OU Cores in the BW2 Metagame

Since most of the cores posted are defensive, I thought I would post an offensive core I've had much success with on the ladder
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Metagross @ Lum Berry
Adamant I Clear Body
EV's: 252HP / 220Atk / 36Spd
Meteor Mash/ Zen Headbutt/ Bullet Punch/ Earthquake
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Starmie @ Life Orb
Timid I Natural Cure
EV's: 4Def/ 252SpA/ 252Spd
Rapid Spin/ Surf/ Ice Beam/ Thunderbolt
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Dragonite @ Choice Band
Adamant I Multiscale
EV's: 8HP/ 248Atk/ 252Spd
ExtremeSpeed/ Fire Punch / Superpower/ Outrage

Dragonite and Metagross have amazing synergy together and work together to blow holes in the opposition. Starmie is used to maximize Dragonite's switch ins and beat the Physical walls that annoy the duo such as Skarmory and Gliscor. Starmie also doubles as a burn absorber and Metagross can take T-Wave and Toxic without an issue so status isn't a great worry for this core either

I'm thinking Metagross should have Ice Punch over Zen Headbutt because you want to give your dragon resist something to hit the dragons with, also i'm thinking of adding a physically Tinker bell heal bell Celebi to create a Pseudo FWG core because Metagross shares the same resistances as fire types. As far as Dragonite is concerned i can appreciate the immediate power but i might try a Sub DD set just to compare.

Anyway here are the sets

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Metagross @ Leftovers
Adamant I Clear Body
EV's: 252HP / 220Atk / 36Spd
Meteor Mash
Ice Punch
Bullet Punch
Earthquake

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Celebi @ Leftovers
Bold I Natural Cure
EV's: 232HP / 240 SpA / 36 Spd
Leaf Storm / Giga Drain
Earth Power
Hp Fire
Heal bell
 
I'm on phone, will edit the Nature & EVs later.

Gothorita @ Eviolite
Trait: Shadow Tag
- Charm
- Taunt
- Trick Room / Thunder Wave
- Rest

Gothitelle @ Leftovers
Trait: Shadow Tag
Nature: +SpA, -Spe
- Calm Mind
- Trick Room / Reflect
- Psyshock
- Coverage

Trap a physical attacker with Gothorita and use Charm until he can only does pitiful damage on you. Rest or just set TR up. Bring Gothitelle in, CM and wreck everything with coverage move of choice at hopefully +6 SpA & SpD.
TR on Gothorita is pointless if you plan on boosting with Gothitelle. Likewise, if Gothitelle is using TR, Thunder Wave is counterproductive. I would try Torment over those options on Gothorita, since it will allow for Gothorita to have some room to breathe while setting up.
That's assuming, of course, that you want to use Gothitelle at all. 65 Speed, even at max, is awful, and nothing is stopping your opponent from sending in a physical attacker once you have KOed the trapped Pokemon. 70 HP and 95 Defense aren't bad, but they aren't good either, and you will find yourself KOed before you can deal out real damage.
 
Dugtrio+Genesect+Tornadus.

Dugtrio traps Jirachi and Heatran, witch benifit the other 2. Genesects U-turn breaks any air baloons on Heatran. Tornadus should be physical, unless using it on a rain team, in witch case he benifits from the removal of Blissey.

Other possible teamates include:
-Ninetales+Venusaur
-Politoad+Rotom-W
-Deoxys-D

This core works with alot of different playstyles, and against alot as well. Give it a try!
 
TR on Gothorita is pointless if you plan on boosting with Gothitelle. Likewise, if Gothitelle is using TR, Thunder Wave is counterproductive. I would try Torment over those options on Gothorita, since it will allow for Gothorita to have some room to breathe while setting up.
That's assuming, of course, that you want to use Gothitelle at all. 65 Speed, even at max, is awful, and nothing is stopping your opponent from sending in a physical attacker once you have KOed the trapped Pokemon. 70 HP and 95 Defense aren't bad, but they aren't good either, and you will find yourself KOed before you can deal out real damage.

What I meant with the slashes is, if Gothorita runs TWave, Gothitelle should run reflect instead of TR so 'he' can survive the hit from coming in physical attacker. But after I really think of this, TR shouldn't be an option at all.
 
