Effective Cores in the Doubles metagame

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Laga

Forever Grande
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approved by logic =]


Effective Cores in the Doubles Metagame

So most of you probably noticed the awesome thread made yesterday about different Doubles strategies. Unfortunately, all of these sucked, and the thread turned out very non-serious. That said, It is actually a great idea to talk about cores / combinations in Doubles, considering the fact that there are two frickin Pokemon on the field at a time. So post here your effective cores that have won you games in the great tier of Doubles, and comment on them with 3-8 lines about synergy and strategy.

The cores will be listed under three categories: Offensive, Defensive, and Miscellaneous. Offensive cores aim to take advantage of each other's counters to blow holes in the opponent's team and eventually overpower the opposing team. Defensive cores aim to allow for easy switching due to good synergy, and provide a good basis for supporting any offensive mons on your team. Miscellaneous cores are usually a combination of a supporter and an attacker / sweeper that synergize very well with each other.

Rule: NO GIMMICKS. Please, just don't do this. Only post cores of Pokemon that help each other perform their roles by providing good offensive / defensive synergy.

Example (and to get rid of the obvious):

Laga said:
Hitmontop @ Sitrus Berry
Intimidate
252 HP / 136 Atk / 120 Def
+Def -SpA Nature (can't remember)
- Wide Guard
- Fake Out
- Close Combat
- Feint / Helping Hand

Volcarona @ Lum Berry
Flame Body or w/e
4 HP / 252 SpA / 252 Spe
Modest Nature
- Heat Wave
- Quiver Dance
- Bug Buzz
- Protect

Here is a classic, miscellaneous TopMoth core. It aims to perform a sweep with Volcarona by supporting it extensively with Hitmontop. Intimidate, Fake Out, and Wide Guard all block or ease the hits aimed at Volcarona, hopefully allowing it to set up a Quiver Dance or two. With a STAB spread move, Volcarona can easily sweep late game after setup. Lum Berry is important for healing paralysis, but Focus Sash can be used too if you want to survive a random Stone Edge.
edit: and you can also use this thread to reply to people's cores; suggest things, talk about why they are effective, make them better, etc.
One- or two-lined posts are retarded so don't do that shit...

One Leaderboard point will be given to people who come up with a good, legitimate core.

Happy posting =]

Genesect @ Choice Scarf
Ability: Download
EVs: 160 Atk / 96 SAtk / 252 Spd
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Thunderbolt

Garchomp (F) @ Garchompite
Ability: Rough Skin
EVs: 64 Atk / 192 SAtk / 252 Spd
Hasty Nature
- Earthquake
- Draco Meteor
- Fire Blast
- Protect

This offensive core is geared towards abusing mega-garchomps ridiculous amount of power. Scarf genesect threatens many of garchomps checks and counters. Iron head takes care of fairy types not called azumarill and mawile. Azumarill is hit hard by thunderbolt especially if it's at plus one, and mawile must fear a sand force boosted earthquake which KOs if at neutral attack or take 80% from a fire blast or get knocked out if it has yet to mega-evolve. U-turn devastates lati@s and other psychic types, whilst ice beam can KO other dragons and landorus-t. Garchomp is more of a specially orientated mixed set as to lessen the effect will-o-wisp will have on it's output in the battle, on top of that garchomps spectacular 170 base attack gives earthquake a serious bite and can even take out many threats to genesect namely heatran and fire blast can ohko ferrothorn which would otherwise put a stop to genesect with thunderwave. Rotom-wash and -heat, namely there are of course others, are both serious problems to this core although they are both hit hard by draco meteor, but an appropriate counter greatly improves the effectiveness of this core.
Aegislash @ Spooky Plate
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

Kangaskan @ Mega
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Return / Double Edge
- Sucker Punch
- Follow-Up Punch
(This is just the standard Kang set; Kangaskhan's EVs and attacks can be varied depending on your team and the combo will still work, just as long as you keep max Atk EVs, Fake Out and either Return / Double Edge).

