Resource ORAS Good Cores (Check Post #714)

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boltsandbombers

i'm sorry mr. man
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Charizard-X + Suicune + Jirachi Balence core

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Alright
i found this core out while building teams and this is a pretty cool core i made that fits on bulky offence and balence teams. The way the core works is that Jirachi sets up stealth rocks to help aid suicune and zard x to wittle down mons due to how they force so many switches. On top of that jirachi is running body slam to help para faster pokemon to help aid the two slow sweepers out. Charizard X and suicune works very well together due to how zard hates dealing with stuff such as slowbro which suicune can set up on to some extent as well as remove special walls and grass types to help suicune set up better. This Core is really weak to azumaril due to how hall of the members can fall to one of its coverage moves. Zard is shut down completly by azu, suicune CAN try and burn it and rest the damage off but nothing more while rachi can only flinch it to death but risk the knock off. Teammates to beat azumarill such as thuderous and breloom come to mind as well as help break down stall more as well as bulky waters. Other teamates such as latias work great due how how she synergizes nice with zard but this makes you weak to dark types so lure clefable is a great to have as a teammate as well. Landorus t(and incarnate) also work nicely as they can help remove heatran and in landorus-i's case help break down bulky mons to help zard pull as mid-late game sweep off. Overall this is a pretty cool core and i think you should try it if you want to use Charizard-X.

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Stealth Rock
- Body Slam
- Iron Head
- U-turn


Might as well post another core. Also if you dont mind answering boltsandbombers why was the dual intimidate core and d/f/s+f/w/g core with zard x not posted whats wrong with it so i can fix it.

Mega Altaria + Volcarona Offensive core


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this is a pretty neat core ive been fiddling with and its pretty nice. In a way its alternative to the mega altaria + talonflame core but with more bulk. The way this core works is that volc removes fairies not named azumarill as well as steels that altaria might have trouble breaking past. The spread on volc turns volc into a more bulky sweeper rather then investing his evs in offensive stats. The spread allows volc to be 2ohd by azumarils aqua jet and have a 50% Chance to live azumarils waterfall This allows volc to continue sweeping even if a azumarill is in the way. Mega altarias job is to check heatran which hard walls volc as well as remove stuff like t-tar, terakion as well as rotom-w and other water types. The spread allows mega alt to outspeed max speed azumaril and speed tie with rotom-w with 44 speed evs. (if you want you can increase that so you outspeed those rotom.) The rest was put into hp. I recomend using serperior due to how it can help with the removal of water types as well as excadrill and tyranitar due to how well alt works in sand. Naturally hazard removal is Needed for volc so the best hazard removers to pair these two with are either excadrill or starmie. Volc works well with F/W/G cores so keep that in mind. Hippowdon also works nice with this core due to how its resist rock type moves and checks birds.

Altaria-Mega @ Altarianite
Ability: Pixilate
Shiny: Yes
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Hyper Voice
- Earthquake
- Roost
- Fire Blast

Volcarona @ Leftovers
Ability: Flame Body
Shiny: Yes
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
- Giga Drain
- Fiery Dance
- Roost
- Quiver Dance
Added second core, dont like the first. I dont really get how the two sweepers support each other, as suicune isnt really breaking past CM mega bro. And then Jirachi is just, there.
View attachment 36994 View attachment 36995
Offensive Core: Mega Sharpedo + Landorus Incarnate

Landorus-I @ Life Orb
Ability: Sheer Force
EVs: 4 Atk/252 Spa/252 Spe
Rash Nature
- Earth Power
- Focus Blast
- Psychic/Sludge Wave
- Knock Off

Sharpedo @ Sharpedite
Ability: Speed Boost ---> Tough Jaws
Evs: 252 Atk/40Spa/216 Spe
Naughty Nature
- Protect
- Crunch
- Hydro Pump
- Poison Jab/Poison Fang/Zen Headbutt

The idea around this core is pretty simple. Landorus punches holes in teams and Sharpedo cleans up the remains. The reason I made this core is becuase I recently found out that shapedo is an really fun (and productive) pokemon to use, and Landorus is one of the best pokemon in the metagame (easy S rank). Balance teams can really have issues with this core, as can stall, and if offensive teams lack Talonflame or bisharp they are in grave danger of being swept by Sharpedo.

The Landorus set is the standard wall breaker set. The idea is to just to force some switches and and hit some stuff really hard, making it easier for Sharpedo to clean up later on. Earth power is mandatory, as it is landorus' go to stab move, and can hit really hard, without taking any life orb recoil. Focus blast is used to hit stuff like ferrothorn and Skarmoryhard, and can 2hko chansey after its Evolite is removed. Psychic is for mega venuaur, and flying types switching in on eseth power. However, Sludge wave can be used to beat fairy types, while giving Sharpedo the option to run zen Headbutt. Knock off is Landorus's only way of hitting Cressilia, and is great for nailing the eon twins, chansey and other bulky pokemon on a switch. The great thing about Landorus is that it can easily 2hko mega Sableye, which is the face of stall teams, which Sharpedo does not like dealing with.

