Resource Good NU Cores (SV Edition)

Aawin

wij
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approved by me | OP adapted from Corthius

Welcome to Good NU Cores!

For this thread, the idea is very simple- Any cores that you (the community) feel work well within the current metagame can be posted here! These cores are meant to spread the knowledge to newer players and also give everyone ideas for building new teams!

For a basic definition of core, it consists of two or three Pokemon that cohesively mesh and achieve a specific goal. For example, the goal can be breaking through sturdy defensive counterplay, or covering weaknesses by virtue of typing.

When submitting a core, please make sure you follow the rules listed below,
1. The core must contain at least two Pokemon and a maximum of three Pokemon
2. Include a short description of the core to make it easier to understand for someone who does not know how your core functions.
3. The submitted core must be tested to ensure that it performs well in the current meta. Including replays is recommended to further support the validity of your core! Make sure to include what style of team the core works well on (balance, stall, offense, hyper offense, etc.)
4. Creativity is always allowed and encouraged with this project, but make sure the Pokemon in the submitted core are not Pokemon that have very small/situational niches (i.e, two unviable ZU Pokemon; see the VR)


:ss/vanilluxe: + :ss/comfey:

Vanilluxe @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Flash Cannon
- Hidden Power [Fighting]

Comfey @ Life Orb
Ability: Triage
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Hidden Power [Ground]
- Taunt / Giga Drain

Never actually used this core, but I've played against it one too many times and its so annoying to deal with. Basically, Vanilluxe takes care of most of the things that walls Comfey while Comfey sets up on most of the things that come in to revenge kill Vanilluxe.


Triage is such a disgusting ability, as the things that would normally revenge kill you don't due to +3 priority Draining Kiss or Giga Drain. Fairy + Ground coverage pretty much hits most of the meta for neutral, leaving only Golbat, Zard and Weezing as decent switch ins. None of them appreciates taking a Blizzard and the first and last of the three are pretty easily worn down due to the amount of stuff they have to check.

With good hazard control (Xatu etc.), this core can easily ravage offensive teams and while bulkier teams scrambling for Vanilluxe switch ins will eventually get swept by Comfey. Try the core, I promise it's stupid good.


Happy submitting! A quick reminder that this project can only stay alive if you guys submit your cores!
 
So guys hope you are enjoying our beloved tier.

Wouldn't be fair to start with any other core other than Muk-BrowScreenshot_20240507_132644_Google.jpg
Screenshot_20240507_132817_Google.jpg


This duo was the face of balance/bulky builds since the day they dropped.

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Slowbro @ Rocky Helmet
Ability: Regenerator
Tera Type: Poison
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psychic Noise
- Slack Off
- Calm Mind

Slowbro is the best Def wall in the tier. It has amazing typing, great stats, good move pool and the broken Regenerator ability.

What does Slowbro does in game? His job is to be the pokemon equivalent of a stop sign. Whenever you have a physical atacker and you face Bro 90% you will be forced to switch because even if you can threat a 3hko before he kills you back the long trades aways favors Slowbro. Eventually you will be Scald burnt an than you mon will be unusable wile he recovers HP with slack off wile chipping you with helmet. Not only that if somehow the plan of brute forcing it is working he just switchs out and erase the progress made.

Other than it's bulk what makes it borderline(not so borderline more completely) broken is it's longevity. It's not rare to games end on Slowbro mirror. Regenerator and slack off combine for the best healing capabilities in the tier. Because scald/burn is really strong and the other mons that usually face Brow are weak to psychic there are many, many opportunities to heal.

Builds:

Slowbro is 99,9% is a Def+ wall with Scald+Slack off and Regenerator.

But the last 2 moves can change.
Most of the time will be the build I posted.
But some people don't run calm mind and opt for TWave others don't use P. Noise and prefere to abuse Slowbro Regenerator and use Future Sight.

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Muk-Alola @ Leftovers
Ability: Poison Touch
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Poison Fang
- Rest
- Sleep Talk

No mon is perfect alone outside Anything Goes. Here in NU isnt different. A-Muk is the perfect partner for Slowbro.

A-Muk has great SpD to covers for Slowbro and the duo covers each other's weaknesses. And even if they don't resist they can take those move neutral and be fine.