The main perk this combo has over the other combos listed is that this is a very anti-Trick Room combo. Aegislash's STABs are super-effective against every single common Trick Room user, and Fake Out cannot stop it. Aegislash 2HKOs every TR user at worse (except for specially bulky Cress thanks to Siturs Berry, but Kangaskhan's Fake Out will guarantee a 2HKO). Pair this with Kangaskhan's raw bulk, and you will 2HKO every TR user with Crunch. Without Crunch you can't 2HKO Ghost-types on the first turn with just Kang, but even then, you have Scrappy Fake Out to stall Ghost-types so that Aegislash can 2HKO them before they set up TR. Due to Kangaskhan's Speed, it outruns the commonly used Fake Out users on Trick Room teams, rendering their Fake Out useless because only Kang can be targeted by Fake Out. Intimidate doesn't weaken the core much, only really affecting Kang. The fact that TR settlers commonly don't run Protect makes stopping TR even easier. Finally, in the off-chance that your opponent manages to get up TR, both your Pokemon have access to priority and bulk to not render themselves useless in TR (unlike Mega Gengar), and Aegislash even underspeeds some common Trick Room abusers like Cress and Heatran.

Even against non-TR teams, this is still a good core. Bulky offense combo with much raw power. Burn (most common users Rotom-W and Trevenant) and Fighting types (Hitmontop, Terrakion, etc), good checks to Kang, fear Aegislash (bar Scrafty in the case of Fighting-types). Kang can outmuscle many of Aegislash's checks. It's anti-TR competency is its selling point over other combos though.
 
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BLOOD TOTEM

braine damaged
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Other varients of TopMoth can be equally devastating.
Particularly potent combinations this gen include TopTran and TopZard.
The principal is very much the same as TopMoth but there are differences is each combination and there are different times when you should use them.

TopTran:
Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 64 Atk / 64 Def / 128 SDef
Careful Nature
- Fake Out
- Close Combat
- Wide Guard
- Feint / Helping Hand

Heatran @ Leftovers
Ability: Flash Fire
EVs: 176 HP / 252 SAtk / 76 Spd / 4 SDef
Modest Nature
- Heat Wave
- Earth Power
- Substitute
- Protect

Thanks to Heatran's plethora of resistances and great bulk it's fairly easy to set up a sub. Couple this with Hitmontop's access to Intimidate, Fake Out and Wide Guard and Heatran has an almost guaranteed Substitute. Feint is a strong option if you're feeling ballsy in your prediction whilst Helping Hand provides the raw power to blitz through walls. Heatran's EVs are optimized to outspeed min speed Rotom-W meaning you can Substitute in its face and not be worried about Hydro Pump whilst your partner deals with it.

TopZard:
Hitmontop (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 64 Atk / 64 Def / 128 SDef
Careful Nature
- Fake Out
- Close Combat
- Wide Guard
- Feint / Helping Hand

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Heat Wave
- Solar Beam
- Hidden Power [Ground] / Air Slash / Substitute
- Protect

Pretty much the same principal but a more offensive version. The goal of the combo this time is to blitz the opponents team hard and fast. Sun boosted Heat Wave plows through tons of threats and can even 2HKO a lot of resists. Hitmontop helps Charizard deal with some of it's checks and counters thanks to Wide Guard and Fake Out support. Solar Beam hits the bulky Water-types that Heat wave can't but you have to be careful when dealing with Pokemon like Tyranitar. I'm a big believer in carrying HP Ground everywhere to slam the tran but the other options are just as good.

Will update / post more with some more inventive cores.
 
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 224 SAtk / 32 SDef
Relaxed Nature
IVs: 0 Atk / 0 Spd
- Psychic
- Ice Beam
- Helping Hand
- Trick Room


Standard Semi-TR core/lead. Landorus-T weakens physical attackers and can either attack to remove troublesome Steel-types and Thundurus (which falls to Stone Edge), or U-turn out while Cresselia sets TR, making way for a Trick Room attacker. Landorus-T is also very useful late game once Trick Room has worn out, picking off weakened Pokemon with ease. This core will have some trouble with Bisharp and Fake Out however, so that's something that will need to be considered when building around it.
 
Suicune @ Wacan Berry
Trait: Pressure
EVs: 120 HP / 252 SpA / 136 Spe
Timid Nature
-Scald / Hydro Pump
-Ice Beam
-Tailwind
-Roar / Protect

Breloom @ Focus Sash
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Mach Punch
-Bullet Seed
-Protect
-Spore


While the core is Gen 5 material, it DOES still work, as Grass types are rare in Dubz (for some reason, but my Gastrodon doesn't mind), and I've yet to see something running Safety Goggles. The basic gist is that with a Wacan Berry, Suicune will basically live anything that first turn and set TW, while Breloom Protects. Next turn, put something to sleep and start breaking things down. Roar is a great option as it disrupts Trick Room perfectly, which is TW teams' worst enemies.

This core will have some issues with CharY teams if they MegaEvolve and Solarbeam Suicune on Turn 1, so having Protect might help out here, as would having something to ruin Sun, like TTar, or Politoed, especially TTar, who would benefit heavily from Tailwind.
 
