Other Good Cores (V2)

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Defensive (?) Core:

landorus-therian.gif
rotom-wash.gif
ferrothorn.gif


Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

Ferrothorn @ Leftovers / Rocky Helmet
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Power Whip / Gyro Ball
- Leech Seed
- Protect / Thunder Wave
- Stealth Rock / Spikes

This forms a sort of bulky VoltTurn-ish core. They cover each other's weaknesses really well. Ferrothorn baits out a Fire move so you can go into Rotom and get initiative. Rotom baits Grass, which Ferro can take easily. Lando-T baits Ice, which Rotom takes well. AV Lando-T deals with Aegislash with the boosted SpDef and Intimidate. Rotom is a solid Talonflame counter, and Ferro just sponges a lot of things. As for the sets, Scarfing Lando-T and changing Rotom to Volt Switch/Hydro Pump/Pain Split/WOW is also an option.

Threats for this core include Conkeldurr, who can Ice Punch Lando, power through Rotom with Drain Punch, and spam fighting moves on Ferro. Aegislash can also be dangerous once Lando is dead.

As for supporters, this core doesn't fear Rocks too much, but Defog Lati@s makes a great teammate. A cleric/Wish passer would fit in nicely, mainly Sylveon. The best Mega options are probably Mega Char X or Mega Pinsir. Lati@s handles Conkeldurr, but watch out for Knock Off/Ice Punch. Mega Char X counters Aegislash mildly well.
 
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Defensive (?) Core:

landorus-therian.gif
rotom-wash.gif
ferrothorn.gif


Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

Ferrothorn @ Leftovers / Rocky Helmet
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Power Whip / Gyro Ball
- Leech Seed
- Protect
- Stealth Rock

This forms a sort of bulky VoltTurn-ish core. They cover each other's weaknesses really well. Scarfing Lando-T and changing Rotom to Volt Switch/Hydro Pump/Pain Split/WOW is also an option.

Please do a right up of how the core works, it's threats, and support options. Thanks!
 
Tyranitar and Vena don't mix well. Venasaur becomes much less effective without sythisis, to a point where it's not worth using. Not sure if this Core is as effective as you explain. Just my opinion, someone else share there's please!

Question: Is this core worthy?

This core has been fantastic for me, my ranking has gone from about 1450 to 1650 and rising after using this. With Leech Seed and Giga Drain Venusaur still has ample health recovery and between them they take out so many of the common threats in this meta.
 
This core has been fantastic for me, my ranking has gone from about 1450 to 1650 and rising after using this. With Leech Seed and Giga Drain Venusaur still has ample health recovery and between them they take out so many of the common threats in this meta.
It's just the fact that is HAS to skip Sythisis. Cores like Vena + Heatran allow it to function better. Someone Else's Opinion Please?

Will get the rest of the cores up Tommorow, thanks everyone for the great ideas!
 
It's just the fact that is HAS to skip Sythisis. Cores like Vena + Heatran allow it to function better. Someone Else's Opinion Please?

Will get the rest of the cores up Tommorow, thanks everyone for the great ideas!

Um, what? Venusaur can be just as effective without synthesis. He has Leech Seed and Giga Drain. Isn't that enough guaranteed recovery?

By the way, imo this core is just amazing. I use it on some of my OU teams and it works wonders. Tyranitar has the physical bulk as well as Venusaur having the special bulk. AV on Tyranitar is also awesome. With this core, you hit super-effectively on the following types:

Water, Rock, Ground, Bug, Steel, Fairy, Grass, Ghost, Dark, Flying, Fire, Poison.

That's 10 types. With 2 pokemon, you cover 10 types. Tell me that isn't awesome. That's not just a good core, that's an amazing core. Defensively, you're not safe from as many types, but either one of those two pokemon can take a physical or special hit.

Please include this core.
 
Gonna post an XY Classic...

Double Bird (Bird Spam)

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talonflame.gif



Pinsir @ Pinsirite
Ability: Moxie
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Quick Attack
- Frustration
- Swords Dance
- Earthquake

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp


Description: Pinsir, the wallbreaker, and Talonflame, the late-game cleaner, break down each other's counters with their STAB Flying moves. Counters and checks are quickly worn down with the pressure of two flying types. Both Pokes have Priority flying type moves that they can use to clean up after the counters have been sufficiently worn down.

