Resource ORAS Good Cores

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I am a little rusty and potentially out of touch with the meta, but I wanted to post a core that is not so much about the type synergy between the pokemon and the moves, but rather a core that accomplishes a certain goal. Ill just try to explain what I mean, here it is:

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If you have ever used this Latias-Mega set then you no doubt discovered two things. First that the set is damn near unstoppable, and Second that damn near=completely and totally destroyed by a single dark type. It is this reason that Pokemon like Chesnaught and Coballion are suggested as potential partners for Latias and it makes sense because they handle dark types very well. However in practice when bisharp or something knocks off into a chesnaught it loses 10% of its health then switches out, I found that having an answer to a dark type and removing the dark types are two very different things. With RH Ferrothorn and Garchomp you are able to deal insane damage to the dark types that they have no control over, these two mons are able to stack hazards effectively and deal around 40% to common dark types just when they decided to attack. The only caviat(spelling?) I will say is that I have not experimented this core with Hoopa being out and about and that pokemon is definitely a huge threat but I think the same logic applies if it tries to go to hyperspace fury it will get severely weakened, anyway though that mon should be banned imo so maybe we just hope for that.

I think this core allows Mega Latias to use its absolute best to its full potential. Charizard-X seems to be a problem to this core if it gets a dragon dance up, but honestly if it has to flare blitz ferrothorn and dragon claw garchomp I think it might just die on the spot. Anyway I can not think of too much else to say, I hope this core fits in this discussion. I would classify it as a balance core for the record. Any feedback/critique is appreciated.

Sets Below
Roze (Latias-Mega) @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 84 Def / 176 Spe
Bold Nature
- Calm Mind
- Stored Power
- Roost
- Substitute

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 172 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Spikes
- Protect

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 Spe
Lax Nature
- Stealth Rock
- Dragon Tail
- Fire Blast
- Earthquake
 
The only caviat(spelling?) I will say is that I have not experimented this core with Hoopa being out and about and that pokemon is definitely a huge threat but I think the same logic applies if it tries to go to hyperspace fury it will get severely weakened, anyway though that mon should be banned imo so maybe we just hope for that.

This is an interesting core--just want to make a note that hyperspace fury doesn't make contact, oddly enough, so rocky helmet + rough skin/iron barbs won't do anything unfortunately. Since this is a core that fits best on balanced teams, which Hoopa-U destroy, it's going to be vulnerable to Hoopa so maybe something like packing physical attackers as your offensive half of the balance team would work well.
 
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Mixed Mega Sceptile + Banded Staraptor + SD Talonflame Offensive Core


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Offensive Core. Banded Staraptor is very powerful and always has been. But since it dies to recoil and can be taken advantage of, people don't seem to use it. Anyways, this is BirdSpam+Mega Sceptile, which is a core that I came up with testing out a new Mega Sceptile team. Banded Raptor and Swords Dance Talonflame weaken each others checks and counters to hopefully end up with a late game sweep. However if you are locked into a move like brave bird or close combat, Rotom Wash can wall staraptor and do volt switch or will o wisp shenanigans on your team. Here is where Mega Sceptile comes in. With Lightning rod and a quad resistance to water, mega sceptile completely turns the opponents Rotom into a liability. It can also check the various electric types in the tier even ohkoin mega manectric with a leaf storm. It can't switch in on electric types as they all have some sort of ice coverage. Mega Sceptile has a good matchup against a lot of checks to the birds, including Tank Chomp, Rain, Sand, etc.
How to use: Use u-turn to your advantage, luring out the checks to birds, and let Mega Sceptile pour holes in these checks.

Sets

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 atk/ 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn

Sceptile @ Sceptilite
Ability: Overgrow
EVs: 72 Atk / 252 SpA / 184 Spe
Hasty Nature
- Leaf Storm
- Earthquake
- Dragon Pulse
- Hidden Power [Fire]

Ev Explanation: Mega Sceptile has enough speed to outspeed thundurus before mega evolving. Staraptor and talonflame are standard.

Why this core works: Fat Blobs like chansey and clefable love switching in on mega scep, as do mega venu, ammoonguss, etc. Staraptor breaks these walls very easily.
The Birds are weak to electric types, etc. Mega Scep checks sand, rain, and most electric types. It also lures and kos steel types for talonflame and raptor.

Team Options: THIS CORE NEEDS HAZARD REMOVAL IN SOME WAY!!!
Bird Spam checks of your own are recommended
Finishing a Volt-Turn Core
Some more sand checks as well as rain checks.
More offensive mons to really pressure your opponent tbh. This is a very Hyper offense core and



Replays (More Coming Soon):

http://replay.pokemonshowdown.com/ou-280155860 Mega Sceptile is good c:

http://replay.pokemonshowdown.com/ou-280163253 Seriously, Mega Sceptile for S Rank
 

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The Click X Clique. Hoopa-U + Mega Diancie Offensive Core.
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Overview:
This core's main objective is to allow you to have versatility come time to late game sweep. Hoopa allows you to sweep from the physical side with that base 160 Atk whereas Diancie can sweep from the special side with base 160 Sp.Atk. Hoopa's quad weakness to bug is quad resisted by Diancie allowing Diancie to switch into U-turns that threaten Hoopa as well as most bugs barring Scizor.