Scrafty (M) @ Assault Vest
Ability: Intimidate
EVs: 152 HP / 252 Atk / 104 Spd
Adamant Nature
- Fake Out
- Drain Punch
- Knock Off
- Stone Edge

Cresselia (F) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
- Trick Room
- Helping Hand
- Psyshock
- Skill Swap

This is the most efficient TR-setting duo I've used to date. both of these pokemon put in so much work. Scrafty is bulky as hell with Assault Vest and Intimidate, the latter of which forces enough switches on its own. The EVs on Scrafty outspeed 4 Spe Hitmontop by a single point, to guarantee the Fake Out. This may seem silly, as once Trick Room is up, Hitmontop can outspeed Scrafty and hit it with a Super-effective Close Combat, but that isn't a big issue as will be explained later. You can swap the HP and Atk EVs if you want it to be a little bulkier. Drain Punch is a great main STAB, and takes care of pokemon like Tyranitar and Hydreigon that would otherwise ruin Cresselia's day. Knock Off is amazing, and the ability to take out anything from Choice Scarf to Sitrus Berry to Weakness Policy (without even activating the last two!) is fantastic. Stone Edge is great for hitting Zard, Volc and Mega Scizor(?) from the get-go.

This Cresselia ]rocks ass. Trick Room is obvious, but it needs a mention as it is the crux of the set. Helping Hand is great, and works very well with Scrafty's great coverage. Psyshock is the best STAB move, good for picking off mons at very low health and sniping Hitmontops like nobody's business. And then there's Skill Swap. Oh, Skill Swap, how I love thee. With it, I can get an extra intimidate with Scrafty, give Levitate to my SubTran, get an extra 5 turns of weather, and take everything from Gale Wings to Huge Power away from my opponents. Once I almost managed to stall out a Heatran by giving my Abomasnow Flash Fire. The EVs and Sitrus Berry do their job to keep Cress alive as long as possible.
 

Laga

Forever Grande
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Alright guys, it's nice to see some solid miscellaneous cores, but it would be nice to see some offensive / defensive cores. Here is a great example of an offensive core

Gardevoir @ Gardevoirite
252 Spe / 252 SpA / 4 somethin
Timid / Modest
Trace / Telepathy -> Pixilate
- Hyper Voice
- Psyshock
- Focus Blast
- Protect

Heatran @ Leftovers
180 HP / 252 SpA / 72 Spe
Modest Nature
Flash Fire
- Substitute
- Heat Wave
- Earth Power
- Protect

Basically, the gist of this offensive core is to smash past Heatran's counters with Gardevoir to make way for Heatran (Rotom-W, Landorus-T Latios, Dragons in general – all hit hard) and set up with Heatran against Steel-types that threaten Gardevoir, such as Scizor or Metagross. Substitute Heatran is great as ever with the new gen, with Fire-types getting more popular, and Steel-types almost necessary to counter Fairies - most notably Gardevoir. Gardevoir also functions awesomely at generally dishing out huge damage (does like 60+% to invested Rotom-W), and Heatran can also be paired well with something like a Hitmontop.
 
Genesect @ Choice Scarf
Ability: Download
EVs: 160 Atk / 96 SAtk / 252 Spd
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Thunderbolt

Garchomp (F) @ Garchompite
Ability: Rough Skin
EVs: 64 Atk / 192 SAtk / 252 Spd
Hasty Nature
- Earthquake
- Draco Meteor
- Fire Blast
- Protect

This offensive core is geared towards abusing mega-garchomps ridiculous amount of power. Scarf genesect threatens many of garchomps checks and counters. Iron head takes care of fairy types not called azumarill and mawile. Azumarill is hit hard by thunderbolt especially if it's at plus one, and mawile must fear a sand force boosted earthquake which KOs if at neutral attack or take 80% from a fire blast or get knocked out if it has yet to mega-evolve. U-turn devastates lati@s and other psychic types, whilst ice beam can KO other dragons and landorus-t. Garchomp is more of a specially orientated mixed set as to lessen the effect will-o-wisp will have on it's output in the battle, on top of that garchomps spectacular 170 base attack gives earthquake a serious bite and can even take out many threats to genesect namely heatran and fire blast can ohko ferrothorn which would otherwise put a stop to genesect with thunderwave. Rotom-wash and -heat, namely there are of course others, are both serious problems to this core although they are both hit hard by draco meteor, but an appropriate counter greatly improves the effectiveness of this core.
 
