Other ORAS Good Cores

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Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Ice Punch

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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Blast

Mega Gallade has the issue of being hardwalled by almost every single bulky Psychic if it does not run Knock Off, and even then, it loses to Mega Slowbro. That is where Garchomp comes in. With a Life Orb and Swords Dance boost, Garchomp lures in and will almost always OHKO regular Slowbro with Outrage after Stealth Rock, will 2HKO Mega Slowbro, and heavily dents / flat out OHKOs other Psychics that could give Gallade trouble, such as Cresselia and the like. Garchomp can even 2HKO Mega Sableye at +2 while burned! Especially considering that Sableye will take up to 70% from Outrage if it burns Garchomp before it Mega Evolves, meaning that beating it is much more difficult than usual. Life Orb with Fire Blast also allows Garchomp to 2HKO Skarmory, which would otherwise attempt to beat Garchomp, and blocking it from wreaking havoc upon Skarmory's Psychic teammates. Basically, Life Orb Garchomp breaks almost all of Gallade's defensive checks so it can wreak havoc on weakened balanced and stall teams. The only problem is that it runs the risk of losing Unaware Clefable without some prior damage, which is a huge nuisance. This core has issues of having issues against faster Pokemon, most notably Talonflame, as well as risking losing to Latios and Latias due to speed tie but even then, Life Orb Garchomp is still really hard for offensive teams to switch into, and offensive nuisances can be covered by teammates (except Salamence, who needs to be banned immediately, and Greninja, though Greninja cannot even OHKO Mega Gallade, so that does help a bit. Overall, this is a really cool offensive core that I recommend you guys try.
 
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Gallade (M) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Ice Punch

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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Blast

Mega Gallade has the issue of being hardwalled by almost every single bulky Psychic if it does not run Knock Off, and even then, it loses to Mega Slowbro. That is where Garchomp comes in. With a Life Orb and Swords Dance boost, Garchomp lures in and will almost always OHKO regular Slowbro with Outrage after Stealth Rock, will 2HKO Mega Slowbro, and heavily dents / flat out OHKOs other Psychics that could give Gallade trouble, such as Cresselia, Wobbuffet, etc. Garchomp can even 2HKO Mega Sableye at +2 while burned! Especially considering that Sableye will take up to 70% from Outrage if it burns Garchomp before it Mega Evolves, meaning that beating it is much more difficult than usual. Life Orb with Fire Blast also allows Garchomp to 2HKO Skarmory, which would otherwise attempt to beat Garchomp, and blocking it from wreaking havoc upon Skarmory's Psychic teammates. Basically, Life Orb Garchomp breaks almost all of Gallade's defensive checks so it can wreak havoc on weakened balanced and stall teams. The only problem is that it runs the risk of losing Unaware Clefable without some prior damage, which is a huge nuisance. This core has issues of having issues against faster Pokemon, most notably Talonflame, as well as risking losing to Latios and Latias due to speed tie but even then, Life Orb Garchomp is still really hard for offensive teams to switch into, and offensive nuisances can be covered by teammates (except Salamence, who needs to be banned immediately, and Greninja, though Greninja cannot even OHKO Mega Gallade, so that does help a bit. Overall, this is a really cool offensive core that I recommend you guys try.
I wouldnt really define this as a proper "core". While a core is in essence a few mons that work somewhat well together, this "core" is basically 2 mons that both fit on offensive teams, there isnt any real offensive or defensive synergy between them. You mention Chomp beating bulky psychics but really, is it worth using Chomp as a way to beat those mons compared to using say Bish or Weavile, who both could do the job 100x better. At best, the only thing chomp lures in and beats for Gallade is Skarm, who is OHKOed by a +2 CC after rocks anyway and Zone would be a much more reliable way of beating it.
 
I wouldnt really define this as a proper "core". While a core is in essence a few mons that work somewhat well together, this "core" is basically 2 mons that both fit on offensive teams, there isnt any real offensive or defensive synergy between them. You mention Chomp beating bulky psychics but really, is it worth using Chomp as a way to beat those mons compared to using say Bish or Weavile, who both could do the job 100x better. At best, the only thing chomp lures in and beats for Gallade is Skarm, who is OHKOed by a +2 CC after rocks anyway and Zone would be a much more reliable way of beating it.

You see, the problem I have with that suggestion is that no Psychic type is going to stay in on these Pokemon. Psychic-types like Slowbro and Cresselia tend to think they can handle Garchomp, and get KOd.
 
