Resource ORAS Good Cores (Check Post #714)

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Hello there good users, im here to post about a core both feared and loved.
here goes.

tyrantrum.gif
magnezone.gif
serperior.gif

This is a fairly simple core, Tyrantrum's hidden ability: Rock Head recently got released and I decided to make a core out of it, i came up with this simplistic one over here. Tyrantrum's sheer damage completely dismantles stall and balance teams, it also helps that it has the physical bulk to support it, it is also rather slow and gets checked by a few physical walls. Serperior and magnezone are here to take care of those, namely skarmory, ferrothorn, hippowdon, slowbro mega and a very few amount of other slower pokemon can take a Head Smash from it, though it has the ability to take care of all of those single-handedly with the other moves that it can learn its still very helpfull to have these two around, Serperior and Magnezone also provide some defensive support and make up for how slow tyrantrum is, Magnezone also allows Serperior to carry HP ground without having to fear scizor and ferrothorn too much. Serperior also takes on offense and bulky offense for tyrantrum. Its a pretty offensive core and can fit on both balance, bulky offense, offense and Sticky web. A very fun thing to note is that Serperior can have the move GLARE which paralyses the opponent, possibly allowing Tyrantrum to outspeed the opponent afterwards

Note@ sets, I have left the 4th moves of Tyrantrum and Serperior BLANK, as you can choose multiple moves that work for this core, for Serperior these moves are Glare and Giga Drain, for Tyrantrum... well, have a look at the button below this and above the sets.

Tyrantrum can run a multitude of viable moves, so many that i have decided to "hide" them, or else they would take up too much room.
I will now list the moves and say a word about why they are viable.

Dragon claw>Outrage- Outrage gets some very important kills such as chesnaught, but if you dont like to live dangerously and you want to be able to still hit it but also be able to switch out, this is the move for you
\
Filler moves:
Zen headbutt- Hits threats like keldeo and chesnaught for you.

Iron head- Hits fairy type pokemon for you, not like they dont get hit harder by head smash anyway, but it is a safer move.

Stealth rock- Allows you to safely set rocks for your team as nothing will ever taunt this and magic guard users NEVER want to switch in on it, does leave you vulnerable.

Earthquake- Hits jirachi/metagross, leaves you vulnerable VS flying type pokemon, not that they like to switch into tyrantrum anyway :-). ALSO HITS KLEFKI OMG!

Fire fang- Gets you the safe kill on scizor and ferrothorn.

Facade- Comes in handy when you tempt to let it get statused alot, also makes it so it can still be used, even if burned.

Crunch- This move gets you the kill on threats like jirachi and bronzong, both can wall it.
Here are the sets:
Tyrantrum (M) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Superpower
- Outrage

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

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]

Some Threats to the core(might update as time goes on)
Lopunny mega outspeeds all of these pokemon and can possibly dismantle this core single handedly, it might be wise to prepare for it.
Scarf-tran, scarfed heatran takes out and outspeeds this entire core, be wary.
Rock polish diancie and landorus, they also outspeed and take out the core.
 
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On tyranitrum you might want to use Fire Fang over superpower. Allows you to hit stuff like ferro and mega scizor. I dont see what super also hits harder besides tyranitar. Correct me if im wrong however. Also you might want to run jolly on trum as well. Still a cool core.
Also i had a match yesterday where i missed 4/5 moves with this thing gg accuracy on head smash
 
On tyranitrum you might want to use Fire Fang over superpower. Allows you to hit stuff like ferro and mega scizor. I dont see what super also hits harder besides tyranitar. Correct me if im wrong however. Also you might want to run jolly on trum as well. Still a cool core.
Also i had a match yesterday where i missed 4/5 moves with this thing gg accuracy on head smash
Without strong jaw it isn't really worth it
 
Without strong jaw it isn't really worth it
that's what I thought at first but as a Tyrantrum 9 times out of 10 you're clicking Head Smash. The only times you aren't is when something can punish it (rough skin, iron barbs) or when something can eat one up and set up in your face. Rough Skin, Bulky Garchomp can eat up a head smash reasonably well but dragon STAB (Dclaw/Outrage) it's going down to, no additional coverage needed.

Iron Barbs: Ferrothorn. Fire Fang does more than Superpower to this and doesn't lower your stats.

Other things that may be able to 'snack' on a head smash (mainly bulky steels, as dragon STAB hits most/all of the others) such as Excadrill


+1 252+ Atk Tyrantrum Fire Fang vs. 0 HP / 4 Def Excadrill: 334-394 (92.5 - 109.1%) -- 56.3% chance to OHKO

Admittedly, Superpower does get the ohko on things like magnezone whereas fire fang/head smash don't but they still get the 2hko and do a lot of damage.


+1 252+ Atk Tyrantrum Head Smash vs. 0 HP / 4 Def Magnezone: 169-200 (60.1 - 71.1%) -- guaranteed 2HKO -- (fire fang does like 5% more)

As for things like TTar as mentioned, Head Smash isn't resisted and therefor does a hell of a lot even to a bulky set (and if it is bulky you outspeed and can head smash again) and straight ohkos scarf


+1 252+ Atk Tyrantrum Head Smash vs. 248 HP / 252+ Def Tyranitar: 259-306 (64.2 - 75.9%) -- guaranteed 2HKO after Leftovers recovery


+1 252+ Atk Tyrantrum Head Smash vs. 0 HP / 4 Def Tyranitar: 352-415 (103.2 - 121.7%) -- guaranteed OHKO


So I'd slash Fire Fang with Superpower unless anyone has a better counterargument b/c I can't think of much that Head Smash, Fire Fang, Dclaw/Outrage doesn't hit well on a CB set that Superpower > Fire Fang doesn't.

