AAA Almost Any Ability Good Cores

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Banner by in the hills
Thread widely copied from the ou one
Approved by Sectonia and drampa's grandpa


A strong core is one of the most valuable things to form when creating a new team. Cores are typically made up of a group of Pokémon that, when used together, work excellently toward accomplishing a specific goal, and any good player uses them, intentionally or not. The majority of cores have varying characteristics that allow them to triumph in different areas, and depending on your team, cores can be built to succeed offensively or defensively. An offensive core is a group of Pokémon that are both focused towards and designed to enable the team to break through most other team styles while being balanced for general play. A defensive core is a group of Pokémon chosen to give a team a solid set of resistances and the ability to switch into many of the common and threatening attacks in the metagame, allowing it to stick around long enough to win the match. A balanced core is typically a core composed of one wall and one offensive Pokémon, each supporting the other in some way ; although this category offers more flexibility than the others, as some pokemon can be considered both offensive and defensive in different ways. Overall, cores function as a fantastic base or starting point for a wide range of teams and they are commonly used while teambuilding to achieve a specific goal.


Posting Guidelines
  • Any person can post a core in this thread. The cores are broken down into three categories: offensive cores, balanced cores and defensive cores. When posting your core, please make sure to state which one of these categories your core falls under.
  • Although the way your core works may be obvious to you, this may not be the case for others. As such, when posting a core, please make sure to explain how the core operates and any other details you think are important to include. The explanations don't have to be essays; as long as your post has some substance and conveys the main idea behind the core, it's all good. Things you may want to include when explaining how your core works could be how your core breaks down their similar checks, how they cover each other's defensive weaknesses, what the core's weaknesses might be, and what some good partners for the core are.
    • Here's an example of a valid submission
  • Make sure your post includes the sets your core is using. In addition, please try to include an explanation of any EV spreads deviating from the standard 252 / 252. Replays are also very helpful and highly encouraged when posting cores.
  • Please do not post a core that has more than 3 Pokemon. Cores bigger than this restrict building immensely.
  • Please be respectful of the cores people post in this thread. If someone posts a core that you think is ineffective or just plain bad, there is no need to jump at their throats. With that said, constructive criticism is welcome and encouraged - simply be nice!
This thread is being run by myself. I will monitor the cores posted in this thread and carefully consider a variety of aspects before deciding which cores are featured in the archive. This includes quality of explanation, effectiveness of the core in the current metagame, etc. I'll seek feedback from others to ensure the selected cores are of high quality. Cores will be updated and/or archived as the metagame progresses. Just like with anyone else who posts a core, please feel free to bring up any concerns you might have. Happy posting !

Core Archive :
 
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:SS/azelf: :SS/terrakion:
Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Expanding Force
- Knock Off
- Trick
- U-turn

Terrakion @ Life Orb
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Megahorn
- Laser Focus

Choice Scarf Azelf and Laser Focus Sniper Terrakion form an offensive core capable of breaking down almost any defensive core. The general idea is to take advantage of Azelf's speed and power to U-Turn on the opponent's switchin, such as Blissey, AV Swampert, Ferrothorn or Silvally-Dragon, and give Terrakion opportunities. While Choice Band Terrakion could struggle against walls like Dauntless Shield Mew or Intimidate Corviknight, this set is able to ohko them after a Laser Focus, meaning it's virtually impossible to wall. Azelf's Psychic terrain also provides Terrakion a useful immunity to priority attacks like Draining Kiss (from Togekiss or Tapu Lele), Drain Punch (from Conkeldurr or Kommo-o) or Horn Leech (from Tapu Bulu).
252 Atk Life Orb Sniper Terrakion Megahorn vs. 252 HP / 252+ Def Mew on a critical hit: 550-647 (136.1 - 160.1%) -- guaranteed OHKO

252 Atk Life Orb Sniper Terrakion Close Combat vs. 252 HP / 252+ Def Corviknight on a critical hit: 400-474 (100 - 118.5%) -- guaranteed OHKO
252 Atk Life Orb Sniper Terrakion Close Combat vs. 252 HP / 252+ Def Skarmory on a critical hit: 328-386 (98.2 - 115.5%) -- 81.3% chance to OHKO (guaranteed after Rocks)

252 Atk Life Orb Sniper Terrakion Close Combat vs. 252 HP / 252+ Def Swampert on a critical hit: 441-521 (109.1 - 128.9%) -- guaranteed OHKO
 

UT

4th-Best AAA Council Member
is a Pre-Contributor
This is an amazing idea Atha, thanks for getting this started! I will add a few submissions as well.


Blissey (F) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk / 25 Spe
- Seismic Toss
- Soft-Boiled
- Thunder Wave / Toxic
- Teleport

Corviknight @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog

Swampert @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Earth Power / Earthquake
- Stealth Rock / Whirlpool
- Toxic
This is a standard defensive core that is easy to use and provides a lot of utility, especially when paired with strong offensive breakers and sweepers. Swampert and Corviknight are able to combine and check most physical threats in the tier between them, while Blissey catches the special attackers. What really makes this core work is all three have slow pivoting options as well, allowing them to sponge a hit and then bring in the appropriate breaker safely; Blissey and Swampert often don't even lose any HP in this process thanks to Regenerator! The core also provides status, hazards, and hazard control, allowing you to be aggressive with your offensive picks around them.


Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Darkest Lariat / Power Whip
- Close Combat / Power Whip
- U-turn

Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
- Hurricane / Weather Ball
- Thunder
- U-turn / Defog
- Roost
This is balance/offensive core that does a great job of providing power and longevity together. Both mons have very good bulk for offensive attackers and either active (Roost) or passive (Grassy Surge) recovery that help keep them healthy throughout the match. They cover each other's weaknesses well; most mons that want to switch in on Zapdos like Blissey or AV Swampert would hate to find themselves instead catching a U-Turn into Zarude, and vice versa. The core also provides terrain control, weather control, priority, and can provide hazard control (although I would recommend doing that on another mon). In what will surely be a recurring theme, pivoting is very valuable here as well.

For the sets, both mons really appreciate extra damage, especially Zarude since it has priority, so Adamant/Modest is recommended. This Zapdos set has enough EVs to outspeed Modest Heatran, but those can be allocated to bulk if you do not find them necessary.


Cinderace @ Choice Band
Ability: Desolate Land
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Gunk Shot
- Court Change / High Jump Kick

Weavile @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Triple Axel
- Ice Shard
- Knock Off
This is a potent offensive core. Technician Weavile is infamous for only having three reliable switchins: Corviknight, Cobalion, and Tapu Fini four if you count Zama-C but I have legitimately not seen one since the suspect test. You know what none of those mons enjoy switching into? Cinderace.
-1 252 Atk Choice Band Cinderace Pyro Ball vs. 252 HP / 252+ Def Corviknight in Harsh Sunshine: 380-450 (95 - 112.5%) -- 68.8% chance to OHKO
252 Atk Choice Band Cinderace Pyro Ball vs. 252 HP / 252+ Def Cobalion in Harsh Sunshine: 492-578 (127.4 - 149.7%) -- guaranteed OHKO
252 Atk Choice Band Cinderace Gunk Shot vs. 252 HP / 220+ Def Tapu Fini: 242-286 (70.3 - 83.1%) -- guaranteed 2HKO
252 Atk Choice Band Cinderace Pyro Ball vs. +1 24 HP / 0 Def Zamazenta-Crowned in Harsh Sunshine: 396-468 (119.6 - 141.3%) -- guaranteed OHKO
The logic behind this core is simple: overwhelm your opponent's physical walls with powerful attacks. If they have any of the three mentioned Weavile checks, break out Cinderace and start wearing them down. If not, Weavile is already in great shape to win.

This core is extremely hazard weak; strong hazard removal is required, and Magic Bounce support isn't a bad idea either. To get the most out of Weavile, you also want to avoid using mons with very low attack stats like Blissey. Lastly, Cinderace has just enough speed to outpace the base 110 speed mons, with a little bulk to increase survivability.
 
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Here's a offensive core that UnnerfTalonflame and myself built a couple days ago.
blacephalon.gif
tapulele.gif
azelf.gif

Blacephalon @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Mind Blown
- Calm Mind
- Substitute

Tapu Lele @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Energy Ball
- Thunderbolt

Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Expanding Force
- Knock Off
- U-turn
- Trick

This core of mons beats pretty much every special wall in the game.