Pursuit exists

Pursuit hardly does enough damage to these Pokemon

252+ Atk Bisharp (80 BP) Pursuit vs. 252 HP / 252+ Def Slowbro: 188-224 (47.7 - 56.8%) - combine this with Regenerator, and you will not be taking that much damage from Pursuit.

EDIT: Even if this is not a proper core, Cresselia tends to carry Reflect for Pursuit, and Slowbro can Regenerator off half of the damage, so Pursuit is not a solid argument.
 
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Here is a nice little core I made featuring Crawdaunt + Mega Camerupt + Tangrowth, camerupt and crawdaunt are both wallbreakers, and they can beat up each other's counters, and are both great under trick room. Camerupt roasts skarmory and ferrothorn alive with fire blast, also beats chesnaught and breloom, counters and checks to crawdaunt respectively. Mega Camerupt also 2HKOes mega venusaur with fire blast. Crawdaunt can also knock off chansey's eviolite, and can 2HKO with crabhammer. Crawdaunt can also put a huge dent in Rotom-W, which is most people's #1 switchin for a certain camel. Camerupt can also weaken keldeo with earth power, allowing crawdaunt to finish it off. Tangrowth is here to create fire water grass core, and is a decent switch in for keldeo. Tangrowth is the second way of beating rotom-w, since giga drain does quite a lot. This core is best under trick room, but does not absolutely need trick room to function well.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Fire Blast
- Earth Power
- Rock Slide
- Will-O-Wisp/Hidden Power Grass

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 Def / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Swords Dance

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 80 Def / 140 SpD / 36 SpA
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power Fire
any reason you have rock slide over ancient power
 
They're basically the same thing, rock slide hits zard y and specially defensive rotom-w a little bit harder, that's about it. Ancient power is probably a little better, but sometimes PP can be a problem.
 
They're basically the same thing, rock slide hits zard y and specially defensive rotom-w a little bit harder, that's about it. Ancient power is probably a little better, but sometimes PP can be a problem.

It's also reliant on luck to boost all of its stats. But even boosted Defenses cannot save Camerupt from water-type moves...
 
Sheer force boosts ancient power's power (no pun), and also comes off of it's higher base special attack, but rock slide does have some niches over ancient power, so it's basically up to you which move you want to use, and what mons your team has more trouble with.
 
Pursuit hardly does enough damage to these Pokemon

252+ Atk Bisharp (80 BP) Pursuit vs. 252 HP / 252+ Def Slowbro: 188-224 (47.7 - 56.8%) - combine this with Regenerator, and you will not be taking that much damage from Pursuit.

EDIT: Even if this is not a proper core, Cresselia tends to carry Reflect for Pursuit, and Slowbro can Regenerator off half of the damage, so Pursuit is not a solid argument.
.....
The point is, what can Chomp do that both Bish and Weavile dont do infinitely better. Both Weavile and Bish apply pressure on the counters of Gallade and threaten to severely cripple with knock off or pursuit on the switch instead of having to set up a mon to +2 to weaken mons that most likely wont be staying in on a +2 chomp considering they appear on Stall where something is more than likely able to wall it and prevent any setup due to both of them commonly carrying Ice moves. That core had no synergy and cant do effectively what you claim it does, simple as that, so why post it?
 
Look not to be mean but that garchomp gallade core doesnt make any sense. Thats also not really a lure, its just wishful thinking, if the only way you can beat slowbro is to get a free SD up and then you can maybe OHKO him by getting locked into outrage could potentially let a fairy like mega diancie, mega altaris, clefable etc. set up on you. Also almost all slowbros are running ice beam right now for mega salamenc, so if you miss the KO you will just get OHKOd by ice beam only to have the damage regeneratord off.

+2 252 Atk Life Orb Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 343-406 (87 - 103%) -- 18.8% chance to OHKO
This is probably only going to be a OHKO less than 50% of the time because if you SD on the switch slowbro will get a turn of lefties recovery and bring it back up to about 95%.

Idk I am just trying to explain it a little better than what the other guy was saying. This set isnt even really a lure, idk what to even call it really. But to me a lure is something that can get a guaranteed kill and the turn it happens, the opponent has no idea its about to happen. I mean if they see a +2 garchomp in their face they may switch out to their unaware clefable or skarmory(youll be locked into outrage) and then go from there.

