Offensive Core

Celebi @ Leftovers
Ability: Natural Cure
EVs: 176 HP / 252 SpD / 80 Spe
Calm Nature
- Nasty Plot
- Giga Drain
- Baton Pass
- Recover


Camerupt @ Cameruptite
Ability: Solid Rock -> Sheer Force
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
- Fire Blast
- Earth Power
- Rock Slide
- Stealth Rock


Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Dazzling Gleam
- Energy Ball
- Calm Mind

This is basically a variation of the OU Celerupt core with the revenge killer/sweeper Alakazam added. The idea is to plug these three into a balanced/offensive team and have them create instant offense. Celebi acts as the pivot, being able to take a few hits while boosting and pass off to either teammate. After one Nasty Plot, Camerupt can break through pretty much every wall in the game (even 2HKOing Blissey and Snorlax). Alakazam is also a great BP recipient, as MG/Sash means it will often take down a few of your opponent's Pokemon. I've had a lot of success pairing this core with a Water type and other VoltTurn users.
You should try Weakness Policy in Celebi, see how that works for this core.
 
Offensive Core



Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock/Rain Dance/Power-Up Punch



Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance



Jirachi @ Damp Rock
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- U-turn
- Rain Dance

Standard Rain offence core,Mega Swampert takes out pokemon like Gligar,Nidoqueen,Krookdile etc & also weakens Hydreigon which prevent Toxicroak from sweeping and are also known to give trouble to Jirachi.Swampert has good matchup vs almost all of the common stealth rock users in UU,it easily gets up stealth rocks for the rain team to get crucial KOs.In UU Swampert doesn't need to run Low Kick unlike OU where it needs it for beating ferrothorn so the last moveslot can be used as per your preference,Rain dance is also a good option and Power-Up Punch is also a fairy decent option since +1 Mega Swampert 2hko's Defensive Celebi and Crocune which it cannot without the boost,useful for wallbreaking.Toxicroak is a fantastic late game cleaner and takes care of grass types which annoy Mega Swampert,overall its a good partner for mega swampert.It also counters CroCune which is usually troublesome for rain offense.+2 Toxicroak is extremely threatening late game.Jirachi being one the best pivots in UU is also a valuable member on Rain teams I think.It has enough bulk to set up rain reliably and provides Twave support which has proved to be useful as it helps Swampert to Mega Evolve for free on a paralysed mon.ParaFlinch Jirachi is just pure devil.It has good synergy with Mega Swampert & Toxicroak and provides amazing support.
 
Offensive Core



Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock/Rain Dance/Power-Up Punch



Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance



Jirachi @ Damp Rock
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- U-turn
- Rain Dance

Standard Rain offence core,Mega Swampert takes out pokemon like Gligar,Nidoqueen,Krookdile etc & also weakens Hydreigon which prevent Toxicroak from sweeping and are also known to give trouble to Jirachi.Swampert has good matchup vs almost all of the common stealth rock users in UU,it easily gets up stealth rocks for the rain team to get crucial KOs.In UU Swampert doesn't need to run Low Kick unlike OU where it needs it for beating ferrothorn so the last moveslot can be used as per your preference,Rain dance is also a good option and Power-Up Punch is also a fairy decent option since +1 Mega Swampert 2hko's Defensive Celebi and Crocune which it cannot without the boost,useful for wallbreaking.Toxicroak is a fantastic late game cleaner and takes care of grass types which annoy Mega Swampert,overall its a good partner for mega swampert.It also counters CroCune which is usually troublesome for rain offense.+2 Toxicroak is extremely threatening late game.Jirachi being one the best pivots in UU is also a valuable member on Rain teams I think.It has enough bulk to set up rain reliably and provides Twave support which has proved to be useful as it helps Swampert to Mega Evolve for free on a paralysed mon.ParaFlinch Jirachi is just pure devil.It has good synergy with Mega Swampert & Toxicroak and provides amazing support.
Sadly Rachi Just Got Banned So Yeah(No Idea Why I Am Making All My Words Caps)
 

Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus

Absol@Absolite
Jolly
Magic Bounce
252 Atk 4 SDef 252 Spe

Sucker Punch
Knock Off
Swords Dance
Superpower / Play Rough


Slurpuff@Sitrus Berry
Jolly
Unburden
4 HP 252 Atk 252 Spe

Play Rough
Belly Drum
Drain Punch
Return / Aromatherapy


This is a pretty neat hyper offense core since these two cover each other's checks and wear down physical walls to open up a sweep for the other.
Some of Mega Absol's most common revenge killers and counters such as Scarf Mienshao, Scarf Hydreigon, Chesnaught, Bold Florges, and to a lesser extent, defensive Krookodile, are all but complete set up fodder for Slurpuff which can then threaten to clean up. Jolly +2 Slurpuff outspeeds Scarf Mienshao.
In exchange, Absol threatens Pokemon like Doublade and Chandelure for Slurpuff, and cripples/weakens defensive Pokemon like Hippowdon, Nidoqueen, and Suicune with Knock Off to facilitate the Slurpuff sweep later in the game and it discourages liberal hazard setting with Magic Bounce, keeping Slurpuff healthy when an opportunity to come in and Belly Drum arrives.
If you chose to run Aromatherapy over Return, Slurpuff can heal Absol if it gets burned by Scald or something, but Return is overall superior to hit Poison types and Entei harder and to have a strong 100% accurate move if you cant afford to miss.

Mega Aggron and Entei both own this core pretty hard, even with the Fighting coverage Aggron shrugs off any hit and annihilates the frail HO core with Steel STAB. Entei is bulky enough to take most hits from Absol and has a very powerful Extremespeed to bypass Sucker Punch and Unburden, often cutting sweeps short. Luckily, there are several Pokemon to choose from for dealing with both. Suicune is an obvious one, and Swampert is also a good partner for this core since it can set up the very appreciated Stealth Rocks. Nidoqueen falls into the same boat but can't really switch into Sacred Fire as easily. Hydreigon is a more aggressive answer and also lures in Fighting types and Fairy types for Slurpuff to take advantage of. Azelf is a classic HO lead that can compliment this core.
 
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Figured I would post this idea here, since it seems like the most relevant topic. I am pretty new to making competitive teams, so I wanted some feedback on this basic core that I've come up with.





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





Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 12 SpD / 44 Spe
Bold Nature
- Scald
- Shadow Ball
- Recover
- Toxic/ Will-O-Wisp (?)





Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Dragon Pulse
- Fire Blast
- Thunderbolt
- Muddy Water



The idea here is that each Pokemon has its own immunities and benefits to switching in on certain attacks. Grass attacks aimed at Jellicent can be absorbed by Goodra, and water attacks aimed at Houndoom can be absorbed by Jellicent. Flash Fire can also be used to switch into a fire attack aimed at another teammate.
 
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Lucipurrr

Banned deucer.
Figured I would post this idea here, since it seems like the most relevant topic. I am pretty new to making competitive teams, so I wanted some feedback on this basic core that I've come up with.





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





Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 12 SpD / 44 Spe
Bold Nature
- Scald
- Shadow Ball
- Recover
- Toxic/ Will-O-Wisp (?)





Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Dragon Pulse
- Fire Blast
- Thunderbolt
- Muddy Water



The idea here is that each Pokemon has it's own immunities and benefits to switching in on certain attacks. Grass attacks aimed at Jellicent can be absorbed by Goodra, and water attacks aimed at Houndoom can be absorbed by Jellicent. Flash Fire can also be used to switch into a fire attack aimed at another teammate.
I would just be careful with Goodra and Doom together. Fairies just got a small buff with Rachi leaving. CM Florges is going( probably going ) to be more viable.
 
I would just be careful with Goodra and Doom together. Fairies just got a small buff with Rachi leaving. CM Florges is going( probably going ) to be more viable.

Well, Houndoom is not weak to fairy, only Goodra.

I plan on using a Rocks/Spikes setter Forretress as a lead to bait fire attacks for Flash Fire anyways, so I'll have something that resists fairy.
 