Don't hate on me for this, but:

A "defensive" core i like to call "Clefabegar"

Gengar @ Gengarite
Ability: Levitate
EVs: 252 Spd / 156 HP / 100 SAtk
Timid Nature
IVs: null Atk
- Perish Song
- Protect
- Shadow Ball
- Disable

Clefable @ Sitrus Berry
Ability: Magic Guard
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
IVs: null Atk
- Follow Me
- Soft-Boiled
- Protect
- Encore

The point of this combo is to completely ruin the life of the opposing pokemon by completely disabling them, and then killing them with perish song. the fact you can completely disable a pokemon and trap it is just too awesome. You should always lead with this combination, as it's probably the only chance you have of making it work. Trick room teams are kind of annoying for it, but I can usually get past them. Also u-turn and volt switch can go die
http://replay.pokemonshowdown.com/smogondoubles-73120444 the beginning (turn 1-8) of this battle shows how it works
I don't even want to, but I have to.

Pls no gimmicks...

This setup is easily countered by Taunt, VoltTurn, Bulky Ghosts like Trevenant, Fake Out, etc, and the fact that it's a Lead pair makes it even easier to counter with basic team options.

Edit: Perish Trap in Doubles is a super gimmicky, super high risk strategy. It's basically like running TerraCott as your main deal. You'd be better off using Gengar as a Sash Disruptor with Taunt/Destiny Bond, or as an attacker with Life Orb, or just using it to prevent switches as Mega, but not as a Perish Trap thing, just as a way to get rid of specific counters to your team.
 
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Darkmalice

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6th Gen Pokes only combo

Aegislash @ Spooky Plate
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

Kangaskan @ Mega
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Return / Double Edge
- Sucker Punch
- Follow-Up Punch
(This is just the standard Kang set; Kangaskhan's EVs and attacks can be varied depending on your team and the combo will still work, just as long as you keep max Atk EVs, Fake Out and either Return / Double Edge).

The main perk this combo has over the other combos listed is that this is a very anti-Trick Room combo. Aegislash's STABs are super-effective against every single common Trick Room user, and Fake Out cannot stop it. Aegislash 2HKOs every TR user at worse (except for specially bulky Cress thanks to Siturs Berry, but Kangaskhan's Fake Out will guarantee a 2HKO). Pair this with Kangaskhan's raw bulk, and you will 2HKO every TR user with Crunch. Without Crunch you can't 2HKO Ghost-types on the first turn with just Kang, but even then, you have Scrappy Fake Out to stall Ghost-types so that Aegislash can 2HKO them before they set up TR. Due to Kangaskhan's Speed, it outruns the commonly used Fake Out users on Trick Room teams, rendering their Fake Out useless because only Kang can be targeted by Fake Out. Intimidate doesn't weaken the core much, only really affecting Kang. The fact that TR settlers commonly don't run Protect makes stopping TR even easier. Finally, in the off-chance that your opponent manages to get up TR, both your Pokemon have access to priority and bulk to not render themselves useless in TR (unlike Mega Gengar), and Aegislash even underspeeds some common Trick Room abusers like Cress and Heatran.

Even against non-TR teams, this is still a good core. Bulky offense combo with much raw power. Burn (most common users Rotom-W and Trevenant) and Fighting types (Hitmontop, Terrakion, etc), good checks to Kang, fear Aegislash (bar Scrafty in the case of Fighting-types). Kang can outmuscle many of Aegislash's checks. It's anti-TR competency is its selling point over other combos though.
 
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Offensive Core:

Klefki @ Sitrus Berry / Leftovers
Ability: Prankster
EVs: 252 HP / 116 Def / 140 SDef
Impish Nature
- Safeguard
- Foul Play
- Swagger
- Thunder Wave

Hawlucha @ Lum Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Acrobatics
- High Jump Kick
- Protect / Rock Slide / Swords Dance / whatever
- Substitute


The point of this set up is to abuse Hawlucha's ability, Unburden, which works in tandem with Acrobatics. I use it as a lead, to guarantee that both pokemon are in battle at the same time. Anyways, Klefki uses prankster swagger on Hawlucha to give him a free boost, and the lum berry negates the confusion effect. So you are basically getting a free swords dance boost, while unburden provides the equivalent of a scarf. Klefki then can provide support with safeguard, and thus can shoot off even more swaggers onto Hawlucha. Klefki also exists to provide support and to distract other mons from Hawlucha. Theoretically, you could probably switch Klefki for Sableye; the Prankster + Swagger principle remains mostly the same.

