Other Good Cores (V2)

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Charizard @ Charizardite - Y
Ability: Blaze (Drought)
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest/Timid < Need Calc
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 8 SpA / 248 Spe
Nature: Hasty/Naive
- Fire Blast
- Outrage/Dragon Claw
- Earthquake
- Stone Edge

Summary of Core: I use this core with the thought to break as many walls with these two as possible. Both physical and specially defensive pokemon are covered (I'm talking to you Chansey and Hippowdon). Garchomp takes out special walls like Chansey and Charizard Y hurts almost anything that isn't an extremely effective special wall. The core plays off physical and special bias. Also type synergy is great. Garchomp' Fire Blast is amplified by drought, so that's also something to catch Ice Types off guard. I'll post more when I get home.
Hey, I've posted your core up, but can you write up a threats and support options paragraph 4 me please :3 thanks for the core!
 
This is an idea I had for a mixed core which has been working fantastically for me so far
images

Venusaur w/ Venusaurite

Modest, Chlorophyll --> Thick Fat

252 Spa / 128 Def / 128 SDef

* Giga Drain
* Sludge Wave
* Leech Seed
* HP Fire

250px-248Tyranitar.png


Tyranitar w/ Assault Vest

Adamant, Sand Stream

248 HP / 84 Atk / 176 SDef

* Crunch
* Pursuit
* Stone Edge
* Earthquake

Description -

Together, these two deal with so many of the main threats in today's meta. Due to Sand Stream, Tyranitar has ridiculous bulk when combined with Assault Vest, with M-Charizard and Gengar only being able to do ~60% damage with focus blast while easily OHKO'ing back. Venusaur offers protection against the fighting, water and fairy types that cause Tyranitar problem and can easily deal with them. When flying and psychic types come switch into Venusaur, you can simply go to Tyranitar who will take next to no damage from them and be able to KO with STAB Crunch or Stone Edge or hit with pursuit. HP Fire is run on Venusaur to deal with pokemon like scizor and ferrothorn which could otherwise cause this problem, with the EV's designed to obtain maximum healing from leech seed and giga drain, which have to be used due to Synthesis only healing 25% in sand. Tyranitar's attack EV's are to get a OHKO on offensive Charizard-X 100% of the time with.

Threats -

M-Pinsir is the biggest threat to this core, being able to KO with Close Combat and Return/Frustration. Staraptor and Honchkrow can OHKO both, but if banded will be easily dealt with switches. If sand is not up, pokemon like Reuniclus, Alakazam and Noivern can take out tyranitar with Focus Blasts and Venusaur with their STAB's.

Good Teammates -

A flying type would be appreciated to deal with Tyranitar's ground and steel weakness that is not covered by Venusaur. This also works perfectly with the need for something fast to clean up threats, so pokemon like Talonflame, Latios and Staraptor would work nicely. For a more defensive side, Skarmory would fit in well, being able to deal with M-Pinsir and other flying types.
Vena should probally run 252 Def Bold, 252 Spa, as tyranitar does the special walling, and 128/128 is inificient.

Sludge wave is also illegal btw
 
Vena should probally run 252 Def Bold, 252 Spa, as tyranitar does the special walling, and 128/128 is inificient.

Sludge wave is also illegal btw

I agree with this. Go full defensive, or 200/56 to avoid Cube from OHKOing you (for whatever reason you'd need to leave venu in on Cube). A strong hazard setter able to set up Stealth Rocks is important. That keeps Talonflame and MPinsir from switching-in so often, an provided the awesome defensive synergy the core provides, that will force out a lot of switches. I think Lando-T is a nice option, to keep offensive presence. Lando's weaknesses are covered by the core, it's immune to Ground which is always great for a switch in into strong Earthquakes.

Lando's set is really huge, it can sport an useful U-turn, Knock Off, EdgeQuake or whatever it is you need. I can provide the full set if required.
 
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?
With knock off being so prominent in today's Metagame, and both Porygon2 and Cofragrigus being sub-par pokemon, I fail to see how this is effective, bar the synergy that they share.

Anyone else's thoughts?