AVPert dies to energy ball from SFLO Lele.
Chansey and Blissey lose the 1v1 to Sub Calm Mind Blace as is sets up in front of their face while they cant do anything about it.
Dragonvally and AVChomp lose to Lele
AVRachi loses to blace
Pretty much all variants of heatran either Lose to Blace(deals with dland) or Lele(who focus blasts every variant barring a miss)
The only spdef mon that this core has some trouble with is flash fire Ferrothorn but that gets dealt with by the combination of Knocking it off and chipping it down from there.
252+ SpA Life Orb Sheer Force Tapu Lele Energy Ball vs. 252 HP / 252+ SpD Assault Vest Swampert: 380-447 (94 - 110.6%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 252+ SpD Assault Vest Silvally-Dragon: 289-343 (73.3 - 87%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 252+ SpD Assault Vest Garchomp: 307-367 (73 - 87.3%) -- guaranteed 2HKO

252 SpA Life Orb Blacephalon Mind Blown vs. 252 HP / 252+ SpD Assault Vest Jirachi: 343-406 (84.9 - 100.4%) -- 37.5% chance to OHKO after Stealth Rock

252 SpA Life Orb Blacephalon Mind Blown vs. 252 HP / 252+ SpD Heatran in Harsh Sunshine: 368-434 (95.3 - 112.4%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Sheer Force Tapu Lele Focus Blast vs. 252 HP / 252+ SpD Heatran: 335-395 (86.7 - 102.3%) -- 93.8% chance to OHKO after Stealth Rock

252+ SpA Life Orb Sheer Force Tapu Lele Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 315-372 (89.4 - 105.6%) -- 31.3% chance to OHKO

Azelf's job is to finish off whatever is left from the wall breaking of Lele and Blace.

Have Fun using the core!
 
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ooh, a cores thread? this'll be fun to use for my shitty ideas :blobpex:
swampert.gif
landorus-therian.gif


what if you took two really good regen grounds and slapped them together? thats what corvlando does. the synergy is pretty self explanatory. most things pert cant handle, lando can. most things lando cant handle, pert can. this is a most things because certain threats(sflo lele) can break through this core with ease. however, its still very nice to have against several threats(avchomp, opposing pert, zapdos, etc), so i think its worth including

Landorus-Therian (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 112 Def / 144 Spe
Jolly Nature
- Earthquake
- U-turn
- Toxic / Defog
- Stealth Rock / Defog
EVs are to outspeed timid tran, other than that its just stat dump. tweak it how you want

Swampert @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earth Power
- Mirror Coat / Counter / Ice Beam
- Stone Edge / Ice Beam
avpert doing avpert things
 

in the hills

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
Moderator
1631885459917.png

hey all here's the new banner for this project!!! glad to see some new interesting stuff run in the forum :D

anyways so this isnt a one liner here's a core!​
:ss/zarude::ss/heatran:
Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Grassy Glide
- Darkest Lariat
- U-turn
- Close Combat / Power Whip

Heatran @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Magma Storm
- Stealth Rock
- Toxic
- Protect

This is a pretty neat core that I've seen used quite a bit, Heatran is a fantastic SR setter and is able to pressure practically every Zarude switch-in and threaten with Magma Storm, Toxic, or Rocks (either way it's making progress in some way lol). In return, Zarude is able to come in on bulky Water-types that can annoy heatran really easily and revenge kill some faster Pokemon like Barraskewda and a chipped Tapu Koko. Heatran also greatly appreciates Grassy Terrain, as it lowers Earthquake's power and grants it extra recovery. I opted for Mold Breaker with Protect, but you could easily opt for Taunt on the Mold Breaker set or you can even go Desolate Land and abuse Grassy Terrain-boosted Solarbeams if you wanted.
 
:SS/azelf: :SS/terrakion:
Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Expanding Force
- Knock Off
- Trick
- U-turn

Terrakion @ Life Orb
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Megahorn
- Laser Focus

Choice Scarf Azelf and Laser Focus Sniper Terrakion form an offensive core capable of breaking down almost any defensive core. The general idea is to take advantage of Azelf's speed and power to U-Turn on the opponent's switchin, such as Blissey, AV Swampert, Ferrothorn or Silvally-Dragon, and give Terrakion opportunities. While Choice Band Terrakion could struggle against walls like Dauntless Shield Mew or Intimidate Corviknight, this set is able to ohko them after a Laser Focus, meaning it's virtually impossible to wall. Azelf's Psychic terrain also provides Terrakion a useful immunity to priority attacks like Draining Kiss (from Togekiss or Tapu Lele), Drain Punch (from Conkeldurr or Kommo-o) or Horn Leech (from Tapu Bulu).
252 Atk Life Orb Sniper Terrakion Megahorn vs. 252 HP / 252+ Def Mew on a critical hit: 550-647 (136.1 - 160.1%) -- guaranteed OHKO

252 Atk Life Orb Sniper Terrakion Close Combat vs. 252 HP / 252+ Def Corviknight on a critical hit: 400-474 (100 - 118.5%) -- guaranteed OHKO
252 Atk Life Orb Sniper Terrakion Close Combat vs. 252 HP / 252+ Def Skarmory on a critical hit: 328-386 (98.2 - 115.5%) -- 81.3% chance to OHKO (guaranteed after Rocks)

252 Atk Life Orb Sniper Terrakion Close Combat vs. 252 HP / 252+ Def Swampert on a critical hit: 441-521 (109.1 - 128.9%) -- guaranteed OHKO
Added

Blissey (F) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk / 25 Spe
- Seismic Toss
- Soft-Boiled
- Thunder Wave / Toxic
- Teleport

Corviknight @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog

Swampert @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Earth Power / Earthquake
- Stealth Rock / Whirlpool
- Toxic
This is a standard defensive core that is easy to use and provides a lot of utility, especially when paired with strong offensive breakers and sweepers. Swampert and Corviknight are able to combine and check most physical threats in the tier between them, while Blissey catches the special attackers. What really makes this core work is all three have slow pivoting options as well, allowing them to sponge a hit and then bring in the appropriate breaker safely; Blissey and Swampert often don't even lose any HP in this process thanks to Regenerator! The core also provides status, hazards, and hazard control, allowing you to be aggressive with your offensive picks around them.
Added

Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Darkest Lariat / Power Whip
- Close Combat / Power Whip
- U-turn

Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
- Hurricane / Weather Ball
- Thunder
- U-turn / Defog
- Roost
This is balance/offensive core that does a great job of providing power and longevity together. Both mons have very good bulk for offensive attackers and either active (Roost) or passive (Grassy Surge) recovery that help keep them healthy throughout the match. They cover each other's weaknesses well; most mons that want to switch in on Zapdos like Blissey or AV Swampert would hate to find themselves instead catching a U-Turn into Zarude, and vice versa. The core also provides terrain control, weather control, priority, and can provide hazard control (although I would recommend doing that on another mon). In what will surely be a recurring theme, pivoting is very valuable here as well.

For the sets, both mons really appreciate extra damage, especially Zarude since it has priority, so Adamant/Modest is recommended. This Zapdos set has enough EVs to outspeed Modest Heatran, but those can be allocated to bulk if you do not find them necessary.
Added

Cinderace @ Choice Band
Ability: Desolate Land
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Gunk Shot
- Court Change / High Jump Kick

Weavile @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Triple Axel
- Ice Shard
- Knock Off
This is a potent offensive core. Technician Weavile is infamous for only having three reliable switchins: Corviknight, Cobalion, and Tapu Fini four if you count Zama-C but I have legitimately not seen one since the suspect test. You know what none of those mons enjoy switching into? Cinderace.
-1 252 Atk Choice Band Cinderace Pyro Ball vs. 252 HP / 252+ Def Corviknight in Harsh Sunshine: 380-450 (95 - 112.5%) -- 68.8% chance to OHKO
252 Atk Choice Band Cinderace Pyro Ball vs. 252 HP / 252+ Def Cobalion in Harsh Sunshine: 492-578 (127.4 - 149.7%) -- guaranteed OHKO
252 Atk Choice Band Cinderace Gunk Shot vs. 252 HP / 220+ Def Tapu Fini: 242-286 (70.3 - 83.1%) -- guaranteed 2HKO
252 Atk Choice Band Cinderace Pyro Ball vs. +1 24 HP / 0 Def Zamazenta-Crowned in Harsh Sunshine: 396-468 (119.6 - 141.3%) -- guaranteed OHKO
The logic behind this core is simple: overwhelm your opponent's physical walls with powerful attacks. If they have any of the three mentioned Weavile checks, break out Cinderace and start wearing them down. If not, Weavile is already in great shape to win.

This core is extremely hazard weak; strong hazard removal is required, and Magic Bounce support isn't a bad idea either. To get the most out of Weavile, you also want to avoid using mons with very low attack stats like Blissey. Lastly, Cinderace has just enough speed to outpace the base 110 speed mons, with a little bulk to increase survivability.
Added. I modified the description.
Here's a offensive core that UnnerfTalonflame and myself built a couple days ago.
View attachment 372424 View attachment 372423 View attachment 372425
Blacephalon @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Mind Blown
- Calm Mind
- Substitute

Tapu Lele @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Energy Ball
- Thunderbolt

Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Expanding Force
- Knock Off
- U-turn
- Trick

This core of mons beats pretty much every special wall in the game.