What A-Muk does? A-Muk is there to soak special hits and remove itens wile spreading poison. Those hits usually are meant to Slowbro.

Not only that but on It self A-Muk is a really good mon. Stab Koff is aways welcome and even if regular poison isn't that strong having it as a secondary effect on Koff has amazing value.

Builds:

A-Muk will aways invest on its HP and than can decide how much bulk it wanna have.
It has some interesting move pool and stats to go on a more offensive set with Curse but paired with Slowbro in this meta he will be aways be a SpD wall.

I highlighted the sleep talk set and with Poison Fang most people use Poison ab, but I prefer to fish for toxics on important targets AKA Slowbro that aren't expecting wile keeping a move to hit stuff like Tsareena or Diancei.

Other than that it works as expected. You spam Koff after switching on special attackers and when you get low you rest.

Other option is go all in on special bulk and use AV with Drain Punch and Gunk Shot.

Why they work so well together?

It's really simple.

If Slowbro it's the safe pivot to everyone. A-Muk is the safe pivot for Slowbro
 
:sv/mew::sv/infernape:
Mew @ Lum Berry
Ability: Synchronize
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Psychic Fangs
- Leech Life
- Earthquake

Infernape @ Life Orb
Ability: Blaze
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Vacuum Wave
- Grass Knot
Built a team with these two recently. Idea is that SURELY between the two of them, you beat Slowbro and open up for the other to sweep (usually it'd be Infernape wallbreaking and Mew sweeping). Pretty fun core in my experience using it.
 
Nasty HO Core

:sv/thundurus: :sv/mew:
:Thundurus: Thundurus @ Heavy-Duty Boots
Ability: Prankster
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Psychic / Flash Cannon
- Focus Blast / Grass Knot

:Mew: Mew @ Life Orb
Ability: Synchronize
Tera Type: Fairy / Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Earth Power
- Bug Buzz / Vacuum Wave / Energy Ball
Here we have the double Nasty Plot Hyper Offense core. These two do a great job breaking for each other. Amuk in particular wants to check both of them but cannot keep up with the onslaught of both together. The other special walls meet the same fate, beating one but not both typically. There are some slashed option on the coverage moves which you can customize for your preferences/individual team needs. This core is most effective on traditional hyper offense and does a great job breaking down teams!

 
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:sv/inteleon::sv/toxicroak:
:inteleon: Inteleon @ Choice Specs
Ability: Torrent
Tera Type: Dark / Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf / Hydro Pump
- Ice Beam
- Dark Pulse
- U-turn

:toxicroak: Toxicroak @ Leftovers
Ability: Dry Skin
Tera Type: Dark
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Gunk Shot
- Sucker Punch / Knock Off

These two provide a strong wallbreaking core for many balance teams. Inteleon checks the Ground- and Fire-types like Swampert and Incineroar that can threaten Toxicroak. In return, Toxicroak can take advantage of U-turn bringing it in on Grass- and Water-types like Vileplume, Tsareena, Milotic and Vaporeon, granting it a free turn to force progress with chip or set up for a sweep with Swords Dance. And, together they have no checks (off the top of my mind) other than Tentacruel (ZU material), which is easily overwhelmed without recovery. The slashes shown are just personal preference and quality of life changes you can make. The Toxicroak set outspeeds max Speed Breloom and unboosted Jolly Cloyster with the rest put in HP.
 
:sv/oricorio-pom-pom::sv/incineroar:
:oricorio-pom-pom: Oricorio-Pom-Pom @ Heavy-Duty Boots
Ability: Dancer
Tera Type: Steel
EVs: 252 HP / 24 Def / 232 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Hurricane
- Roost
- Taunt

:incineroar: Incineroar @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Fairy
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Swords Dance
- Flare Blitz
- Knock Off
- Iron Head

Incineroar is a great lure to free up room for Oricorio-E sweeps. Incineroar, with Iron Head, can surprise Diancie by OHKOing it after a Swords Dance, freeing up the use of Oricorio-E's Hurricane later. Incineroar can also take care of Steel-types too while removing items, letting entry hazards chip everything for Oricorio-E late-game. Oricorio-E can also provide some assistance mid-game as a pivot thanks to its Ground immunity, and it can take advantage of the fat Water-types that like to switch in on Incineroar with its combination of Taunt + Roost. The EVs on Oricorio-E let it outspeed base 90s like Porygon-Z with the rest put into bulk (it is 5HKOed by Stealth Rock—I checked), and the spread on Incineroar helps outpace Vaporeon, Umbreon, and Brute Bonnet.
 