_____________
Also, I Added my own core in:

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gyarados-mega.gif

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Stone Edge
- Waterfall
- Earthquake
- Dragon Dance

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 84 HP / 252 SAtk / 172 Spd
Modest Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Fire]
- Thunderbolt
- Trick

This core runs off Mega Gyarados Late-Game sweeping. Now, M-Gyarados is an excellent late-game sweeper with it's great bulk and high attack, but it does have its fair share of flaws. It is easily walled by the likes of Slowbro, Skarmory, Mandibuzz, Ferrothorn, Chesnaught & Mega Venasuar (If Lacking Ice Fang) and Kyruem-B (If Lacking Stone Edge) Now here comes the good part. If Gyarados has Stone Edge instead of Ice Fang, Cube is out of the equation. Now that he's gone, Gothitelle can Trap and remove All of the threats. With one of the best abilitys in the game, Shadow Tag, it can trap many of Gyarados's Checks And remove them with Energy Ball, Thunderbolt, and Psychic.

This core works best when Gyarados isn't sent into play until it's checks and counters are removed by Gothitelle. If Gyarados stays at full Heath, it can come in on something that can't touch it, Say, Greninja, and force it out while possibly getting 2 dragon dances off. If Gothitelle has done its job, it's Good Game from then on. Gyarados can switch in early game if you need to lure its counters in, but it is generally not safe. Gothitelle only use after trapping is death fodder, but it's job was done nonetheless

There are a few things that are a danger to this core, mainly Conkeldor and Breeloom. Conk and Breloom can both revenge kill Gyarados, while gothitelle cant do anything about it as Conkeldor has Knock off and Breloom can put it to sleep. Conkeldor can be delt with to some extent by no mega evolving Gyarads, but the power loss is notiable pre-mega. Talonflame makes a great partner.
 
Charizard X can easily DD and destroy both with a +1 Flare blitz, if Mega-Scizor switches on P2's Twave it can set-up easily, Keldeo isn't really worried by any of the two neither...

A defensive core needs to check a good portion of the metagame, and i don't see how this core is better than skarm / bliss / clefable / quagsire / hippowdon and stuff...
 
New core
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Ice Beam
- Dark Pulse
- Hidden Power [Fire]
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Description: This core aims to remove Pinsir's checks and counters so it can sweep. It has great synergy with the DeoSharp core, as it fills in the rest of the team and it generally has great synergy. Scarf Exca is the most interesting of the bunch, as it is locked into one move. It spins and uses MB EQ, which removes one of Pinsir's main checks, Rotom-W. The rest are standard for attacking exca. Greninja has HP Fire to remove Skarmory, one of Pinsirs main counters. Ice beam removes Zapdos, another one of pinsir's main counters. One of the beauties of this core is that there isn't really anything this core can't handle; it may have trouble with scarf terrakion, but this is where the synergy of DeoSharp comes in. Terrakion has to keep switching and switching to the point where a Mega Pinsir quick attack takes it out. Keldeo? Take that bish out with a quick attack after hazard damage. This core has so much offensive potential its ridiculous. There is no surefire way to beat it. You have to allow the rape to happen, because this core doesn't take no for an answer. Scarf terrakion, scarf exca, jolly megazard x, and opposing scarf excas are checks, albeit somewhat shaky, but it can work nonetheless. Remember, hazard damage is paramount to keep this core unbeatable.



Skarmory counters the entire threatlist barring jolly megazard x, so it can be used as an alternate hazard setter, but I don't recommend it. Its really pick your poison with the rest of the team, but DeoSharp is generally the best partner core. Even then, there is no surefire way to beat the core as hazard damage from deosharp stacks up. Jolly megazard x poses the biggest threat, as it isn't outsped by scarf exca after one DD. If hazards manage to get removed, then this core is MUCH easier to handle, though it may either be at the cost of several pokes or not removing them at all.
tl;dr

th
 
Last edited:
New core
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Surf
- Ice Beam
- Dark Pulse
- Hidden Power [Fire]
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Description: This core aims to remove Pinsir's checks and counters so it can sweep. It has great synergy with the DeoSharp core, as it fills in the rest of the team and it generally has great synergy. Scarf Exca is the most interesting of the bunch, as it is locked into one move. It spins and uses MB EQ, which removes one of Pinsir's main checks, Rotom-W. The rest are standard for attacking exca. Greninja has HP Fire to remove Skarmory, one of Pinsirs main counters. Ice beam removes Zapdos, another one of pinsir's main counters. One of the beauties of this core is that there isn't really anything this core can't handle; it may have trouble with scarf terrakion, but this is where the synergy of DeoSharp comes in. Terrakion has to keep switching and switching to the point where a Mega Pinsir quick attack takes it out. Keldeo? Take that bish out with a quick attack after hazard damage. This core has so much offensive potential its ridiculous. There is no surefire way to beat it. You have to allow the rape to happen, because this core doesn't take no for an answer.
tl;dr

th
Seems like a great core. Before adding it in, I need a threat list (there are threats, find some :3) and support options. Also love the tl;dr pic
 