Edit: +1 = Choice Band in case of confusion
 
From what I can tell Fire Fang vs Superpower is just a question of whether you'd rather not be walled by Bronzong and deal a bit more damage to Ferrothorn or be able to OHKO Air Baloon Excadrill from full and have a much more powerful secondary coverage move to hit random switchins with (which barely actually matters because lol Head Smash). Fire Fang is generally superior but if you're running Superpower you're not exactly missing out on much either given that you 2HKO Ferro with it anyway.

Edit : Someone just pointed out that Superpower is a better option against Ferrothorn+Hetaran cores since you don't need to predict against them or risk giving Hetaran a Flash Fire boos after hitting Ferrothorn with a Fire Fang. Food for thought.
 
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Hello there good users, im here to post about a core both feared and loved.
here goes.

2197xnp.jpg
862d120cbef296f6c3f2690384c5ce6b.jpg
photo.jpg

This is a fairly simple core, Tyrantrum's hidden ability: Rock Head recently got released and I decided to make a core out of it, i came up with this simplistic one over here. Tyrantrum's sheer damage completely dismantles stall and balance teams, it also helps that it has the physical bulk to support it, it is also rather slow and gets checked by a few physical walls. Serperior and magnezone are here to take care of those, namely skarmory, ferrothorn, hippowdon, slowbro mega and a very few amount of other slower pokemon can take a Head Smash from it, though it has the ability to take care of all of those single-handedly with the other moves that it can learn its still very helpfull to have these two around, Serperior and Magnezone also provide some defensive support and make up for how slow tyrantrum is, Magnezone also allows Serperior to carry HP ground without having to fear scizor and ferrothorn too much. Serperior also takes on offense and bulky offense for tyrantrum. Its a pretty offensive core and can fit on both balance, bulky offense, offense and Sticky web. A very fun thing to note is that Serperior can have the move GLARE which paralyses the opponent, possibly allowing Tyrantrum to outspeed the opponent afterwards

Here are the sets:
Tyrantrum (M) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Head Smash
- Earthquake
- Superpower
- Outrage

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

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare

Some Threats to the core(might update as time goes on)
Lopunny mega outspeeds all of these pokemon and can possibly dismantle this core single handedly, it might be wise to prepare for it.
Scarf-tran, scarfed heatran takes out and outspeeds this entire core, be wary.
Rock polish diancie and landorus, they also outspeed and take out the core.
I'd list Mega Sceptile as a threat since it can outspeed this entire core and ohko tyrantrum and magnezone and it can 2hko serperior and serperior can't ohko it back unless it has already boosted

252 SpA Mega Sceptile Dragon Pulse vs. 4 HP / 0 SpD Tyrantrum: 462-546 (150.9 - 178.4%) -- guaranteed OHKO

252 SpA Mega Sceptile Focus Blast vs. 0 HP / 4 SpD Magnezone: 308-364 (109.6 - 129.5%) -- guaranteed OHKO

252 SpA Mega Sceptile Dragon Pulse vs. 0 HP / 4 SpD Serperior: 157-186 (53.9 - 63.9%) -- guaranteed 2HKO

252 SpA Life Orb Serperior Dragon Pulse vs. 0 HP / 4 SpD Mega Sceptile: 190-226 (67.6 - 80.4%) -- guaranteed 2HKO
 
Hello there good users, im here to post about a core both feared and loved.
here goes.

2197xnp.jpg
862d120cbef296f6c3f2690384c5ce6b.jpg
photo.jpg

This is a fairly simple core, Tyrantrum's hidden ability: Rock Head recently got released and I decided to make a core out of it, i came up with this simplistic one over here. Tyrantrum's sheer damage completely dismantles stall and balance teams, it also helps that it has the physical bulk to support it, it is also rather slow and gets checked by a few physical walls. Serperior and magnezone are here to take care of those, namely skarmory, ferrothorn, hippowdon, slowbro mega and a very few amount of other slower pokemon can take a Head Smash from it, though it has the ability to take care of all of those single-handedly with the other moves that it can learn its still very helpfull to have these two around, Serperior and Magnezone also provide some defensive support and make up for how slow tyrantrum is, Magnezone also allows Serperior to carry HP ground without having to fear scizor and ferrothorn too much. Serperior also takes on offense and bulky offense for tyrantrum. Its a pretty offensive core and can fit on both balance, bulky offense, offense and Sticky web. A very fun thing to note is that Serperior can have the move GLARE which paralyses the opponent, possibly allowing Tyrantrum to outspeed the opponent afterwards

Here are the sets:
Tyrantrum (M) @ Choice Band
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Head Smash
- Earthquake
- Superpower
- Outrage

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

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare

Some Threats to the core(might update as time goes on)
Lopunny mega outspeeds all of these pokemon and can possibly dismantle this core single handedly, it might be wise to prepare for it.
Scarf-tran, scarfed heatran takes out and outspeeds this entire core, be wary.
Rock polish diancie and landorus, they also outspeed and take out the core.
Solid core. I'd consider slashing Giga drain after glare because the recovery comes in handy often. Also move the extra 4 evs on tyrantrum from hp to def.

This is an announcement not just to you but to everyone posting cores:

Please get your images from here, really just for keeping everything consistent:

http://play.pokemonshowdown.com/sprites/xyani/
 
acam333
I would list it as a threat, if it wasnt for focus miss and the fact that its pretty much NEVER USED, if you can post me replay of someone using it to beat this core ill post it as a threat.

darkshadowfire
I highly prefer damage over some near useless speed, also super power hits excadrill and some other steel types like empoleon harder too, and as far as scizor goes, head smash hits it plenty hard enough, and fire fang wont get the kill if defensive anyway.

boltsandbombers
Thank you so much for those pictures, i couldnt find them for the life of me. i found some gif's by using google but those were broken... apparently.