I suck at team making and I was thinking here that I want to create a team with genesect. I was thinking bromoongus core with choice scarf genesect.

amoonguss+genesect+slowbro

Do you think that a weather would be good with this or about the other team mates, also what do you think about the bromuungos core with genesect, im crazily trying to find something that is good with genesect but I suck FREAKING too much at team making so help is appreciated
 
I suck at team making and I was thinking here that I want to create a team with genesect. I was thinking bromoongus core with choice scarf genesect.

amoonguss+genesect+slowbro

Do you think that a weather would be good with this or about the other team mates, also what do you think about the bromuungos core with genesect, im crazily trying to find something that is good with genesect but I suck FREAKING too much at team making so help is appreciated

If you're looking for team support for Genesect and running Slowbro / Amoonguss, I'd highly recommend you try out Heatran with that core. It absorbs the fire attacks aimed at Genesect while also synergizing well with Slowbro and Amoonguss. It also provides you with Stealth Rock support which helps Genesect a lot, as it misses a lot of 2HKOs / OHKOs without it. If anything, this core would be anti-weather, as Heatran cockblocks Sun teams while Amoonguss can check a lot of heavy hitters often used in Rain Teams.
 
I was thinking that this core needs a spinner and at least 1 physical attacker (set upper or choice band or life orb or something xDD) but forry would make the team too fire weak, starmie too special attack oriented, tentacruel too specially defensive oriented.... im kind of lost but I really liked the heatran idea.
 
Bromoonguss+Heatran work amazingly well together; in fact my first team to break 1200 comfortably on PO used this very core.
You just need a solid strategy for the rest of your team.
 
speaking of FWG, here's an unconventional core:

SUN STALL

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Heatran @ Air Balloon
252 HP / 252 Def / 4 SpA
Timid nature
~Lava Plume
~Substitute
~Stealth Rock
~Earth Power

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Jumpluff @ Leftovers
252 HP / 4 SpD / 252 Spe
Careful nature
~Leech Seed
~Encore
~Substitute
~Sleep Powder
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Tentacruel @ Black Sludge
252 HP / 240 SpD / 16 Spe
Careful nature
~Toxic Spikes
~Rapid Spin
~Scald
~Protect

Who said Sun stall can't work? This is the defensive core I've been using in my Sun team- and it works really well. Many of you probably haven't seen a Jumpluff before, yet still have some sort of idea of what it does. If you're itching to know, here's the place to look!

This core starts out with Heatran. Why? Because Heatran does something very important to the core- it draws in Ground types. Why is that so important, when it's not necessarily a good thing? Because as Heatran comes in, it can Substitute to scout the switch in. My buddy NixHex was the one who introduced me to this set. With Substitute up, I can take an EQ and live to tell the tale. I can set up on Stallmons, such as Forretress- that can spin away my important hazards. I can also beat opposing Heatran one on one. But drawing in and taking an EQ is the most important part.

Ok, so I take an EQ and my Sub goes down. Now what?
Jumpluff.

Jumpluff comes in, and tanks that hit- it's immune. It can also take fighting type hits, just in case the opponent thinks they can play 'smart'. Jumpluff then Encores. The awesome thing about Jumpluff is that there is no pokemon that outspeeds Jumpluff in the Sun without resorting to a scarf (minor note, even with a Scarf only Deo-S can outspeed). Which means, for some bizarre reason, if the opponent can attack before Jumpluff can Encore, well then they have to use EQ, because they're scarfed. Now, my opponent is forced to switch, because staying in is pointless. Jumpluff then Substitutes on the switch in- and the terror begins. I Leech Seed, take a hit that breaks my Sub, and recover about 20% back average. Then, I put the opponent to sleep, and that pokemon is shut down, almost forced to switch yet again. I then continue this process.

Now, you might be wondering why Tentacruel is here. Tentacruel is the glue of this core- it sets TSpikes, crippling grass types who give Jumpluff diarrhea. Tenta also spins, removing hazards (especially SR) that Jumpluff is weak to. It can draw in ground type moves too, and hits Terrakion hard with Scald. Protect allows me to scout and Toxic/Leech Seed stall.

The only problem I have ever had with this core is Grass types. Because I rely so much on Leech Seed, Ferrothorn and Celebi are a pain in the ass, especially when they can hit Heatran, with Buldoze or Earth Power, respectively. Smart players switch their grass types right out as I encore, and then switch them right back in when I Leech Seed. This is why hazards are so important- they help me get past these threats.