This is a pretty great wall breaking core that I've used and seen around on the ladder. Take note that according to the team its on, Tyranitar or Aeigislash can serve as better pursuit users than Bisharp.

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SAtk / 30 SDef
- Secret Sword
- Hydro Pump
- Surf/Scald
- Hidden Power [Flying]


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Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Pursuit
- Iron Head
- Sucker Punch


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Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]/ Sludge Wave/ U-turn (change to Naive)
- Earth Power
- Psychic
- Focus Blast

How the core works:
The Landorus/Keldeo/Pursuit User core is a fantastic wall breaking core for HO teams. Both Keldeo and Landorus hit increadibly hard, while hitting a somewhat similar spectrum of mons, which is mostly good, as many defensive cores on stall teams can become overwhelmed. Landorus can hit what Keldeo cannot, such as Venusaur and Keldeo can easily take on what Landorus struggles to take down such as Mandibuzz. Both of these mons have some trouble with Latias, and to a lesser degree, Chansey and Blissey. This is where Bisharp (and other pursuit users such as Tyranitar) comes in. Bisharp can comfortably take anything from Latias and pursuit it on the way out, in order to allow Landorus-I and Keldeo to do their job better. It can also easily switch into Chansey, and pursuit it for a small amount of damage, allowing Landorus-I to 2HKO it on the next switch in with focus blast. Bisharp noteably works well in conjunction with hazard stacking as well, as it can come into various defogs (such as Latios) and recieve a +2 boost.

Threats to the core:
There are very few defensive mons that can deal with this core. Defensive Gyrados, Chansey, and Sylveon all do fairly well against Keldeo and Landorus, though all three have to watch out for Bisharp (Defensive Gyarados just has to be sure not to switch in on it). Bisharp can't switch into Sylveon's Hyper Voice without taking heavy damage, so it generally won't want to switch into it.

The core has many more offensive threats. Faster pokemon such as Greninja, Thundurus-I, Talonflame, and Mega-Gyrados, and pokemon with enough bulk and power to do heavy damage such as Azumarill all do well against this core. Mega-Gyarados in particular can easily come in on Keldeo and DD. Once it mega-evolves, Bisharp becomes unable to revenge kill it with sucker punch.

Supporting the core:
Deoxys-D supports Bisharp with hazard stacking, which pressures the opposing team to use defog. The hazards themselves are also of great use in terms of wall breaking, as they make a few 2HKO's (such as Chansey's) a little easier to reach. Pokemon that can deal with Talonflame, Azumarill, Gyarados, and Greninja (all pokemon that threaten the core) work great with this core. Thundurus-I fits this role nicely. Strong sweepers, such as Mawile Charizard-X, or Mega-Gyarados can take advantages of the holes torn in the opposing team.
 
This is a pretty great wall breaking core that I've used and seen around on the ladder. Take note that according to the team its on, Tyranitar or Aeigislash can serve as better pursuit users than Bisharp.

677.png

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SAtk / 30 SDef
- Secret Sword
- Hydro Pump
- Surf/Scald
- Hidden Power [Flying]


655.png

Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Pursuit
- Iron Head
- Sucker Punch


675.png

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]/ Sludge Wave/ U-turn (change to Naive)
- Earth Power
- Psychic
- Focus Blast

How the core works:
The Landorus/Keldeo/Pursuit User core is a fantastic wall breaking core for HO teams. Both Keldeo and Landorus hit increadibly hard, while hitting a somewhat similar spectrum of mons, which is mostly good, as many defensive cores on stall teams can become overwhelmed. Landorus can hit what Keldeo cannot, such as Venusaur and Keldeo can easily take on what Landorus struggles to take down such as Mandibuzz. Both of these mons have some trouble with Latias, and to a lesser degree, Chansey and Blissey. This is where Bisharp (and other pursuit users such as Tyranitar) comes in. Bisharp can comfortably take anything from Latias and pursuit it on the way out, in order to allow Landorus-I and Keldeo to do their job better. It can also easily switch into Chansey, and pursuit it for a small amount of damage, allowing Landorus-I to 2HKO it on the next switch in with focus blast. Bisharp noteably works well in conjunction with hazard stacking as well, as it can come into various defogs (such as Latios) and recieve a +2 boost.