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Offensive Core



Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes / Toxic Spikes
- Giga Drain / Leaf Storm
- Sludge Bomb
- Sleep Powder


Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Aqua Tail / Earthquake
- Hone Claws



Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake / Rock Slide / Stone Edge
- Superpower / Rock Slide / Stone Edge

This is a great core that works amazingly well on hyper offensive teams, especially now with all the new threats that recently fell to UU. This group has amazing synergy; Roserade is easily able to beat things like Suicune, Swampert, and Donphan which both Aero and Darmanitan struggle heavily with. Roserade can also set up hazards which Darmanitan and Aero greatly appreciate as well. Leaf Storm is an option to improve Rosey's wallbreaking ability but I prefer Giga Drain for the healing since Life Orb does wear her down pretty fast. The given EVs on Aerodactyl guarantee you to outspeed both Mega Sceptile and Mega Beedrill, both of which give Roserade trouble. Aerodactyl is a great check to fire types like Entei, Chandelure, and opposing Darmanitan, freeing up your Darmanitan to spam flare blitz. Earthquake is a decent choice to hit things like Empoleon, but I enjoy having aqua tail as a more accurate choice for Chandelure and Entei. Lasty, scarf Darmanitan is pretty self-explanatory, you can put a rock move if you like but I find it redundant with Aero as a team-mate.
 
Defensive Core


I'm not sure if this core has been posted so I apologize if it has. This is a great defensive core that works well on most teams. Vaporeon works as a wish passer and gligar as your hazard setup/clear. Using baton pass on Vaporeon allows you to wish pass to members of your team who can't live to take another hit. By using baton pass Vaporeon stays in to take the hit before switching out. Vaporeon's great HP stat makes it viable for defense investment making it overall difficult to break without super effective hits. The main downside to this core is anything with access to thunderbolt and ice beam such as nidoking gives it a lot of trouble.


Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Bold Nature
- Protect
- Wish
- Scald
- Baton Pass



Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Stealth Rock
- Roost
- Earthquake

252 SpA Life Orb Sheer Force Nidoking Thunderbolt vs. 204 HP / 56+ SpD Vaporeon: 224-265 (49.5 - 58.6%) -- 64.5% chance to 2HKO after Leftovers recovery

0 SpA Vaporeon Scald vs. 0 HP / 0- SpD Nidoking: 266-314 (87.7 - 103.6%) -- 18.8% chance to OHKO
 
Heres a neat stall core I tested in a few room tourns that worked really well:


Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Leech Seed
- Foul Play
- Synthesis


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

These two cover a lot of the offensive spectrum together, with geist resisting all of emp's weaknesses and emp resisting fire, ice and flying for geist while it deals with the tiers most common ghost, Chandy. Most importantly however, they both provide a lot of utility to the team. They both provide forms of hazard control, geist blocking spins and emp defogging them away and possibly setting them, both provide pressure with burns, more directly through geist, both provide passive damage with toxic/burns and leech seed, and both deter setup sweepers with roar and foul play.

This core definitely needs support- a wish passer, probably fairy type since the typing synchronises well, is necessary for emp's longevity. You'll need something to eat up fire type phys attackers too, but overall this core covers a lot of ground defensively and in terms of utility- it's kind of like the old nidoqueen/megatoise core for balance.

Gourgeist alone is really good right now and definitely needs to move up like, 2 or 3 ranks in the viability thread lol, but ill post about that tomorrow.
 
OFFENSIVE CORE



Reuniclus @ Choice Specs
Ability: Regenerator
Evs: 252 HP/252 SpAtt/4 SpD
Nature: Modest/Quiet
Moves:
-Future Sight
-Psyshock
-Focus Blast
-Shadow Ball




Toxicroak @ Life Orb
Ability: Dry Skin
Evs: 252 Attack/252 Spd/4 SpD
Nature: Adamant
Moves:
-Swords Dance
-Gunk Shot
-Drain Punch
-Sucker Punch


Fun little core I've been messing around with and it honestly works very well. This core fits in well on bulky offense teams simply because of the sheer damage of a specs reuniclus future sight, due to its buff from 100 to 120 base power this gen. With regenerator and decent bulk, reuniclus also works as a good pivot. The general idea is to switch reuniclus on things that can't hurt it much and fire off a future sight. Most things that switch in following this (umbreon, florges, blissey, forretress, empoleon, etc) will not enjoy dealing with toxicroak. From that point your opponent has to choose between letting toxicroak set up in their face, killing them outright, or letting something else take a massive hit from future sight (calcs below).