Sash Multi-Hit Spam
:sv/cinccino: :sv/cloyster:

:Cinccino: Cinccino @ Focus Sash
Ability: Skill Link
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Tail Slap
- Rock Blast
- Encore

:Cloyster: Cloyster @ Focus Sash
Ability: Skill Link
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Drill Run
- Tera Blast
These two have great synergy and have proven to be a very effective start to any HO team! This cincinno set is an anti-lead, using a combination of tidy up and encore it keeps hazards off to keep Cloyster's sash intact and it also simultaneously pressures a lot of Cloyster's checks. Cincinno walks so cloyster can run and sweep in the late game! Coverage is really up to you here. I've used bullet seed in the rock blast slot to also beat lead dusk but that just got banned so I think rock blast is the preferred coverage move here now. Closyter can really run whatever coverage you want but this is my favorite combination! (or terablast ghost either way). For replays see my NU Teambuilding Competition entry.
 
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I've been having a lot of fun with Lord Overqwilliam since he dropped! Wanted to share some of my favorite pairings so far. Of course it is early and there may be some optimizations made later on but still.

SD Overqwil + Scarf Shao
:sv/overqwil::sv/mienshao:
:Overqwil: Overqwil @ Heavy-Duty Boots / Clear Amulet
Ability: Intimidate
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Crunch
- Gunk Shot
- Aqua Jet

:Mienshao: Mienshao @ Choice Scarf
Ability: Regenerator
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Ice Spinner
Mienshao and Overqwil have a lot of offensive synergy together. Mienshao just became a lot better in my eyes with the rise of talonflame, both freeing up the stone edge moveslot and allowing it to click u-turn much more freely (plume and the occasional belibolt are still around but they are much less common than talon was.) So what mons does shao lure in? Bulky psychic types like slowbro-g and cresselia, fairies like sylveon, and poison types (really just plume). Read: Qwilliam Food. Ghost types may also try and pivot in on a predicted fighting move as well, and if you u turn on them qwil can be great to have in on them as well (qwil doesnt want to eat a fire move from chandy or typh, but its still nice to have!) Overqwil is also threatened to be revenge killed by flygon and while shao doesn't come in it is a nice offensive check with cc and/or ice spinner.
Replays: 1, 2, 3 (replays from a room tour)

Hazard Stack
:sv/overqwil::sv/bronzong:
Overqwil @ Rocky Helmet / Leftovers / Heavy Duty Boots
Ability: Intimidate
Tera Type: Flying
EVs: 248 HP / 112 Def / 140 Spe
Impish Nature
- Spikes
- Crunch
- Barb Barrage
- Taunt / Pain Split / Haze

Bronzong @ Leftovers
Ability: Levitate
Tera Type: Fairy
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Psychic Noise
- Stealth Rock
Bronzong and Overqwil have some nice defensive synergy and I think they are a great start to a hazard stack style team. Qwil does a lil' spikin' zong does a lil' rockin'. Bronzong is a great answer to best mon in the tier flygon which overqwil appreciates. Overqwil is good into bramble which both wants to hit bronzong and spin away your hard clicked hazards. Qwil is also good into the dark types of the tier (or at least set some spikes on them), and can eat a ghost move aimed at zong as well (just don't catch a chandy fireblast on the switch.) Hazard stack in general got much better with our only real defogger in talonflame leaving. You probably want to pair these with a bulky water and a spinblocker as well. I could see the overqwil spread/moveset getting optimized more as time goes on. This has speed for 252+ incin and 252 breloom, rest in physical bulk.
Replays: 1 (will probably get and add more replays later)
 
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Wanted to revive this now that SCL is over and NUCL is about to start. The meta developed a lot over the last few months and some very consistent cores emerged. This is a summary of what I've observed and keep in mind when building new teams but is by no means exhaustive. Also a few of my personal favourite sets thrown in.