Threats to the core:
There are very few defensive mons that can deal with this core. Defensive Gyrados, Chansey, and Sylveon all do fairly well against Keldeo and Landorus, though all three have to watch out for Bisharp (Defensive Gyarados just has to be sure not to switch in on it). Bisharp can't switch into Sylveon's Hyper Voice without taking heavy damage, so it generally won't want to switch into it.

The core has many more offensive threats. Faster pokemon such as Greninja, Thundurus-I, Talonflame, and Mega-Gyrados, and pokemon with enough bulk and power to do heavy damage such as Azumarill all do well against this core. Mega-Gyarados in particular can easily come in on Keldeo and DD. Once it mega-evolves, Bisharp becomes unable to revenge kill it with sucker punch.

Supporting the core:
Deoxys-D supports Bisharp with hazard stacking, which pressures the opposing team to use defog. The hazards themselves are also of great use in terms of wall breaking, as they make a few 2HKO's (such as Chansey's) a little easier to reach. Pokemon that can deal with Talonflame, Azumarill, Gyarados, and Greninja (all pokemon that threaten the core) work great with this core. Thundurus-I fits this role nicely. Strong sweepers, such as Mawile Charizard-X, or Mega-Gyarados can take advantages of the holes torn in the opposing team.

This core is very similar to the Charizard Y core, so I'm going to make that core CharY / Landorus + Keldeo + Pursuit user.
 
This core is very similar to the Charizard Y core, so I'm going to make that core CharY / Landorus + Keldeo + Pursuit user.

That sounds fine, but if you do combine them, you should note that they require a different amount of support (Charizard needs rocks gone, Landorus-I can function with defog/rapid spin support) and that they have a few things that distinguish them such as their speed tier, and the fact that Landorus-I hits much harder outside of its main stab (Charizard only hits like a absolute monster on fire blast).
 
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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

663.png

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, which 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 that lacks a good recovery move 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 Revenge kill a lot of threatening sweepers like Charizard-X or Mega-Scizor. 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 which can check your flying priorities pretty darn well. It's also a good switch to Tyranitar which 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, OHOK-ing 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 Thunder-wave Talonflame, switch on Pinsir's priority Quick Attack and can slam Excadrill with Focus Blast predicting. An Electric-type like Thundurus, Rotom-w / -h or Raikou that can absorb Thunder-wave is a great teammate, they can also help the core setting up with Volt Switch and keeping the offensive momentum of this type of core.​

I know that some people already posted this type of core but I think mine is pretty complete. Sorry for the grammar error, English isn't my main language.
 
I know that some people already posted this type of core but I think mine is pretty complete. Sorry for the grammar error, English isn't my main language.
Excadrill is more of a support option to the Talonflame + Pinsir core, and there's already a talonflame + Pinsir core up, which mentions it.
 
One core that has worked incredibly for me:

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 184 SDef / 76 Spd
Careful Nature
- Roost
- Will-O-Wisp
- Brave Bird
- Bulk Up


Aegislash @ Leftovers
Ability: Stance Change
EVs: 244 HP / 252 SAtk / 12 SDef
Quiet Nature
- Shadow Ball
- Sacred Sword
- Toxic
- King's Shield


While obvious these two pokemon together have some major threats such as thundorous, they both are incredibly effective and not to difficult to build around. Personally I use these two with excadrill, ttar, breloom, and mega-gyarados. Thoughts?
 
Excadrill is more of a support option to the Talonflame + Pinsir core, and there's already a talonflame + Pinsir core up, which mentions it.

Support option yeah...but you can't play them without it...and that pretty much the definition of a core. Excadrill is the only one that fits this role perfectly, starmie/forrretress/hitmontop or any spinner you want wont do the job as good, and Offensive Defog users throw away your hazards as well and they are way too pursuit/defiant weak to clean up in the long run. This core is HO-oriented and Excadrill fits way too perfectly to be counted as outside of the core.