Sharpedo is used to finish off weakened teams. It is important that you keep speed boost until you are certain you can sweep (not factoring in hax), and can be used to outpace offensive teams. Due to Sharpedos very powerful crunch, and hydro pump for pokemon frailer on the special side, Sharpedo is very threatning to many teams. Protect is is mandatory for gabbing a speed boost, and for allowing Sharpedo to safely mega evolve. Crunch is very consistent and powerful, and has a nice chance of weakening Defense, making certain bulky pokemon quiver. Hydro pump is for pokemon like bisharp that don't mind taking sharpdeos other moves, and hits physical walls such as Skarmory hard. Poison fang is for Azumarill, clefable and other fairies. However, if your running sludge wave Landorus, you might as well run zen Headbutt, for Keldeo and conkeldurr.

This core is threatended easily by talonflame, which can make short work of both these pokemon. Keldeo is very annoying, particularly if scarf, though it can't switch in on Landorus comfortably. Bisharp can revenge kill both these pokemon if weaken, though it must be wary of switching in. Set up sweepers such as mega Altaria make short work of this core, particualy if they predict sharpedos protect or if sharpedo lacks poison fang.

Answers to Talonflame are madatory partners to this core, so bulky or fast electrics are appreciated. Answers to bisharp and such are also nice additions, so pokemon such as counter Skarmory can be used. Set up stoppers such as Thunderus and Klefki work well this core, as they prevent a dangerous position for the core and the team. Finally, hazard support is very useful to have, as it soften ups pokemon, so Sharpedo has an easier time sweeping.
Nice core. I'd really suggest changing lando to a +speed nature or making it the rock polish set, as you generally want to run neutral speed natures on that set and +speed natures on the other lando sets. There's a few formatting errors that shouldnt be too hard to fix by just copypasting the two mons from the export function on the teambuilder in PS.
Also change the pictures please.
Balanced Core

Ive been having fun with core alot specially because with toxic spikes and a mon like jirachi, sableye has an easy time setting up on weakened mons after toxic spikes. As that being said with Toxic spikes being up jirachi can break the mons that counter sableye and just has a fun time with flinches and poison having a timer. Cruel gives me a fire switchin and a way to beat mons like heatran and also check lopunny to some sort overall pretty gimmicky core that is fun to use

Sableye @ Sablenite
Ability: Prankster
EVs: 232 HP / 252 Def / 20 SpD / 4 Spe
Impish Nature
- Calm Mind
- Will-O-Wisp
- Dark Pulse
- Recover

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 120 HP / 240 Atk / 148 Spe
Jolly Nature
- Iron Head
- Substitute
- Zen Headbutt
- Fire Punch

Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 200 HP / 252 Def / 56 SpD
Bold Nature
- Acid Spray
- Toxic Spikes
- Scald
- Rapid Spin

Offensive Core

With gallade weak to sableye+fatstallmons I placed on a heavy wallbreaker that gets checked by what gallade beats. With that being said I needed a mon that could check birdspam but also set up on mons after gallade and exploud do their job. Pretty simple minded but effective. speed on cune lets you speed creep no speed rotom and speed sploud goes for the same with mandibuzz.
Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk

Exploud @ Choice Specs
Ability: Scrappy
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Boomburst
- Overheat
- Surf
- Focus Blast


Offensive Core

This a pretty solid wallbreaking core both walled by many mons and checked as well but in general i would place something in the form of rotom wash but that would just be a pivot anyways i can place it on later their are obviously more teammates. Moving on im really loving to use this core vs hyper offense since their arent too many switch ins to these two. Mega tar+terrak beats most common stall teams too barring their resistances. Terrak beats steels for tar while tar beats physics for terrak.
BLACKBEARD (Tyranitar) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Crunch
- Earthquake

AKAINU (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Substitute
- Swords Dance
Gave my thoughts on the first and 3rd, and I dont really like the 2nd either. Basically, suicune isnt really breaking past CM mega sableye because its just not as proactive as other sableye checks that can easily work with Gallade like clefable.

Anima Artificialis I really appreciate your attempts to contribute, but seeing that there are still a few issues with the core, particularly the fact that Klefki doesnt fit on the same playstyle that venusaur and hippowdon would, it shouldnt have to take so many corrections.

Added everything else that was not responded to, keep it up as always :heart:
 
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nitpick, but the sprites for the megaman+landog core are outside of their hide command thing

also, was there a reason my core wasnt added? dont wanna sound rude, just curious :o
 
Added second core, dont like the first. I dont really get how the two sweepers support each other, as suicune isnt really breaking past CM mega bro. And then Jirachi is just, there.

Nice core. I'd really suggest changing lando to a +speed nature or making it the rock polish set, as you generally want to run neutral speed natures on that set and +speed natures on the other lando sets. There's a few formatting errors that shouldnt be too hard to fix by just copypasting the two mons from the export function on the teambuilder in PS.
Also change the pictures please.

Gave my thoughts on the first and 3rd, and I dont really like the 2nd either. Basically, suicune isnt really breaking past CM mega sableye because its just not as proactive as other sableye checks that can easily work with Gallade like clefable.

Anima Artificialis I really appreciate your attempts to contribute, but seeing that there are still a few issues with the core, particularly the fact that Klefki doesnt fit on the same playstyle that venusaur and hippowdon would, it shouldnt have to take so many corrections.

Added everything else that was not responded to, keep it up as always :heart:
Okay, but I can't add the sprites till this weakened, because I currently make my posts on an old iPad, which does not support moving pictures.
 