Threats: STEALTH ROCK. Defog or Rapid Spin support is absolutely mandatory for this core, as both Pokemon are weak to it and will take 25 (Pinsir's first switch) or 50%. Talonflame is a kamikaze Pokemon, so keeping it at higher health is ideal for this core. Thundurus can deal with this core, as it's faster than both members, resists the Flying-Type Priority, and OHKOs with T-bolt.

Teammates: This core likes a way to get around Skarmory and Rotom-Wash. They CAN be dealt with, but usually at the cost of a team member. Choice Specs Magnet Pull Magnezone is fantastic at taking out these two, and it traps Skarmory too. Its Steel-Type STAB also takes out any Rock types with ease. Also, the typings pair up very well, with Magnezone's Fighting and Ground weaknesses are covered by both Pokes, and the shared Rock and Electric weakness in the double-bird core is covered by Magnezone. An ally with Defog or Rapid Spin Support is also necessary. Hazards on the opponent's side of the field can help wear down counters, so a SR setter is usually included with this core. A cleric to heal HP (especially for Talonflame) and to cure paralysis is also appreciated, so Chansey, being able to set SR and be a cleric, is a good choice to complement this core. Staraptor, a third member to the Bird Spam, could be added. However, this would add many Rock and Electric weaknesses to your team, as well as putting even more pressure on the hazard control.
 
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Gonna post an XY Classic...

Double Bird (Bird Spam)

pinsir-mega.gif
talonflame.gif



Pinsir @ Pinsirite
Ability: Moxie
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Quick Attack
- Frustration
- Swords Dance
- Earthquake

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp


Description: Pinsir, the wallbreaker, and Talonflame, the late-game cleaner, break down each other's counters with their STAB Flying moves. Counters and checks are quickly worn down with the pressure of two flying types. Both Pokes have Priority flying type moves that they can use to clean up after the counters have been sufficiently worn down.

Threats: STEALTH ROCK. Defog or Rapid Spin support is absolutely mandatory for this core, as both Pokemon are weak to it and will take 25 (Pinsir's first switch) or 50%. Talonflame is a kamikaze Pokemon, so keeping it at higher health is ideal for this core. Thundurus can deal with this core, as it's faster than both members, resists the Flying-Type Priority, and OHKOs with T-bolt.

Teammates: This core likes a way to get around Skarmory and Rotom-Wash. They CAN be dealt with, but usually at the cost of a team member. Choice Specs Keldeo can get through both of these with Hydro Pump and Secret Sword, respectively. An ally with Defog or Rapid Spin Support is also necessary. Hazards on the opponent's side of the field can help wear down counters, so a SR setter is usually included with this core. A cleric to heal HP (especially for Talonflame) and to cure paralysis is also appreciated, so Chansey, being able to set SR and be a cleric, is a good choice to complement this core. Staraptor, a third member to the Bird Spam, could be added. However, this would add many Rock and Electric weaknesses to your team, as well as putting even more pressure on the hazard control.

Mabye mention CS Magnezone as a teammate, trapping Skarm?
 
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move 1: Rapid Spin
move 2: Earthquake
move 3: Iron Head
move 4: Rock Slide
ability: Mold Breaker
item: Choice scarf
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

or


move 1: Rapid Spin
move 2: Earthquake
move 3: Iron Head / Swords dance
move 4: Rock Slide
ability: Sand Rush
item: Life orb / Leftovers / Air Balloon
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

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move 1: Brave Bird
move 2: Flare Blitz
move 3: U-turn
move 4: Tailwind / Roost
ability: Gale Wings
item: Choice Band / Sharp Beak
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
megapinsir_zpse469c1b2.gif

move 1: Swords Dance
move 2: Quick Attack
move 3: Return
move 4: Earthquake
ability: Hyper Cutter / Moxie
item: Pinsirite
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe​

The "double-bird" core is pretty awesome and one of my favorites. I'm gonna explain from the bottom to the top:
Mega-Pinsir has established himself as one of the best Mega-evolutions of the metagame: really threatening base attack stat, more than enough speed to be faster than a good portion of the metagame that is not scarfed and good lord...dat ability. A stabbed Return and a awesome Flying-type stabbed priority.​

Next-up is the second bird of the core, Talonflame, who is without doubt the best Revenge Killer of the metagame. Him and Pinsir shares the same checks, so it's pretty easy to weaken the counters who lacks a good way of recovery like Rotom-w, Raikou or Thundurus with one bird to help the other one finish it off. Besides that it is still a very good mon in itself and it will help you. You can try the SDNatural gift+Grass type berry version if you really want to lure Rotom-w and kill it for sure, but you will lose a lot of Revenge Killing power and you won't kill Rotom-h.​