I also changed the ev's on the tyrantrum but was too lazy to change them in here (lol)
And the giga drain as option got me thinking, might as well list tyrantrum's filler moves as well.
 
wobbuffet.gif gothitelle.gif
Dual trapping

So I used this core early ORAS and it effectively made me trap almost anything. Gothitelle dismantles stall, trick choice scarfs left and right. Wobbuffet can Encore setup sweepers like Landorus-I and then I can trick them scarf with Gothitelle. There's very few things this core is unable to trap. Landorus-T, Rotom-W and Ghost types.
The cores is very well paired with a set up sweeper, something that needs certain pokemon removed for it work effectively.

The core does demand a decent amount of prediction, but after I mastered it I had no trouble eliminating a certain threat.

EVs for Wobbuffet were to survive two Meteor Mashes from Metagross and two Shadow balls from Gengar, although the EVs give it duel sided bulk

EVs for Gothitelle was mainly speed, 192 scarf is to outspeed base 110 mainly Gengar, other than that the bulk can be switched around

Wobbuffet @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 108 Def / 148 SpD
Bold Nature
IVs: 0 Atk
- Counter
- Destiny Bond
- Encore
- Mirror Coat

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psyshock
- Rest
- Thunderbolt
 

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Ok, I know a Tyrantrum core was already posted, but why not, let's do another one. It's hilariously fun to use and I love using this core (only used it for 2 days but got a solid amount of battles in so eh)

tyrantrum.gif
charizard-mega-x.gif
rotom-w.gif

Tyrantrum + Zard X + Rotom-W

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Dragon Claw
- Superpower
- Toxic

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Thunder Wave
- Hydro Pump
- Volt Switch
- Pain Split

Overview
Ok, so I was itching to use Tyrantrum now that it got Rock Head and could spam CB Head Smashes with ease. After running a couple calcs, I was amazed to find that it OHKO'ed Scarf Lando-T after rocks, and 2HKO'ed both Slowbro and Mega Slowbro after Rocks. These 2 were probably the only things that currently stop Zard X from sweeping their respective playstyles, so I figured that I might as well use it alongside Tyrantrum. I have Adamant Zard, not Jolly, simply for what I stated earlier, that TTrum already OHKO'es Scarf LandT. However, the spread of 104 / 220 / 184 Jolly is still perfectly viable and could possibly be a better variation; it depends on which you prefer. Afterwards, this core was looking really Water and Ground weak, and a bit slow too. I figured the best option to remedy this would be Twave Rotom-W. What's amazing about Twave Rotom-W with this core, is that Twave catches many Lati@s on the switch, which I've found to be the most common revenge killer of TTrum (and Zard too, barring a +1 already). To top it off, Volt Switching on a para'd Lati gets a free switch in to TTrum, and essentially a free kill. Volt Switch in general is great utility when you have frailer mons like TTrum.

Threats
Threats to this core include things like Lando-I, KyuB, Quagsire, some variants of Lando-T (setup), Latios prior to para, and Lead Breloom can be annoying too. Many of these mons cannot switch into the core (like cmon, what is switching into BOTH TTrum and Zard X), but can come in after a kill and get a free KO in return, so it is recommended I have checks to these to prevent a mindless kill-for-kill match, and to put you ahead of the opponent (who is likely lacking switch-ins to this core).

Partners
Partners for this core include a U-Turner, Stealth Rocker, and Defogger/Spinner. Something to handle Ground types along with Rotom-W is recommended, as many Grounds carry either lure moves to catch the ever-so-common washing machine, or partners that can completely take advantage of it. For example, Celebi can fit many of these roles, spreading paralysis, setting up Rocks, finishing a voltturn and F/W/G core, etc. Ferrothorn provides similar uses, but trades the ability to U-Turn and stacking a Fighting weakness to be able to deal with KyuB. Possible hazard removers include:
  • Scizor (which is particularly nice for beating KyuB and can U-Turn from a Heatran into TTrum, which equates to a free kill)
  • Lati@s (stacks a lot of weaknesses but can be used for DragSpam if you wanted to, and HWish if Latias)
  • Excadrill (stacks Fighting weak but shares a lot of the checks and counters that TTrum and Zard have, so it can weaken them for each other)
  • Starmie (doesn't provide too much synergy bar beating Fightings, so if you really hate stuff like Conkeldurr then go for it I guess)
Unless I missed something, those are the best hazard removers for this core (hazard removing is very important as TTrum gets worn down after a few SR + Spikes switch ins and Zard is Zard :s), and the best overall partners that come to my mind. Of course, feel free to use something completely different or wild if you're feeling it or you found a great new partner that I didn't see before.

(Toxic on TTrum is for Hippowdon and Quagsire, as those are probably the only 2 mons that can wall both Zard X and TTrum. Toxic'ing them is great to whittle them down for Zard later in the match)

That's about it for this core, please tell me if you found any way to make the core more efficient, it'd be highly appreciated! Good luck building your teams and have fun while you're at it! n__n
 
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Ok, I know a Tyrantrum core was already posted, but why not, let's do another one. It's hilariously fun to use and I love using this core (only used it for 2 days but got a solid amount of battles in so eh)

tyrantrum.gif
charizard-mega-x.gif
rotom-w.gif


Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Dragon Claw
- Superpower
- Toxic

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Thunder Wave
- Hydro Pump
- Volt Switch
- Pain Split

Ok, so I was itching to use Tyrantrum now that it got Rock Head and could spam CB Head Smashes with ease. After running a couple calcs, I was amazed to find that it OHKO'ed Scarf Lando-T after rocks, and 2HKO'ed both Slowbro and Mega Slowbro after Rocks. These 2 were probably the only things that currently stop Zard X from sweeping their respective playstyles, so I figured that I might as well use it alongside Tyrantrum. I have Adamant Zard, not Jolly, simply for what I stated earlier, that TTrum already OHKO'es Scarf LandT. However, if you find that you really don't like Scarf KyuB, or you want to still outspeed Scarf Lando, Jolly is fine too. Afterwards, this core was looking really Water and Ground weak, and a bit slow too. I figured the best option to remedy this would be Twave Rotom-W. What's amazing about Twave Rotom-W with this core, is that Twave catches many Lati@s on the switch, which I've found to be the most common revenge killer of TTrum (and Zard too, barring a +1 already). To top it off, Volt Switching on a para'd Lati gets a free switch in to TTrum, and essentially a free kill. Volt Switch in general is great utility when you have frailer mons like TTrum.