Offensive Core



Idk if this core has been mentioned yet, but here we go.

Volcarona + Mega Diancie is another cool core that I've been messing around with. Mega Diancie's Magic Bounce makes keeping hazards off of yours side quite easy. Two special set up sweepers can easily power through most teams. Volcarona can easily smash through many mons such as Slowbro, Ferrothorn, Scarf Lando after one Quiver Dance, Skarmory, Mega Venusaur, Scizor etc. In turn, Mega Diancie takes care of mons that trouble Volcarona, such as Heatran, Mega Altaria (with no DDs up yet), Talonflame, and Zard Y. Volcarona is quite powerful against stall and balanced builds, while RP Mega Diancie rips straight through offensive teams. You could also run CM on Mega Diancie just to overkill stall, but that leaves you really open to HO squads and faster Water-types such as Scarf Keldeo.

This core is kind of ripped apart by Sand Offense (unless Diancie manages to get up a RP, or if Volc can somehow set up 2 Quiver Dances which is kind of unlikely), as Excadrill easily OHKOes Mega Diancie with either Iron Head or EQ, while it can also hit Volcarona with Rock Slide. Scarf ttar is also kind of annoying, as it commonly runs Earthquake which nails Diancie, and Stone Edge which nails Volcarona. Running something like Ferrothorn on your team is also helpful, as it can set up hazards, while also being a decent check to sand offense, Lando-T, and Azumarill.

Volcarona @ Life Orb / Passho Berry / Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast / Fiery Dance
- Giga Drain
- Bug Buzz

Diancie @ Diancite
Ability: Clear Body --> Magic Bounce
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Rock Rolish
- Moonblast
- Diamond Storm
- Earth Power


EVs on Volc outspeed Scarf Landog after one quiver dance, and Fire Blast is used over Fiery Dance for the extra power. LO, Lum, and Passho are all viable options; LO has better damage output, Lum allows you to beat Thund when it comes in after a kill to paralyze you, while Passho makes setting up on Water-types easier. Diancie set is rather straight forward, HP Fire is not needed as Ferro is already beaten by Volc, and likewise, you don't need HP Ground on Volc because Diancie's Earth Power can beat Heatran. EVs on Diancie are kind of weird, I just stole them from the analysis, but I suppose they allow you to outspeed some random stuff after a Rock Polish. Standard 2 STAB moves and Earthpower to hit Heatran.
 

art3mis

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Offensive Core

So, it's been a while since I've posted anything useful, so why not come back with a Pidgeot core? After trying to get reqs, I've finally settled on this simple, but effective core.

Mega Pidgeot is an absolute beast in the metagame since Greninja left. Having a fantastic speed tier, allowing it to outspeed a lot of the new Megas, and an incredibly spam-able move in Hurricane, it can freely blow through a good portion of the metagame. After testing it a little bit, I noticed, against certain threats, it was lacking a bit of firepower if the opponent was at full health. After a bit of testing using a Pidgeot / Togekiss team with a bit of help from AM, I found that Celebi works much better as a Nasty Plot / Baton Pass teammate then Toge would have, since they have better type synergy. Pidgeot loves to have Stealth Rocks on the opponents side, while it hates having them on your side, so I filled in that gap with Excadrill, who can fill in both roles, if it really wants to set up Stealth Rock, and deals with Heatran well. I highly suggest trying Mega Pidgeot out, it's quite the threat once you learn how to use it.

The 108 Speed on Celebi is to outspeed Jolly Bisharp, although that can be changed up to 16 Speed, which outspeeds Adamant Sharp, if you feel the rest of your team can deal with Bisharp.

SayWeCanFly (Pidgeot) @ Pidgeotite
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power Ground / Hidden Power Grass / Hyper Beam
- U-turn

Lifted (Excadrill) @ Air Balloon / Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide / Swords Dance
- Iron Head
- Rapid Spin

Lucifer (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 108 Spe / 148 Def
Bold Nature
- Nasty Plot
- Baton Pass
- Giga Drain
- Recover
 
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Celticpride

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Offensive Core



Idk if this core has been mentioned yet, but here we go.

Volcarona + Mega Diancie is another cool core that I've been messing around with. Mega Diancie's Magic Bounce makes keeping hazards off of yours side quite easy. Two special set up sweepers can easily power through most teams. Volcarona can easily smash through many mons such as Slowbro, Ferrothorn, Scarf Lando after one Quiver Dance, Skarmory, Mega Venusaur, Scizor etc. In turn, Mega Diancie takes care of mons that trouble Volcarona, such as Heatran, Mega Altaria (with no DDs up yet), Talonflame, and Zard Y. Volcarona is quite powerful against stall and balanced builds, while RP Mega Diancie rips straight through offensive teams. You could also run CM on Mega Diancie just to overkill stall, but that leaves you really open to HO squads and faster Water-types such as Scarf Keldeo.

This core is kind of ripped apart by Sand Offense (unless Diancie manages to get up a RP, or if Volc can somehow set up 2 Quiver Dances which is kind of unlikely), as Excadrill easily OHKOes Mega Diancie with either Iron Head or EQ, while it can also hit Volcarona with Rock Slide. Scarf ttar is also kind of annoying, as it commonly runs Earthquake which nails Diancie, and Stone Edge which nails Volcarona. Running something like Ferrothorn on your team is also helpful, as it can set up hazards, while also being a decent check to sand offense, Lando-T, and Azumarill.