AVPert dies to energy ball from SFLO Lele.
Chansey and Blissey lose the 1v1 to Sub Calm Mind Blace as is sets up in front of their face while they cant do anything about it.
Dragonvally and AVChomp lose to Lele
AVRachi loses to blace
Pretty much all variants of heatran either Lose to Blace(deals with dland) or Lele(who focus blasts every variant barring a miss)
The only spdef mon that this core has some trouble with is flash fire Ferrothorn but that gets dealt with by the combination of Knocking it off and chipping it down from there.
252+ SpA Life Orb Sheer Force Tapu Lele Energy Ball vs. 252 HP / 252+ SpD Assault Vest Swampert: 380-447 (94 - 110.6%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 252+ SpD Assault Vest Silvally-Dragon: 289-343 (73.3 - 87%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 252+ SpD Assault Vest Garchomp: 307-367 (73 - 87.3%) -- guaranteed 2HKO

252 SpA Life Orb Blacephalon Mind Blown vs. 252 HP / 252+ SpD Assault Vest Jirachi: 343-406 (84.9 - 100.4%) -- 37.5% chance to OHKO after Stealth Rock

252 SpA Life Orb Blacephalon Mind Blown vs. 252 HP / 252+ SpD Heatran in Harsh Sunshine: 368-434 (95.3 - 112.4%) -- guaranteed OHKO after Stealth Rock

252+ SpA Life Orb Sheer Force Tapu Lele Focus Blast vs. 252 HP / 252+ SpD Heatran: 335-395 (86.7 - 102.3%) -- 93.8% chance to OHKO after Stealth Rock

252+ SpA Life Orb Sheer Force Tapu Lele Focus Blast vs. 252 HP / 252+ SpD Ferrothorn: 315-372 (89.4 - 105.6%) -- 31.3% chance to OHKO

Azelf's job is to finish off whatever is left from the wall breaking of Lele and Blace.

Have Fun using the core!
Thank you for the submission, but I cannot add this core as it is. A core composed of 3 offensive mons should always provide great defensive utility in counterpart, otherwise it restricts building too much. Also please make sure you justify the presence of a mon better than just "Azelf's job is to finish off whatever is left from the wall breaking of Lele and Blace." Feel free to make another post with only two of these and I'll happily consider adding the core.
ooh, a cores thread? this'll be fun to use for my shitty ideas :blobpex:
View attachment 372475 View attachment 372477

what if you took two really good regen grounds and slapped them together? thats what corvlando does. the synergy is pretty self explanatory. most things pert cant handle, lando can. most things lando cant handle, pert can. this is a most things because certain threats(sflo lele) can break through this core with ease. however, its still very nice to have against several threats(avchomp, opposing pert, zapdos, etc), so i think its worth including

Landorus-Therian (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 112 Def / 144 Spe
Jolly Nature
- Earthquake
- U-turn
- Toxic / Defog
- Stealth Rock / Defog
EVs are to outspeed timid tran, other than that its just stat dump. tweak it how you want

Swampert @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earth Power
- Mirror Coat / Counter / Ice Beam
- Stone Edge / Ice Beam
avpert doing avpert things
There isn't sufficient synergy here. Also double Regen Ground is redundant. Sidenote : Regen defensive Lando-T is almost impossible to justify solely because of Band Weavile (as you want your other Regen to be specially defensive, so no Coba/Fini, and you already have a bulky Flying so no Corv). That was my daily ban Weavile rant.
:ss/zarude::ss/heatran:
Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Grassy Glide
- Darkest Lariat
- U-turn
- Close Combat / Power Whip

Heatran @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Magma Storm
- Stealth Rock
- Toxic
- Protect
This is a pretty neat core that I've seen used quite a bit, Heatran is a fantastic SR setter and is able to pressure practically every Zarude switch-in and threaten with Magma Storm, Toxic, or Rocks (either way it's making progress in some way lol). In return, Zarude is able to come in on bulky Water-types that can annoy heatran really easily and revenge kill some faster Pokemon like Barraskewda and a chipped Tapu Koko. Heatran also greatly appreciates Grassy Terrain, as it lowers Earthquake's power and grants it extra recovery. I opted for Mold Breaker with Protect, but you could easily opt for Taunt on the Mold Breaker set or you can even go Desolate Land and abuse Grassy Terrain-boosted Solarbeams if you wanted.
Added
 
:ss/cobalion:
swampert.gif


Cobalion @ Chople Berry / Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Close Combat
- Volt Switch
- Stealth Rock
- Taunt / Toxic

Swampert @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stone Edge
- Ice Punch / Mirror Coat / Whirlpool / Scald / Whatever

Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Defog
- Roost

(You may modifie spreads according to your needs, juste dropping there some of the most common ones)

Pretty simple yet very effective balanced core, being able to keep in check most of the metagame while not remaining as passive as other standard defensive backbones such as the highly consistent Swamp/Bliss/Corv core friend UnnerfTalonflame introduced above.

These three Pokemons indeed share great synergy, the three of them doing a good job covering one another's weak points ;

Cobalion adds to the team a welcommed switch-in to both Weavile and Zarude, two of the most splashable and threatening breakers going on in the tier right now, while also being able to keep in check more rarely seen threats such as Tapu Bulu, Dhlemise or Bisharp. Its access to tools such as Stealth Rocks and Volt Switch also brings amazing utility to the team, while either Taunt or Toxic can be used on the last moveslot in order to prevent the opponent from both setting up and removing entry hazards in the first case or to cripple switch-ins such as Swampert and Landorus-T comming in to prevent Cobal from pivoting in the second one.

Assault Vest Swampert is a fantastic RegenVest pivot that makes up for Cobalion's vulnerability to several special attackers of the metagame, being able to constantly switch into threats such as Tapu Koko, Zapdos, Blacephalon, Choice Scarf Azelf, non-Solar Beam Heatran, Volcarona and many others, and then to either attack or Flip Turn his way out. Swampert also provides the team structure a welcommed ground typing, as well as a bulky water nature. The versatility of the last moveslot also add an unpredictability factor the mon.

Lastly but not least, Zapdos is not only offensively broken, being able to threaten a plethora of walls with its almost unresisted powerful STAB combinaison, but also acts like an amazing glue Pokemon keeping in check both physical and special threats that would otherwise be able to easely break through Cobal and Swamp, such as Talonflame, Desolate Land Heatran, Blacephalon, Volcarona, Moltres and Choice Banded Cinderace as well as fighting types such as most Kommo-o variants, Zapdos-G and Conkeldurr. Zapdos also provides the team a useful ground immunity as well as a way to deal with entry hazards.

In summary, a great balance core that not only keeps in check most of the metagame while not being too passive, but also provides great utility and pivoting capacities to the team, letting room for originality in the three last slots.

But this flexibility doesn't come without flaws, and this trio should be aware of some breakers that might be able to break through it quicker than expected ;

Threat List :

- :terrakion:==> Terrakion is probably the most common breaker abled to rip through this core, the only way to deal with it being to pray for a Choice Scarf set and to rely on prediction, as even a fully physically defensive Zapdos barely takes two banded Close Combats ; however, the trio heavely pressures it with STABed moves such as Cobalion's CC or Swamp's EQ and it shouldn't be able to come in too easely.

- :barraskewda::primarina::volcanion:==> Primordial Sea users such as Barraskewda, Primarina and Volcanion that are already though to deal even using dedicated checks such as Desolate Land users absolutely destroys this trio ; even though Cobalion is able to take on Barraskewda decently well while a Mirror Coat Swamp might be able to surprise Prima, you'll often need a dedicated check just like one of the after-mentionned Desolate Land users to take on these ridiculousely powerful Choice-boosted moves.

Notable Partners :

- :mew:==> Mew, especially Dauntless Shield variants, is quite a great defensive partners for this core, helping against Terrakion and Psychic Surge users being able to break through Swamp such as Specs Azelf as well as bringing even more utility to the core such as spikes support thanks to its immense movepool. Magic Bounce could work too, in order to help against more defensively oriented teams.

- :heatran::blacephalon::cinderace:==> Desolate Land users like Cinderace, Heatran, Volcarona and others can help a lot to deal with the water type threats I mentionned earlier while benefiting from Cobalion and Heatran's pivoting capacities. Definitely something you should look for while building around these three.
 
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Talonflame @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost

Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Darkest Lariat
- U-turn
- Close Combat

Talonflame and Zarude make up one of my favorite cores. Similar to the Heatran and Zarude core the in the hills posted, Zarude beats many pokemon that talonflame struggles against, mainly swampert, while talonflame is, in turn, able to beat the pokemon the Zarude is not able to break such as Corviknight, Cobalion, and Skarmory. Talonflame also resists all triage and quad-resists the bug-type attacks that. Zarude is quad-weak to, while Zarude is able to take 2 banded liquidations from Barreskewda in the rain and threaten to OHKO it back with a grassy glide
 
Here's an offensive core I've been using a lot lately

Barraskewda @ Choice Band
Ability: Primordial Sea
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Flip Turn
- Aqua Jet
- Close Combat

Tapu Lele @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Thunderbolt
- Energy Ball

This core can make progress vs virtually any team as Barraskewda can outspeed and force out many mons(weavile, talonflame, koko etc.) and flip turn on its checks being Intim Corv, Dshield Mew, Toxapex, Tapu Fini, Cobalion(kind of), Dshield Kommo, and some others. You know what none of these these pokémon like being in front of, SFLO Lele! This means that the ones that have to manually recover(corv, pex, and mew) will not be able to so eventually youll be able to break them with barraskewda.