Threats to this core include things like Lando-I, KyuB, Quagsire, some variants of Lando-T (setup), Latios prior to para, and Lead Breloom can be annoying too. Many of these mons cannot switch into the core (like cmon, what is switching into BOTH TTrum and Zard X).

Partners for this core include a U-Turner, Stealth Rocker, and Defogger/Spinner. Something to handle Ground types along with Rotom-W is recommended, as many Grounds carry either lure moves to catch the ever-so-common washing machine, or partners that can completely take advantage of it.
(Toxic on TTrum is for Hippowdon and Quagsire, as those are probably the only 2 mons that can wall both Zard X and TTrum. Toxic'ing them is great to whittle them down for Zard later in the match)

That's about it for this core, please tell me if you found any way to make the core more efficient, it'd be highly appreciated!
I really enjoyed reading this. I'd like it if you would be a bit more specific about potential partners for this core, however, just so one could better see how one could fit this core onto a team. Good job.
 
I really enjoyed reading this. I'd like it if you would be a bit more specific about potential partners for this core, however, just so one could better see how one could fit this core onto a team. Good job.
Thank you for the support! Yeah, the Support section was looking a little bare, so I spruced it up a bit and added bolded headings over each subtopic to make it easier to read (I know I hate reading through walls of text without anywhere to skip to x.x). Hope I edited it to your expectations!
 
Ok, I know a Tyrantrum core was already posted, but why not, let's do another one. It's hilariously fun to use and I love using this core (only used it for 2 days but got a solid amount of battles in so eh)

tyrantrum.gif
charizard-mega-x.gif
rotom-w.gif


Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Dragon Claw
- Superpower
- Toxic

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Thunder Wave
- Hydro Pump
- Volt Switch
- Pain Split

Overview
Ok, so I was itching to use Tyrantrum now that it got Rock Head and could spam CB Head Smashes with ease. After running a couple calcs, I was amazed to find that it OHKO'ed Scarf Lando-T after rocks, and 2HKO'ed both Slowbro and Mega Slowbro after Rocks. These 2 were probably the only things that currently stop Zard X from sweeping their respective playstyles, so I figured that I might as well use it alongside Tyrantrum. I have Adamant Zard, not Jolly, simply for what I stated earlier, that TTrum already OHKO'es Scarf LandT. However, if you find that you really don't like Scarf KyuB, or you want to still outspeed Scarf Lando, Jolly is fine too. Afterwards, this core was looking really Water and Ground weak, and a bit slow too. I figured the best option to remedy this would be Twave Rotom-W. What's amazing about Twave Rotom-W with this core, is that Twave catches many Lati@s on the switch, which I've found to be the most common revenge killer of TTrum (and Zard too, barring a +1 already). To top it off, Volt Switching on a para'd Lati gets a free switch in to TTrum, and essentially a free kill. Volt Switch in general is great utility when you have frailer mons like TTrum.

Threats
Threats to this core include things like Lando-I, KyuB, Quagsire, some variants of Lando-T (setup), Latios prior to para, and Lead Breloom can be annoying too. Many of these mons cannot switch into the core (like cmon, what is switching into BOTH TTrum and Zard X).

Partners
Partners for this core include a U-Turner, Stealth Rocker, and Defogger/Spinner. Something to handle Ground types along with Rotom-W is recommended, as many Grounds carry either lure moves to catch the ever-so-common washing machine, or partners that can completely take advantage of it. For example, Celebi can fit many of these roles, spreading paralysis, setting up Rocks, finishing a voltturn and F/W/G core, etc. Ferrothorn provides similar uses, but trades the ability to U-Turn and stacking a Fighting weakness to be able to deal with KyuB. Possible hazard removers include:
  • Scizor (which is particularly nice for beating KyuB and can U-Turn from a Heatran into TTrum, which equates to a free kill)
  • Lati@s (stacks a lot of weaknesses but can be used for DragSpam if you wanted to, and HWish if Latias)
  • Excadrill (stacks Fighting weak but shares a lot of the checks and counters that TTrum and Zard have, so it can weaken them for each other)
  • Starmie (doesn't provide too much synergy bar beating Fightings, so if you really hate stuff like Conkeldurr then go for it I guess)
Unless I missed something, those are the best hazard removers for this core (hazard removing is very important as TTrum gets worn down after a few SR + Spikes switch ins and Zard is Zard :s), and the best overall partners that come to my mind. Of course, feel free to use something completely different or wild if you're feeling it or you found a great new partner that I didn't see before.