Volcarona @ Life Orb / Passho Berry / Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast / Fiery Dance
- Giga Drain
- Bug Buzz

Diancie @ Diancite
Ability: Clear Body --> Magic Bounce
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Rock Rolish
- Moonblast
- Diamond Storm
- Earth Power


EVs on Volc outspeed Scarf Landog after one quiver dance, and Fire Blast is used over Fiery Dance for the extra power. LO, Lum, and Passho are all viable options; LO has better damage output, Lum allows you to beat Thund when it comes in after a kill to paralyze you, while Passho makes setting up on Water-types easier. Diancie set is rather straight forward, HP Fire is not needed as Ferro is already beaten by Volc, and likewise, you don't need HP Ground on Volc because Diancie's Earth Power can beat Heatran. EVs on Diancie are kind of weird, I just stole them from the analysis, but I suppose they allow you to outspeed some random stuff after a Rock Polish. Standard 2 STAB moves and Earthpower to hit Heatran.
Already done, by AM iirc. There's a core with those two and Keldeo already. Just open all "_____ cores" hide tabs in the front page and Control+F in the future.
 

Ox the Fox

To bofinity and beyond!
Offensive Core: Mega Beedrill + Magneton

Here's a core that revolves (no pun) around keeping momentum and trapping at the appropriate time. Mega beedrill is a really underrated threat right now being able to do massive damage to common physical walls, with the steels that stop it (skarmory, ferrothorn, scizor) are all trapped by magneton. Magneton is decreasing in usage currently, but it is the best partner to beedrill in this core. These pokemon not only work together offensively, but they work together defensivly. Psychic types beedrill aren't able to switch into but magneton is and is able to start up a voltturn core. As soon as these two get started they break apart teams like no other. Beedrill is using knock off over drill run in order to take off shed shells on steel types and to cripple pokemon that want to come in constantly such as landot, hippo, and heatran. I'm using magneton over magnezone, as with a choice scarf it's able to outspeed jolly talonflame, which more and more of them are running these days. You can also use a choice specs set if you want to lure in hippodown/landot for the most damage.
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Knock Off

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]


Balanced Core: Mega Gyarados + Celebi

This is an interesting core utilizing swords dance celebi passing into mega gyarados. Most of the time if celebi is running a boosting move it's going to be nasty plot, but I like swords dance as the threats which you can baton pass into while not taking much from moves that are super effective against celebi are more threatening. I'm choosing to pass into mega gyarados as they have a suprising amount of synergy between them. Mega gyarados is able to switch into pokemon with strong dark moves such as bisharp while setting up a dragon dance along with the +2 they have from celebi. Celebi is also able to take hits from pokemon that scare gyarados out such as keldeo or raikou. Mega gyarados is using jolly in order to outspeed lopunny at +1 and celebi is using 108 speed in order to outspeed jolly bisharp and baton pass out before it can damage it. The reason I'm using a spdf set is I want to be able to take as little damage as posible from pokemon such as latios or raikou, you can use a physically bulky set on celebi in order to take hits from azumarill better, but it's all preference.
Gyarados (M) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Waterfall
- Dragon Dance
- Earthquake

Celebi @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 152 SpD / 108 Spe
Careful Nature
- Recover
- Baton Pass
- Swords Dance
- Seed Bomb


Offensive Core: Kyurem-Black + Talonflame

Here's an offensive core which can absolutely destroy balance and stall if played correctly. The basic idea behind is that talonflame u turns out of it's counters which kyurem-black beats. The talonflame set is a bit of a suprise as most people aren't going to expect u-turn on a bulkier set. The EVs on talonflame are just a standard spdf set which maximizes its bulk. You can use either taunt bulk up or will o as it's final move, I like using taunt as it lets you stop clefable and prevents rocks from pokemon like hippo and heatran. Common switch ins to talonflame are rotom-w, zapdos, raikou, slowbro, and heatran which kyurem-b absolutely destroys with the coverage of earth power, ice beam, fusion bolt. I'm using a 3 attacks roost set as I feel it has the best coverage to deal with these mons with roost to keep it alive as long as possible. The EVs let it outspeed max speed heatran with max spa and the rest attack, -def is used to take as little from electric attacks as possible but it's really personal preference. This core is extremely weak to rock so make sure you pack a reliable defogger or spinner like lati@s or starmie.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Taunt / Will-o-Wisp / Bulk Up
- Roost
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 44 Atk / 252 SpA / 212 Spe
Rash Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost
 
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A weird deffensive core i think has good coverage.