But alright then, I'll find something new !
 
214_mega.png

Heracross @ Heracronite
Ability: Guts / Moxie
EVs: 28 HP / 252 Atk / 228 Spd
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed

485-frame1.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Toxic

This core is an offense / defense core, but I would say it's more of bulky offense. The idea here is that Mega Heracross can trample teams, but not if the opponent can Will-O-Wisp it, Toxic it, or send in Talonflame, Charizard, Aegislash, or Skarmory. Heatran just so happens to be able to stop those threats and wall quite a few of them. It sets up rocks and can phaze, which helps give Mega Heracross a little extra help against things it can't quite OHKO, and together, they cover each other's weaknesses, except water. However, water isn't a huge problem when Bullet Seed on Mega Hera can do damage such as:

252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 0 Def Mega Blastoise: 340-410 (93.9 - 113.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 252 Def Rotom-W: 300-360 (98.6 - 118.4%) -- guaranteed OHKO after Stealth Rock
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 252+ Def Milotic: 340-400 (86.2 - 101.5%) -- approx. 93.8% chance to OHKO after Stealth Rock

A lot of people would call me stupid for running Bullet Seed and not Earthquake. The reason for that is that Aegislash doesn't really warrant the move slot. I'd rather be able to kill Rotom-W and any other bulky water with Bullet Seed than to rely on Earthquake, a move people often expect and carry an Air Balloon for. Besides, this is a thing:

252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 0 Def Aegislash-Blade: 170-200 (52.4 - 61.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Another thing you might ask for are the reasons for Heracross' EVs. The EVs put Heracross ahead of Bisharp and Rotom-W in speed, as well as having maximum power.


The main threats to the core are physically defensive ground types. Hippowdon, Gliscor, etc. Hippowdon is easily 2HKO'd by Bullet Seed, but Gliscor is tougher to kill. On sets without EQ (Which exist, my Air Balloon Aegislash learned that the hard way), Heatran's Roar can go through their sub, making them less of a pain at the moment. Another problem can be bulky waters that predict the switch to Heracross and Will-O-Wisp. To be fair, it would be strange to keep Heatran in on a water type.


Bulky grass types are great friends to the core, specifically Celebi. Physically defensive Celebi with Thunder Wave can make it easier for Heracross to outspeed things and get free kills, and the bulkiness helps against physical attackers. Also, it's a great way to shrug off incoming status with Natural Care, and a good answer to those bulky water types and defensive ground types. Using the three of these Pokemon, you have a core that fits the standards of bulky offense.


Here are some replays:
http://replay.pokemonshowdown.com/ou-102300211
http://replay.pokemonshowdown.com/ou-100042612
http://replay.pokemonshowdown.com/ou-105678761
 
214_mega.png

Heracross @ Heracronite
Ability: Guts / Moxie
EVs: 28 HP / 252 Atk / 228 Spd
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed

485-frame1.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Roar
- Toxic

This core is an offense / defense core, but I would say it's more of bulky offense. The idea here is that Mega Heracross can trample teams, but not if the opponent can Will-O-Wisp it, Toxic it, or send in Talonflame, Charizard, Aegislash, or Skarmory. Heatran just so happens to be able to stop those threats and wall quite a few of them. It sets up rocks and can phaze, which helps give Mega Heracross a little extra help against things it can't quite OHKO, and together, they cover each other's weaknesses, except water. However, water isn't a huge problem when Bullet Seed on Mega Hera can do damage such as:

252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 0 Def Mega Blastoise: 340-410 (93.9 - 113.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 252 Def Rotom-W: 300-360 (98.6 - 118.4%) -- guaranteed OHKO after Stealth Rock
252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 252+ Def Milotic: 340-400 (86.2 - 101.5%) -- approx. 93.8% chance to OHKO after Stealth Rock

A lot of people would call me stupid for running Bullet Seed and not Earthquake. The reason for that is that Aegislash doesn't really warrant the move slot. I'd rather be able to kill Rotom-W and any other bulky water with Bullet Seed than to rely on Earthquake, a move people often expect and carry an Air Balloon for. Besides, this is a thing:

252+ Atk Mega Heracross Rock Blast (5 hits) vs. 252 HP / 0 Def Aegislash-Blade: 170-200 (52.4 - 61.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Another thing you might ask for are the reasons for Heracross' EVs. The EVs put Heracross ahead of Bisharp and Rotom-W in speed, as well as having maximum power.