252+ SpA Life Orb Sheer Force Tapu Lele Thunderbolt vs. 252 HP / 4 SpD Corviknight: 416-491 (104 - 122.7%) -- guaranteed OHKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 4 SpD Mew: 289-341 (71.5 - 84.4%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Thunderbolt vs. 248 HP / 120 SpD Toxapex: 247-291 (81.5 - 96%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Energy Ball/Thunderbolt vs. 248 HP / 52 SpD Tapu Fini: 278-330 (81 - 96.2%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 0 SpD Cobalion: 378-446 (97.9 - 115.5%) -- 87.5% chance to OHKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 0 SpD Kommo-o: 1107-1310 (312.7 - 370%) -- guaranteed OHKO(Why am i including this LOL)

Weaknesses:
The biggest weakness this core has are Desoland and Water Absorb Users, the most common of these being Desoland Heatran but one wrong prediction on your opponents part and Heatran is dead to close combat. Other users such as Moltres and Volcarona are harder to deal with as barraskewda can't do much to them.

Another Weakness this core has is Double Regen cores that can just alternate between their checks to barraskewda and Lele. An example of such a core is Fini+Blissey. The rest of your team should help break such cores though.

Notable Partners:
Some Notable partners for this core are Zarude and Mold Breaker Heatran.
Zarude provides terrain Control, passive recovery, speed control, and cleaning ability after barraskewda+lele wears down zarude's checks.

Mold Breaker Heatran will help break the cores I mentioned as it will trap the blobs with magma storm+taunt and can even trap fini with magma storm+toxic.
 

UT

4th-Best AAA Council Member
is a Pre-Contributor
Wait, you can just slap the two S-Ranked mons together and call them a core? Yes!


Tapu Fini @ Rocky Helmet / Leftovers / Heavy Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Moonblast
- Defog
- Knock Off
- Haze / Scald

Swampert @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stone Edge / Rock Slide
- Whirlpool / Mirror Coat / Counter

Swampert and Tapu Fini are two of the best mons in the meta, and they synergize very well together to make a strong defensive core. Swampert makes a good blanket check to most of the special attackers in the meta, while Fini does the same for the physical attackers, including providing the all-important Weavile check. Swampert also provides you with pivoting, while Fini provides hazard control, item removal, and can provide set-up deterrence if you run Haze. They are both hard to wear down with Regenerator, great bulk, great typing, and how easy it is to switch them in and out.

The core is not perfect; it does use both of your Regen slots, and they are both weak to Grass (which thankfully it is not hard to find a Grass resist or two for the rest of your team). There are also a few prominent attackers like Knock Off Blace than can and will beat this core, but it does provide a strong foundation for filling out the rest of your team.
 
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:ss/cobalion:
swampert.gif


Cobalion @ Chople Berry / Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Close Combat
- Volt Switch
- Stealth Rock
- Taunt / Toxic

Swampert @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stone Edge
- Ice Punch / Mirror Coat / Whirlpool / Scald / Whatever

Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Defog
- Roost

(You may modifie spreads according to your needs, juste dropping there some of the most common ones)

Pretty simple yet very effective balanced core, being able to keep in check most of the metagame while not remaining as passive as other standard defensive backbones such as the highly consistent Swamp/Bliss/Corv core friend UnnerfTalonflame introduced above.

These three Pokemons indeed share great synergy, the three of them doing a good job covering one another's weak points ;

Cobalion adds to the team a welcommed switch-in to both Weavile and Zarude, two of the most splashable and threatening breakers going on in the tier right now, while also being able to keep in check more rarely seen threats such as Tapu Bulu, Dhlemise or Bisharp. Its access to tools such as Stealth Rocks and Volt Switch also brings amazing utility to the team, while either Taunt or Toxic can be used on the last moveslot in order to prevent the opponent from both setting up and removing entry hazards in the first case or to cripple switch-ins such as Swampert and Landorus-T comming in to prevent Cobal from pivoting in the second one.

Assault Vest Swampert is a fantastic RegenVest pivot that makes up for Cobalion's vulnerability to several special attackers of the metagame, being able to constantly switch into threats such as Tapu Koko, Zapdos, Blacephalon, Choice Scarf Azelf, non-Solar Beam Heatran, Volcarona and many others, and then to either attack or Flip Turn his way out. Swampert also provides the team structure a welcommed ground typing, as well as a bulky water nature. The versatility of the last moveslot also add an unpredictability factor the mon.

Lastly but not least, Zapdos is not only offensively broken, being able to threaten a plethora of walls with its almost unresisted powerful STAB combinaison, but also acts like an amazing glue Pokemon keeping in check both physical and special threats that would otherwise be able to easely break through Cobal and Swamp, such as Talonflame, Desolate Land Heatran, Blacephalon, Volcarona, Moltres and Choice Banded Cinderace as well as fighting types such as most Kommo-o variants, Zapdos-G and Conkeldurr. Zapdos also provides the team a useful ground immunity as well as a way to deal with entry hazards.

In summary, a great balance core that not only keeps in check most of the metagame while not being too passive, but also provides great utility and pivoting capacities to the team, letting room for originality in the three last slots.

But this flexibility doesn't come without flaws, and this trio should be aware of some breakers that might be able to break through it quicker than expected ;

Threat List :

- :terrakion:==> Terrakion is probably the most common breaker abled to rip through this core, the only way to deal with it being to pray for a Choice Scarf set and to rely on prediction, as even a fully physically defensive Zapdos barely takes two banded Close Combats ; however, the trio heavely pressures it with STABed moves such as Cobalion's CC or Swamp's EQ and it shouldn't be able to come in too easely.

- :barraskewda::primarina::volcanion:==> Primordial Sea users such as Barraskewda, Primarina and Volcanion that are already though to deal even using dedicated checks such as Desolate Land users absolutely destroys this trio ; even though Cobalion is able to take on Barraskewda decently well while a Mirror Coat Swamp might be able to surprise Prima, you'll often need a dedicated check just like one of the after-mentionned Desolate Land users to take on these ridiculousely powerful Choice-boosted moves.

Notable Partners :

- :mew:==> Mew, especially Dauntless Shield variants, is quite a great defensive partners for this core, helping against Terrakion and Psychic Surge users being able to break through Swamp such as Specs Azelf as well as bringing even more utility to the core such as spikes support thanks to its immense movepool. Magic Bounce could work too, in order to help against more defensively oriented teams.

- :heatran::blacephalon::cinderace:==> Desolate Land users like Cinderace, Heatran, Volcarona and others can help a lot to deal with the water type threats I mentionned earlier while benefiting from Cobalion and Heatran's pivoting capacities. Definitely something you should look for while building around these three.
Added. A lot of fluff can be removed from your description, keep that in mind for future posts.

Talonflame @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost

Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Darkest Lariat
- U-turn
- Close Combat

Talonflame and Zarude make up one of my favorite cores. Similar to the Heatran and Zarude core the in the hills posted, Zarude beats many pokemon that talonflame struggles against, mainly swampert, while talonflame is, in turn, able to beat the pokemon the Zarude is not able to break such as Corviknight, Cobalion, and Skarmory. Talonflame also resists all triage and quad-resists the bug-type attacks that. Zarude is quad-weak to, while Zarude is able to take 2 banded liquidations from Barreskewda in the rain and threaten to OHKO it back with a grassy glide
Added
Here's an offensive core I've been using a lot lately

Barraskewda @ Choice Band
Ability: Primordial Sea
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Flip Turn
- Aqua Jet
- Close Combat

Tapu Lele @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Thunderbolt
- Energy Ball

This core can make progress vs virtually any team as Barraskewda can outspeed and force out many mons(weavile, talonflame, koko etc.) and flip turn on its checks being Intim Corv, Dshield Mew, Toxapex, Tapu Fini, Cobalion(kind of), Dshield Kommo, and some others. You know what none of these these pokémon like being in front of, SFLO Lele! This means that the ones that have to manually recover(corv, pex, and mew) will not be able to so eventually youll be able to break them with barraskewda.

252+ SpA Life Orb Sheer Force Tapu Lele Thunderbolt vs. 252 HP / 4 SpD Corviknight: 416-491 (104 - 122.7%) -- guaranteed OHKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 4 SpD Mew: 289-341 (71.5 - 84.4%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Thunderbolt vs. 248 HP / 120 SpD Toxapex: 247-291 (81.5 - 96%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Energy Ball/Thunderbolt vs. 248 HP / 52 SpD Tapu Fini: 278-330 (81 - 96.2%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 0 SpD Cobalion: 378-446 (97.9 - 115.5%) -- 87.5% chance to OHKO

252+ SpA Life Orb Sheer Force Tapu Lele Moonblast vs. 252 HP / 0 SpD Kommo-o: 1107-1310 (312.7 - 370%) -- guaranteed OHKO(Why am i including this LOL)

Weaknesses:
The biggest weakness this core has are Desoland and Water Absorb Users, the most common of these being Desoland Heatran but one wrong prediction on your opponents part and Heatran is dead to close combat. Other users such as Moltres and Volcarona are harder to deal with as barraskewda can't do much to them.