Excadrill is the last member of the core, and the obvious spinner, taking out those annoying Stealth Rocks which halves the life of my birds. Excadrill with a choice scarf is a pretty good switch to Thundurus/Mega Manectric/Raikou and Zapdos who can check your flying priorities pretty darn well. It's also a good switch to Tyranitar who is a hard counter to Talonflame.
If you have Tyranitar in your team, you can try the Sand Rush Life orb version which is still a great revenge killer for any electric type without being locked, even though you can't kill Rotom with Earthquake and Mold Breaker, you will do a lot more damage to weaken him down for your birdies.​

Keldeo is the most threatening pokemon of this core, OHOKING all 3 of the mons with a Choice specs'd Hydro Pump, but since this core is really made for hyper offensive teams, you won't have any problem revenge killing it with two flying priorities. Thundurus can twave Talonflame, switch on Pinsir's priority Quick Attack and beats Excadrill if it's the Nasty Plott version. An electric type like Thundurus, Rotom-w or -h or Raikou who can absorb Thunder-wave is a great teammate, they can also help the core setting up with Volt Switch.​
 
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It's just the fact that is HAS to skip Sythisis. Cores like Vena + Heatran allow it to function better. Someone Else's Opinion Please?

Will get the rest of the cores up Tommorow, thanks everyone for the great ideas!

IMO I think Venusaur gets enough recovery with G-Drain and Leech Seed. Synthesis isn't 100% necessary if you have the two forms of recovery. I think it's a good enough core to be included, it covers many types well.
 
Any comments on my write-up?
I think ScarfTar is more useful as a Pursuit Trapper as opposed to Band because it's able to outspeed and OHKO Thundurus, which is a huge threat to your core. Physical Thundurus with Superpower is becoming more common, and the ability to kill it before it slaughters your core is very important.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 228 Spd / 252 Atk / 28 HP
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake
This spread outspeeds Max Speed Thundurus by 1 Point and kills it with Stone Edge.

The rest of your write-up looks great.
 
How about this offensive core?

250px-637Volcarona.png
250px-576Gothitelle.png
250px-445Garchomp.png


Volcarona (F) @ Leftovers

Trait: Flame Body

EVs: 240 HP / 252 Def / 16 Spd

Timid Nature (+Spd, -Atk)

- Bug Buzz

- Fiery Dance

- Quiver Dance

- Roost



Gothitelle (M) @ Choice Scarf

Trait: Shadow Tag

EVs: 252 HP / 120 Def / 136 Spd

Bold Nature (+Def, -Atk)

- Psyshock

- Trick

- Taunt

- Rest



Garchomp (F) @ Choice Scarf

Trait: Rough Skin

EVs: 4 HP / 252 Atk / 252 Spd

Jolly Nature (+Spd, -SAtk)

- Earthquake

- Outrage

- Stone Edge

- Fire Fang


Volcarona can set up on a lot of Pokemon in OU and with a few boosts destroys anything that doesn't resist it's STAB combo. It's good bulk, Flame Body and ability to boost it's Sp.Def make it difficult to take down without Toxic, whilst it hits hard. However, it struggles to get past certain walls and sweepers, like Talonflame, Blissey/Chansey and Heatran especially.

This Gothitelle murders stall. If Chansey dares switch in to Volcarona, Gothitelle comes in, Tricks it a scarf then either Taunts a non-attacking move, or rest-stalls Seismic Toss. Then, just before it struggles itself to death, get your Scarf back and go to work on another wall later. It's gimmicky but it beats so many different walls and there's nothing they can do about it.

ScarfChomp beats any sweepers which Volc struggles with. STAB EQ destroys Heatran, of course, whereas Rough Skin and then Outrage or SE kills Talonflame. Tyranitar can't beat it without +2 speed and Chomp can also clean up after Volcarona goes to work.

This core is by no means perfect - Azumarill and Landorus can beat it, but the offensive pressure that it provides is scary.

Thoughts?

I'm not sure what the correct EV's are for this Gothitelle actually, that's just a guess. I run speed to try and outrun after the trick, to get it back, but not sure.
 
