'Double-Trio Core' Team

After trying new cores, I came upon the idea of a Dark/Psychic/Fighting core to parallel the typical Fire/Grass/Water version. After testing various combos, including the use of Sawk, which I advise if anybody needs a scarfer; (Seriously, try it.) I came across the combination of Shiftry, Emboar, and how their typings held amazing synergy through their implementation of both cores. Immediately, I spotted a chance to fit the ever useful Slowking in, and voila. Double Triple Core.

I tested various sets and add-ons, (A Choice Band was necessary) I came to this.

Dissect, probe and dismantle, if you will.

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Emboar @ Choice Scarf
Trait: Blaze
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Sleep Talk
- Flare Blitz
- Wild Charge
- Superpower

Pretty standard revenge-killer 'Boar. Scarf still manages to catch people by surprise, much to my own. Decent enough coverage, hitting very few things for only neutral damage. Inclusion of Sleep Talk allows to come in on Spore and Sleep powders from Smeargle/Amoongus and Lilligant respectively. Less preferable to bring on against Tangrowth, but a last resort if deemed necessary. New Jolly nature allows for an outpacing of the majority of the unboosted tier, excluding Accelgor and Aerodactyl; the first of which is handled anyway.

Contributes to the Fire and Fighting types of the DoubleCore.

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Slowking @ Leftovers
Trait: Regenerator
EVs: 252 HP / 144 Def / 112 SDef
Calm Nature
- Fire Blast
- Surf
- Toxic
- Slack Off

Stall 'King switches into hits which would hurt Emboar (Psychic) and Shiftry (Fire); and most other special attacks too. New EV spread gives a check to CB Entei, and switch into the physical threats to the pair listed above. Toxic gives a nice stall option, combined with Slack Off. The choice of Fire Blast gives a check to switch in Grass types, and the ever present Escalvier and Ferroseed. (Thanks to Tank178 for suggestion) Overall, links well with pivot Amoonguss, forming a tertiary Regenerator core.

Contributes to the Water and Psychic types of the DoubleCore

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Shiftry @ Life Orb
Trait: Chlorophyll
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Swords Dance
- Nature Power
- Seed Bomb
- Sucker Punch

I use NU in RU, F*uck me, right? No. This thing has stuff going for it. Decimates Bouffalants that switch in for the SapSipper boost, Dancing then Sucker Punch. Can deal a fair amount of damage even without a boost, surprising with Sucker Punch. Goes on to deal with Slowking well too, switching in on Psychics and Surf/Scalds, the latter risking only a burn.

Contributes the Grass and Dark types of the DoubleCore


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Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Relaxed Nature
- Earthquake
- Stealth Rock
- Gyro Ball
- Roar

Suggested by col49. Steelix provides a 'solid buffer' to Druddigon, and just about any other physical threats; Bouffalant, Cincinno, and even Escavalier to a point; as well as providing a needed SR setter. As also noted by col49, defensive synergy with Slowking is evident; and prevention of setting up is achieved through the ever present Roar.

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Amoonguss @ Black Sludge
Trait: Regenerator
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Sludge Bomb
- Giga Drain
- Spore
- Hidden Power [Fire]

'Dat pivot, now running HP Fire to check more switch-ins, and providing a better overall coverage; taking out Steels intent on setting up. Sludge Bomb over Clear Smog for that extra kick. As for the use of Spore, basic as it gets really. Spore, get out. The synergy with Slowking is also there, with Regenerator healing of any residual damage.

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Aerodactyl @ Life Orb
Trait: Rock Head
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Stone Edge
- Roost
- Taunt

Still hits like a truck, and is fast like one too. Now works as one of the teams two obvious leads; taunting setters to prevent hazards. Blocks Smeargle straight out of the gate, as well as non-scarfed Uxie leads. Also works well to clean up endgame, EQ and Stone Edge giving decent enough coverage to finish off on top of SR damage.

Credit to col49 and Tank178 on advice
 
Might want to add a few more lines to Amoongus, Bouffalant, and Aerodactyl, so that peeps can understand the sets better, and so this thread can stick around.

But, I will still rate regardless.

Psychic on Slowking I'd replace with Ice Beam or Fire Blast, seeing how all the members of your team deal with Fighting types easily. Plus, Aero takes them on the best out of all of them.

Also might want to replace Rock Head on Aero with Unnerve or Pressue, seeing how you do not have Double-Edge.
 
I would suggest the lead set on aero with the stealth rock lead set as though your team completely lacks hazards. This is the only real problem I see right now and overall enjoy the team.
 