(Toxic on TTrum is for Hippowdon and Quagsire, as those are probably the only 2 mons that can wall both Zard X and TTrum. Toxic'ing them is great to whittle them down for Zard later in the match)

That's about it for this core, please tell me if you found any way to make the core more efficient, it'd be highly appreciated! Good luck building your teams and have fun while you're at it! n__n


Awesome core bro. Tyrantrum seems like it would 6-0 some stall teams, after quag or bulky ground gets toxiced nothing switches into head smash. Your post was extremely detailed, now I really feel like using cb tyrantrum lol. (Shoutouts to me for helping you test that shit? n_n)
 
Let's follow it up with some more rock types and Pokemon that recently got hidden abilities
530.gif
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497.gif


Tyranitar @ Smooth Rock / Choice Scarf
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD or 252 Atk / 4 SpD / 252 Spe
Impish / Relaxed or Adamant Nature
- Pursuit
- Stealth Rock / Crunch
- Earthquake / Superpower / Ice Beam
- Stone Edge

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin / Swords Dance

Serperior @ Life Orb / Leftovers
Ability: Contrary
EVs: 252 SAtk / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power Fire / Rock / Ground
- Dragon Pulse
- Giga Drain / Substitute / Glare / Taunt

Overview
Serperior is a huge threat that many forget in teambuilding. Serperior can clean up when its checks are weakened or rip apart teams so that sand can sweep. Things that stop Excadrill are Skarmory, Slowbro, Landorus-T, etc... However, Serperior easily destroys them with either Leaf Storm or HP Fire. Serperior may struggle with Heatran or Talonflame, but Excadrill in sand easily destroys the two mons. Besides beating each other's checks, they share some decent synergy defensively. Excadrill and Tyranitar are weak to Ground which Serperior reisists, whereas Serperior is weak to the Flying attacks the Sand core can deal with.

Threats
Mega Scizor can wall this core if Serperior does not have HP Fire. Landorus-I with a Rock Polish and Sludge Wave destroys this team and Scarf Lando can dent the team. Charizard Y can destroy this core by switching the weather and using Flamethrower on Excadrill and Serperior while Focus Blasting Tyranitar. Another threat is Rain which can switch the weather and has a typing advantage over ground and rock. Rain sweepers commonly have other STABs or Ice Coverage to get by Serpeior.

Partners
Partners on this team should be a flying type as Serperior gets worn down from LO recoil and switching into ground attacks. A Fighting resist would be very useful because the sand core is weak to those attacks. A defensive Mega Scizor could certainly be a threat as it sets up on the sand core and can threaten a weakend Serperior with priority Bullet Punch. This core fits rather easily onto most teams and offensively requires little other support. Defensively a water type would be good because it can resist Mega Scizor Bullet Punch, resist Serperior's Ice and Fire weaknesses, and allow for a better rain matchup. Rotom-Wash is a cool partner because it is the ground immunity this team would like, and can Volt Switch to allow Serperior a safe switch in. Another threat to this team is Bisharp which can Iron Head Tyranitar and Sucker Punch the two sweepers.
 
Tyrantrum Offensive core
The Wait for this guy was well worth it.


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Alright i hate to post another tyrantrum core but man is this thing fun. Head smash honestly destroys stuff. Anyways i came up with this nice Offensive core the day it was released and its been pretty good. This is a pretty basic dragon, fairy, steel core and it works great. Tyrantrum smacks Steels such as heatran and slow magnezone while Superpower hits t-tar, ferro and a few others. Naturally T-trums weak to steel type moves which is where scizor comes in tanking the moves and sets up on numerous ground types and removes them for trum. Not only that but trum removes fire types which can halt scizors sweeps. Scizor priority bullet punch also helps clean up whatever tyrantrum left holes in. Last Clefable is the answer to dealing with pesky dragon types as trum hates dragon type moves and hes not the fastest dragon type. Clefable helps with the latis (scizor also deals with them if they lack hp fire) as well as Fighting types which trum hates to face (but they do take massive damage from head smash if they switch into one). On top of that clef works well with scizor defensively has scizor resists and is immune to clefables weaknesses. Good teamates are pokemon that can set up hazzards such as hippowdon (sets rocks AND give trum a sp.def boost) and hazzards removers such as Reflect type starmie work nicely to remove hazzards but keep your own. It also can burn physical attackers and can deal with bisharp. (reflect type) This cores pretty weak to steel types even with scizor But the core does have coverage to hit steels so its not a huge issue. Ground imunities can also help so rotom-wash is a good partner as it can handle stuff like opposing scizor, landorus-t and provide momentum which can allow you to get trum in for another round of head smashing.

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

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 194 Def / 66 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance


Let me know if there's anything i missed on the sets or anything i should change.
 
Let's follow it up with some more rock types and Pokemon that recently got hidden abilities
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Tyranitar @ Smooth Rock / Choice Scarf
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD or 252 Atk / 4 SpD / 252 Spe
Impish / Relaxed or Adamant Nature
- Pursuit
- Stealth Rock / Crunch
- Earthquake / Superpower / Ice Beam
- Stone Edge

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin / Swords Dance

Serperior @ Life Orb / Leftovers
Ability: Contrary
EVs: 252 SAtk / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power Fire / Rock / Ground
- Dragon Pulse
- Giga Drain / Substitute / Glare / Taunt

Overview
Serperior is a huge threat that many forget in teambuilding. Serperior can clean up when its checks are weakened or rip apart teams so that sand can sweep. Things that stop Excadrill are Skarmory, Slowbro, Landorus-T, etc... However, Serperior easily destroys them with either Leaf Storm or HP Fire. Serperior may struggle with Heatran or Talonflame, but Excadrill in sand easily destroys the two mons. Besides beating each other's checks, they share some decent synergy defensively. Excadrill and Tyranitar are weak to Ground which Serperior reisists, whereas Serperior is weak to the Flying attacks the Sand core can deal with.

Threats
Mega Scizor can wall this core if Serperior does not have HP Fire. Landorus-I with a Rock Polish and Sludge Wave destroys this team and Scarf Lando can dent the team. Charizard Y can destroy this core by switching the weather and using Flamethrower on Excadrill and Serperior while Focus Blasting Tyranitar. Another threat is Rain which can switch the weather and has a typing advantage over ground and rock. Rain sweepers commonly have other STABs or Ice Coverage to get by Serpeior.