I think ScarfTar is more useful as a Pursuit Trapper as opposed to Band because it's able to outspeed and OHKO Thundurus, which is a huge threat to your core. Physical Thundurus with Superpower is becoming more common, and the ability to kill it before it slaughters your core is very important.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 228 Spd / 252 Atk / 28 HP
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake
This spread outspeeds Max Speed Thundurus by 1 Point and kills it with Stone Edge.

The rest of your write-up looks great.

252 Atk Tyranitar Pursuit (80 BP) vs. 4 HP / 0 Def Latias: 294-348 (97.3 - 115.2%) -- 81.3% chance to OHKO
(294, 296, 300, 306, 308, 312, 314, 318, 320, 326, 330, 332, 336, 338, 342, 348)

It missed out on the guaranteed OHKO though :( Otherwise great suggestion :)

EDIT: changed to ScarfTar
 
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I'm not sure what the correct EV's are for this Gothitelle actually, that's just a guess. I run speed to try and outrun after the trick, to get it back, but not sure.

I've never used Goth, but after seeing this set elsewhere I did calcs and such to find a good spread. I came up with 252 HP / 112 Def / 44 SpA / 100+ SpD, which turns 0 Atk Gliscor's EQ into a 4HKO (needed to beat it if it uses EQ before being Tricked) and lets Goth beat even the most physically defensive 4 SpA Mega Venusaur with Psyshock about 99.3% of the time (might be slightly off, Giga Drain healing complicates things).

As for outspeeding things w/o the Scarf, Scarfed uninvested base 66 speed outspeeds even max speed Timid non-Scarf Goth.
 
I've never used Goth, but after seeing this set elsewhere I did calcs and such to find a good spread. I came up with 252 HP / 112 Def / 44 SpA / 100+ SpD, which turns 0 Atk Gliscor's EQ into a 4HKO (needed to beat it if it uses EQ before being Tricked) and lets Goth beat even the most physically defensive 4 SpA Mega Venusaur with Psyshock about 99.3% of the time (might be slightly off, Giga Drain healing complicates things).

As for outspeeding things w/o the Scarf, Scarfed uninvested base 66 speed outspeeds even max speed Timid non-Scarf Goth.

Oh. ok. I'll run that investment, seems pretty solid.
 
Relatively new to the forum but still pretty competitive in the XY community. Here's the Defensive Core that i use for one of my teams:

DEFENSIVE CORE
Cofagrigus @ leftovers
Ability: Mummy
EVs: 248 HP/252 Def/8 SpD
Bold Nature
-WoW
-Shadow Ball
-Pain Split
-Knock-Off

Porygon2 (PG-13) @ Eviolite
Ability: Trace
EVs: 252 HP/32 Def/224 SpD
Calm Nature
-Thunderbolt
-Ice Beam
-T-Wave
-Recover

Compatibility: Cofagrigus and Porygon2 cover each others weaknesses very well, with cofagrigus being immune to porygon2's only weakness (fighting). Porygon2 can easily switch into any of cofagrigus' weaknesses (being immune to ghost and able to tank dark pulses all day). Both are very capable of spreading status, and cofagrigus can cripple physical attackers with Mummy and Knock-off. Great symmetry exists in being able to tank physical and special attacks by predicting correctly.

Threats: Powerful Knock-off users can easily break through Porygon2 and render him useless, while cofagrigus is hit hard and loses leftovers recovery. Neither is able to switch in without bad consequences. The Blobs (Blissey and Chansey) are near perfect checks; cofagrigus can only stay in to hit chansey with a knock-off before being pulled. They can be set-up fodder if played around correctly, due to their lack of substantial offensive presence.

Team Options: I run a team with cofagrigus, porygon2, alakazam, breloom, dragonite, and darmanitan. Cofagrigus and porygon2 work well with strong physical and special attackers (obviously). Cofagrigus and porygon2 can tank attacks and bolster strong immunities, allowing them to cripple opposing threats so that other teammates can clean-up. The team here isn't perfect, but is has near perfect coverage and is able to handle nearly any threat if played correctly.

Questions/Comments?
 