Hippowdon (M) @ Smooth Rock/Rocky Helmet/Leftovers
Ability: Sand Stream/Sand Force
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Earthquake
- Toxic/Stone Edge
- Slack Off
- Stealth Rock

Klefki (F) @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Thunder Wave
- Spikes
- Foul Play
- Magnet Rise

Venusaur @ Venusaurite/Black Sludge
Ability: Overgrow/Chlorophyll
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis


Three bulky mons that can be a very "hazardous" trio (badumtchsss). I will like to start with Venusaur cause as suggested is better than roserade (;_;) which imo is great to deal with all those water types that are in OU (keldeo,azumarill,rotom-w) packed with hp fire to deal with ferro, i recomend the normal one to use this core with a sun+sand team so the mega better for char-y. Then what is the mayor problem for this little guy? Talonflame.... So I added hyppo (specially cause i was building a sand team lol) which has great bulk, reliable recover can set up SR and counters that few but powerfull fire tipes has well as tock types like t-tar that can beat rose. And finally is Klefki (Satans lil'child) that can take on latitwins and be a pain in the ass with that priority t-wave, magnet rise for trollin those who think can beat my klefki with an eq or earth power like Lando-i and spikes to complete the hazards abuse.

A great core for sand oriented teams, but me aware of char-y when buildin the team cause it can wear down this core if it comes on hippo.

I added as many versions of the core as i could think without forgetting its roll so it can fit in different teams.

Shout Out to all the People to help me to improve it n_n
I get what you said about it working best on a sand/ sun team, but sand and synthesis don't work well together. It forces you to send in Venu durring sun otherwise synthesis only heals a quarter, and you take sand damage, so it's really closer to a fifth, and it also forces you to run ninetails if you're using venusaurite. It wouldn't be that unlikely that you might find yourself in a situation with a Venusaur that can't heal all that much coz sand is up, and you don't want to switch out and lose something else.
 
I noticed that my Mega Altaria/Talonflame/Tornadus-T core wasn't added to the main post. Was there anything that needed to added to it?
 

boltsandbombers

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I noticed that my Mega Altaria/Talonflame/Tornadus-T core wasn't added to the main post. Was there anything that needed to added to it?
Guess I forgot to comment on that one too :x
First, if you want to call it birdspam mega Altaria doesn't fit because well, it's not a flying type. While I have nothing against birdspam in general, I really just don't think it functions well in a defensive it balanced manner, as the general concept of birdspam is to hit as hard as possible, with each one wearing down checks for one another. Feel free to refute with replays or something.
 
Offensive Core: Mega Beedrill + Magnezone

Here's a core that revolves (no pun) around keeping momentum and trapping at the appropriate time. Mega beedrill is a really underrated threat right now being able to do massive damage to common physical walls, with the steels that stop it (skarmory, ferrothorn, scizor) are all trapped by magnezone. Magnezone is decreasing in usage currently, but it is the best partner to beedrill in this core. These pokemon not only work together offensively, but they work together defensivly. Psychic types beedrill aren't able to switch into but magnezone is and is able to start up a voltturn core. As soon as these two get started they break apart teams like no other. Beedrill is using knock off over drill run in order to take off shed shells on steel types and to cripple pokemon that want to come in constantly such as landot, hippo, and heatran. Magnezone's set isn't forced as choice scarf but I prefer it to outspeed threatening pokemon such as keldeo or thundurus. You can also use a choice specs set if you want to lure in hippodown/landot for the most damage.
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Knock Off

Magnezone @ Choice Scarf / Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
I personally think that Scarf Magneton would be slightly better than Magnezone coupled with Killer Bee since it outspeeds and OHKO Talonflame. Don't get me wrong, Mega Beedrill + Zone is a really nice core to use for reasons you clearly stated, Zone has greater bulk and hits harder, etc. The fact is, Mega Beedrill gets demolished by Talonflame and Zone can't deal with Jolly Tflame (which most of them run nowadays), but with Magneton, that problem is easily fixed and it roughly serves the same purpose as its big brother (or should I say genderless sibling) so therefore, it's a nice replacement to Magnezone.

Nice cores btw!
 
Guess I forgot to comment on that one too :x
First, if you want to call it birdspam mega Altaria doesn't fit because well, it's not a flying type. While I have nothing against birdspam in general, I really just don't think it functions well in a defensive it balanced manner, as the general concept of birdspam is to hit as hard as possible, with each one wearing down checks for one another. Feel free to refute with replays or something.
Lol looks like I misinterpreted the meaning of Birdspam. Sorry about that. Yeah, I thought it meant using birds or bird-like pokemon rather than actually hitting fast and hard. As a result, it wouldn't exactly be the normal Birdspam core. Also, I tested this core out, and it wasn't as good as I thought it was. Sorry for bothering you.
 
I like this thread.
diancie-mega.gif
hydreigon.gif
thundurus.gif

Offensive Core: Mega Diancie + Hydreigon + Thundurus

Sets:
Diancie @ Diancite
Ability: Clear Body
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power/Hidden Power Fire/Psychic

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature or Rash
- Draco Meteor
- Dark Pulse
- Superpower/Fire Blast/Earth Power
- Flash Cannon

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Hidden Power [Ice]
- Knock Off
- Thunder Wave

This is a successful core I've been trying out lately, and the best the part about is that the core can adapt to what its said team. If your weak to scizor then run fire blast on hydreigon. If your hearten weak run earth power on diancie. Its a very versatile set of pokemon that can get the job done well.