Acrobatics and Hi Jump Kick offer amazing coverage, Rock Slide hits both opponents if you're into that. Protect is if you hate fake out or whatever. Also, I suck at EVs so feel free to suggest another spread.
 
6th Gen Pokes only combo

Aegislash @ Spooky Plate
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

Kangaskan @ Mega
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: null Atk
- Fake Out
- Return / Double Edge
- Sucker Punch
- Follow-Up Punch
(This is just the standard Kang set; Kangaskhan's EVs and attacks can be varied depending on your team and the combo will still work, just as long as you keep max Atk EVs, Fake Out and either Return / Double Edge).

The main perk this combo has over the other combos listed is that this is a very anti-Trick Room combo. Aegislash's STABs are super-effective against every single common Trick Room user, and Fake Out cannot stop it. Aegislash 2HKOs every TR user at worse (except for specially bulky Cress thanks to Siturs Berry, but Kangaskhan's Fake Out will guarantee a 2HKO). Pair this with Kangaskhan's raw bulk, and you will 2HKO every TR user with Crunch. Without Crunch you can't 2HKO Ghost-types on the first turn with just Kang, but even then, you have Scrappy Fake Out to stall Ghost-types so that Aegislash can 2HKO them before they set up TR. Due to Kangaskhan's Speed, it outruns the commonly used Fake Out users on Trick Room teams, rendering their Fake Out useless because only Kang can be targeted by Fake Out. Intimidate doesn't weaken the core much, only really affecting Kang. The fact that TR settlers commonly don't run Protect makes stopping TR even easier. Finally, in the off-chance that your opponent manages to get up TR, both your Pokemon have access to priority and bulk to not render themselves useless in TR (unlike Mega Gengar), and Aegislash even underspeeds some common Trick Room abusers like Cress and Heatran.

Even against non-TR teams, this is still a good core. Bulky offense combo with much raw power. Burn (most common users Rotom-W and Trevenant) and Fighting types (Hitmontop, Terrakion, etc), good checks to Kang, fear Aegislash (bar Scrafty in the case of Fighting-types). Kang can outmuscle many of Aegislash's checks. It's anti-TR competency is its selling point over other combos though.
you have no attack ivs on kanga. ??? Also now I know what yo use on my aegi thx :)
 
You would be better off going with a move like brick break, low sweep or flying press on hawlucha because with protect being on literally every mon, losing 50% of health because an opposing poke protected is not very good.

With that out of the way, this core is ruined by thundurus as it can taunt the klefki and then ko the hawlucha with thunderbolt. Once given the boost, hawlucha will also become a bright red 'ko me' marker and will be subject to double targeting. With frail defenses like hawluchas, it will not survive very long to do too much. Even some strong priority (mega scizors bullet punch) can do a lot of damage. Trick room also wrecks this, turning hawluchas blistering speed against it.
 

Laga

Forever Grande
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Alright, I am adding two of the above cores to the hall of fame (which I just made).

The first core is Chenkovsky's Scarf Genesect + Mega Garchomp core
The first core is Darkmalice's Mega Kangaskhan + Aegislash core

They both spot amazing synergy defensively and offensively, and have the two mons take maximum advantage of each other's roles.

Keep posting your epic cores: we have yet to see a defensive core in the Hall Of Fame :p
 

Pocket

be the upgraded version of me
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Mymom234, you almost always want Protect on a frail mon like Hawlucha. Klefki actually learns Imprison, so you can potentially replace 2 moveslots for Protect + Imprison to disable Protect, allowing Hawlucha's Hi Jump Kick to connect much more frequently. It's true that the core is weak to Prankster Taunt users, though, so you may want to consider either Mental Herb on Klefki or Quick Guard on Hawlucha.
 
Here's an offensive set that doesn't rely on Legendaries (I like playing in Wi Fi), and tries to abuse the opposing nature of Water and Electricity.

HelioTurn

Heliolisk @ Balloon
Dry Skin
Timid
252 Sp. Attack / 252 Speed / 4 HP
- Surf
- Parabolic Charge
- Dark Pulse
- Electrify

Lanturn @ Absorb Bulb
Volt Absorb
252 HP / 252 Sp. Attack / 4 Speed
- Surf
- Discharge
- Ice Beam
- Rain Dance

These two form the core, allowing for the team to build around the core concept. Getting some electric types w/ Volt Absorb or similar abilities (Zebstrika, Emolga, Electivire), and water types that can make use of Water Absorb. It would be best to compliment these two w/ a strong physical presense (Electivire would be ideal, w/ Motor Drive).
The idea should be obvious: Surf and Discharge / Parabolic Charge to aid ally (or resist damage) to keep each other alive and target foes' weaknesses. Ice moves on Lanturn allow him to SE grass types which resist both. Dark Pulse is a good solution to the strong Ghost types in this Gen. Packing Rain Dance gives them both the extra buff they need for more Surf Damage, and to help the rest of the team which may pack things like Thunder or Hurricane, and counters Sun Light which hampers the water moves and hurts Heliolisk. Electrify can save the day if you suspect a non-ground EQ threat (Though Garchomp is still a beast...)