Relatively new to the forum but still pretty competitive in the XY community. Here's the Defensive Core that i use for one of my teams:

DEFENSIVE CORE
Cofagrigus @ leftovers
Ability: Mummy
EVs: 248 HP/252 Def/8 SpD
Bold Nature
-WoW
-Shadow Ball
-Pain Split
-Knock-Off

Porygon2 (PG-13) @ Eviolite
Ability: Trace
EVs: 252 HP/32 Def/224 SpD
Calm Nature
-Thunderbolt
-Ice Beam
-T-Wave
-Recover

Compatibility: Cofagrigus and Porygon2 cover each others weaknesses very well, with cofagrigus being immune to porygon2's only weakness (fighting). Porygon2 can easily switch into any of cofagrigus' weaknesses (being immune to ghost and able to tank dark pulses all day). Both are very capable of spreading status, and cofagrigus can cripple physical attackers with Mummy and Knock-off. Great symmetry exists in being able to tank physical and special attacks by predicting correctly.

Threats: Powerful Knock-off users can easily break through Porygon2 and render him useless, while cofagrigus is hit hard and loses leftovers recovery. Neither is able to switch in without bad consequences. The Blobs (Blissey and Chansey) are near perfect checks; cofagrigus can only stay in to hit chansey with a knock-off before being pulled. They can be set-up fodder if played around correctly, due to their lack of substantial offensive presence.

Team Options: I run a team with cofagrigus, porygon2, alakazam, breloom, dragonite, and darmanitan. Cofagrigus and porygon2 work well with strong physical and special attackers (obviously). Cofagrigus and porygon2 can tank attacks and bolster strong immunities, allowing them to cripple opposing threats so that other teammates can clean-up. The team here isn't perfect, but is has near perfect coverage and is able to handle nearly any threat if played correctly.

Questions/Comments?


Aegislash is good response to this core, since has the ability to put a Sub and start spam Shadow Ball and Scared Sword. Also, you could replace Shadow Ball with Hex in Cofagrigus; Also i use Infestation in my set just to trap , burn and Hex.
 
Aegislash is good response to this core, since has the ability to put a Sub and start spam Shadow Ball and Scared Sword. Also, you could replace Shadow Ball with Hex in Cofagrigus; Also i use Infestation in my set just to trap , burn and Hex.

I will note Aegislash as a potential threat, but let's see some calcs:

252- SpA Aegislash-Blade Shadow Ball vs. 248 HP / 8 SpD Cofagrigus: 252-296 (78.9 - 92.7%) -- guaranteed 2HKO after Leftovers recovery
Assuming it is full SpA aegislash, which it probably wont be if it's running sacred sword as well as shadow ball.
Cofagrigus can get off a burn onto aegislash and render him dead weight the rest of the match

252+ Atk Aegislash-Blade Sacred Sword vs. 252 HP / 32 Def Eviolite Porygon2: 170-200 (45.4 - 53.4%) -- 41% chance to 2HKO
Aegislash is gonna get paralyzed and be forced to switch.

Just because Aegislash can carry both fighting and ghost type moves doesn't make it a serious threat to the core. Aegislash isn't gonna come out unscathed in either matchup, and will fall to either a strong fire, ghost, or dark type move from the rest of the team.
 
I will note Aegislash as a potential threat, but let's see some calcs:

252- SpA Aegislash-Blade Shadow Ball vs. 248 HP / 8 SpD Cofagrigus: 252-296 (78.9 - 92.7%) -- guaranteed 2HKO after Leftovers recovery
Assuming it is full SpA aegislash, which it probably wont be if it's running sacred sword as well as shadow ball.
Cofagrigus can get off a burn onto aegislash and render him dead weight the rest of the match

252+ Atk Aegislash-Blade Sacred Sword vs. 252 HP / 32 Def Eviolite Porygon2: 170-200 (45.4 - 53.4%) -- 41% chance to 2HKO
Aegislash is gonna get paralyzed and be forced to switch.

Just because Aegislash can carry both fighting and ghost type moves doesn't make it a serious threat to the core. Aegislash isn't gonna come out unscathed in either matchup, and will fall to either a strong fire, ghost, or dark type move from the rest of the team.

First calc has 252-
Fixed: 252+ SpA Aegislash-Blade Shadow Ball vs. 248 HP / 8 SpD Cofagrigus: 306-360 (95.9 - 112.8%) -- 68.8% chance to OHKO

But Aegislash usually runs 252 SpA neutral nature if it's running mixed. That said...
252 SpA Aegislash-Blade Shadow Ball vs. 248 HP / 8 SpD Cofagrigus: 278-330 (87.1 - 103.4%) -- 18.8% chance to OHKO

Still has a chance to OHKO.
 
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