Partners
Partners on this team should be a flying type as Serperior gets worn down from LO recoil and switching into ground attacks. A Fighting resist would be very useful because the sand core is weak to those attacks. A defensive Mega Scizor could certainly be a threat as it sets up on the sand core and can threaten a weakend Serperior with priority Bullet Punch. This core fits rather easily onto most teams and offensively requires little other support. Defensively a water type would be good because it can resist Mega Scizor Bullet Punch, resist Serperior's Ice and Fire weaknesses, and allow for a better rain matchup. Rotom-Wash is a cool partner because it is the ground immunity this team would like, and can Volt Switch to allow Serperior a safe switch in. Another threat to this team is Bisharp which can Iron Head Tyranitar and Sucker Punch the two sweepers.

lel I already posted this before
Although that was on page like 5 or something and his explanations where better so yeah but IMO this core is pretty good
Also his sets are kinda better Giga Drain is better filler than Knock Off

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Here is a core for Serperior squads

Snake has problems with stuff like Tran and birds. Drill has problems with Landoge and stuff. So Snake + Drill = good because Drill beats commo counters to snake under sand and snake beats defensive Landoge and Rotom-W. Plus Snake can come in on Aqua Jet spammers like Azumarill. So yeah TTar also helps for sand it also can beat smogonbird which is pretty important. Snake has good speed tier so core doesn't get rekt by stuff like Keldeo outside sand, plus it wrecks all common rain mons. Oh yeah kinda watch out for well played Scarf Landoge it gets 2HKOd by Leaf Storm but can do up to 70% with U-turn which can easily kill considering sand + LO damage stacks. Also Loom can do up to 45% with Mach Punch so watch out. Rapid Spin on Exca is ok if you have no other hazard removers but otherwise run SD. Oh yeah watch out for Mamo it kinda kills everything but it has a hard time switching in, and Exca checks a ton of stuff like MLop in Sand.

Serperior @ Life Orb
Ability: Contrary
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Knock Off

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Swords Dance

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Stone Edge
- Ice Beam
 
My bad I thought something like it was posted but couldn't find. Thanks for mentioning that, I'll find a different core
 
Ok, I know a Tyrantrum core was already posted, but why not, let's do another one. It's hilariously fun to use and I love using this core (only used it for 2 days but got a solid amount of battles in so eh)

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Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Dragon Claw
- Superpower
- Toxic

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Thunder Wave
- Hydro Pump
- Volt Switch
- Pain Split

Overview
Ok, so I was itching to use Tyrantrum now that it got Rock Head and could spam CB Head Smashes with ease. After running a couple calcs, I was amazed to find that it OHKO'ed Scarf Lando-T after rocks, and 2HKO'ed both Slowbro and Mega Slowbro after Rocks. These 2 were probably the only things that currently stop Zard X from sweeping their respective playstyles, so I figured that I might as well use it alongside Tyrantrum. I have Adamant Zard, not Jolly, simply for what I stated earlier, that TTrum already OHKO'es Scarf LandT. However, if you find that you really don't like Scarf KyuB, or you want to still outspeed Scarf Lando, Jolly is fine too. Afterwards, this core was looking really Water and Ground weak, and a bit slow too. I figured the best option to remedy this would be Twave Rotom-W. What's amazing about Twave Rotom-W with this core, is that Twave catches many Lati@s on the switch, which I've found to be the most common revenge killer of TTrum (and Zard too, barring a +1 already). To top it off, Volt Switching on a para'd Lati gets a free switch in to TTrum, and essentially a free kill. Volt Switch in general is great utility when you have frailer mons like TTrum.

Threats
Threats to this core include things like Lando-I, KyuB, Quagsire, some variants of Lando-T (setup), Latios prior to para, and Lead Breloom can be annoying too. Many of these mons cannot switch into the core (like cmon, what is switching into BOTH TTrum and Zard X), but can come in after a kill and get a free KO in return, so it is recommended I have checks to these to prevent a mindless kill-for-kill match, and to put you ahead of the opponent (who is likely lacking switch-ins to this core).

Partners
Partners for this core include a U-Turner, Stealth Rocker, and Defogger/Spinner. Something to handle Ground types along with Rotom-W is recommended, as many Grounds carry either lure moves to catch the ever-so-common washing machine, or partners that can completely take advantage of it. For example, Celebi can fit many of these roles, spreading paralysis, setting up Rocks, finishing a voltturn and F/W/G core, etc. Ferrothorn provides similar uses, but trades the ability to U-Turn and stacking a Fighting weakness to be able to deal with KyuB. Possible hazard removers include:
  • Scizor (which is particularly nice for beating KyuB and can U-Turn from a Heatran into TTrum, which equates to a free kill)
  • Lati@s (stacks a lot of weaknesses but can be used for DragSpam if you wanted to, and HWish if Latias)
  • Excadrill (stacks Fighting weak but shares a lot of the checks and counters that TTrum and Zard have, so it can weaken them for each other)
  • Starmie (doesn't provide too much synergy bar beating Fightings, so if you really hate stuff like Conkeldurr then go for it I guess)
Unless I missed something, those are the best hazard removers for this core (hazard removing is very important as TTrum gets worn down after a few SR + Spikes switch ins and Zard is Zard :s), and the best overall partners that come to my mind. Of course, feel free to use something completely different or wild if you're feeling it or you found a great new partner that I didn't see before.