Bronzong + Incineroar

:sv/bronzong: :sv/incineroar:

Defensive
:Bronzong: Bronzong @ Leftovers
Ability: Levitate
Tera Type: Fairy
EVs: 248 HP / 176 Def / 76 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Iron Defense / Gyro Ball
- Body Press / Protect / Earthquake
- Psychic Noise

:Incineroar: Incineroar @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Ghost
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Flare Blitz
- Will-O-Wisp
- U-turn / Parting Shot / Earthquake

Offensive
:Bronzong: Bronzong @ Leftovers
Ability: Levitate
Tera Type: Fairy
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Body Press
- Stored Power

:Incineroar: Incineroar @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Ghost
EVs: 252 HP / 16 Atk / 132 SpD / 48 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Flare Blitz
- U-turn / Earthquake

ZongCin is probably the most typical core over the last few months, with just two Pokemon checking a large amount of the metagame such as Flygon, Chandelure, Diancie, Munkudori, the list goes on. These two are both at around 20% usage sitting #2 and #3 in usage stats for good reason. If you're building a team you need to be able to break this core.

I've included offensive and defensive versions of this core, as it can be easily customised for your team. Defensively, Phys Def Bronzong takes on Flygon while SpDef Incineroar is a blanket special sponge who clicks Knock Off and pivots. You can pick your pivot move of choice on Incineroar, use EQ to catch opposing Incin, and also customise the EV spread on Bronzong. This spread almost always avoids a 3HKO from Specs Adapability PZ, while still having as much Def as possible to beat Flgyon. You should customise this based on your teams needs.

Offensively, Demon Bronzong can really easily close out games, while SD Incineroar cripples Haze Water types (Vaporeon, Milotic) who would otherwise shut down Bronzong. Again you can customise the EVs and later move choices here, 48 Spe Incin outspeeds 0 investment Vaporeon by 2 points, while 16Atk + Adamant his a jump point to give you a bit of free Atk. You can also just go max speed and attack here, again depends on your teams needs. Tera types on both of these are also very flexible, but Ghost and Fairy help to beat Mienshao.

Registeel + Vaporeon

:sv/registeel: :sv/vaporeon:

:Registeel: Registeel @ Leftovers
Ability: Clear Body
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Thunder Wave / Ice Spinner
- Earthquake
- Heavy Slam

:Vaporeon: Vaporeon @ Leftovers
Ability: Water Absorb
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Haze / Flip Turn / Alluring Voice

Registeel is a potent wall, being a key metagame piece to stop Normal types like Porygon-Z, and being able to blanket check almost anything with huge bulk and Thunder Wave. It's biggest downside is lack of reliable recovery, which is where Wish Vaporeon comes in. Registeel is also likely to get set up on, so Vaporeon with Haze covers this as well. There are many options for EV spreads and moves on Registeel, so don't be afraid to customise this for your teams needs. Running an Ice move is notable for hitting Flygon which will often feel safe setting up.

The above two cores are extremely flexible - both can be used together alongside each other if you pick one Steel type, and they both need a Fighting resist to back them up, which leads to builds / cores including Vileplume, Gligar, Glowbro, Articuno-G depending on your building goals.

Mienshao + Kilowattrel

:sv/mienshao: :sv/kilowattrel:

:Mienshao: Mienshao @ Life Orb / Protective Pads
Ability: Regenerator
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Fake Out / Triple Axel / Swords Dance

:Kilowattrel: Kilowattrel @ Heavy-Duty Boots
Ability: Volt Absorb
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch / U-Turn
- Hurricane
- Thunderbolt
- Roost / Thunder Wave

Mienshao is often touted as the best mon in the tier, with LO having very few switchins at all. It's a monster at grabbing momentum, making progress with Knock Off, and breaking teams down. Pairing it with Kilowattrel can compound this effect, as the few physical walls comfortable switching in to Mienshao will never want to take Hurricane or Thunderbolt, and Kilo can then keep momentum by Volt Switching itself. This forms a potent combo when used with hazard support, and also comes with a lot of tech options: Swords Dance Mienshao is hugely threatening, while Pads + Triple Axel can break Vileplume. Kilo can slot in Thunder Wave for more speed control, or run other options like Sub + Endeavour to break down walls itself.