On the flipside, many things that would normally counter toxicroak are completely mauled by future sight. Crobat, donphan, chesnaught, hippowdon, and swampert are put within KO range from toxicroak after a future sight, if not OHkoed entirely, making it much easier to get a sweep.

As said before, this core works best on bulkier teams that can wall threats and do decent damage. Even seeminglessly harmless walls are incredibly dangerous when a future sight is incoming. Having volt switch/u-turn users to get reuniclus in safely is recommended if building a team around this core. Forretress is a solid partner to this core since it can set up hazards which are greatly appreciated due to the number of switches caused, and can provide a slow volt switch to pivot. Defensive Rotom Heat provides a ground immunity and additional coverage, along with volt switch and the ability to wall a number of threats. Umbreon also comes to mind being able to provide wish and heal bell support and stop even more threats.

Overall, this core is quite unique and very fun to play with, while also being very effective at the same time. Give it a try if you want something new to play around with.


Some cals showing off the power of specs reuniclus:

252+ SpA Choice Specs Reuniclus Future Sight vs. 252 HP / 252+ SpD Hippowdon: 277-327 (65.9 - 77.8%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Future Sight vs. 248 HP / 0 SpD Forretress: 237-279 (67.1 - 79%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Future Sight vs. 252 HP / 24+ SpD Florges: 193-228 (53.6 - 63.3%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Psyshock vs. 252 HP / 252+ Def Blissey: 379-447 (53 - 62.6%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Future Sight vs. 252 HP / 120 SpD Mega Aggron: 164-193 (47.6 - 56.1%) -- 83.2% chance to 2HKO

Replays (I'll add more whenever I can)

http://replay.pokemonshowdown.com/uu-210480845
 

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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
OFFENSIVE CORE


Tornadus (M) @ Damp Rock
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Taunt
- U-turn / Tailwind / Focus Blast
- Hurricane


Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch / Rain Dance

This core not only pairs well offensively, but defensively as well, with Torn resisting Mega Swampert's only weakness and Mega Swampert is immune to Electric type attacks while resisting Rock- type moves and being neutral to Ice- type moves. Tornadus has one of the best utility abilities in Prankster, allowing it to guarantee Rain is set up for Pert before it dies or guarantee hazards aren't set up so it works as a good anti-lead as well. U-turn allows you to bring in Swampert to wreak havoc on the opposing team. Tailwind is another option to support the team as a whole that doesn't benefit from rain. Focus Blast can be used if you want to hit mons that resist its STAB. Hurricane is amazing as it gains 100% accuracy in the rain and hits very hard.

Swampert is an amazing mon, being viable in its non-Mega and its Mega form. Mega Swampert is an amazing bulky attacker with a base 150 Attack and 100 / 110 / 110 defenses, hitting hard while tanking hits. Waterfall and Earthquake are obligatory STAB moves. Ice Punch is standard for Mega Swampert to hit Dragon- types such as Hydreigon that wall Mega Swampert. Power-Up Punch is a good move in the last slot, nabbing a free +1 off a weakened Pokemon allowing Mega Swampert to hit even harder. Rain Dance can be used however in case the rain runs out before Mega Swampert has finished sweeping through the opponent's team.
 
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OFFENSIVE CORE



Reuniclus @ Choice Specs
Ability: Regenerator
Evs: 252 HP/252 SpAtt/4 SpD
Nature: Modest/Quiet
Moves:
-Future Sight
-Psyshock
-Focus Blast
-Shadow Ball




Toxicroak @ Life Orb
Ability: Dry Skin
Evs: 252 Attack/252 Spd/4 SpD
Nature: Adamant
Moves:
-Swords Dance
-Gunk Shot
-Drain Punch
-Sucker Punch


Fun little core I've been messing around with and it honestly works very well. This core fits in well on bulky offense teams simply because of the sheer damage of a specs reuniclus future sight, due to its buff from 100 to 120 base power this gen. With regenerator and decent bulk, reuniclus also works as a good pivot. The general idea is to switch reuniclus on things that can't hurt it much and fire off a future sight. Most things that switch in following this (umbreon, florges, blissey, forretress, empoleon, etc) will not enjoy dealing with toxicroak. From that point your opponent has to choose between letting toxicroak set up in their face, killing them outright, or letting something else take a massive hit from future sight (calcs below).