The diancie set is very standard, with standard Evs and a relatively basic move set. The goal is, once scizor and azumarill are removed, set up a rock polish and go to town. Offensive teams find diancie very difficult to deal with if they lack super effective priority and if diancie is at +2 speed. Moon blast and Dimond storm arestajndard stab moves, hitting lots of notable threats hard, such as mega sableye, mega altaria, mega gyarados, mega charizard, talonflame and thundurus. The last slot is up to personal preference. If heatran and metegross are worrying, run earth power. If you are intimidated by ferrothorn and scissors run hp fire. Finally, if mega venusaur and amoongus threaten the team, then psychic is an excellent choice.

The hydreigon set is also pretty standard, but just as adaptable. Draco and dark pulse are hard hitting stab moves that hit everything except fairies (and lucario, bisharp and cobalion which are all delt with by hydreigon's coverage. Super Power nails chansey and mega gyarados, fire blast nails ferrothorn and scizor, while earth power digs a grave for diancie and heatran.

Thunderus is used to slow down fast threats, such as choice scarf keldeo, mega loppuny, the eon twins and stop sweepers. Knock off is run for getting rid of chanseys evolite. Thunderbolt and hp ice are used to hit threats such as keldeo and gliscor respectively. Unfortunately, thunderous will more often then not end up sacking itself to nullify a threat or stop a dangerous sweep, however, this has been its role for a while.

I don't have much time, so I'll add more tomorrow if required, but be wary of hearten, ferrothorn, bisharp, scarf keldeo and scizor. Hazard support is nice, to soften up bulky mons, and since diancie is a pretty unreliable hazard blocker, a defogger or spinner is very useful.
 

Attachments

Defensive Core

+

So... Umbreon and Weezing...

weird mix ain't it?
  • Both of their typing's cover eachother weaknesses
  • So Weezing is a pure Poison type with Good defense capabilities and a godsend ability for defensive poison types levitate...
  • Now Umbreon is a Pure Dark type with Good special defense capabilities and with the ability synchronize which can help out stall pokemon if he ever get's statused while walling pokemon...
  • Umbreon can wish Support Weezing and him/herself while taking hit's
  • If any of his/her team is statused he/she can use heal bell and get rid of that status
  • Weezing can burn a physical attacker so both weezing and umbreon can take more hit's
Weezing's Set:
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Sludge Bomb
- Protect

Umbreon's Set:
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Heal Bell
- Foul Play

Weakness:
Mega Diancie: i swear if i ever see her on a team i always get swept
Knock Off: I need residual recovery on my weezing and umbreon because with my luck their always in the red
Other Cleric's/Tank's: Chansey,Florges,etc
Mega Metagross: can basically decimate both of my tank's and if i'm lucky i can set up a burn on him sometimes...

Team Option's: A good wall breaker and something that can counter Mega diancie and mega metagross

P.S: first time posting anything on a forum so plz be nice lol
 
Defensive Core

+

So... Umbreon and Weezing...

weird mix ain't it?
  • Both of their typing's cover eachother weaknesses
  • So Weezing is a pure Poison type with Good defense capabilities and a godsend ability for defensive poison types levitate...
  • Now Umbreon is a Pure Dark type with Good special defense capabilities and with the ability synchronize which can help out stall pokemon if he ever get's statused while walling pokemon...
  • Umbreon can wish Support Weezing and him/herself while taking hit's
  • If any of his/her team is statused he/she can use heal bell and get rid of that status
  • Weezing can burn a physical attacker so both weezing and umbreon can take more hit's
Weezing's Set:
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Sludge Bomb
- Protect

Umbreon's Set:
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Heal Bell
- Foul Play

Weakness:
Mega Diancie: i swear if i ever see her on a team i always get swept
Knock Off: I need residual recovery on my weezing and umbreon because with my luck their always in the red
Other Cleric's/Tank's: Chansey,Florges,etc
Mega Metagross: can basically decimate both of my tank's and if i'm lucky i can set up a burn on him sometimes...

Team Option's: A good wall breaker and something that can counter Mega diancie and mega metagross

P.S: first time posting anything on a forum so plz be nice lol
hey, welcome to smogon!
sorry to say so, but both weezing and umbreon are unviable in ou. weezing lacks reliable recovery and is often helpless against powerful special attackers, whereas umbreon is outclassed by chansey.
might i suggest running a mega sableye/chansey core? Sableye is a top tier defensive threat that cannot be attacked by indirect moves (status, encore, etc.) and is often a win-condition for stall teams with its infamous calm mind set. It also only has one weakness, fairy, which can easily be patched up with proper team support. Chansey is able to provide good defensive synergy with Sableye, as its immune to Chansey's only weakness and is able to soak up knock offs for it, whereas Chansey often doesn't mind fairy attacks, and can often take special attacks Sableye struggles to.
Chansey and sableye aren't the best core, yes, but I'm simply using them as comparisons, as both of these mons outclass the ones you listed and are pretty decent together, and generally staples on stall
Here's the sets I recommend!
american psycho (Sableye) @ Sablenite
Ability: Prankster
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Calm Mind
- Shadow Ball
- Will-O-Wisp
- Recover

american beauty (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: NaN Atk
- Soft-Boiled
- Seismic Toss
- Heal Bell
- Thunder Wave

Hope this helped! Welcome to Smogon!
 