Porygon2 + Slowbro-Galar

:sv/porygon2: :sv/slowbro-galar:

:Porygon2: Porygon2 @ Eviolite
Ability: Trace
Tera Type: Fairy
EVs: 252 HP / 248 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Tri Attack
- Foul Play
- Thunder Wave
- Recover

:Slowbro-Galar: Slowbro-Galar @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Calm Mind
- Slack Off

This is an extremely solid defensive core, covering both defensive spectrums easily, and actively beating top threats like Mienshao and Flygon. P2 is notable for completely walling Flygon with Tera Fairy + Trace, and shutting down Chandelure with Trace as well. Slowbro-G is one of the few reliable Mienshao switches in the tier, while it can also check Tauros and others with Rocky Helmet. Twave on P2 + CM on Slowbro can set up some good endgame scenarios giving you a solid defensive core + win conditions with just two slots. They also both have recovery so don't need much external support, other than something to control hazards.

Cinccino + Scyther

:sv/cinccino: :sv/scyther:

:Cinccino: Cinccino @ Focus Sash
Ability: Skill Link
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tidy Up
- Tail Slap
- Knock Off
- Encore

:Scyther: Scyther @ Eviolite
Ability: Technician
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dual Wingbeat
- Close Combat
- Trailblaze

This is a popular HO archetype, opting to forgo entry hazards and instead opt to keep them off entirely with Tidy Up Cinccino. This gives Scyther the opportunity to run Eviolite, giving it many more set up opportunities and making it much harder to revenge with priority. A +1 Cinccino is also very hard to switch into, and can create big holes for Trailblaze Scyther to clean up. Knock Off can cripple many walls, especially those running Rocky Helmet which presents a problem for both of these mons.

Naclstack + Ditto

:sv/naclstack: :sv/ditto:

:Naclstack: Naclstack @ Eviolite
Ability: Purifying Salt
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Salt Cure
- Recover
- Protect

:Ditto: Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
IVs: 30 Atk
Tera Type: Steel
Bold Nature
- Transform

This emerged from SCL when McMeghan ran it many times, and is now seeing play in seasonal matches. Naclstack is surprisingly hard to break down, and with almost nothing running Covert Cloak, Salt Cure almost always gets value. It can't be statused, and choice items end up nullified by Protect, so the main way to break Nacl is set up on it with SD / NP etc. This is where Ditto comes in - clicking those moves when a Ditto exists is inherently risky, and requires careful play / building to pull off. Anti Ditto measures such as Substitute are required, and these are not often run as they can make it harder to achieve the coverage you need otherwise. This has mostly seen play on slower, fatter teams, but it's possible to see this working on faster paced teams as well. The main weakness here is Knock Off, so be sure to pair this with something that can switch into Knock consistently.

Diancie + Flygon

:sv/diancie: :sv/flygon:

:Flygon: Flygon @ Loaded Dice
Ability: Levitate
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Scale Shot
- Earthquake
- Throat Chop

:Diancie: Diancie @ Power Herb
Ability: Clear Body
Tera Type: Grass
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Meteor Beam
- Moonblast
- Earth Power

Both TR Diance and DD Flygon are some of the most potent end game options in the tier. They also share the same biggest check in Bronzong, the #2 used mon in the tier. By teching Flygon to break through Bronzong, you can open up huge holes for Diance to abuse. With Tera Ghost and Throat Chop, the usual Body Press / Psychic Noise Bronzong cannot touch Flygon and takes huge damage from Throat Chop. Tera Fairy Bronzong can turn the tables back if it's also running Gyro Ball, but this interaction also opens up the room for Diance to sweep. Tera Fire + Fire Punch on Flygon also works here.

