I read the smog the other day and read about synergy cores, and I decided to make a team out of Tyranitar, Gengar, and Magnezone offensive core. I wanted to pack some defensive cores as well, but I liked the idea of an extreme-offensive team, so I used Kingdra and Scizor, another synergy core that works great together, and with Tyranitar, Gengar, and Magnezone.
To Live is to Die (Azelf) @ Colbur Berry
Trait: Levitate
EVs: 8 HP / 136 Atk / 220 Spd / 144 SDef
Jolly Nature (+Spd, -SAtk)
Taunt
Explosion
Stealth Rock
U-turn
Colbur Berry Azelf Lead. I decided to give it a try. So far, it has never failed me. It will always lay SR down (except against scarfed leads and other azelf leads. I gave it an extra 4 EV's in Speed in order to always outspeed other colbur azelf leads. Taunt is used against set-up leads, who don't usually see it comming. U-Turn is a great scout move, and does decent damage against those who are weak to bug. Explosion is when I want to set off and die at a bang. I can always save azelf for later to take out other threats with explosion if I want to. EV's are made to be defensive, and offensive at the same time. A meteor mash from metagross will almost never OHKO me. Fire Blast from infernape as well. Fake out leads and priorty users are what give me trouble, but nothing I can't take care of really.
Creeping Death (Gengar) (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
Substitute
Pain Split
Shadow Ball
Focus Blast/HP Fighting
Ah, Gengar. The vicious ghost that likes to pretend to be people's shadows. This set is amazing, and is part of the offensive core trio. This set actually abuses blissey high HP stat against it, basically able to drain it's sofboiled power points. Timid nature on gengar, always. Life orb for the extra punch. Shadow Ball + Focus Blast provides neutral coverage. Although, Focus Blast is iffy at best. Might consider HP fighting, ice, or fire. Substitute is there to hide behind status attacks such as thunder wave or spore from breloom. Pain Split is the big surprise on this set, for incomming blissey and snorlax of course.
Synergy:
Tyranitar, Magnezone
Same
Same
Enter Sandman (Tyranitar) (M) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
Earthquake
Stone Edge
Crunch
Pursuit
Scarf Tyranitar. This used to be pretty unpredictable and could almost always takes something out. But now that it is widely popular, it's just way too predictable. However, it still gets the job done, outspeeding fast threats such as Gengar and Infernape (without mach punch/vacuum wave), and KO them. It gets a nice clean KO on rotom with stealth rock (without switching into will-o-wisp that is), if I can predict correctly with crunch/pursuit. Tyranitar keeps would-be threats in check, with a 365 speed, and a 367 attack, with a powerful STAB Stone Edge, Crunch, or a fleeing pursuit. Second part of the main offensive core.
Synergy:
Kingdra
Gengar, Magnezone
Gengar, Rotom
Gengar, Rotom
Gengar, Rotom, Magnezone
Magnezone, Rotom, Kingdra
Ride The Lightning (Magnezone) @ Leftovers
Trait: Magnet Pull
EVs: 172 HP / 84 Spd / 252 SAtk
Modest Nature (+SAtk, -Atk)
Thunderbolt
Hidden Power [Grass]
Thunder Wave
Substitute
Magnezone, a steel type's worst nightmare. No HP fire because thunderbolt 2HKO's scizors, by switching into choiced bullet punch or pusuit of course. Thunderwave helps my whole team, but I can switch it into toxic or explosion, since my team doesn't need twave that desperately. Substitude is to hide behind status, and for scouting, and hidden power grass is for swampert, who will switch into this thing eventually. Magnezone has plenty of opportunities to switch in, with a steel/electric dual typing. This is the third and final part of the offensive core, which is very vital to killing steel types (without shed shell).
Synergy:
Tyranitar, Kingdra
Gengar, Rotom
Gengar, Rotom
Macrowave (Rotom-Heat) @ Choice Scarf Trait: Levitate
EVs: 248 HP / 252 Spd / 8 SAtk
Timid Nature (+Spd, -Atk)
- Overheat
- Thunderbolt
- Shadow Ball
- Trick
Update later
Synergy:
Tyranitar, Magnezone
Same
The Thing That Should Not Be (Kingdra) (M) @ Chesto Berry
Trait: Swift Swim
EVs: 144 HP / 160 Atk / 164 Spd / 40 SDef
Adamant Nature (+Atk, -SAtk)
Rest
Dragon Dance
Outrage
Waterfall
Chesto Rest Kingdra. Can be quite deadly if not checked. Blah Blah Blah update later
Synergy:
Magnezone