Anyway I personally think m gallade should have knock off anyway, and then just have something for m slowbro like unaware clefable. And in addition to that a page back their is a core that is literally almost identical except it uses SD LO diggersby. Who have better offensive presence together imo. But yeah Im just trying to be helpful not rude.
 
bait kill vs. Forcing it out. Idk why you are just ignoring them.
Like I said before, Stall, the playstyle youll find these defensive psychics on, commonly run mons that can easily take on a +2 Chomp so no, you're not baiting anything by using Chomp over Pursuit trappers, who actually rack up damage on these mons far better than chomp could hope to, regardless mscizor explained what I meant if you need more explanation but at this point idk what you're clinging to by arguing for that 'core.'
 
I never argued it was a core, I said there is a point in using sd chomp over pursuit trappers. Personally I agree its not really a core but you know...who cares.
 
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Mega Altaria + Tentacruel + Heatran is a pretty good ORAS core imo. They have very good synergy together, and they also take care of hazards for the team, wtih Tentacruel having Rapid Spin and Heatran with Stealth Rocks. Tentacruel and Heatran cover all of Mega Altaria's weaknesses. They resit Ice, Steel, Poison, and Fairy. This allows them to counter/check stuff that beats Mega Altaria. Tentarcruel takes care of Clefable, Azumarill, Heatran w/o Earth Power, Greninja, and Mega Venusaur for Mega Altaria, which can also cover mons that beat Tentacruel: Rotom-w, Lando-T, Lati@s, and others.

Mega Altaria should not attempt to sweep until all opposing steel types are either removed or very weak. Heatran beats a lot of the steel types that Mega Altaria needs gone like Ferrothorn, Skarmory, Magnezone, Scizor, and opposing Heatran with Roar or Flash Cannon (Mega-Altaria can beat other Heatran sets because of Heal Bell/Refresh, allowing it to heal off any burns or toxics that Heatran like to dish out. However, most Heatran have Roar in the ORAS meta because of all the set-up sweepers in the tier.

This core is still weak to anything that has a Ground move and something to hit Mega Altaria (Mamoswine, Landorus, Mega Venusaur, and Excadrill). Greninja with Extrasensory, Mega Gardevoir, and Heatran with Earth Power are also problematic to this core. Rotom-w can handle some things pretty well, but Mega Venusaur and Mold Breaker Excadrill both beat it. Scarf Lando-T is a very good check to a lot of the mons that beat this core also, like Excadrill, Heatran, Landorus, and non-Scarf Greninja. Mamoswine and Balloon Excadrill are also decent teammates.

Fluff (Altaria) @ Altarite
Ability: Natural Cure
Happiness: 0
EVs: 248 HP / 124 Def / 136 Spe
Jolly Nature
- Heal Bell/Refresh/Substitute
- Frustration
- Dragon Dance
- Roost

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Rapid Spin
- Acid Spray
- Scald
- Knock Off

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Protect/Earth Power
- Roar
 
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Here is a nice little core I made featuring Crawdaunt + Mega Camerupt + Tangrowth, camerupt and crawdaunt are both wallbreakers, and they can beat up each other's counters, and are both great under trick room. Camerupt roasts skarmory and ferrothorn alive with fire blast, also beats chesnaught and breloom, counters and checks to crawdaunt respectively. Mega Camerupt also 2HKOes mega venusaur with fire blast. Crawdaunt can also knock off chansey's eviolite, and can 2HKO with crabhammer. Crawdaunt can also put a huge dent in Rotom-W, which is most people's #1 switchin for a certain camel. Camerupt can also weaken keldeo with earth power, allowing crawdaunt to finish it off. Tangrowth is here to create fire water grass core, and is a decent switch in for keldeo. Tangrowth is the second way of beating rotom-w, since giga drain does quite a lot. This core is best under trick room, but does not absolutely need trick room to function well.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Fire Blast
- Earth Power
- Rock Slide
- Will-O-Wisp/Hidden Power Grass

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 Def / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Swords Dance

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 80 Def / 140 SpD / 36 SpA
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power Fire

I like this core, but if you're not using TR is there a reason why Tangrowth would be run over say Venusaur? I know Tang is just a bit bulkier, but I feel like Venu could do what Tang does better with the poison typing added.
 
I like this core, but if you're not using TR is there a reason why Tangrowth would be run over say Venusaur? I know Tang is just a bit bulkier, but I feel like Venu could do what Tang does better with the poison typing added.

Regular Venusaur isn't as useful here due to less bulk overall.
 