Hey Giustizia, nice team :) Cool to see someone using Shiftry, its a pretty cool 'mon in the current meta. Anywho, I have a few nitpicks that I feel will make this team function a little more smoothly.

Firstly, Choice Scarf Emboar thoroughly appreciates the extra Speed a Jolly nature provides, allowing it to outpace an assortment of Pokemon it can effectively check (such as Durant, Sceptile, and Galvantula) with proper switching. Moreover, as "standard" as it is, Sleep Talk is an essential on Choice Scarf Emboar, allowing it to effectively switch into sleep inducers such as Lilligant, Tangrowth, and Jynx while maintaining usefulness. This would likely replace Earthquake, as the coverage it provides is rarely useful considering Emboar retains perfect neutral coverage within the tier with Flare Blitz / Superpower / Wild Charge. While I understand that Bouffalant can effectively "absorb" most sleep moves, this quickly become predictable / exploitable, and the last thing you need is the opponent doubling into a Fighting-type and getting a free turn.

In terms of your Slowking, I would take serious consideration into investing 144 EVs in Defense. As it stands Choice Band Entei poses a fairly big threat to your team, as nothing switches into Flare Blitz well, and while it does lend itself to being worn down quickly between SR and Flare Blitz recoil it does not prevent it from netting at least 2 relatively easy kills per match when played conservatively (even worse with spin support '~' ). 144 EVs guarantee Slowking to buff out Entei's attacks, avoiding the 2HKO from CB Stone Edge, as well as the Flare Blitz after Stealth Rock damage. This change also reinforces Slowking's ability to switch into physically based Water- and Fighting-types, which is pretty key imo.

As much as I love the 'mon, I don't feel as though Bouffalant is doing much for your team. I feel as though you greatly over-stress the ability to handle opposing Grass-types, and with Emboar capable of eating Spores and Sleep Powders and either him or Amoonguss combating them from there I see very little need to expend so many resources dealing with them. I would consider the use of Steelix in that slot. Considering your use of a FWG core, the increasingly popular Druddigon finds several opportunities to switch in, and Steelix provides a solid buffer to it. Moreover, Steelix provides a strong check to other threats such as Bouffalant, Galvantula, and more, in addition to providing a generally solid defensive backbone to your team alongside Slowking. This also offers your team a user of Stealth Rock, which is fairly key in most competitive teams to say the least :P

I would also consider the use of Life Orb Aerodactyl over your current set. As cool as CB Aero is, the ability to Roost over residual damage is very useful, especially on a team lacking a spinner. Moreover, access to a speedy Taunt helps a ton against defensive teams, as well as providing your team a reliable response to lead Smeargle (and select other early-game hazard users), who can currently get up 2 layers against your team no problem with proper prediction.

Lastly, as some minor changes, I would consider the use of Sludge Bomb and Hidden Power Fire over Clear Smog and HP Rock on Amoonguss. Most targets you state are hit just as hard, if not harder, by this attacking combination (especially when considering the reasonable possibility of Sludge Bomb poisoning the opponent), while providing the added benefit of being able to pressure Steel-type switch-ins and check Pokemon such as Magneton. While the inability to wipe stat boosts appears bad at first, very set-up sweepers can set up alongside Amoonguss cleanly with its SpA investment, and Sludge Bomb actually makes Amoonguss more adept at checking certain Pokemon like Bulk Up Gallade.

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  • Adamant ---> Jolly
  • Earthquake ---> Sleep Talk

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  • 252 HP / 4 SpA / 252 SpD ---> 252 HP / 144 Def / 112 SpD

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--->
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  • Clear Smog / Hidden Power Rock ---> Sludge Bomb / Hidden Power Fire

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  • Choice Band [Set] ---> Life Orb Attacker

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Steelix @ Leftovers | Sturdy
Relaxed | 252 HP / 96 Def / 160 SpD
Stealth Rock | Earthquake | Gyro Ball | Roar

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Aerodacytl @ Life Orb | Pressure
Jolly | 4 HP / 252 Atk / 252 Spe
Stone Edge | Earthquake | Roost | Taunt

I hope some of my suggestions were helpful, good luck in the future =)
 
I hope some of my suggestions were helpful, good luck in the future =)

They most certainly were, the specific EV spreads should prove to better handle the checks mentioned, and the inclusion of Steelix as a wall and SR'er was certainly necessary.

I'll amend the team with all of the advice I find useful, and continue to test. I'll put more detail into each Mon's uses too.
 
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