If you read this whole post, congratulations. It's really effective, and I urge you to try it.
 
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Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 Def / 32 Spd
Bold Nature (+Def, -Atk)
- Wish
- Stealth Rock
- Calm Mind
- Flash Cannon

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Latios @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Energy Ball

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Volcarona (M) @ Leftovers
Trait: Flame Body
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Quiver Dance
- Bug Buzz
- Hurricane
- Fire Blast


You wouldn't believe me if I told you this is the core of my rain team..

First off.. Jirachi, If you guessed that hes my lead you are half-right. I run a drizzletoed so depends on the scenario, but I do lead with this jiraichi 50% of the time. If you look at his EV spread you'd notice that he's not like most Jirachi you find in OU. This was my attempt at a semi-hipster-unique mixed wall. Using Jirachi's natural Def Bulk i opt'd to put most EV's in HP. Now it seems to be just physical right? That's where calm mind comes in at; After 1 Calm mind he's at 354 SDef and SAttk. Turing him into a threat that can wall almost anything non-fire type and if he's not lead, I get the rain up. With the Rain up Fire-types are not a problem at all, with the exception of Drought Ninetails. That said, if you manage to get up to +3 you should be able to sweep any team with self-wish support and entry damage.

Latios.. It's a fairly common spread and the calm mind variant. The only change I made was to opt in for Recover over roost, since im a hipster and Energy Ball over Surf or Hidden Power. The reason for Energyball was to deal with Rain Team walls/threats such as Quagsire, Gastroon, Whiscash, Seismitoad, Lanturn, and even Wash Rotom.

Best kept Rain Team Secret - Volcarona

1 Quiver Dance is gg for most teams.. If you get that Volcarona in safely with no hazards and the rain is up, there is nothing any team can do about it if they lack priority revenge killers. Hurricane in the rain is 100% acc and the type coverage is good. Basically, along with Jirachi this is my unoriginal answer to the Musketeers. Terrakion, however is still a threat to Volcarona if not at +2. I want to point out that it's modest over Timid, for the extra power boost to help make up for Leftovers vs Life Orb. After 2 quiver dance's modest will still outspeed Scarfed Everything in OU(since only an idiot scarfs ninjask) while having a whooping 810 SAttk and 494 SDef.

Fiery Dance is generally better than Fire blast, since the lack of initial power will be made up by the stat boost and the acc might determine a fight. If you don't trust your ability to keep your rain up you can opt in for for Dragon Hidden Power over hurricane, which guarantees 100% type coverage @ Neutral. I must add though that it's almost lost cause should rocks be up since Volcarona takes 50% damage to rocks. Which is why a Rapid spinner is a must for Volcarona, I recommend Starmie if a rain team. Just watch out for spin blockers.

The team i currently use in OU does NOT have a serious type threat. Only status abuse teams are a threat lol.. And ofc Dnite after DDance..

Make-a-Wish (Jirachi) @ Leftovers (LEAD/CORE)
Trait: Serene Grace
EVs: 252 HP / 224 Def / 32 Spd
Bold Nature (+Def, -Atk)
- Wish
- Stealth Rock
- Calm Mind
- Flash Cannon

Johnsons Kid (Starmie) @ Life Orb (SPIN/SWPR)
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Ice Beam
- Rapid Spin
- Surf
- Thunder

Voltron (Latios) (M) @ Leftovers (SETSWPR/CORE)
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Energy Ball

Pikachu? (Azumarill) (M) @ Choice Band(RVNG/PRTYSWPR)
Trait: Huge Power
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Superpower
- Ice Punch

Hot Beer (Volcarona) (M) @ Leftovers(MAINSWPR/CORE)
Trait: Flame Body
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Quiver Dance
- Bug Buzz
- Hurricane
- Fire Blast

She Wet (Politoed) (F) @ Leftovers (LEAD/GMMK)
Trait: Drizzle
EVs: 220 HP / 88 Atk / 160 Def / 40 Spd
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Brick Break
- Protect
- Belly Drum

This team doesn't need an explantion, but i will say for the people confused about my Belly Drizzletoed as a lead, that most people don't see this coming at all, and i almost always get off a well-timed belly drum. = Insta wall breaker/ will kill anything that switches in or leads that stay in, with the exception of scarfed U-turners/volt switchers, and sturdy pokes(but that's what jirachi is there for). But like I said I usually time it well. After Belly Drum Brick Break OHKO's Ferrothorn and Blissey and waterfall 84.43%-99.7% Physical Skarmory with no hazards.. 912 attk is a lot to try and take from a STAB Waterfall in the rain..
 