The main threats to the core are physically defensive ground types. Hippowdon, Gliscor, etc. Hippowdon is easily 2HKO'd by Bullet Seed, but Gliscor is tougher to kill. On sets without EQ (Which exist, my Air Balloon Aegislash learned that the hard way), Heatran's Roar can go through their sub, making them less of a pain at the moment. Another problem can be bulky waters that predict the switch to Heracross and Will-O-Wisp. To be fair, it would be strange to keep Heatran in on a water type.


Bulky grass types are great friends to the core, specifically Celebi. Physically defensive Celebi with Thunder Wave can make it easier for Heracross to outspeed things and get free kills, and the bulkiness helps against physical attackers. Also, it's a great way to shrug off incoming status with Natural Care, and a good answer to those bulky water types and defensive ground types. Using the three of these Pokemon, you have a core that fits the standards of bulky offense.


Here are some replays:
http://replay.pokemonshowdown.com/ou-102300211
http://replay.pokemonshowdown.com/ou-100042612
http://replay.pokemonshowdown.com/ou-105678761
The ever-common rotom-w completes the dual core, since wash takes out both hippo and glis. With that u have an extremely sturdy defensive-bulky offenSive triad that is very difficult to break through
 
excadrill.jpg


Excadrill @ Air Balloon
Ability: Mold Breaker / Sand Rush
EVs: 252 Atk / 240 Spd / 16 HP
Adamant / Jolly Nature
- Earthquake
- Iron Head / Rock Slide
- Swords Dance
- Rapid Spin

latias.jpg


Latias @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Draco Meteor
- Defog
- Healing Wish
- Thunderbolt / Psyshock / Hidden Power Fighting

The main purpose of this core is to support it's own team by control the opponents hazards, with out giving the opponent an easy/predictable opportunity to abuse the turn you use either Rapid Spin or Defog. A team supporting offensive core if you will.

How the core works:
A great hazard control core, more suited towards an offensive playstyle/team, this pair is well suited to teams that like to keep offensive synergy through smart plays and defensive typing. Most teams usually have ways to deal with either of these two Pokemon. Whether that be through air balloon Aegislash, and the Defiant abusers; Bisharp & Thundurus. By using a combination of the two, it takes much more pressure off the player to keep just one single hazard controller alive - that's if you were to only use one. It allows a smart player to abuse the threat of an incoming Rapid Spin/Defog against most Hyper Offence teams and predict accordingly with the upper hand. Although the usual switch-ins to Excadrill & Latias are notable threats, when used in tandem, they are able to provide offensive pressure that is sure to keep the opponent on their toes. Excadrill is able to be used in a more offensive manner against Aegislash, Bisharp & Thudurus, through a combination of Earthquake and Rock Slide. Latias can put pressure on bulky waters that threaten Excadrill, notably Azumarill, but can also be used to hurt Mega-Venusaur and, even lure Bisharp & Tyranitar dealing massive damage with HP Fight KOing the former and 2HKOing the latter depending on it's EV spread.

Threats to the core:
Since this core does a great job at luring and hurting the usual switch-ins to both Excadrill & Latias those Pokemon aren't as much of an issue. There still are few threats to the core itself. Chansey & Ferrothorn can both come in on Latias and start setting up; popping Excadrill's Air-Balloon in the process. Quagsire fears nothing from Excadrill and can survive a Draco Meteor from Latias and Recover off the damage.

Offensive threats give the core a lot more trouble, ironically, if Defiant Thundurus-I were to get in safely it could start causing havoc with a set containing Superpower & Knock Off. Mega-Scizor & Mega-Mawile get a mention for netting a free switch against Latias. Other threats include Latios, Greninja, Talonflame, Landorus-I and Weavile. Aegislash holding an air-balloon can come in to revenge kill either, especially troublesome if it comes in on Excadrill - as Latias can still pop the balloon if Aegislash were to come in against it.

Supporting the core:
Hazards are a must to make use of the amount of switches that this core will be creating. A great Pokemon that has excellent synergy with this core is Landorus-T setting up hazards, as well as being a check/counter to defiant Thundurus-I, Mega-Scizor, Mega-Mawile, Talonflame & Aegislash. Other Pokemon such a Hippowdon and Tyranitar fill a similar role, setting up hazards but also providing sand support for Sand Rush Excadrill to abuse, turning it into a deadly sweeper. Keldeo is great to counter Weavile & Bisharp just incase it manages to get the +2.