I feel like I should contribute

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Mega Metagross is a beast. There's not denying that with its combination of bulky and 145 Base Attack + Tough Claws that this thing will wreck so many things. However, MegaGross has issues with many common Ground and Fire attacks, including almost any Earthquake, and Talonflame's Flare Blitz OHKO if it's banded, and otherwise 2HKOs. That's where Hydreigon comes in. Hydreigon may have been ass in XYOU, but in OrAs, Hydreigon may have found its niche as a Mega Metagross partner. Hydreigon is either immune or resists all of the things MegaGross fears, and Megagross can take the Fairy, Fighting, Dragon and Ice hits all very easily. As an offensive core, Scarf Hydreigon + MegaGross runs around just wrecking shit, and ScarfHydreigon outspeeds max Speed Greninja, something that could have been rather difficult for this core. Hydreigon is also a solid answer to Mega Slowbro, something that would easily beat Mega Metagross almost any day, and Mega Salamence.

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Ice Punch

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- U-turn

252+ Atk Talonflame Flare Blitz vs. 0 HP / 0 Def Metagross: 222-264 (73.7 - 87.7%) -- guaranteed 2HKO
252- SpA Hydreigon Draco Meteor vs. 0 HP / 252+ SpD Salamence: 288-342 (87 - 103.3%) -- 18.8% chance to OHKO (MegaMece has 90 SpD, and calcuted with such)
 
I feel like I should contribute

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Mega Metagross is a beast. There's not denying that with its combination of bulky and 145 Base Attack + Tough Claws that this thing will wreck so many things. However, MegaGross has issues with many common Ground and Fire attacks, including almost any Earthquake, and Talonflame's Flare Blitz OHKO if it's banded, and otherwise 2HKOs. That's where Hydreigon comes in. Hydreigon may have been ass in XYOU, but in OrAs, Hydreigon may have found its niche as a Mega Metagross partner. Hydreigon is either immune or resists all of the things MegaGross fears, and Megagross can take the Fairy, Fighting, Dragon and Ice hits all very easily. As an offensive core, Scarf Hydreigon + MegaGross runs around just wrecking shit, and ScarfHydreigon outspeeds max Speed Greninja, something that could have been rather difficult for this core. Hydreigon is also a solid answer to Mega Slowbro, something that would easily beat Mega Metagross almost any day, and Mega Salamence.

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Ice Punch

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- U-turn

252+ Atk Talonflame Flare Blitz vs. 0 HP / 0 Def Metagross: 222-264 (73.7 - 87.7%) -- guaranteed 2HKO
252- SpA Hydreigon Draco Meteor vs. 0 HP / 252+ SpD Salamence: 288-342 (87 - 103.3%) -- 18.8% chance to OHKO (MegaMece has 90 SpD, and calcuted with such)

Sorry to disappoint you but I've already posted this core a while back in this thread.
Offensive Core: (Hydreigon + M-Metagross)

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Hydreigon and Metagross create a scary core. They have near perfect synergy, both cover each others weaknesses and eliminate each others checks and counters. This core revolves around clearing Metagross' checks and counters to prepare for a sweep for Megagross. For Hydreigon you can use the mixed Life Orb set for maximum power or the Choice Scarf set for a hit an run Pokemon. Hydreigon is a great wall breaker to beat Metagross' checks. Draco Meteor beats down bulkier Pokemon like: Rotom-W, Dragonite and Manibuzz. Dark Pulse gets past Mega Slowbro and other psychic types. Fire Blast eliminates steel types like: Bisharp, Exacdrill, Ferrothorn, Magnezone, All forms of Scizor, and Skarmory. Superpower helps Hydreigon get past Heatran, Tyranitar.

Hydreigon struggles against fairy types like Azumarill, Clefable and Gardevoir. Meteor Mash from Metagross eliminates these mons with ease. Fighting types like Breloom, Conkeldurr, and Keldeo give Hydreigon hell but a Zen Headbutt will fix this problem. Once Metagross's threats are cleared you can safely Mega Evolve and proceed to sweeping your opponents teams.

Hydreigon @ Life Orb / Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature / Hasty Nature
-Draco Meteor
-Dark Pulse
-Fire Blast
-Superpower

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Earthquake
 
252- SpA Hydreigon Draco Meteor vs. 0 HP / 252+ SpD Salamence: 288-342 (87 - 103.3%) -- 18.8% chance to OHKO (MegaMece has 90 SpD, and calcuted with such)
I think you didn't want Hydreigon to be - SpA....as it's kinda counterproductive.

The calc: 252 SpA Hydreigon Draco Meteor vs. 0 HP / 252+ SpD Salamence: 320-378 (96.6 - 114.1%) -- 75% chance to OHKO
 
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