Here's one core I'm using and which is very effective in BW2OU

Landorus @ Life Orb
Trait: Sheer Force
EVs: 4 Atk/252 SAtk/252 Spd
- Earth Power
- U-Turn
- Focus Blast
- Hidden Power [Ice]

Stoutland @ Choice Band
Trait : Sand Rush
EV's : 252 Atk / 252 Spd / 4 HP
- Return
- Pursuit
- Superpower
- Wild Charge

This offensive core needs Sand to be really effective, when you see those mons you can ask "How the hell those pokemon makes an effective core". In fact main Stoutland's check are all countered by Landorus, usually people bring their skarmory / Ferrothorn / Forretress on landorus because they think I can't touch them. Here's come the Earthpower and the OHKO of forrey, the 2HKO on Ferro and Focus Blast with skarmory which is 2HKO Then Stoutland just has to spam Return to finish the match.

U-turn can looks strange on Landorus but allowed some scout with Landorus and then we can bring Stoutland to start spamming. U-turn also catch celebi which is a pain.
 
Here's an offensive core that has been quite pleasing on a Sun team lately:

Hydreigon (F) @ Life Orb
Trait: Levitate
EVs: 12 Atk / 244 SAtk / 252 Spd
Mild Nature (+SAtk, -Def)
- Draco Meteor
- Fire Blast
- Superpower
- Roost

Infernape (F) @ Choice Scarf
Trait: Blaze
EVs: 108 Atk / 144 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Flare Blitz
- Close Combat
- U-turn
- Hidden Power [Ice]

Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

As you might expect, Hydreigon is the wallbreaker for the latter 2. It's hard enough to switch in on Hydreigon in the first place, but add the Sun's boost to Fire Blast to the mix and you make it that much harder for things to get in on it. Hydreigon also has the benefit of having excellent 3 move coverage that conveniently covers other weather starters. Politoed and Hippowdon get wrecked by DM. Ttar gets demolished by Superpower. Abomasnow has little or no chance against any offensive move after SR. Also, Hydreigon is able to outspeed all 4 of them unless they carry a Scarf. (Scarf Toed fails to even OHKO with Focus Blast) Once Hydreigon has broken down enough walls, you have 2 options to clean up with.
Now, you may wonder why Salamence isn't chosen for this as it has more defensive synergy with Infernape. While this is true, a Sun team is already relatively dependent on a Spinner and the last 2 parts of this core really need a reliable wallbreaker that can come in more than once to break stuff down.

Now, many people question the use of Infernape in a metagame dominated by rain. Imo, he's most at home on a Sun team acting as a superb utility Scarfer. So, he may not be quite as strong as Darmanitan or Victini, but Infernape does have quite a few things over them. With base 108 Speed, Infernape revenges opposing Venusaur in the sun, always revenges Scarf Salamence, something Darmanitan can't do and Victini only has a 50/50 shot at. If DD Dragonite doesn't have ExtremeSpeed, it gets revenged as well. Infernape even has a shot at taking out Terrakion. A 50/50 shot may not seem amazing, but it's better than what Darmanitan and Victini offer (a 0% chance) Infernape is even neutral to SR, making it not as mandatory to have a spinner (still very helpful for obvious reasons) If Hydreigon has done its job of weakening an opposing team and taking out any bulky Waters, it's pretty easy to clean up with Sun boosted Flare Blitz.