Pokemon that enjoy the removal of entry hazards also have great offensive synergy with this core. Talonflame, Mega-Pinsir, Gyarados, Mega-Charizard X & Y, Thundurus, Volcarona and Dragonite all appreciate the removal of entry hazards from their side of the field.

Replay: http://replay.pokemonshowdown.com/ou-112187870

EDIT: Added Replay - Works crazy good with Stall Breaker Talonflame
 
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I might as well put a core.
Offensive Core

tarpaudpokemon-392x576.png


Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Toxic
- Rest
- Sleep Talk

250px-141Kabutops.png


Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Swords Dance

kingdra.jpg


Kingdra @ Life Orb
Ability: Swift Swim
EVs: 228 Spd / 252 SAtk / 4 SDef / 24 HP
Modest Nature
- Hydro Pump
- Draco Meteor
- Clear Smog
- Scald


This core is amazing. This core is life, this core is happiness, this core is the kind of core that sweeps teams. It's a rain core! Politoed of course sets up the rain, and is an absolute tank. Of course the only main purpose of Politoed is to set up rain. But, you can set up toxic and stall out for a long time with RestTalk. Kabutops and Kingdra are of course the stars of this core, with Swift Swim and awesome offensive stats. Kabutops has a good speed stat, and with a Swords Dance + Double Speed sweeps most of the tier. Waterfall is a nice STAB, and in the rain can dent most pokemon that don't resist it. Stone Edge is Kabutop's most powerful STAB. Low Kick covers most Steel Types and Dark Types. Kingdra is just as effective, yet on the special side. 228 Speed EVs outspeed Scarf Latios, which is truly a threat. Although this moveset seems crazy, bear with me. Hydro Pump is your primary STAB, is boosted by rain, and does a ton of damage to most pokemon who don't resist it. Draco Meteor is apeshit when it comes to damage, but it may need to be a last-resort move due to the special attack drop. Clear Smog is supposed to be what's being seen a lot now: Baton Pass teams. Clear Smog also hurts Calm Minders, and Swords Dance users with the exception of Aegislash. Scald is there for the burn, although it's also nice for not missing.

+2 252+ Atk Life Orb Kabutops Low Kick (120 BP) vs. 252 HP / 0 Def Filter Mega Aggron: 244-289 (70.9 - 84%) -- guaranteed 2HKO

+2 252+ Atk Life Orb Kabutops Stone Edge vs. 252 HP / 252 Def Shuckle: 361-429 (147.9 - 175.8%) -- guaranteed OHKO

+2 252+ Atk Life Orb Kabutops Stone Edge vs. 252 HP / 232+ Def Skarmory: 246-290 (73.6 - 86.8%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 252+ Def Gastrodon: 313-370 (73.4 - 86.8%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 252+ Def Florges in Rain: 472-555 (131.1 - 154.1%) -- guaranteed OHKO

252+ SpA Kingdra Hydro Pump vs. 252 HP / 0 SpD Gastrodon in Rain: 282-333 (66.1 - 78.1%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Kingdra Hydro Pump vs. 252 HP / 0 SpD Skarmory in Rain: 321-378 (96.1 - 113.1%) -- 75% chance to OHKO

252+ SpA Kingdra Ice Beam vs. 252 HP / 252 SpD Latias: 114-136 (31.3 - 37.3%) -- 0% chance to 3HKO after Leftovers recovery

252+ SpA Kingdra Hydro Pump vs. 252 HP / 252+ SpD Clefable in Rain: 184-217 (46.7 - 55%) -- 14.1% chance to 2HKO after Leftovers recovery

252+ SpA Kingdra Hydro Pump vs. 252 HP / 0 SpD Slowbro in Rain: 144-169 (36.5 - 42.8%) -- 97.9% chance to 3HKO after Leftovers recovery

This core is extremely grass weak. The only counter we have to grass types is Kingdra. Kingdra resists it only neutrally as well, but does have Ice Beam to counter. Florges can traumatize Politoed and Kingdra, but Kabutops can OHKO with Waterfall. This core can cover most types well, though.
 
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