On the flipside, many things that would normally counter toxicroak are completely mauled by future sight. Crobat, donphan, chesnaught, hippowdon, and swampert are put within KO range from toxicroak after a future sight, if not OHkoed entirely, making it much easier to get a sweep.

As said before, this core works best on bulkier teams that can wall threats and do decent damage. Even seeminglessly harmless walls are incredibly dangerous when a future sight is incoming. Having volt switch/u-turn users to get reuniclus in safely is recommended if building a team around this core. Forretress is a solid partner to this core since it can set up hazards which are greatly appreciated due to the number of switches caused, and can provide a slow volt switch to pivot. Defensive Rotom Heat provides a ground immunity and additional coverage, along with volt switch and the ability to wall a number of threats. Umbreon also comes to mind being able to provide wish and heal bell support and stop even more threats.

Overall, this core is quite unique and very fun to play with, while also being very effective at the same time. Give it a try if you want something new to play around with.


Some cals showing off the power of specs reuniclus:

252+ SpA Choice Specs Reuniclus Future Sight vs. 252 HP / 252+ SpD Hippowdon: 277-327 (65.9 - 77.8%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Future Sight vs. 248 HP / 0 SpD Forretress: 237-279 (67.1 - 79%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Future Sight vs. 252 HP / 24+ SpD Florges: 193-228 (53.6 - 63.3%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Psyshock vs. 252 HP / 252+ Def Blissey: 379-447 (53 - 62.6%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Reuniclus Future Sight vs. 252 HP / 120 SpD Mega Aggron: 164-193 (47.6 - 56.1%) -- 83.2% chance to 2HKO


I do like this core and have used it myself, I would only suggest putting CM Reuin as an option to as its the premier set for Reuin rn. I will try specs out tho seems strong
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion
(Heracross) @ Choice Band
Ability: Guts
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Stone Edge
- Knock Off

(Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- ExtremeSpeed
- Flare Blitz

Ok so this is a core I've been using for a decent bit since the drops came down. It's a double choice banded core with entei and hera obvi. These two powerful ass mons compliment each other really nicely. Even though it may not be recommended to use two mons with the same choice item, these two disregard that. Entei really benefits from Hera coming down as the really only switch ins entei has are bulky waters like vaporeon, cune etc. which dont even like the burn chance tbh, but that is where heracross comes in. Hera doesn't mind switching into waters at all because of guts. in the event you get burned on a choice banded set you are pretty much sitting at a +2 CC and something dies. And the common mon that is being used as of late to keep hera in check is doublade, which by no means 1. takes a knock off and 2. wants to take a sacred fire from entei. Also any fairy that hera doesn't really handle, entei can handle. I've really never used an offensive core that synergizes as well as these two do. They put fear in opposing cores no doubt at all. And cleaners really benefit from these mons as well due to their hole punching ability. *cough cough* scarf mence *cough cough.*


252+ Atk Choice Band Heracross Close Combat vs. 252 HP / 252+ Def Suicune: 205-243 (50.7 - 60.1%) -- 86.7% chance to 2HKO after Leftovers recovery. Not a switch in

252+ Atk Choice Band Heracross Close Combat vs. 200 HP / 252 Def Vaporeon: 339-399 (75.1 - 88.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Heracross Close Combat vs. 252 HP / 252+ Def Chesnaught: 196-232 (51.5 - 61%) -- 94.9% chance to 2HKO after Leftovers recovery

252+ Atk Choice Band Entei Sacred Fire vs. 252 HP / 252+ Def Donphan: 157-186 (40.8 - 48.4%) -- guaranteed 3HKO

252+ Atk Choice Band Entei Sacred Fire vs. 252 HP / 252+ Def Hippowdon: 159-187 (37.8 - 44.5%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Choice Band Heracross Close Combat vs. 248 HP / 252+ Def Forretress: 178-211 (50.4 - 59.7%) -- 84% chance to 2HKO after Leftovers recovery
 
Offensive Core:


Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch/Explosion


Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-Turn
- Knock Off
- Stone Edge


Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Iron Tail
- Roost/U-Turn/Superpower