Another Weakness this core has is Double Regen cores that can just alternate between their checks to barraskewda and Lele. An example of such a core is Fini+Blissey. The rest of your team should help break such cores though.

Notable Partners:
Some Notable partners for this core are Zarude and Mold Breaker Heatran.
Zarude provides terrain Control, passive recovery, speed control, and cleaning ability after barraskewda+lele wears down zarude's checks.

Mold Breaker Heatran will help break the cores I mentioned as it will trap the blobs with magma storm+taunt and can even trap fini with magma storm+toxic.
Added
Wait, you can just slap the two S-Ranked mons together and call them a core? Yes!


Tapu Fini @ Rocky Helmet / Leftovers / Heavy Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Moonblast
- Defog
- Knock Off
- Haze / Scald

Swampert @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stone Edge / Rock Slide
- Whirlpool / Mirror Coat / Counter

Swampert and Tapu Fini are two of the best mons in the meta, and they synergize very well together to make a strong defensive core. Swampert makes a good blanket check to most of the special attackers in the meta, while Fini does the same for the physical attackers, including providing the all-important Weavile check. Swampert also provides you with pivoting, while Fini provides hazard control, item removal, and can provide set-up deterrence if you run Haze. They are both hard to wear down with Regenerator, great bulk, great typing, and how easy it is to switch them in and out.

The core is not perfect; it does use both of your Regen slots, and they are both weak to Grass (which thankfully it is not hard to find a Grass resist or two for the rest of your team). There are also a few prominent attackers like Knock Off Blace than can and will beat this core, but it does provide a strong foundation for filling out the rest of your team.
Added
 

UT

4th-Best AAA Council Member
is a Pre-Contributor

Cobalion @ Rocky Helmet / Chople Berry / Leftovers
Ability: Regenerator
EVs: 248 HP / 148 Def / 112 Spe
Impish Nature
- Close Combat
- Volt Switch
- Stealth Rock
- Taunt / Toxic / Iron Head

Dhelmise @ Leftovers / Life Orb / Choice Band
Ability: Grassy Surge
EVs: 220 HP / 248 Atk / 40 Spe
Adamant Nature
- Grassy Glide
- Poltergeist
- Swords Dance / Switcheroo
- Synthesis / Rapid Spin / Power Whip
Cobalion and Dhelmise provide a good amount of synergy and role compression for a balanced core. Coba is one of the better physically defensive Regenerators, providing offensive presence, hazard setting, pivoting, and an excellent typing all in one team slot. It also serves as the all-important Weavile check. One of Coba's few issues is its inability to check Fighting types, which Dhelmise is able to thanks to it's Ghost typing. Dhelmise also provides priority and terrain control, and can provide Rapid Spin if needed, but due to its vulnerability to all hazards it's not a reliable hazard control solution. It can also take a more defensive roll with Leftovers/Synthesis, or go more offensive with Life Orb/Choice Band and apply significant pressure to the other team.

Coba's EVs allow it to outspeed Heatran and either Close Combat or Volt Switch on it; an alternate spread of 248/108+/152 can be used to outspeed Modest Lele, if carrying Iron Head. Dhelmise speed-creeps min-speed Corv, while 220 HP is a Leftovers/Grassy Surge number; max speed Adamant is also a good option for the Choice Band set to outspeed non-min-speed Corv.
 
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Cobalion @ Rocky Helmet / Chople Berry / Leftovers
Ability: Regenerator
EVs: 248 HP / 148 Def / 112 Spe
Impish Nature
- Close Combat
- Volt Switch
- Stealth Rock
- Taunt / Toxic / Iron Head

Dhelmise @ Leftovers / Life Orb / Choice Band
Ability: Grassy Surge
EVs: 220 HP / 248 Atk / 40 Spe
Adamant Nature
- Grassy Glide
- Poltergeist
- Swords Dance / Switcheroo
- Synthesis / Rapid Spin / Power Whip
Cobalion and Dhelmise provide a good amount of synergy and role compression for a balanced core. Coba is one of the better physically defensive Regenerators, providing offensive presence, hazard setting, pivoting, and an excellent typing all in one team slot. It also serves as the all-important Weavile check. One of Coba's few issues is its inability to check Fighting types, which Dhelmise is able to thanks to it's Ghost typing. Dhelmise also provides priority and terrain control, and can provide Rapid Spin if needed, but due to its vulnerability to all hazards it's not a reliable hazard control solution. It can also take a more defensive roll with Leftovers/Synthesis, or go more offensive with Life Orb/Choice Band and apply significant pressure to the other team.

Coba's EVs allow it to outspeed Heatran and either Close Combat or Volt Switch on it; an alternate spread of 248/108+/152 can be used to outspeed Modest Lele, if carrying Iron Head. Dhelmise speed-creeps min-speed Corv, while 220 HP is a Leftovers/Grassy Surge number; max speed Adamant is also a good option for the Choice Band set to outspeed non-min-speed Corv.
Added, ty for the core. Please restrict the options more on your sets to keep the paste readable.
 

UT

4th-Best AAA Council Member
is a Pre-Contributor
Alright, this will be a long one. Also anyone who loses an AAA match to me after this has no excuse, I'm basically showing you my teambuilder here. Atha, I don't know if I'm supposed to say you're welcome or I'm sorry, but here it goes.


Kommo-o @ Leftovers
Ability: Dauntless Shield
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- Iron Defense
- Stealth Rock
- Poison Jab / Flamethrower / Dragon Tail

Tapu Fini @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 208 Def / 52 SpD
Bold Nature
- Moonblast
- Knock Off
- Defog
- Scald / Haze
Kommo-o and Tapu Fini form a strong defensive core that can deter many of the prominent physical breakers in this tier. Fini is arguably the best mon in the meta, and is a strong check to most physical attackers including Weavile, but does have a few it struggles with like Terrakion and Zarude. Kommo-o's resistances form a nice pair to check these. The core also provides hazards, hazard control, item removal, can provide phazing, and even offensive pressure with Body Press + Iron Defense from Kommo-o. Grassy Surge support is nice to help Kommo-o recover extra HP, but since it should normally only be switching into resisted hits it is not mandatory.


Long Live (Skarmory) @ Leftovers
Ability: Dauntless Shield
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Spikes
- Roost

Blissey (F) @ Heavy-Duty Boot / Leftovers
Ability: Regenerator / Magic Guard
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss / Shadow Ball
- Soft-Boiled
- Thunder Wave / Toxic / Heal Bell
- Teleport
SkarmBliss: the lazy man's defensive core since Gen2, still putting in work, but with some new tricks in Gen8 AAA. Besides being blanket walls to each side of the spectrum, this core has offensive presence, hazards, status, reliable recovery, pivoting, and as a bonus doesn't need any Regen slots. Spikes is an underrated move right now, and between it and Iron Defense + Body Press, Skarm can make progress in most situations. The biggest weakness of this core is Physical Fire types, but there are many good options to pair with it, especially with one/both Regen slots available.



Barraskewda @ Choice Band
Ability: Primordial Sea
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flip Turn
- Liquidation
- Close Combat
- Aqua Jet

Weavile @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel
- Poison Jab
- Swords Dance
Two fast, powerful, dangerous attackers that combine to make a very threatening core, especially since they often share checks and can break them down for each other. One of the most significant calcs is +2 Poison Jab KOs Fini 100% of the time after a Flip Turn, and Fini does not KO back with Moonblast, meaning Fini fails to check this core by itself. Barra provides speed and weather control as well, while Weavile needs minimal support thanks to Magic Guard.


Zarude@ Leftovers
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- Taunt
- Jungle Healing

Cobalion @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Sacred Sword / Close Combat
- Volt Switch
- Taunt
- Stealth Rock
A balanced core that provides longevity, decent power, and hazards. The most useful tech here is double taunt, which can shut down the recovery and status moves of other balanced/defensive cores that may try to outlast it. Zarude's natural bulk allows it take weaker hits and recovery off the damage and occasional status with Jungle Healing, while Tough Claws Power Whip and Darkest Lariat provide solid power. Cobalion is EVed to outspeed Heatran.


Swampert @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stealth Rock
- Toxic / Counter / Roar

Silvally-Dragon @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Poison Fang
- Flamethrower
- Rock Slide
A nice defensive backbone for a team that wants to focus on out-pivoting the other team. Silvally is chosen over Blissey for better resistances (especially Fire and Water, making it a better perma-weather switch in) and coverage that can actually deal with some of the more dangerous set-up sweepers like Volcarona and Genesect instead of watching them set up in front of you. Poison Fang is a neat way to (usually) Toxic defensive mons despite having Assault Vest. Swampert is the standard frog, annoying physical attackers, setting hazards, and Flip Turning away. Earthquake is generally superior to Earth Power unless you have Grassy Terrain on your team.