Chadtherest00

Wi-Fi Blacklisted
hey, welcome to smogon!
sorry to say so, but both weezing and umbreon are unviable in ou. weezing lacks reliable recovery and is often helpless against powerful special attackers, whereas umbreon is outclassed by chansey.
might i suggest running a mega sableye/chansey core? Sableye is a top tier defensive threat that cannot be attacked by indirect moves (status, encore, etc.) and is often a win-condition for stall teams with its infamous calm mind set. It also only has one weakness, fairy, which can easily be patched up with proper team support. Chansey is able to provide good defensive synergy with Sableye, as its immune to Chansey's only weakness and is able to soak up knock offs for it, whereas Chansey often doesn't mind fairy attacks, and can often take special attacks Sableye struggles to.
Chansey and sableye aren't the best core, yes, but I'm simply using them as comparisons, as both of these mons outclass the ones you listed and are pretty decent together, and generally staples on stall
Here's the sets I recommend!
american psycho (Sableye) @ Sablenite
Ability: Prankster
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Calm Mind
- Shadow Ball
- Will-O-Wisp
- Recover

american beauty (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: NaN Atk
- Soft-Boiled
- Seismic Toss
- Heal Bell
- Thunder Wave

Hope this helped! Welcome to Smogon!
Although those are some good suggests I must say that both those pokemon are pretty viable in the OU format

I've played both weezing and umbreon in OU in different teams

And they both prove to be big enough walls for even the OU meta.

The will o wisp on weezing helps lower down the damage on psycal attackers

And the wish protect strats is one of the most annoying mechnaics in pokemons. As long as the Pokemon is bulky it can get pretty annoying
 
Alright, I'm really sorry to mini-mod but this is honestly getting really ridiculous.
This should honestly go without saying but can we please refrain from making cores that involve Pokémon not on the viability rankings? At the very least, if you do, at least provide some really damn good explanation and some replays like Ox the Box has for his Chary-Venu core rather than just giving us some random theorymon with arbitrary statements like "it hits hard" and "it is bulky and has wish". If you really want to put forward these Pokémon as viable, never mind viable together, get together some good replays and explanations, promote them for at least D on the viability rankings thread and if it gets on come back here. At this point it's really just cluttering up the thread with garbage that Bolts has no choice but to reject.
 
Oh my bad about the first core then boltsandbombers. Im pretty sure the original core was rachi/zardX and clef and i thought it was suicune instead. I can fix it up if putting a calm mind clefable or manaphy fixes it..... Anyways i got another core for you. might add another later in the day in this same post. Anyways with all this SF feraligator hype im gonna ignore it and leave this neat core. The idea however belongs to albacore but id thought id post it.

Tyrantrum + Mega Lopunny + Jirachi Balence core



Pretty neat core that as i said before goes to albacore for this idea. Anyway the way this core works is simple tyrantrum is made to punch massive holes in the likes of stall teams while mega lopunny breaks the likes of balence. Jirachi Is pretty helpful towards this core due to how both wallbreakers are weak to fairy types (but they do massive damage to them at least) so jirachis jobs is to help remove them. Set wise Tyrantrums set can be pretty diverse but so ill let you change the set if you dont like what i used so i wont go into it. Mega lopunny is running the awsome sub+pup set which is pretty good due to how lop forces a ton of switches anyways. Jirachi is running the para-flinch set which actually helps tyrantrum due to how hes not the fastest dragon type out there. This is a pretty nasty core overall but it is pretty weak to ground type moves so this makes rotom-w a awsome partner due to how it is immune to ground AND forms a nice volt-turn core with jirachi. Landorus=T is a solid partner due to how it also is immune to ground type moves and works nicely with rachi while giving you free switches into either lop or trum. Latias is a pretty decent partner and can remove hazzards as well as provid healing wish support. Whats nice about this core is that if you want a more Ho version using this core klefki can be used instead of rachi and can lay spikes which trum likes as well as provide t-wave support for trum. This is a pretty cool core overall and is pretty flexible so i recommend trying this out.

Tyrantrum (M) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Earthquake
- Head Smash
- Outrage
- Fire Fang / Superpower

Lopunny-Mega (F) @ Lopunnite
Ability: Scrappy
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Substitute / Fake Out
- Power-Up Punch
- Frustration

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Stealth Rock
- Body Slam
- Iron Head
- U-turn



Alright i guess ill post this neat stall crushing core I used when stall was everywhere. (still is)

Mega Heracross + Manaphy Offensive Core


If you hate stall this is the core for you. What this core does is VERY straight forward. It destroys bulk fat teams as well as stall be it mega sable stall or any other type. Mega Heracross Dismantles special walls as well as electric types and grass types for manaphy and checks slowbro thanks to pin missle (however manaphy has energy ball) while manaphy gets rid of annoying physical walls and fast heatran. (although mega heracross does destroy physical walls anyways lol) Basically these two break stall giving it no time to rest good teamates would be a nice defensive backbone such as ferrothorn+Hippowdon or Heatran+Clefable to help deal with other playstyles. Thunder wave support is really helpful due to how slow these two are so thunderous makes for a solid teammate to have as well as jirachi. (whos pretty good right now) Be careful when facing more faster teams with this core as they can overpower these two which is why a defensive backbone will help these two out quite a bit. But like i said if you hate bulk/fat or stall teams this is a core you will love using.