This core highlights one of the most underrated and overlooked sets in all of UU, Custap lead Forretress. With a little bit of hazard stacking, Mienshao's job of cleaning up late game is made much easier. Hydreigon serves to pick off Ghost and Psychic types keeping Mienshao from sweeping. Not to mention, a Life Orb Draco from Hydreigon with a couple hazards on the field isn't taken on by much of anything in the tier besides Fairies and Blissey. Another thing I really like about this core is that you can choose to make it a full-on volt-turn core if you choose. Hydreigon is at his best when he is getting free switch ins from U-Turns/Volt Switches, and that's exactly what Mienshao (and to a much, much lesser extent Forretress) provides for Hydreigon. This core is amazing for putting massive amounts of offensive pressure on opponents.
 
I use max speed and attack on my custap forry theres no reason not to u want the explosion power and the speed even its still slow as shit. U should def change the spread
 
I use max speed and attack on my custap forry theres no reason not to u want the explosion power and the speed even its still slow as shit. U should def change the spread
I think it's more up to preference to be honest. If the opponent chooses a bad lead matchup, I like this spread more because it gives me a better chance to get up extra layers of spikes.
 

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The Lost Age
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BALANCE CORE


Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Draco Meteor
- Superpower
- Roost / Iron Tail


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Acid Spray / Knock Off


Florges (F) @ Leftovers
Ability: Symbiosis
EVs: 248 HP / 236 Def / 24 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Aromatherapy
- Moonblast

This core is probably the best balance core I have played with in awhile. They all have great defensive synergy, all the while pressuring the team thanks to Toxic Spikes and Hydreigon's wallbreaking capabilities. Florges and Tentacruel are probably the best the defensive core right now as they can scare away Heracross thanks to them both resisting its STAB moves. Hydreigon is here to give the core some much needed power and to have a safe bet against all but Choice Scarf Heracross, which is taken down easily by Tentacruel + Florges. The core also offers a slew of resistances, while Tentacruel covers Florges's weaknesses. Hydreigon's typing also provide coverage against Tentacruel's weaknesses, proving a Ground and Psychic immunity while resisting Electric-type attacks.

This team does however appreciate set up sweepers that appreciate the Toxic Spikes support and Hydreigon's wallbreaking capabilities, such as SubCM Cresselia. They also appreciate other hazard setters, such as Forretress or Chesnaught, that can wear down the team even more if you so wish to go that route. Overall I truly believe this is the premier balance core when looking to start a balance breakfast team.
 
A core I've been having incredible success with on my most successful team right now.
Balance Core


Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock


Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Slowking is a quite effective 'mon in the current meta; with Mega Ampharos dropping to an all-time low in viability (excluding the period of time where the tier was ruled by Mega Altaria and the sort), Raikou and Celebi gone, and people resorting to things like Heliolisk to check Suicune, something that beats both Suicune and the tier's influx of fighting-types barring Heracross is welcome to any balanced team. This is a defensive CM set which sets up on Suicune and beats a lot of stuff with Scald + Psyshock. Regenerator + Wish + Slack Off means it never dies, but florges is here mostly to keep it status-healthy, meaning it aromatherapy's away any Toxic or Burn that may be present on Slowking to stop a CM sweep. In addition, Florges takes Knock Offs and strong Bug-type attacks for Slowking, as well as beating every Electric-type in the tier and including electric types used from lower tiers (Rotom-C, Heliolisk, Jolteon.) It also beats the majority of the grass types in the tier barring Roserade and Shaymin with Seed Flare drops. Slowking beats nearly everything Florges struggles with, setting up on the Nidos, beating every Steel-type in the tier, as well as getting free CMs on Crobat. This core is very weak to Roserade and Shaymin and physical Grass-types, so a Steel-type like Mega Aggron or a bulky Flying-type like Crobat is welcome (I am using Crobat on my team, but with no item Acrobatics to deal with Beedrill-M better, which this core also struggles with.) However, I think you will find that with proper team support, this core can form a strong foundation for a good balance team in the current metagame. Keep you eye on Slowking, it's truly a brilliant 'mon in this meta. Especially if Serperior is banned as a result of the suspect test, which is another thing that this core struggles with, esp. Slowking, and the permanent removal of Serperior will make Slowking much better than ever before.
 
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