(Toxic on TTrum is for Hippowdon and Quagsire, as those are probably the only 2 mons that can wall both Zard X and TTrum. Toxic'ing them is great to whittle them down for Zard later in the match)

That's about it for this core, please tell me if you found any way to make the core more efficient, it'd be highly appreciated! Good luck building your teams and have fun while you're at it! n__n

Nice core. Very good analysis and this core can break quite a few stall mons down, Im looking at you mega sableye. But as the others have gave praise abov this post not much I can say. Good job friend
 
Balance Core:

Rotom-Wash + Tornadus-Therian
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Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp / Thunder Wave
- Pain Split / Rest

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-Turn

This core features 2 fantastic pivots that complement each other quite well. Unlike many cores which need teams to be built around them, this is a very splashable core that can act as a support system for many different team builds. Their type synergy is not amazing, but Rotom-W checks a plethora of physical threats, and Tornadus-T holding an Assault Vest can stand up to many unresisted special attacks, so both ends of the attacking spectrum are well covered by this core.

Rotom-Wash needs no introduction, but here's one anyway: it is the premier birdspam counter, slow Volt Switch abuser and a consistent check to so many threats. I slashed in the options to run Rest + Chesto Berry over Pain Split + Leftovers and Thunder Wave over Will-O-Wisp, since these are team dependent choices and this core can be flexible for team needs.

Tornadus-T offers a few advantages over standard Lando-T + Rotom-W cores, such as Regenerator recovery and a great speed tier without being choice locked. It can also reliably switch in on many dangerous special attackers such as Gengar and Alakazam, and threaten to Knock Off their Life Orb. Tornadus-T checks grass types which are Rotom-W’s most consistent counters and helps keep hazards up as it checks common hazard removers such as Latis and Starmie with Knock Off and U-Turn.

Heat Wave is a reliable way to beat steel types like Skarmory, Ferrothorn, and Mega Scizor. Moves like Superpower and Focus Blast can also be used here to better target Tyranitar and Heatran. HP Ice is an option to better deal with Gliscor, Lando-T and Garchomp.

Note: Tornadus-T runs max speed, 160 SpA lets it guarantee Hurricane OHKOs Keldeo and the rest is dumped into HP for bulk. Timid Nature because Knock Off and U-Turn aren't used primarily for damage output, and Hasty/Naive natures compromise bulk.

Mixed attackers such as Kyurem-B and Mega Diancie are pretty big threats to this core, so keep those in mind when teambuilding. Other than that, you can really go in any direction with this Volt-Turn core and there are plenty of great teammates that benefit from the momentum and utility that it provides. Edit: VoltTurn is awesome for wallbreakers and sweepers so stuff like Mega Medicham, Weavile, Nidoking, Mega Gardevoir, Kyurem-Black and Mega Diancie all really enjoy this support.
 
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This is my 1st time posting a core in this thread so any constructive criticism or advice is much appreciated.

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This a F/W/G core that I have been using in OU lately to great success, featuring Reckless Emboar as one of the stars.

Being a F/W/G core, these 3 pokemon have extremely good offensive and defensive synergy. When I first made the core I began with Emboar and Celebi.
These two efficiently take out each other's threats, with Emboar taking out Chansey, Heatran, Bisharp, Scizor, Mandibuzz, Weavile, Skarmory and Ferrothorn for Celebi. While Celebi in return uses its grass STAB to remove Azumaril, Rotom-W, Manaphy, Keldeo, Slowbro, Diancie and Hippowdon for Emboar.
They also have good defensive synergy with Emboar being able to make up for Celebi's 4x Bug weakness with its own 4x resistance, as well as resisting Dark, Fire and Ice for Celebi. In return Celebi resists Psychic, Ground and Water.
Rotom-W then comes in as a sort of glue. Being a strong answer to Talon who other wise destroys those two. Rotom also deals with a lot of other pokemon that can give the former to grief (depending on sets) such as Mamoswine, Tyranitar, Victini and Mega Pinsir. Rotom-W has his Grass weakness patch up by both allies.

These sets are just the ones I am using atm and can be changed heaps to suit your team.

Emboar @ Life Orb
Ability: Reckless
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
Flare Blitz
Head Smash / Wild Charge
Super Power
Sucker Punch

Flare Blitz and Superpower are awesome STABs. Sucker Punch is fantastic for KOing low health targets and OHKOing pokemon that think they can come in or revenge Emboar such as Gengar and Lati@s. Head Smash is used over Wild Charge on this set as most the things Wild Charge is mandatory for are taken by Celebi. Head Smash is great from OHKOing things on the switch in like Lati@s and particularly Dragonite. There is almost nothing in the game that isn't 2HKOed by this thing. If this thing gets in safely, stuff dies.

Celebi @ Life Orb
Ability: Natural Cure
EVs: 144 HP / 252 SpA / 112 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Psyshock
- Substitute
- Baton Pass

I'm using a mono-attacking sub nasty-pass Celebi set as it is the most effective at cleaning once Emboar and Rotom-W take out its checks and counters. Baton Passing Substitutes to Emboar successfully usually results in at least 2 pokemon dying.

Rotom-W @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
Hydro Pump
Volt Switch
Wil-o-wisp
Pain Split

Standard Rotom-W set not really gonna talk on it. Slow Volt Switch helps bring in Emboar.

Like I said those sets are just place holders that I'm using atm. I have also tried centralising the core around Emboar with Thunder Wave on Celebi and Rotom which worked really well. As well as Chesto Rest Rotom with Heal Bell on Celebi.

Team options:
- Thunder wave support is really strong with Emboar.
- Healing wish support often allows Emboar to kill *at least* 3 pokemon before going down.
- (Mega)Scizor forms a slow bulky U-turn core with Rotom-W as does Landorus-T.
- Hazards Really helps Emboar get clean KOs.
- A strong special attacker is much appreciated as it always Celebi to pass its SpA boosts.