Strenghts: Water and Electricity compliment each other well. The joint healing effort.

Cons: Earthquake on a ground type (Immune to Electrify). Sun teams (CharY weak to electricity though). Wide Guard (Doesn't stop the healing process though). Heliolisk is kind of weak, and wont survive a good physical attack.

Entertainment: Picture a Heliolisk running around the surface of the water next to a bobbing lanturn, occasionally jumping on and off Lanturn's head, all the while spewing electricity everywhere.
 

Ash Borer

I've heard they're short of room in hell
more or less stolen from tsunami shakeitup the man of many names and tiers

Deo-A @ Focus Sash
Nature: Mild
Evs: 252 spe / 200 satk / 56 atk
- Psycho Boost
- Superpower
- Knock Off
- Protect

Kangaskhan @ kangaskhanite
Nature: Jolly
Evs: 252 spe / 252 atk / 4 hp
- Fake Out
- Fire Punch
- Sucker Punch
- Return

This is the offensive duo that simply brute forces its way through all follow me spam, 1st turn trick room set ups, and various other annoyances. AS well neither member are slow, and it packs priority so agaisnt opposing offensive pokemon coming out on top isnt exactly hard. The moveset on Deo is pretty simple, Protect is wholly necessary to play around opposing priority, preserve the focus sash, beat fake out and what have you. Psycho boost basically just kills everything dead with that kind of investment and nature. Superpower demolishes steel and dark types that resist psychic, as well Knock off is a hilarious move as it provides a nice utility alongside reducing enemy psychic types to cinders. Deo has all kinds of other filler that cna be run over knock off like ice beam, t-bolt, meteor mash (fuck fairies yo), and more! such a ridiculous pokemon. Kanga's movepool covers deo's ass while nuking the shit out of anything. REturn hurts WAY too much, while fire punch compliments superpower to hit pretty much every steel type damn hard. Fake out is fake and a fake out this strong is hilariously valuable. Sucker punch takes advantage of the opponents tendency to... react to such blunt offensive pressure and strikes them before they can get their priority onto Deo.

This shit mad wack, yo. Also, fire punch and superpower demolish weather starters that trouble deo's sash it's p cool. Wide guard and quick guard support have no effect on this core so really, most of the time the opponent has to take the blunt of your assault it's p sweet. Im thinking of dropping knock off on deo for fire punch and utting crunch over fire punch on kanga as a fake out + trick room starting duo against my team often requires deo to protect, while kanga has to attack the trick room user, mostly theyre weak to dark moves so ill probably change this eventually
 
more or less stolen from tsunami shakeitup the man of many names and tiers

Deo-A @ Focus Sash
Nature: Mild
Evs: 252 spe / 200 satk / 56 atk
- Psycho Boost
- Superpower
- Knock Off
- Protect

Kangaskhan @ kangaskhanite
Nature: Jolly
Evs: 252 spe / 252 atk / 4 hp
- Fake Out
- Fire Punch
- Sucker Punch
- Return

This is the offensive duo that simply brute forces its way through all follow me spam, 1st turn trick room set ups, and various other annoyances. AS well neither member are slow, and it packs priority so agaisnt opposing offensive pokemon coming out on top isnt exactly hard. The moveset on Deo is pretty simple, Protect is wholly necessary to play around opposing priority, preserve the focus sash, beat fake out and what have you. Psycho boost basically just kills everything dead with that kind of investment and nature. Superpower demolishes steel and dark types that resist psychic, as well Knock off is a hilarious move as it provides a nice utility alongside reducing enemy psychic types to cinders. Deo has all kinds of other filler that cna be run over knock off like ice beam, t-bolt, meteor mash (fuck fairies yo), and more! such a ridiculous pokemon. Kanga's movepool covers deo's ass while nuking the shit out of anything. REturn hurts WAY too much, while fire punch compliments superpower to hit pretty much every steel type damn hard. Fake out is fake and a fake out this strong is hilariously valuable. Sucker punch takes advantage of the opponents tendency to... react to such blunt offensive pressure and strikes them before they can get their priority onto Deo.