Heracross-Mega (M) @ Heracronite
Ability: Skill Link
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Blast
- Close Combat
- Pin Missile
- Swords Dance

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 Def / 160 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Energy Ball
- Rain Dance



Also lol at that person who thinks weezing and umbreon are ou viable...come on people you should know better by now.

Edit: Fixed up the sets.
 
Last edited:
Oh my bad about the first core then boltsandbombers. Im pretty sure the original core was rachi/zardX and clef and i thought it was suicune instead. I can fix it up if putting a calm mind clefable or manaphy fixes it..... Anyways i got another core for you. might add another later in the day in this same post. Anyways with all this SF feraligator hype im gonna ignore it and leave this neat core. The idea however belongs to albacore but id thought id post it.

Tyrantrum + Mega Lopunny + Jirachi Balence core



Pretty neat core that as i said before goes to albacore for this idea. Anyway the way this core works is simple tyrantrum is made to punch massive holes in the likes of stall teams while mega lopunny breaks the likes of balence. Jirachi Is pretty helpful towards this core due to how both wallbreakers are weak to fairy types (but they do massive damage to them at least) so jirachis jobs is to help remove them. Set wise Tyrantrums set can be pretty diverse but so ill let you change the set if you dont like what i used so i wont go into it. Mega lopunny is running the awsome sub+pup set which is pretty good due to how lop forces a ton of switches anyways. Jirachi is running the para-flinch set which actually helps tyrantrum due to how hes not the fastest dragon type out there. This is a pretty nasty core overall but it is pretty weak to ground type moves so this makes rotom-w a awsome partner due to how it is immune to ground AND forms a nice volt-turn core with jirachi. Landorus=T is a solid partner due to how it also is immune to ground type moves and works nicely with rachi while giving you free switches into either lop or trum. Latias is a pretty decent partner and can remove hazzards as well as provid healing wish support. Whats nice about this core is that if you want a more Ho version using this core klefki can be used instead of rachi and can lay spikes which trum likes as well as provide t-wave support for trum. This is a pretty cool core overall and is pretty flexible so i recommend trying this out.

Tyrantrum (M) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Head Smash
- Outrage
- Fire Fang

Lopunny-Mega (F) @ Lopunnite
Ability: Scrappy
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Substitute
- Power-Up Punch
- Frustration

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Stealth Rock
- Body Slam
- Iron Head
- U-turn



Alright i guess ill post this neat stall crushing core I used when stall was everywhere. (still is)



Mega Heracross + Manaphy Offensive Core


If you hate stall this is the core for you. What this core does is VERY straight forward. It destroys bulk fat teams as well as stall be it mega sable stall or any other type. Mega Heracross Dismantles special walls as well as electric types and grass types for manaphy and checks slowbro thanks to pin missle (however manaphy has energy ball) while manaphy gets rid of annoying physical walls and fast heatran. (although mega heracross does destroy physical walls anyways lol) Basically these two break stall giving it no time to rest good teamates would be a nice defensive backbone such as ferrothorn+Hippowdon or Heatran+Clefable to help deal with other playstyles. Thunder wave support is really helpful due to how slow these two are so thunderous makes for a solid teammate to have as well as jirachi. (whos pretty good right now) Be careful when facing more faster teams with this core as they can overpower these two which is why a defensive backbone will help these two out quite a bit. But like i said if you hate bulk/fat or stall teams this is a core you will love using.

Heracross-Mega (M) @ Heracronite
Ability: Skill Link
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Blast
- Close Combat
- Pin Missile
- Swords Dance

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 Def / 160 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow
- Energy Ball / Psychic
- Rain Dance



Also lol at that person who thinks weezing and umbreon are ou viable...come on people you should know better by now.

Bullet seed is also cool on stallbreaking hera, doesn't give quag a chance to toxic or burn.
 
So here's a cool balance core I've taken a liking to
+

So when Tyrantrum's dream world ability came out and everyone was like "omg its so good recoil-less head smash so strong" and I just thought it was all hype. Then, I used it. It's really good. Like, a really solid mon. Great attack, high BP moves, great coverage, decent physical bulk, and it's speed actually isnt that big of a deal? It has a great damage output, but its main problem is its speed. I was noticing that Slowbro has great typing synergy with Tyrantrum, and is able to beat a lot of its common checks, like landog, jirachi, excadrill, most rain attackers (cant calc stuff rn but i doubt kingdra can ohko it), while also spreading paralysis so tyrantrum has an easier time against faster mons. I prefer running regular slowbro in this situation, as I think that thunder wave is a wave of a moveslot on Megabro, and regen is really nice for switching out a lot. A good pair for this core is a heal bell user, like unaware Clefable or Celebi, because Slowbro really dislikes toxic and tyrantrum is crippled by burns. SD talonflame is a cool partner too, as Tyrantrum can weaken down its checks like defensive Landog and stuff like that. I prefer to run flamethrower on slowbro when using this core to catch ferrothorns and Scizors that are really obnoxious to this core, but ice beam is a good option too for hitting dragons.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Thunder Wave
- Slack Off
- Flamethrower

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Outrage
- Earthquake
- Superpower



Get the sprites from http://play.pokemonshowdown.com/sprites/xyani/
and just drag them through the tabs
Cool core bro! Maybe adding toxic over earthquake on tyrantrum would help it break thru bulky grounds, eq doesn't give very good coverage anyway.
 
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