To Live is to Die (Azelf) @ Colbur Berry
Trait: Levitate
EVs: 8 HP / 136 Atk / 220 Spd / 144 SDef
Jolly Nature (+Spd, -SAtk)




Colbur Berry Azelf Lead. I decided to give it a try. So far, it has never failed me. It will always lay SR down (except against scarfed leads and other azelf leads. I gave it an extra 4 EV's in Speed in order to always outspeed other colbur azelf leads. Taunt is used against set-up leads, who don't usually see it comming. U-Turn is a great scout move, and does decent damage against those who are weak to bug. Explosion is when I want to set off and die at a bang. I can always save azelf for later to take out other threats with explosion if I want to. EV's are made to be defensive, and offensive at the same time. A meteor mash from metagross will almost never OHKO me. Fire Blast from infernape as well. Fake out leads and priorty users are what give me trouble, but nothing I can't take care of really.

Creeping Death (Gengar) (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)




Ah, Gengar. The vicious ghost that likes to pretend to be people's shadows. This set is amazing, and is part of the offensive core trio. This set actually abuses blissey high HP stat against it, basically able to drain it's sofboiled power points. Timid nature on gengar, always. Life orb for the extra punch. Shadow Ball + Focus Blast provides neutral coverage. Although, Focus Blast is iffy at best. Might consider HP fighting, ice, or fire. Substitute is there to hide behind status attacks such as thunder wave or spore from breloom. Pain Split is the big surprise on this set, for incomming blissey and snorlax of course.
Synergy:




Enter Sandman (Tyranitar) (M) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)




Scarf Tyranitar. This used to be pretty unpredictable and could almost always takes something out. But now that it is widely popular, it's just way too predictable. However, it still gets the job done, outspeeding fast threats such as Gengar and Infernape (without mach punch/vacuum wave), and KO them. It gets a nice clean KO on rotom with stealth rock (without switching into will-o-wisp that is), if I can predict correctly with crunch/pursuit. Tyranitar keeps would-be threats in check, with a 365 speed, and a 367 attack, with a powerful STAB Stone Edge, Crunch, or a fleeing pursuit. Second part of the main offensive core.
Synergy:







Ride The Lightning (Magnezone) @ Leftovers
Trait: Magnet Pull
EVs: 172 HP / 84 Spd / 252 SAtk
Modest Nature (+SAtk, -Atk)




Magnezone, a steel type's worst nightmare. No HP fire because thunderbolt 2HKO's scizors, by switching into choiced bullet punch or pusuit of course. Thunderwave helps my whole team, but I can switch it into toxic or explosion, since my team doesn't need twave that desperately. Substitude is to hide behind status, and for scouting, and hidden power grass is for swampert, who will switch into this thing eventually. Magnezone has plenty of opportunities to switch in, with a steel/electric dual typing. This is the third and final part of the offensive core, which is very vital to killing steel types (without shed shell).
Synergy:




Macrowave (Rotom-Heat) @ Choice Scarf Trait: Levitate
EVs: 248 HP / 252 Spd / 8 SAtk
Timid Nature (+Spd, -Atk)
- Overheat
- Thunderbolt
- Shadow Ball
- Trick
Update later
Synergy:



The Thing That Should Not Be (Kingdra) (M) @ Chesto Berry
Trait: Swift Swim
EVs: 144 HP / 160 Atk / 164 Spd / 40 SDef
Adamant Nature (+Atk, -SAtk)




Chesto Rest Kingdra. Can be quite deadly if not checked. Blah Blah Blah update later
Synergy:
