Potential Cores For Upcoming Mega Mythicals
(Regulation M-D Theorycraft)
A
core in 6v6 singles is typically a group of two or three Pokémon that work together with strong synergy to form the main strategic backbone of a team (
:samurott-hisui:,
:corviknight:,
:garchomp:). The objective is to build a core so members cover each other's weaknesses and exploit the current meta. There are three types of cores.
Offensive Cores: Pairs or trios designed to break through opposing defenses, coordinate with super-effective coverage, and overwhelm checks. Examples include
Fighting/Dark/Psychic (
:pawmot: :hydreigon: :metagross-mega:) and other such fast sweeper combinations.
Defensive / Balanced Cores: Groups chosen for type resistances and safe-switching capabilities, letting members absorb hits meant for each other & wearing down opponents with status, hazards, or passive damage. My favorite example is the
Steel/Fairy/Dragon (
:Aegislash: :Clefable: :Garchomp-Mega-Z:) core. The
Water/Fire/Grass core is a more traditional example of this.
Archetype or Weather Cores: Cores built around a specific field condition or mechanic, such as rain teams (e.g., Pelipper paired with Swift Swim or rain-boosted attackers) or Trick Room setups.
- :magearna-mega: -
In previous gens, Magearna had a lot it could do, kit-wise.
Double Dance (Draining Kiss, Stored Power, Calm Mind, Iron Defense),
Trick Room (Fleur Cannon, Volt Switch, Spikes, Trick Room),
Calm Mind (Thunderbolt, Draining Kiss, Aura Sphere, Calm Mind),
Shift Gear (Tera Blast, Fleur Cannon, Iron Head, Shift Gear).
Determining counters for a mon is one thing. You can pit a Dry Skin
:Toxicroak: against
:samurott-hisui: & have one of the best answers you could ask for. However, if a common Hisuian Samurott core consists of
:Corviknight: and Tank
:Garchomp:, this inadvertently makes Toxicroak one of the worst picks you can bring. Instead, you may see a rise in
:Pawmot:, which resists Dark, has super-effective STAB against
:samurott-hisui: and
:Corviknight:, and also has a 4x-effective, Iron Fist-boosted Ice Punch for Garchomp. Such mons are called
Core Breakers; a post for another time
(maybe).
That being said, Magearna's worst nightmare is likely fixed on
Unaware :Skeledirge:. Considering a SpDef nature & going all in on HP & SpDef, the best it can hope for is a low chance at a 3HKO, factoring in Stealth Rock & Fleur Cannon Spam (Naturally, going -2 after each use means significant offensive loss for the remaining team). In the event Stealth Rocks & at least 1 Layer of spikes are present, Skeledirge is likely a 2HKO unless Leftovers or a Sitrus Berry is equipped.
The risk of Will-O-Wisp from
:Skeledirge: teams is nigh omnipresent; potential cores to consider with Magearna are:
:Primarina: +
:hippowdon: + /
:rillaboom:
The logic behind this cast is having a strong Special Attacker that can swap into
:Skeledirge:, and a Ground and/or Grass type that can tank your electric vulnerability. Since any strong Electric attacks are likely coming from a
:Pawmot:, I picked
:Hippowdon:. Cases could arise where you want extra cushioning against Ground; plus,
:Rotom-Wash: is another potential Electric threat, albeit an SPA one (
Calm Mind Magearna), which is why
:Rillaboom: was considered. Rillaboom also presumably hits Spdf Skeledirge with High Horsepower, so you never know. Pack a
:Lum Berry: if you're like that.
- :Heatran-Mega: -
Heatran is hard to determine since its ability potential is up in the air. As of now, base Heatran is weak to Ground, Fighting, and Water. Consider:
:Dragonite:,
:Salamence:,
:Rillaboom:,
:Gyarados:, and in an ideal world,
:zapdos:.
Theoretically, if Heatran gained Ground immunity, its main exploitables would be Water-types not weak to Power Gem + Earth Power (
:primarina:,
:swampert:,
:tauros-paldea-aqua:,
:rotom-wash:,
:milotic:,
:samurott-hisui:,
:slowbro:,
:vaporeon:,
:quaquaval:,
:politoed:). (Physical Attackers may risk Lava Plume burns on switch-in; troll at your discretion). Also, beware the Flying Chicken
:air balloon: :blaziken:
- :Zeraora-Mega: -
Zeraora, like Magearna, had a lot it could potentially do in its kit. At Base 157 & 147 offenses, its ability is what would ultimately push it over a breakpoint. (Plasma Fists, Close Combat, Knock Off, Play Rough, Acrobatics, Blaze Kick, Agility, Bulk Up, Facade, Grass Knot, Outrage, Iron Tail, Throat Chop, Drain Punch, Volt Switch, Fake Out, Calm Mind, Endure, Endeavor, Quick Attack, Substitute, Taunt, Toxic, Thunder Wave).
In any case, your biggest chokepoints are
:golisopod-mega:,
:hippowdon:,
:garchomp:,
:rillaboom:, and burn (
:Volcarona:,
:Scovillain-Mega:,
:Skeledirge:,
:rotom-wash:/
:rotom-heat:, etc.)
On paper, Zeraora seems to have it rough this patch. I'd put a Life Orb on it, pair it with
:charizard-mega-y: instead, and see what carnage can unfold.
- :Darkrai-Mega: -
It may have lost the ability to sleep, but this thing is still likely going to be a coverage demon w/ Nasty Plot, so it still puts you to sleep, just more permanently than you'd remember. (Dark Pulse, Ice Beam, Sludge Bomb, Focus Blast, Psychic, Psyshock, Thunder, Shadow Ball, Sucker Punch, Taunt, Will-O-Wisp, Trick) It'll mainly boil down to when you should stay small to maintain your speed lead & when you should go nuclear. Like someone else we know, it's weak to Bug, Fairy, and Fighting...Bet you can't guess who his teammates likely are:
:slowking-galar: :corviknight: :garchomp:
No more wakey.