Finally, we have Venusaur. Our favorite plant from Gen 1 has been a staple on many Sun teams since the beginning of BW1. This continues with the welcome (and legal) addition of Giga Drain to his movepool. With Giga Drain, Venusaur is much harder to wear down, thus making the job of priority users such as Dragonite and Scizor much more difficult. Should Hydreigon be unable to break Water types before it goes down, Venusaur can clean through them easily. If Heatran or Terrakion find a way to survive the onslaught of Hydreigon, then Infernape will have few issues getting past them (should it win a Speed tie with Scarf Terrakion)

This core can have issues switching in, though Infernape's U-turn mitigates this somewhat. The rare Scarf Latios must be addressed as it's the only relatively common Scarfer that Infernape fails to even Speed tie. Although not at the best of homes on a Sun team, Scizor can work and it also provides a reliable switch-in to Mamoswine, a very troublesome Poke to switch into for this core thanks to its STAB Ground/Ice coverage, as well as providing yet another cleaning option with STAB Technician Bullet Punch. Obligatory mention about how entry hazards are very helpful to weaken stuff before they take a hit. SR is mandatory if Infernape is to OHKO Dragonite with HP Ice. Ninetales is obviously needed, but you should know that already since Venusaur and Infernape are in the core.
 
Here's an offensive core that has been quite pleasing on a Sun team lately:

Hydreigon (F) @ Life Orb
Trait: Levitate
EVs: 12 Atk / 244 SAtk / 252 Spd
Mild Nature (+SAtk, -Def)
- Draco Meteor
- Fire Blast
- Superpower
- Roost

Infernape (F) @ Choice Scarf
Trait: Blaze
EVs: 108 Atk / 144 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Flare Blitz
- Close Combat
- U-turn
- Hidden Power [Ice]

Venusaur (M) @ Life Orb
Trait: Chlorophyll
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

This core needs a little cleanup then I think you will be good! First off on Infernape, you are running more special attack EV's than attack EV's, yet your only special attacking move is Hidden Power Ice. IMO, you should remove HP Ice and replace with Stone Edge while also shifting all your EV's into attack. Volcarona seems a lot more troubling to that core than Dnite (who Hydreigon can get) and Landorus (which Saur can outspeed).

Also if you have a lot of trouble switching in, why not consider Xatu as a team mate? Xatu can still aid your team any hazard setters and get some great momentum with U-turn against defensive walls. Ninetales needs all the support it can get (stupid crap mon). He can also aid you in stopping Breloom so Hydreigon doesn't have to be scared of Mach Punch. Physically defensive would be the way to go for support but I am not sure about the moveset. You definitely want U-turn and Roost, but in that fourth slot HP Fire would be great to snipe Ferrothorn and Forretress, especially in the sun.

Xatu (M) @ Leftovers
Trait: Magic Bounce
EVs: 248 HP / 184 Def / 76 Spd
Bold Nature (+Def, -Atk)
- Psychic
- U-turn
- Hidden Power [Fire]
- Roost
 
Xatu gets Heat Wave with Magic Bounce now! :) Reflect could also be useful for softening incoming mach punches/ice shards directed to Hydreigon or Venusaur.
 
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Genesect @ Choice Scarf
Trait: Download
EVs: 88 Atk / 168 SAtk / 252 Spe
Naive Nature (+Spe, -SDef)
- U-turn
- Bug Buzz
- Ice Beam
- Thunderbolt

+
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Gothitelle @ Choice Specs
Trait: Shadow Tag
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature (+SpA, -Atk)
- Psychic
- Shadow Ball
- Thunderbolt
- Hidden Power Fire

+
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Xatu @ Leftovers
Trait: Magic Bounce
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature (+Def, -Atk)
- Roost
- U-turn
- Toxic
- Heat Wave

This is a neat little core I've been messing around with, and I am very impressed with the results. It works by Genesect forcing a lot of switches and Gothitelle trapping what switches in. Xatu is there to deflect hazards, as I use this on an offensive team with little room for a Spinner. When hazards are up, you can safely U-Turn out back into Gothitelle to trap something, or easily dispose of common hazard setters such as Ferrothorn, Forretress and Skarmory. It's also there to keep momentum, which is what a lot of common hazard users / spinners lack. What I like about Gothitelle is how it can actually dent weather inducers, unlike Dugtrio who solely relied on trapping Tyranitar / Ninetales. Xatu is also surprisingly good, being able to beat Breloom and Scizor is very nice, as they can be annoying with their Spore / U-Turn shenanigans.
 
