After trying new cores, I came upon the idea of a Dark/Psychic/Fighting core to parallel the typical Fire/Grass/Water version. After testing various combos, including the use of Sawk, which I advise if anybody needs a scarfer; (Seriously, try it.) I came across the combination of Shiftry, Emboar, and how their typings held amazing synergy through their implementation of both cores. Immediately, I spotted a chance to fit the ever useful Slowking in, and voila. Double Triple Core.
I tested various sets and add-ons, (A Choice Band was necessary) I came to this.
Dissect, probe and dismantle, if you will.
Emboar @ Choice Scarf
Trait: Blaze
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Sleep Talk
- Flare Blitz
- Wild Charge
- Superpower
Pretty standard revenge-killer 'Boar. Scarf still manages to catch people by surprise, much to my own. Decent enough coverage, hitting very few things for only neutral damage. Inclusion of Sleep Talk allows to come in on Spore and Sleep powders from Smeargle/Amoongus and Lilligant respectively. Less preferable to bring on against Tangrowth, but a last resort if deemed necessary. New Jolly nature allows for an outpacing of the majority of the unboosted tier, excluding Accelgor and Aerodactyl; the first of which is handled anyway.
Contributes to the Fire and Fighting types of the DoubleCore.
Slowking @ Leftovers
Trait: Regenerator
EVs: 252 HP / 144 Def / 112 SDef
Calm Nature
- Fire Blast
- Surf
- Toxic
- Slack Off
Stall 'King switches into hits which would hurt Emboar (Psychic) and Shiftry (Fire); and most other special attacks too. New EV spread gives a check to CB Entei, and switch into the physical threats to the pair listed above. Toxic gives a nice stall option, combined with Slack Off. The choice of Fire Blast gives a check to switch in Grass types, and the ever present Escalvier and Ferroseed. (Thanks to Tank178 for suggestion) Overall, links well with pivot Amoonguss, forming a tertiary Regenerator core.
Contributes to the Water and Psychic types of the DoubleCore
Shiftry @ Life Orb
Trait: Chlorophyll
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Swords Dance
- Nature Power
- Seed Bomb
- Sucker Punch
I use NU in RU, F*uck me, right? No. This thing has stuff going for it. Decimates Bouffalants that switch in for the SapSipper boost, Dancing then Sucker Punch. Can deal a fair amount of damage even without a boost, surprising with Sucker Punch. Goes on to deal with Slowking well too, switching in on Psychics and Surf/Scalds, the latter risking only a burn.
Contributes the Grass and Dark types of the DoubleCore
Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Relaxed Nature
- Earthquake
- Stealth Rock
- Gyro Ball
- Roar
Suggested by col49. Steelix provides a 'solid buffer' to Druddigon, and just about any other physical threats; Bouffalant, Cincinno, and even Escavalier to a point; as well as providing a needed SR setter. As also noted by col49, defensive synergy with Slowking is evident; and prevention of setting up is achieved through the ever present Roar.
Amoonguss @ Black Sludge
Trait: Regenerator
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Sludge Bomb
- Giga Drain
- Spore
- Hidden Power [Fire]
'Dat pivot, now running HP Fire to check more switch-ins, and providing a better overall coverage; taking out Steels intent on setting up. Sludge Bomb over Clear Smog for that extra kick. As for the use of Spore, basic as it gets really. Spore, get out. The synergy with Slowking is also there, with Regenerator healing of any residual damage.
Aerodactyl @ Life Orb
Trait: Rock Head
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Roost
- Taunt
Still hits like a truck, and is fast like one too. Now works as one of the teams two obvious leads; taunting setters to prevent hazards. Blocks Smeargle straight out of the gate, as well as non-scarfed Uxie leads. Also works well to clean up endgame, EQ and Stone Edge giving decent enough coverage to finish off on top of SR damage.
Credit to col49 and Tank178 on advice
I tested various sets and add-ons, (A Choice Band was necessary) I came to this.
Dissect, probe and dismantle, if you will.

Emboar @ Choice Scarf
Trait: Blaze
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Sleep Talk
- Flare Blitz
- Wild Charge
- Superpower
Pretty standard revenge-killer 'Boar. Scarf still manages to catch people by surprise, much to my own. Decent enough coverage, hitting very few things for only neutral damage. Inclusion of Sleep Talk allows to come in on Spore and Sleep powders from Smeargle/Amoongus and Lilligant respectively. Less preferable to bring on against Tangrowth, but a last resort if deemed necessary. New Jolly nature allows for an outpacing of the majority of the unboosted tier, excluding Accelgor and Aerodactyl; the first of which is handled anyway.
Contributes to the Fire and Fighting types of the DoubleCore.

Slowking @ Leftovers
Trait: Regenerator
EVs: 252 HP / 144 Def / 112 SDef
Calm Nature
- Fire Blast
- Surf
- Toxic
- Slack Off
Stall 'King switches into hits which would hurt Emboar (Psychic) and Shiftry (Fire); and most other special attacks too. New EV spread gives a check to CB Entei, and switch into the physical threats to the pair listed above. Toxic gives a nice stall option, combined with Slack Off. The choice of Fire Blast gives a check to switch in Grass types, and the ever present Escalvier and Ferroseed. (Thanks to Tank178 for suggestion) Overall, links well with pivot Amoonguss, forming a tertiary Regenerator core.
Contributes to the Water and Psychic types of the DoubleCore

Shiftry @ Life Orb
Trait: Chlorophyll
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Swords Dance
- Nature Power
- Seed Bomb
- Sucker Punch
I use NU in RU, F*uck me, right? No. This thing has stuff going for it. Decimates Bouffalants that switch in for the SapSipper boost, Dancing then Sucker Punch. Can deal a fair amount of damage even without a boost, surprising with Sucker Punch. Goes on to deal with Slowking well too, switching in on Psychics and Surf/Scalds, the latter risking only a burn.
Contributes the Grass and Dark types of the DoubleCore

Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Relaxed Nature
- Earthquake
- Stealth Rock
- Gyro Ball
- Roar
Suggested by col49. Steelix provides a 'solid buffer' to Druddigon, and just about any other physical threats; Bouffalant, Cincinno, and even Escavalier to a point; as well as providing a needed SR setter. As also noted by col49, defensive synergy with Slowking is evident; and prevention of setting up is achieved through the ever present Roar.

Amoonguss @ Black Sludge
Trait: Regenerator
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Sludge Bomb
- Giga Drain
- Spore
- Hidden Power [Fire]
'Dat pivot, now running HP Fire to check more switch-ins, and providing a better overall coverage; taking out Steels intent on setting up. Sludge Bomb over Clear Smog for that extra kick. As for the use of Spore, basic as it gets really. Spore, get out. The synergy with Slowking is also there, with Regenerator healing of any residual damage.

Aerodactyl @ Life Orb
Trait: Rock Head
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Roost
- Taunt
Still hits like a truck, and is fast like one too. Now works as one of the teams two obvious leads; taunting setters to prevent hazards. Blocks Smeargle straight out of the gate, as well as non-scarfed Uxie leads. Also works well to clean up endgame, EQ and Stone Edge giving decent enough coverage to finish off on top of SR damage.
Credit to col49 and Tank178 on advice