Zapdos-Galar @ Choice Scarf
Ability: Regenerator
EVs: 72 HP / 36 Atk / 252 Def / 148 Spe
Impish Nature
- Close Combat
- Brave Bird
- U-turn
- Counter

Zarude @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 128 SpD / 132 Spe
Careful Nature
- Power Whip
- Darkest Lariat
- Bulk Up
- Jungle Healing
This balanced core is a neat way to check some of the more dangerous attackers with more attackers. Zapdos's EV spread looks weird, but it allows it to soft-check Terrakion, outspeed Barra, and still hit hard. Zarude with Flash Fire can check Blace and non-Moldy Heatran, and Bulk Up allows it to set up through slower teams while still having the power and bulk to annoy faster teams.


Incineroar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Flare Blitz
- U-turn
- Close Combat / Burning Jealousy

Celebi @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- U-turn
- Future Sight
- Recover
- Leaf Storm / Giga Drain
A fun balanced/defensive core made up of lesser used mons that still puts in solid work. Incineroar hates Stealth Rocks and Swampert; Celebi blocks both of those things well. Their resistances also cover each other's weaknesses very nicely, checking almost every relevant special attacker between them while still leaving a Regen slot free for the rest of the team. Both also provide pivoting for teammates, and secondary utility in item removal or Future Sight.


Swampert @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stealth Rock
- Toxic / Stone Edge

Blacephalon @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Flamethrower
- Trick
This is a fun balanced core that is designed to get Rocks up and keep them there. Swampert sets Rocks, Flip Turns to Blace who would now be in on the Defogger, and starts blasting. Specs Adapt Shadow Ball hits hard, and none of the common Defoggers want to stay in, giving you either a free shot if they stayed in to Defog, or Rocks stay up if they double switched.


Tapu Koko @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

Terrakion @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Toxic
Tapu Koko is a very strong attacker that has great longevity, good typing, decent power with Life Orb, and can dance all over weakened teams, but lacks raw breaking power, especially against AV mons and Blissey. Terrakion feasts against those mons, especially if brought in cleanly with a U-Turn. Koko should get many opportunities to come in over the course of the game, especially with it's ability to heal off weaker attacks and immunity to hazards, and force opponents into the awkward spot of having to eat a hit from it, or risk hard-switching in their specially defensive mon and catching a U-Turn to Terrakion. Toxic may seem like an odd option on a Choice Band set, but it is its best option against Dauntless Shield Mew. Koko honestly pairs well with just about any strong physical attacker including Heracross if you are French.


Kommo-o (M) @ Life Orb
Ability: Galvanize
EVs: 28 Atk / 252 SpA / 228 Spe
Rash Nature
- Close Combat
- Boomburst
- Stealth Rock
- Dragon Dance

Weavile @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Triple Axel
- Ice Shard
- Knock Off
Kommo-o is a fantastic partner/lure for Weavile as it can draw in Corviknight and Fini and remove them from the game. Especially after seeing Rocks go up a time or two, your opponent will likely bring their Corv or Fini into Defog thinking they are safe, and Life Orb Galvanize Boomburst cleanly OHKOs both, assuming max Physical Defense. With Corv and Fini removed, and usually rocks up in the process, Weavile often has an easy time cleaning up the remainder of the opposing team. Other possible lure options include Galvanize Lucario, who can put in more work against offensive teams.


Heatran @ Leftovers
Ability: Teravolt
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Protect / Taunt
- Stealth Rock

Tapu Koko @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost
A balanced core that aims to win a battle of attrition with the other side. Koko, as discussed above, is great at pivoting on slower teams and still putting out decent power. It's ability to force switches is amplified when Stealth Rocks is on the field, and Moldy Heatran is my pick for the best Rocker in the tier. It can also status and chip away at common Koko answers like Blissey and AV Swampert, although the core does need a good switchin to grounds to partner with; thankfully, many good options like Zarude, Corv, and Dhelm partner very well with them. Taunt in conjunction with Magma Storm makes Heatran an amazing Blissey remover.


Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Darkest Lariat / Power Whip
- Close Combat / Power Whip
- U-turn

Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Expanding Force
- U-turn
- Knock Off / Fire Blast
- Trick / Psyshock
One of the offensive cores I enjoy the most. Dual terrain control is very nice to have, especially with Azelf shutting down priority, but Zarude still being able to set its priority back up. They both have good power, speed or priority, and pivoting to play around their checks early game. Azelf also provides a lot of utility against slower teams with Knock Off being able to remove annoying Helmets and Assault Vests and Trick being able to cripple a defensive mon, while Zarude opts for straight breaking power. This core is very flexible and can be part of an offensive, pivot-heavy team, or be the offensive arm of a more defensive team that appreciates Grassy Terrain recovery and speed control. Azelf also has other options like Fire Blast and Psyshock to hit Corv and Blissey, respectively.

Also, this is my 100th post, and I would like to take the opportunity to do shout outs to all the people who have made my time in OMs super enjoyable!
Discordual you were my first Showdown friend, and I always enjoyed our bitter rivalry spirited back-and-forth for the top of the Super Staff Bros 4 ladder. I'm excited you're on Rev council with me, and am always happy to see what weird mash up you've challenged me to.

Atha you were the first person from OMs who talked to me when I was still an AAA ladder nobody, and I credit you with introducing me into the OM community. You have also done so much for AAA, not the least of which is this Cores thread, and are one of the few people who I think does a good job of debating productively about disagreements in AAA. You're great.

Osake take the Rick Roll out of your badge-status-thing and I'll give you a real shout out. Thanks; anyway, you’re my favorite French person and one of my favorite players to watch play. I love how you’re always positive, upbeat, and having a good time. We should figure out this YouTube thing and start an AAA series together. You’re awesome and better at using my teams than I am, so if you ever want more, I’ll always build with you :blobheart:

motherlove in addition to being an amazing tour player, you were always down to share teams and build with me, and then promptly stomp on those builds cause you're a much better player than me. I always enjoy talking to you and hearing what weird thing you're making work in AAA now, even if I can't figure out how it works.

The Number Man testing with you during OMPL was some of the most fun I've had playing mons, and I will always accept a challenge from you also please introduce me to Luka Doncic

ItsChew. remember when we thought we discovered CorvBlissPert and Zydog was broken? We've both come such a long way since, and I've enjoyed watching you grow as a player, even into other OMs (please always be an AAA main though). Our near-daily chats are something I always look forward to.

I am prtty trash please change your name so I can stop calling you trash cause you're not. You're one of my closest friends on this site, and I'm counting on you to teach me Mix and Mega. You're such a cool guy, and it's always fun talking mons and life with you. You should also apply to schools in Texas, please and thank you.

Kris first and foremost, thank you for all you do for OMs as a dev, tour host, and just general behind-the-scenes work. It's often thankless, but OMs would not be what they are without you. I've enjoyed getting to know you more through staff, council, and just being around more, and look forward to working with you on Revmons and Godly Gift. You also are responsible for my favorite discord exchange ever.

emillight thank you for playing Godly Gift with me at all times, and even finding some Talonflame builds that aren't horrendous. You've also fun to theorymon with, and I expect you to play a lot of Revmons when it comes out. Also, thank you for also being old so I don't feel left out.

23Gz I'm sorry you live in Arizona, but otherwise you seem cool. Thanks for helping me build and test (especially for that GAAAdly Gift team I used against Eggs) and I'm excited you're on Revmons council with me!

beauts I've only got to know you recently, but you ask for pictures of my dog, and that's all it takes to be my friend. Your help in Spotlight was invaluable, and I look forward to getting to know you better as we build and talk more. If iapt fails at teaching me MNM, you're my next stop.

Dr. Phd. BJ I've really enjoyed getting to know you at the tail end of spotlight and voice calls. You also hate the Astros, and that's all it takes to be my friend. I'm glad you returned, and hope to keep getting to know you even better.

in the hills you are a great room owner and better artist. Thank you for all you do to make OMs run well, encouraging me to join Spotlight, and just being a cool human being.

Eggs okay, you can actually eat eggs, right? Is an egg allergy even a thing? If so, it's even more amazing how up-beat and positive you always are when you're missing out on the glory that is eggs over easy. You were my favorite Spotlight opponent, and I love how eager you were to play bo3s and try out weird builds. If I ever decide to wade into OMMs, you'll be my first call.