Okay, so I didn't find anything like this, so I decided to post it.
Out of randomness, I decided to make a team with a core of Pokes that are dedicated to trolling their opponents (which does justice to my PS username, which is Trollol97). I'm just that sort of a guy, you know.
Some of you may have already guessed I'm talking about haxing, and stuff like that. So, that being said, here it is -

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Togekiss @Leftovers
Ability: Serene Grace
EVs: 252 HP/252 SpDef/4 Def
Nature: Calm (+SpDef, -Attk)
ThunderWave
Air Slash
Roost
Heal Bell
The first is my favourite Flying Poke, Togekiss. Thanks to a highly impressive Special Defense stat, and the given EVs, Togekiss is practically impossible to just outright OHKO, even with super-effective moves. It actually takes Rotom-W's T'Bolt and Genesect's Ice Beam comfortably, can paralyze them, Roost off the damage, and proceed to laugh at them.
Rock types, including Terrakion, can threaten to KO, and that's where...

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Jirachi @Leftovers
Ability: Serene Grace
EVs: 252 HP/252 Def/4 SpDef
Nature: Impish (+Def, -SpAttk)
Body Slam
Iron Head
Doom Desire
U-turn
...Jirachi comes in. With the given EVs, it can take Rock attacks all day, and act as a decent physical wall in general. Doom Desire might seem odd, but actually works fairly well. With DDesire, I can cause the opponent to switch to something that can take it well, U-turn to scout for it, and send in the appropriate counter. This puts the opponents in an odd situation- either stay in and get hit by my poke, or switch to something else and get hit by DDesire. Honestly, I haven't put much thought behind it, but I'll be tweaking this set once I've done some playtests with the team.
The beauty of using Jirachi and Togekiss is that firstly, you don't have to spend time thinking about whether to give T'Wave or Body Slam to your ParaFlincher. Secondly, these two have decent synergy, as Jirachi can take random Ice and Rock attacks aimed at Togekiss, while Togekiss can switch into Ground attacks, and weaker Fire attacks as well thanks to its more than respectable Special Defense.
I am yet to really sit down and think about a team based around this core, so you can say this isn't completed yet. Till then, share your thoughts.
 
The single best core in the current metagame is Scarf Genesect, Sash Dugtrio, Band Victini, and Defensive Xatu. This is 4/6ths of my Sun team (Ninetales and Victreebel being the last two) and it does some serious work. Genesect and Victini U-Turn everything, and either switch to Dugtrio to trap or Xatu to prevent hazards from getting up etc. It's extremely simple, very user-friendly, and there are almost no weaknesses to the core. Really, this is a fantastic core and I urge anybody who likes Sun to give it a try. The sets are below:

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@ Choice Scarf
Trait: Download
EVs: 16 Atk / 240 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- U-Turn
- Flamethrower
- Thunderbolt
- Ice Beam

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@ Focus Sash
Trait: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Reversal

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@ Choice Band
Trait: Victory Star
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-Turn
- V-Create
- Fusion Bolt
- Brick Break

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@ Rocky Helmet
Trait: Magic Bounce
EVs: 252 HP / 200 Def / 56 Spd
Bold Nature (+Def, -Atk)
- U-Turn
- Psychic
- Roost
- Reflect / Heat Wave

3 U-Turn abusers + Dugtrio? Yes please. It's never been easier to abuse Sun. Please share your thoughts on this core.
 
Lavos Spawn: that's not a core, but practically a whole team, bearing in mind that it is clearly designed to be used along with Ninetales. Not saying it wouldn't work well though.

I keep seeing cores that involve Gothitelle, and I think this really shows how Gothitelle is a great pokemon apart from anything else. My favourite would have to be this combination:

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Gothitelle @ Choice Specs
Trait: Shadow Tag
EVs: 252 SpA / 252 Spe
Timid Nature (+Spe, -SpA)
- Psychic
- Signal Beam
- Thunderbolt
- Trick

and
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Keldeo @ Choice Scarf
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature (+SpA, -Atk)
- Hydro Pump
- Secret Sword
- HP Ice
- Surf

+ some sort of Politoed.

Gothitelle basically just kills all of Keldeo's best switchins: Tentacruel, Amoonguss, Celebi, Jellicent, and Toxicroak are all taken out rather easily, leaving only Latias as a good switchin really (Latios being 2HKOed by Hydro Pump). Bearing in mind that Keldeo is faster than virtually everything your opponent will be left in a very sticky situation. Just spam water moves until you win!
 