The only thing off of the top of my head that can take the whole core is Freeze Dry Mamoswine. So something to deal with that is another good team option. Sub Chandy can be a problem but its extremely rare.
Hey - sorry I didnt get to this earlier, but a few changes.
First off, there are a few formatting errors in the sets, just make sure you're taking it directly from the team export from pokemon showdown.
Next, the Celebi set is somewhat odd. I feel with sub + pass with life orb and an offensive spread it feels like you're trying to combine two different roles.
I'm not sure what the best set would be for the core, but try and go one way or the other. For example, with life orb celebi I'd run recover and 3 attacks or something, while a more defensive set is better suited to sub + pass.
View attachment 36092 View attachment 36094
Dual trapping

So I used this core early ORAS and it effectively made me trap almost anything. Gothitelle dismantles stall, trick choice scarfs left and right. Wobbuffet can Encore setup sweepers like Landorus-I and then I can trick them scarf with Gothitelle. There's very few things this core is unable to trap. Landorus-T, Rotom-W and Ghost types.
The cores is very well paired with a set up sweeper, something that needs certain pokemon removed for it work effectively.

The core does demand a decent amount of prediction, but after I mastered it I had no trouble eliminating a certain threat.

EVs for Wobbuffet were to survive two Meteor Mashes from Metagross and two Shadow balls from Gengar, although the EVs give it duel sided bulk

EVs for Gothitelle was mainly speed, 192 scarf is to outspeed base 110 mainly Gengar, other than that the bulk can be switched around

Wobbuffet @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 108 Def / 148 SpD
Bold Nature
IVs: 0 Atk
- Counter
- Destiny Bond
- Encore
- Mirror Coat

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psyshock
- Rest
- Thunderbolt
Really not liking this core. While its nice and all in theory the concept of dual trapping, having these two together puts a lot of strain on teambuilding to cover the shared weaknesses. In addition, wobb and goth are often dead weight against many teams.
Ok, I know a Tyrantrum core was already posted, but why not, let's do another one. It's hilariously fun to use and I love using this core (only used it for 2 days but got a solid amount of battles in so eh)

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Tyrantrum + Zard X + Rotom-W

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Dragon Claw
- Superpower
- Toxic

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Thunder Wave
- Hydro Pump
- Volt Switch
- Pain Split

Overview
Ok, so I was itching to use Tyrantrum now that it got Rock Head and could spam CB Head Smashes with ease. After running a couple calcs, I was amazed to find that it OHKO'ed Scarf Lando-T after rocks, and 2HKO'ed both Slowbro and Mega Slowbro after Rocks. These 2 were probably the only things that currently stop Zard X from sweeping their respective playstyles, so I figured that I might as well use it alongside Tyrantrum. I have Adamant Zard, not Jolly, simply for what I stated earlier, that TTrum already OHKO'es Scarf LandT. However, if you find that you really don't like Scarf KyuB, or you want to still outspeed Scarf Lando, Jolly is fine too. Afterwards, this core was looking really Water and Ground weak, and a bit slow too. I figured the best option to remedy this would be Twave Rotom-W. What's amazing about Twave Rotom-W with this core, is that Twave catches many Lati@s on the switch, which I've found to be the most common revenge killer of TTrum (and Zard too, barring a +1 already). To top it off, Volt Switching on a para'd Lati gets a free switch in to TTrum, and essentially a free kill. Volt Switch in general is great utility when you have frailer mons like TTrum.

Threats
Threats to this core include things like Lando-I, KyuB, Quagsire, some variants of Lando-T (setup), Latios prior to para, and Lead Breloom can be annoying too. Many of these mons cannot switch into the core (like cmon, what is switching into BOTH TTrum and Zard X), but can come in after a kill and get a free KO in return, so it is recommended I have checks to these to prevent a mindless kill-for-kill match, and to put you ahead of the opponent (who is likely lacking switch-ins to this core).

Partners
Partners for this core include a U-Turner, Stealth Rocker, and Defogger/Spinner. Something to handle Ground types along with Rotom-W is recommended, as many Grounds carry either lure moves to catch the ever-so-common washing machine, or partners that can completely take advantage of it. For example, Celebi can fit many of these roles, spreading paralysis, setting up Rocks, finishing a voltturn and F/W/G core, etc. Ferrothorn provides similar uses, but trades the ability to U-Turn and stacking a Fighting weakness to be able to deal with KyuB. Possible hazard removers include:
  • Scizor (which is particularly nice for beating KyuB and can U-Turn from a Heatran into TTrum, which equates to a free kill)
  • Lati@s (stacks a lot of weaknesses but can be used for DragSpam if you wanted to, and HWish if Latias)
  • Excadrill (stacks Fighting weak but shares a lot of the checks and counters that TTrum and Zard have, so it can weaken them for each other)
  • Starmie (doesn't provide too much synergy bar beating Fightings, so if you really hate stuff like Conkeldurr then go for it I guess)
Unless I missed something, those are the best hazard removers for this core (hazard removing is very important as TTrum gets worn down after a few SR + Spikes switch ins and Zard is Zard :s), and the best overall partners that come to my mind. Of course, feel free to use something completely different or wild if you're feeling it or you found a great new partner that I didn't see before.

(Toxic on TTrum is for Hippowdon and Quagsire, as those are probably the only 2 mons that can wall both Zard X and TTrum. Toxic'ing them is great to whittle them down for Zard later in the match)

That's about it for this core, please tell me if you found any way to make the core more efficient, it'd be highly appreciated! Good luck building your teams and have fun while you're at it! n__n
Sweet core. The only thing I'd consider changing is Charizards spread to 104 / 220 / 184 Jolly or at least mentioning it. This spread allows you to outpseed choice scarf lando-t at +1 and while your other two teammates either check it or severely weaken it, having lando-t stop the sweep would be unfortunate.

Updated just about everything else, nice job everyone.
The hide tags are messed up in one of the archive posts, so if a mod could try and fix that I'd really appreciate it.
 
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