This shit mad wack, yo. Also, fire punch and superpower demolish weather starters that trouble deo's sash it's p cool. Wide guard and quick guard support have no effect on this core so really, most of the time the opponent has to take the blunt of your assault it's p sweet. Im thinking of dropping knock off on deo for fire punch and utting crunch over fire punch on kanga as a fake out + trick room starting duo against my team often requires deo to protect, while kanga has to attack the trick room user, mostly theyre weak to dark moves so ill probably change this eventually
I love DeoA sets almost as much as Nyttyn myself, but I have a nitpick with yours.

Why max speed? DeoA needs only about 232 Speed to outrun max Timid Jolteon and Jolly Aerodactyl before MegaVolving, which are the fastest viable mons I can think of first turn (MegaVolving does change speed tiers til turn 2), so what are you outspeeding that first turn? Also, Superpower was literally only good for checking Steel types, as TTar was not something you'd stay in on (Sand breaks Sash, Crunch breaks you), and Bisharp will completely shut you down with Suckerpunch. With Dark now unresisted by Steel, you could drop it in favor of ESpeed. A revised set might look like:

Deoxys - Attack Forme @ Focus Sash
Trait: Pressure
EVs: 252 Atk (or SpAtk) / 232 Spe / 24 SpAtk (Atk)
Mild / Rash / Lonely / Naughty Nature
-Psycho Boost
-Knock Off
-Extremespeed
-Protect

Now, you could also change up Kanga's set to include a Fighting type coverage move over Fire Punch. Drain Punch and PuP are still very viable on Kanga, even in Dubz. I'm also not a huge fan of Suckerpunch on her. It's a good move, but I feel it lacks power sometimes. Also, Double Edge over Return if you're going for the "overpowering lead" - style of play.


Hope I helped!
 

Pyritie

TAMAGO
is an Artist
Electrify can save the day if you suspect a non-ground EQ threat (Though Garchomp is still a beast...)
A bit off-topic, but I've heard conflicting information about this. Does Electrify not affect ground types, similar to thunder wave? Or does it ignore the target's type, like most other status moves? (growl affecting ghosts, trick affecting darks, etc)
 
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Rock Slide
- Earthquake
- Iron Head
- Taunt

Klefki @ Leftovers
Ability: Prankster
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Safeguard
- Swagger
- Thunder Wave
- Dazzling Gleam
Ok, hear me out before you disregard this core! Here is how this core will work:
Turn One: Safeguard with Klefki, do whatever with Aerodactyl
Turn Two: Swagger Aerodactyl
Turn Three: Wreck shit with Aerodactyl
Because of Safeguard, you're basically just giving a Swords Dance to Aerodactyl while Klefki can then proceed to do whatever. This core is a lot of fun, and when executed correctly, can be difficult to stop.
 
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect

Keldeo (Keldeo-Resolute) @ Sitrus Berry
Ability: Justified
EVs: 192 Spd / 252 HP / 64 SDef
Timid Nature
- Icy Wind
- Taunt
- Secret Sword
- Protect


ChariYard is one of the biggest threats in the meta, and support only makes it better (bad opening but w/ever). Take your pick from Keldeo's three non-protect moves, all will support ChariYard. Icy Wind can knock a lot above 100 down to a level manageable for ChariYard, most notably Scarf Landorus-T. Taunt can stop Wide Guard users (of course, doesn't apply until the turn after), as well as, you know, other stuff. Secret Sword is the set's secret ingredient (i so funny), as well as the main reason to use Keld as a Yard partner. It breaks Heat's sub/2HKOs, 0HKO most n-T-Tars, and puts Mega-Tar into HP Ground range. With Secret Sword, it does all this without compromising its bulk, and with a fire resist for Heatran. The EVs let you outspeed Spe+ base 100s, the rest in bulk. ChariYard is ChariYard nothing needs to be said on it. Rotom-W and Talonflame give this core trouble but other than that, it wrecks.
 