Think lastly, you have been by far the biggest influence on my time in OMs. Thank you for taking me under your Gale wing, helping me go from a terrible battler to mediocre, and teaching me about AAA. You're my go-to person for any question, and also a great friend who I have really enjoyed talking to, getting to know, and really look up to in OMs. One of the highest complements I've ever received related to mons is when someone accuses me of being your alt (motherlove really won't drop that). I am pumped and excited to be on AAA Council, and look forward to working with you even more going forward! It's also really cool that we live so close to each other and I wonder if I've ever seen you on the street and just not noticed
If I missed you, I hate you I am very sorry but this was a lot longer than I meant and my brain is now fried :beweary:
 
Last edited:

Osake

I'M IN LOVE WITH A FAIRYTALE
is a Tiering Contributor
Nice post buddy !
I'll suggest a few thinks, let me know if you disagree it's always cool to have high level discussion :d

-I'd suggest to use more the / option to explain a little more the possibilites for each mon ; I don't really know how much details need this section, but adding some details on like azelf could be cool imo

-I strongly disagree with specs Kommo-o, I think Euphonos used it a bit during AAALT I don't see it at a really usable mon ; it has a niche for sure, but I wouldn't call it a "good partner" for Weavile since it relies a lot on winning the 50/50, I think that Rocks Kommo-o + boom galv is way more reliant in this particular role of acting as a fini and corv lure for weavile since they expect classic defensive kommo-o

-Also I'd like to add that Koko + any physical breaker works, and I think it should be explain in the notice ; the main thing is that koko pivotes out on Blobs/Pert/AV Stuff and anything that can OHKO this with the band is p good with Koko like... Heracross :d

-Lastly I'd like to share a core I like :

DES MOTS DOUX (Jirachi) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 30 Spe
- U-turn
- Future Sight
- Fire Punch
- Body Slam / Doom Desire / Icy Wind / Energy Ball / What you want

PARCE QUE CHACUNE (Terrakion) @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Swords Dance
- Close Combat
- Poison Jab

The Terrakion set is free, Band Adapta or even Sniper Laser Focus are good, I prefer this one as it can reliably beat Fini and Mew without dropping too much damage on unboosted Close Combat. The idea is that classic Terrak answers don't appreciate take Future Sight, as it kills Pex and corvi/skarm don't appreciate the small chip of fsight that often put them in range of Terrakion. Moreover, Jirachi is a solid answer to common revenge killer to Terrakion in Azelf, Lati@s, Tapu Lele, or Tapu Koko. Fire Punch is cool to assume that Jira is a counter to Genesect.

https://replay.pokemonshowdown.com/gen8almostanyability-1365726802 OMPL w4 vs MZ, I played really bad the endgame and my team was super slow but Jirachi made a great job supporting the team, checking opposite Koko and Latios, letting Terrakion makes huge damages
I built a second team with the same core but I don't have any good replays with since the team itself includes drampa

0 SpA Jirachi Future Sight vs. 252 HP / 4 SpD Toxapex: 192-228 (63.1 - 75%) -- guaranteed 2HKO
252 Atk Life Orb Tough Claws Terrakion Close Combat vs. 252 HP / 252+ Def Toxapex: 87-104 (28.6 - 34.2%) -- 1.5% chance to 3HKO
252 Atk Choice Band Adaptability Terrakion Close Combat vs. 252 HP / 252+ Def Toxapex: 104-123 (34.2 - 40.4%) -- guaranteed 3HKO
+2 252 Atk Life Orb Tough Claws Terrakion Poison Jab vs. 252 HP / 252+ Def Tapu Fini: 382-452 (111 - 131.3%) -- guaranteed OHKO
+2 252 Atk Life Orb Tough Claws Terrakion Megahorn vs. +1 248 HP / 252 Def Mew: 463-546 (114.8 - 135.4%) -- guaranteed OHKO
0 Atk Jirachi Fire Punch vs. 0 HP / 0 Def Genesect: 224-268 (79.1 - 94.6%) -- guaranteed 2HKO - Be aware that Jirachi doesn't OHKO Genesect

UnnerfTalonflame :blobglare: this is unfair, but here it is
 

UT

4th-Best AAA Council Member
is a Pre-Contributor
Nice post buddy !
Aw thanks you too buddy! Really like Terrakion+Future Sight, messes with a lot of its counterplay.
I'd suggest to use more the / option to explain a little more the possibilites for each mon ; I don't really know how much details need this section, but adding some details on like azelf could be cool imo
Yep, this is something I 100% should have done, but three hours making one post kinda fried my brain. I've added in more slashes now, but if you think I need more, would love to hear specifics!
I strongly disagree with specs Kommo-o, I think Euphonos used it a bit during AAALT I don't see it at a really usable mon ; it has a niche for sure, but I wouldn't call it a "good partner" for Weavile since it relies a lot on winning the 50/50, I think that Rocks Kommo-o + boom galv is way more reliant in this particular role of acting as a fini and corv lure for weavile since they expect classic defensive kommo-o
Who do you think Euphonos got the set from lol but you are 100% right, Specs is unnecessary (Life Orb still gets the OHKO on Corv and Fini), and Rocks both makes the lure more believable, and means it's not dead-weight other than luring in those two mons. This is definitely a much better set.
Also I'd like to add that Koko + any physical breaker works, and I think it should be explain in the notice ; the main thing is that koko pivotes out on Blobs/Pert/AV Stuff and anything that can OHKO this with the band is p good with Koko like... Heracross :d
Yeah, I realized like 85% of the offense cores I wanted to post were "here is how Koko/Azelf/Barra pivots to Terrakion/Weavile/Lele." This is definitely an archetype we should cover in our YouTube channel.

Also because I can't stop myself, here is another core that I have shamelessly stolen off of The Number Man's team dump at motherlove's suggestion:


Genesect @ Life Orb
Ability: No Guard
Shiny: Yes
EVs: 32 Atk / 252 SpA / 224 Spe
Mild Nature
- Shift Gear
- Leech Life
- Blizzard
- Zap Cannon

Primarina @ Choice Specs
Ability: Primordial Sea
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
- Weather Ball
- Moonblast
- Hydro Pump
- Flip Turn
This offensive core takes two very dangerous threats and pairs them together nicely. Almost all of our best special checks (Blissey, Heatran, AV Pert, AV Silv) lose to one or both of these sets, and Primarina especially appreciates Genesect spreading Paralysis around the opposing team. There are very few actual Water resists in the tier, and most of them still lose to Primarina if chipped or Paralyized by Genesect. Weather Ball also means that Desolate Land Mons, mostly Heatran, aren't safe either.

Also, as a public announcement, please always make your Genesects shiny! If you're running non-shiny Genesect, all you're doing is telling your opponent that you don't have Shift Gear (or Extreme Speed, but that's bad in AAA so eh). Shiny Genesect is no longer nature-locked, so there is no drawback to using it.
 

Kommo-o @ Leftovers
Ability: Dauntless Shield
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- Iron Defense
- Stealth Rock
- Poison Jab / Flamethrower / Dragon Tail

Tapu Fini @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 208 Def / 52 SpD
Bold Nature
- Moonblast
- Knock Off
- Defog
- Scald / Haze
Kommo-o and Tapu Fini form a strong defensive core that can deter many of the prominent physical breakers in this tier. Fini is arguably the best mon in the meta, and is a strong check to most physical attackers including Weavile, but does have a few it struggles with like Terrakion and Zarude. Kommo-o's resistances form a nice pair to check these. The core also provides hazards, hazard control, item removal, can provide phazing, and even offensive pressure with Body Press + Iron Defense from Kommo-o. Grassy Surge support is nice to help Kommo-o recover extra HP, but since it should normally only be switching into resisted hits it is not mandatory.
Added

Long Live (Skarmory) @ Leftovers
Ability: Dauntless Shield
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Spikes
- Roost

Blissey (F) @ Heavy-Duty Boot / Leftovers
Ability: Regenerator / Magic Guard
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss / Shadow Ball
- Soft-Boiled
- Thunder Wave / Toxic / Heal Bell
- Teleport
SkarmBliss: the lazy man's defensive core since Gen2, still putting in work, but with some new tricks in Gen8 AAA. Besides being blanket walls to each side of the spectrum, this core has offensive presence, hazards, status, reliable recovery, pivoting, and as a bonus doesn't need any Regen slots. Spikes is an underrated move right now, and between it and Iron Defense + Body Press, Skarm can make progress in most situations. The biggest weakness of this core is Physical Fire types, but there are many good options to pair with it, especially with one/both Regen slots available.
Added

Barraskewda @ Choice Band
Ability: Primordial Sea
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flip Turn
- Liquidation
- Close Combat
- Aqua Jet

Weavile @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel
- Poison Jab
- Swords Dance
Two fast, powerful, dangerous attackers that combine to make a very threatening core, especially since they often share checks and can break them down for each other. One of the most significant calcs is +2 Poison Jab KOs Fini 100% of the time after a Flip Turn, and Fini does not KO back with Moonblast, meaning Fini fails to check this core by itself. Barra provides speed and weather control as well, while Weavile needs minimal support thanks to Magic Guard.
Not added

Zarude@ Leftovers
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- Taunt
- Jungle Healing

Cobalion @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Sacred Sword / Close Combat
- Volt Switch
- Taunt
- Stealth Rock
A balanced core that provides longevity, decent power, and hazards. The most useful tech here is double taunt, which can shut down the recovery and status moves of other balanced/defensive cores that may try to outlast it. Zarude's natural bulk allows it take weaker hits and recovery off the damage and occasional status with Jungle Healing, while Tough Claws Power Whip and Darkest Lariat provide solid power. Cobalion is EVed to outspeed Heatran.
Added. We'll see how the meta evolves with Weavile gone, some/all of the Cobalion cores might end up being outdated.