Lavos Spawn: that's not a core, but practically a whole team, bearing in mind that it is clearly designed to be used along with Ninetales. Not saying it wouldn't work well though.

yeah just like a gothitelle + tornadus-t "core" is clearly meant to be used alongside politoed. if you want to fit it under your definition of a "core" then just remove victini. genesect + dugtrio + xatu is still perfectly viable in rain or sand.

nice signal beam gothitelle, i've never ever considered that option but now i see it could really do some work alongside powerful water-type stab users.
 
The single best core in the current metagame is Scarf Genesect, Sash Dugtrio, Band Victini, and Defensive Xatu. This is 4/6ths of my Sun team (Ninetales and Victreebel being the last two) and it does some serious work. Genesect and Victini U-Turn everything, and either switch to Dugtrio to trap or Xatu to prevent hazards from getting up etc. It's extremely simple, very user-friendly, and there are almost no weaknesses to the core. Really, this is a fantastic core and I urge anybody who likes Sun to give it a try. The sets are below:

Spr_5b_649.png
@ Choice Scarf
Trait: Download
EVs: 16 Atk / 240 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- U-Turn
- Flamethrower
- Thunderbolt
- Ice Beam

Spr_5b_051.png
@ Focus Sash
Trait: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Reversal

Spr_5b_494.png
@ Choice Band
Trait: Victory Star
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-Turn
- V-Create
- Fusion Bolt
- Brick Break

Spr_5b_178_m.png
@ Rocky Helmet
Trait: Magic Bounce
EVs: 252 HP / 200 Def / 56 Spd
Bold Nature (+Def, -Atk)
- U-Turn
- Psychic
- Roost
- Reflect / Heat Wave

3 U-Turn abusers + Dugtrio? Yes please. It's never been easier to abuse Sun. Please share your thoughts on this core.

Its pretty easy to get up sr versus that core, just spam sr until the inevtable uturn out from xatu, i can see shed shell ttar and shed shell heatran (particularly the latter) tearing such a team apart, that sun team would work well on ladder but may find itself in huge trouble in a tournament situation due to more uncommon sets such as ss heatran.
 
Its pretty easy to get up sr versus that core, just spam sr until the inevtable uturn out from xatu, i can see shed shell ttar and shed shell heatran (particularly the latter) tearing such a team apart, that sun team would work well on ladder but may find itself in huge trouble in a tournament situation due to more uncommon sets such as ss heatran.

well i use it on ladder where shed shell ttar/heatran is pretty much unheard of. yes, the latter could potentially give the core some trouble, but the former is easily taken care of by the 3 uturn users, with +1 genesect dealing over 50% damage and band victini's brick break an easy 2hko. and it's not 'pretty easy' to get sr up, the only sr user that can really threaten my xatu is air balloon heatran, but i just uturn it and go to dugtrio so there's generally not an issue with rocks. this core (+ ninetales and venusaur) was #1 on showdown ladder when i last checked, though i'm probably #2 by now. it's not hard to use and if you can predict well it's flat-out broken as far as i'm concerned.
 
@Lavos Spawn
How does your core work around Water/Ground types, and Rotom-W? I guess you use Victreebel to deal with those, but the core itself...

well the team it's on has victreebel, yeah...the core itself doesn't really deal with them though. it's the only real weakness i've found, hence the victreebel.

i don't think you should point out specific weaknesses to a core, though. they're not meant to be stand-alone, each core has and needs its own support to function at maximum capacity.
 
I think finding specific threats to these cores is exactly what we should be doing, it promotes discussion of how to use the cores properly. By pointing out how you need a strong grass type to deal with water/ground types helps other users use your core.

Btw im about to build new teams around both lavos' and jc104's cores :D sound awesome
 
I think finding specific threats to these cores is exactly what we should be doing, it promotes discussion of how to use the cores properly. By pointing out how you need a strong grass type to deal with water/ground types helps other users use your core.

Btw im about to build new teams around both lavos' and jc104's cores :D sound awesome

you have a good point, apologies to user 'iamdanielcruces' for questioning your methods.

there's not much to build, though, joeyboy...all you really do is slap a ninetales and a chloropyll user on it and it's a team. you could just roll with genesect/dugtrio/xatu and maybe build a rain team around those three. tornadus-t and thundurus-t in particular greatly appreciate not having to deal with opposing weather, and dugtrio could use extra u-turners/volt-switchers to help it trap things easier. give that a try, something along the lines of genesect/dugtrio/xatu/politoed/thundurus-t/tornadus-t.
 
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