Munkidori + Arcanine

:sv/munkidori: :sv/Arcanine:

:Munkidori: Munkidori (M) @ Choice Scarf
Ability: Toxic Chain
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Psychic
- Sludge Bomb
- Trick

:Arcanine: Arcanine @ Choice Band
Ability: Intimidate
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Raging Fury / Wild Charge / Outrage
- Close Combat
- Extreme Speed

This one is a little more flexible, but I wanted to mention it anyway as Munkidori is so easy to pair with many different mons. With either Scarf or Boots sets it will draw in Steel and Dark types like Bronzong, Registeel, and Incineroar. It can cripple them itself with Trick, or it can simply U-Turn into another powerful breaker. Options here include Tauros, Arcanine, Mienshao, and many others to be honest. I wanted to highlight Arcanine though as it's less used but has a powerful niche with CB Extremespeed being a very strong option vs offense, which the other mons mentioned here do not have.
 
Porygon-Z + OTR Diancie
:sv/porygon-z: :sv/diancie:

Porygon-Z @ Life Orb / Choice Specs
Ability: Download
Tera Type: Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Agility / Trick
- Tera Blast
- Shadow Ball
- Thunderbolt

Diancie @ Power Herb
Ability: Clear Body
Tera Type: Fairy / Grass
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Meteor Beam
- Moonblast
- Earth Power
- Trick Room

Porygon-Z is one of the strongest wallbreakers in NU and excels at baiting and eliminating Diancie's checks, with Tera Blast Ground dealing massive damage to the tier's Steel-types, Shadow Ball to hit Bronzong, and Thunderbolt to hit bulky Waters like Vaporeon and Milotic. Use this core alongside multiple Physical attacking pivots like U-turn Flygon or Eject Pack Paldean Tauros to get Porygon-Z in versus physical walls for the Download boost, then watch as their team evaporates.
 
MunkiMigo
:sv/munkidori: :sv/flamigo:
Munkidori (M) @ Choice Scarf
Ability: Toxic Chain
Tera Type: Poison/Psychic/Flying
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Bomb
- Psychic
- U-turn
- Trick

Flamigo @ Choice Band / Fist Plate / Sitrus Berry
Ability: Scrappy
Tera Type: Fighting / Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn / Swords Dance
- Roost / Swords Dance

These two have become a staple offensive core on both Balance and Offense teams with their incredible offensive synergy. Typically, the Munkidori is ran with a Choice Scarf and the Flamigo can be either Choice Band or a Swords Dance set with an item like Fist Plate (which secures an OHKO at +2 versus Diancie) or Sitrus Berry (to offset Stealth Rock chip damage, Brave Bird recoil, or give chances to live versus Cinccino's Tail Slap or Flygon's Scale Shot).
 
BelliWoch
:sv/bellibolt: :sv/wo-chien:

What are these two PU mons doing in my NU cores?? Bellibolt and Wo-Chien have risen to prominence as a defensive duo for their ability to check some of the current top threats in the meta.

Bellibolt excels versus the common (and deadly) Flamigo, Cinccino, and Scyther, especially with a Rocky Helmet equipped. He is one of the tiers few consistent slow pivots used help breakers enter the field on balance teams. Static is incredible at punishing U-turn spam, which is particularly helpful due to Wo-Chien’s 4x Bug weakness.

Wo-Chien serves as both a defensive wall and a progress maker thanks to its access to STAB Knock Off. Its rise to prominence can largely be attributed to its ability to wall Basculegion, whose Substitute sets have proven extremely dangerous to balance teams. It also covers Bellibolt’s Ground weakness and matches well into most Ground- and Steel- types.

See it in action!
 
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Incineroar + NP Tornadus

:sv/incineroar: :sv/tornadus:

These two make for a potent breaking core on offense or balance teams, despite neither of them being quite at the top of the meta. Incineroar can secure KO's or at least significant chip damage on Diancie with either Swords Dance + Earthquake or a straight up Iron Head. Outside of Diancie, which Incineroar pressures, and Wind Rider Brambleghast, which Incineroar walls, dealing with NP Tornadus's incredible speed and power is a hard ask for any team. Incineroar can pivot against its other common switch-ins like Wetbull and Redbull, against which Tornadus threatens an OHKO and gets consistent opportunities to set up. Finally, Tornadus can switch into Ground- and Fighting-type attacks in a pinch to cover Incineroar's weaknesses.

Example Team
:pmd/incineroar::pmd/tornadus::pmd/brambleghast::pmd/slowbro-galar::pmd/swampert::pmd/diancie:
 
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