Swampert @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stealth Rock
- Toxic / Counter / Roar

Silvally-Dragon @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Poison Fang
- Flamethrower
- Rock Slide
A nice defensive backbone for a team that wants to focus on out-pivoting the other team. Silvally is chosen over Blissey for better resistances (especially Fire and Water, making it a better perma-weather switch in) and coverage that can actually deal with some of the more dangerous set-up sweepers like Volcarona and Genesect instead of watching them set up in front of you. Poison Fang is a neat way to (usually) Toxic defensive mons despite having Assault Vest. Swampert is the standard frog, annoying physical attackers, setting hazards, and Flip Turning away. Earthquake is generally superior to Earth Power unless you have Grassy Terrain on your team.
Added

Zapdos-Galar @ Choice Scarf
Ability: Regenerator
EVs: 72 HP / 36 Atk / 252 Def / 148 Spe
Impish Nature
- Close Combat
- Brave Bird
- U-turn
- Counter

Zarude @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 128 SpD / 132 Spe
Careful Nature
- Power Whip
- Darkest Lariat
- Bulk Up
- Jungle Healing
This balanced core is a neat way to check some of the more dangerous attackers with more attackers. Zapdos's EV spread looks weird, but it allows it to soft-check Terrakion, outspeed Barra, and still hit hard. Zarude with Flash Fire can check Blace and non-Moldy Heatran, and Bulk Up allows it to set up through slower teams while still having the power and bulk to annoy faster teams.
Added. I named the core "Zapdude".

Incineroar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Flare Blitz
- U-turn
- Close Combat / Burning Jealousy

Celebi @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- U-turn
- Future Sight
- Recover
- Leaf Storm / Giga Drain
A fun balanced/defensive core made up of lesser used mons that still puts in solid work. Incineroar hates Stealth Rocks and Swampert; Celebi blocks both of those things well. Their resistances also cover each other's weaknesses very nicely, checking almost every relevant special attacker between them while still leaving a Regen slot free for the rest of the team. Both also provide pivoting for teammates, and secondary utility in item removal or Future Sight.
Added, nice oneA

Swampert @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake / Earth Power
- Stealth Rock
- Toxic / Stone Edge

Blacephalon @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Flamethrower
- Trick
This is a fun balanced core that is designed to get Rocks up and keep them there. Swampert sets Rocks, Flip Turns to Blace who would now be in on the Defogger, and starts blasting. Specs Adapt Shadow Ball hits hard, and none of the common Defoggers want to stay in, giving you either a free shot if they stayed in to Defog, or Rocks stay up if they double switched.
Added

Tapu Koko @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

Terrakion @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Toxic
Tapu Koko is a very strong attacker that has great longevity, good typing, decent power with Life Orb, and can dance all over weakened teams, but lacks raw breaking power, especially against AV mons and Blissey. Terrakion feasts against those mons, especially if brought in cleanly with a U-Turn. Koko should get many opportunities to come in over the course of the game, especially with it's ability to heal off weaker attacks and immunity to hazards, and force opponents into the awkward spot of having to eat a hit from it, or risk hard-switching in their specially defensive mon and catching a U-Turn to Terrakion. Toxic may seem like an odd option on a Choice Band set, but it is its best option against Dauntless Shield Mew. Koko honestly pairs well with just about any strong physical attacker including Heracross if you are French.
Added

Kommo-o (M) @ Life Orb
Ability: Galvanize
EVs: 28 Atk / 252 SpA / 228 Spe
Rash Nature
- Close Combat
- Boomburst
- Stealth Rock
- Dragon Dance

Weavile @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Beat Up
- Triple Axel
- Ice Shard
- Knock Off
Kommo-o is a fantastic partner/lure for Weavile as it can draw in Corviknight and Fini and remove them from the game. Especially after seeing Rocks go up a time or two, your opponent will likely bring their Corv or Fini into Defog thinking they are safe, and Life Orb Galvanize Boomburst cleanly OHKOs both, assuming max Physical Defense. With Corv and Fini removed, and usually rocks up in the process, Weavile often has an easy time cleaning up the remainder of the opposing team. Other possible lure options include Galvanize Lucario, who can put in more work against offensive teams.
Not added

Heatran @ Leftovers
Ability: Teravolt
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Protect / Taunt
- Stealth Rock

Tapu Koko @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost
A balanced core that aims to win a battle of attrition with the other side. Koko, as discussed above, is great at pivoting on slower teams and still putting out decent power. It's ability to force switches is amplified when Stealth Rocks is on the field, and Moldy Heatran is my pick for the best Rocker in the tier. It can also status and chip away at common Koko answers like Blissey and AV Swampert, although the core does need a good switchin to grounds to partner with; thankfully, many good options like Zarude, Corv, and Dhelm partner very well with them. Taunt in conjunction with Magma Storm makes Heatran an amazing Blissey remover.
Added

Zarude @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Darkest Lariat / Power Whip
- Close Combat / Power Whip
- U-turn

Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Expanding Force
- U-turn
- Knock Off / Fire Blast
- Trick / Psyshock
One of the offensive cores I enjoy the most. Dual terrain control is very nice to have, especially with Azelf shutting down priority, but Zarude still being able to set its priority back up. They both have good power, speed or priority, and pivoting to play around their checks early game. Azelf also provides a lot of utility against slower teams with Knock Off being able to remove annoying Helmets and Assault Vests and Trick being able to cripple a defensive mon, while Zarude opts for straight breaking power. This core is very flexible and can be part of an offensive, pivot-heavy team, or be the offensive arm of a more defensive team that appreciates Grassy Terrain recovery and speed control. Azelf also has other options like Fire Blast and Psyshock to hit Corv and Blissey, respectively.
Added

Congratulations for your 100th post and thank you so much for all the cores !


DES MOTS DOUX (Jirachi) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 30 Spe
- U-turn
- Future Sight
- Fire Punch
- Body Slam / Doom Desire / Icy Wind / Energy Ball / What you want

PARCE QUE CHACUNE (Terrakion) @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Swords Dance
- Close Combat
- Poison Jab
The Terrakion set is free, Band Adapta or even Sniper Laser Focus are good, I prefer this one as it can reliably beat Fini and Mew without dropping too much damage on unboosted Close Combat. The idea is that classic Terrak answers don't appreciate take Future Sight, as it kills Pex and corvi/skarm don't appreciate the small chip of fsight that often put them in range of Terrakion. Moreover, Jirachi is a solid answer to common revenge killer to Terrakion in Azelf, Lati@s, Tapu Lele, or Tapu Koko. Fire Punch is cool to assume that Jira is a counter to Genesect.
Added, but tu sais pas parler anglais donc j'ai changé 2 3 trucs.

Genesect @ Life Orb
Ability: No Guard
Shiny: Yes
EVs: 32 Atk / 252 SpA / 224 Spe
Mild Nature
- Shift Gear
- Leech Life
- Blizzard
- Zap Cannon

Primarina @ Choice Specs
Ability: Primordial Sea
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
- Weather Ball
- Moonblast
- Hydro Pump
- Flip Turn
This offensive core takes two very dangerous threats and pairs them together nicely. Almost all of our best special checks (Blissey, Heatran, AV Pert, AV Silv) lose to one or both of these sets, and Primarina especially appreciates Genesect spreading Paralysis around the opposing team. There are very few actual Water resists in the tier, and most of them still lose to Primarina if chipped or Paralyized by Genesect. Weather Ball also means that Desolate Land Mons, mostly Heatran, aren't safe either.
Added
 
:[Azelf]: :[Garchomp]:
https://pokepast.es/7e7a15b52a74476f

This is my first post ever sorry if its bad.
Now that weavile is banned this core can finally shine. Azelf is great for beating some would be checks to chomp such as physically defensive haze fini and non flashfire variants of corviknight while chomp helps it back with being able to handle heatran, blissey, zapdos and any non-physically defensive mons. They both have the capability to rip through teams. However, azelf doesn't really want to raw switch into chomps checks and garchomp doesnt want to switch into zapdos unless it absolutly has too. All in all this core can work well if it has the proper support from teamates.
 
Hey guys. So lately I've been really existential, and have been thinking about how terrible being a human is. Wouldn't it be great if we could just go back to being animals, that don't get depressed, don't need a job, and can live off of their primal instincts. With these thoughts swirling around me I was inspired to build the team return 2 monke, because I believe we will all be happier overall if we were all monkeys.

:Darmanitan-Galar: :Zarude: :Talonflame:

This core was built around two "monkes" Darmanitan-Galar, and Zarude. They're able to form good cores between each other since Darmanitan-Galar brings in defensive guys like d shield mew & swampert, which Zarude is able to come in and pivot on or fire off a move. Zarude brings in guys like Zapdos, or Landos which want to be a midground for, and which Darmanitan-Galar sub sequentially abuses. The core is rounded off by talonflame, who's able to really act as a good inbetween mon, which is frustrated by pokemon like Zapdos, Lando, and Swampert which it wants chipped before it can start clicking SD, something which Zarude & Darmanitan-Galar are able to both do really well. And since they all pivoting, they're able to really hold momentum well and prevent the opponent from healing up, are accruing hp from regen. Thus, I present you the core "return to monke" a return to our primate instincts where we were better off as.

(I can post replays if need be, but I'm not sure if I can release any of them yet, since they were against teams still in omwc)
 
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