The Leprechaun

wear nike not fila
is a Tiering Contributor Alumnus
Much offensive

I recently made a team with this core and it was pretty effective :]]

Gyarados @ gyaradosite
Trait: Intimidate
252 Atk/ 252 Spd/ 4 HP
Adamant Nature
- Dragon Dance
- Earthquake
- Waterfall
- Protect

Toge (Togekiss) @ Wacan Berry
Trait: Serene Grace
Calm Nature
EVs: 252 SDef/ 252 HP / 4 SAtk
- Follow Me
- Tailwind/ Thunder Wave
- Air Slash
- Protect/ Roost/ Heal Bell

Ok so core is obviously focused on getting dragon dances up for mega dos and the synergy between the 2 mons is really just fantastic for this. First of all, Togekiss resists 3 out of 5 mega dos' weaknesses, 4x resisting 2 of them while gyara deals with all the big threats to kiss such as bisharp, ttar rhyperior and any other powerful rock move user. On top of this, Togekiss' fantastic special bulk is complemented by the intimidate that normal form dos brings to the field. Air slash can also easily deal with any fighting type that may threaten dos with the mack punch.

The main reason to use this core is actually to lure in electric types, most notably rotom w and mega manectric to make it easier for pokes like talonflame or heatran to flourish. Obviously, these two pokes together on the field scream out for the rotom to come in only to find out that kiss can easily tank the electric stab and dos can knock it out with a mild breaker eq. This is the main reason I run tailwind over thunder wave as I'll be dealing with electric types fairly often.

Thoughts?
 
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On the subject of Gyarados, this is the core that really helped me when I tried to get reqs. It is similar to the above but focuses more on offense for both members.



Landorus-T @ Yache Berry
Trait: Intimidate
4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- Protect



Gyarados @ Wacan Berry
Trait: Intimidate
4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Protect


These two are good at checking many physical attackers while still being able to boast a good amount of power in order to take them down directly. Gyarados and Landorus are one of only 3 Pokemon with Intimidate that are immune to Earthquake and have said attack, so neither have to much of a problem using the move on each other. The other one? Salamence is good but its better as a Special Attacker in doubles and having two Ice weak mons can be a problem at times. Back on topic, I usually have these two out at the same time, because it effectively halves how threatening any physical sweepers are and neuters and Rock Slides that may be targeted at Gyarados, which can allow Gyarados to start setting up Dragon Dances. Landorus-T does a very good job getting rid of what can threaten Gyarados, such as Electric-types, and can easily wear down stuff like Kangaskhan that can stop a sweep. Gyarados can usually set up on a Pokemon that threatens Landorus. They aren't as effective early game where it is easy for two Pokemon to be out and threaten them but Mid Game they really shine as Pokemon that can work together to pummel the opponent.

I'm really not sure if Dragon Dance is the best idea here but it really does work for me. Even after a potential intimidate, the speed boost that remains is still very helpful. The berries can help as they can take a 4x weakness fairly well (unless its really strong and STAB) and retaliate, something that might occur when this is happening.
 
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Pocket

be the upgraded version of me
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
On the subject of Gyarados, this is the core that really helped me when I tried to get reqs. It is similar to the above but focuses more on offense for both members.



Landorus-T @ Yache Berry
Trait: Intimidate
4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- Protect



Gyarados @ Wacan Berry
Trait: Intimidate
4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Protect


These two are good at checking many physical attackers while still being able to boast a good amount of power in order to take them down directly. Gyarados and Landorus are one of only 3 Pokemon with Intimidate that are immune to Earthquake and have said attack, so neither have to much of a problem using the move on each other. The other one? Salamence is good but its better as a Special Attacker in doubles and having two Ice weak mons can be a problem at times. Back on topic, I usually have these two out at the same time, because it effectively halves how threatening any physical sweepers are and neuters and Rock Slides that may be targeted at Gyarados, which can allow Gyarados to start setting up Dragon Dances. Landorus-T does a very good job getting rid of what can threaten Gyarados, such as Electric-types, and can easily wear down stuff like Kangaskhan that can stop a sweep. Gyarados can usually set up on a Pokemon that threatens Landorus. They aren't as effective early game where it is easy for two Pokemon to be out and threaten them but Mid Game they really shine as Pokemon that can work together to pummel the opponent.

I'm really not sure if Dragon Dance is the best idea here but it really does work for me. Even after a potential intimidate, the speed boost that remains is still very helpful. The berries can help as they can take a 4x weakness fairly well (unless its really strong and STAB) and retaliate, something that might occur when this is happening.
Eh, I'm not too keen about that core, Swamp-Rocket. I am not a big fan of having two mons that are crippled by Rotom-W and Latios. Abomasnow's Blizzard spam also looks problematic, too. Trevenant resists all of their move and can burn them. I'd at least run Stone Edge or Return / Double-Edge > Earthquake on Gyarados to be able to hit the former three for good damage after a Dragon Dance boost. Maybe consider Knock Off > Superpower to handle Trevenant, Latios (on the switch), and to dent Cresselia?
 
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