Suggested Sets: Diancie is standard special sweeper set. 252/252/4 does decrease Diamond Storm's power, but that 350 speed is worth the less power. On Hoopa, Scarf, LO, or AV are the sets. I prefer LO or AV because of the ability to switch moves, but the choice is yours.
The Rock (Diancie) @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Protect
- Earth Power

#floatinghands (Hoopa-Unbound) @ Life Orb/Choice Scarf/Assault Vest
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Ice Punch
- Gunk Shot
Threats and Partners: A fire type is highly recommended to use with this core because of its weakness to steels like Scizor and Bisharp. I happen to like Entei because it gets priority with espeed and gets sacred fire which has a 50% chance to burn opponents making it easier to sweep with hoopa. Hazards are recommended with this core as it is a late game sweeper core making mons like ferrothorn and klefki (which can also cripple mons with twave) viable options. Lastly, if you're not using AV hoopa, Scarf Keldeo can cause some issues so an answer to that is recommended.

Replays: http://replay.pokemonshowdown.com/ou-280265313 Diancie Sweep (he forfeited but Diancie sweeps him anyway)
 
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The Click X Clique. Hoopa-U + Mega Diancie Offensive Core.
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Overview:
This core's main objective is to allow you to have versatility come time to late game sweep. Hoopa allows you to sweep from the physical side with that base 160 Atk whereas Diancie can sweep from the special side with base 160 Sp.Atk. Hoopa's quad weakness to bug is quad resisted by Diancie allowing Diancie to switch into U-turns that threaten Hoopa as well as most bugs barring Scizor.

Sets: Diancie is standard special sweeper set. 252/252/4 does decrease Diamond Storm's power, but that 350 speed is worth the less power. On Hoopa, Scarf, LO, or AV are the sets. I prefer LO or AV because of the ability to switch moves, but the choice is yours.
The Rock (Diancie) @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Protect
- Earth Power

#floatinghands (Hoopa-Unbound) @ Life Orb/Choice Scarf/Assault Vest
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Ice Punch
- Gunk Shot
Threats and Partners: A fire type is highly recommended to use with this core because of its weakness to steels like Scizor and Bisharp. I happen to like Entei because it gets priority with espeed and gets sacred fire which has a 50% chance to burn opponents making it easier to sweep with hoopa. Hazards are recommended with this core as it is a late game sweeper core making mons like ferrothorn and klefki (which can also cripple mons with twave) viable options.

Replays: http://replay.pokemonshowdown.com/ou-280265313 Diancie Sweep (he forfeited but Diancie sweeps him anyway)

A solid core imo, but you might want to consider a rock Polish Diance spread to beat out offense with a Sub+NP special Hoopa-U set to break down stall. Hoopa does ok against stall with this set but can really flop against offense, which is why I suggest this.

Hoopa-Alt @ Life Orb
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Dark Pulse
- Psyshock

Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power

Just suggestions, still an awesome core ;)
 
Offensive Core: Mega Charizard X + Starmie
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Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost / Iron Tail

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

This core is godly and I find myself using it nearly every time I build around Mega Charizard X. Stealth Rock is the first weakness most people think of about Charizard, so hazard control is crucial for every team with it. Starmie just happens to be an excellent spinner, with its combination of high speed and capability of 2HKOing every spinblocker on the switch. It's not just hazard control that Starmie provides however. It has a great matchup with pretty much every one of Zard X's checks, luring (Mega) Slowbro with Thunderbolt, using it's combination of Hydro Pump, Ice Beam and Rapid Spin to pressure Hippowdown and Rhyperior, having Ice Beam for bulky and tank variants of Mega Alt, etc. Starmie's speed also allows it to put pressure on Pokemon between the 100-115 speed tier like Keldeo, non-T-wave Thundurus, Mega Metagross, Mega Diancie and co.

I have Iron Tail slashed on Zard X since it OHKOs most Mega Alt variants and Diancie unboosted and OHKOs Magic Guard Clef at +1. It can be pretty clutch especially against Clef, who isn't the easily mon to wear down with Magic Guard. EQ can be used, but Heatran is easy enough to wear down since it has no recovery and Starmie beats it pretty easily in most cases.

Weavile (who I was considering having as a 3rd member) is a good teammate for increased pressure against offense thanks to its speed and it too beats much of Zard X's checks outside of Quagsire and Mega Slowbro. Grass Knot Thundurus-I can lure Quagsire, Hippowdown and Rhyperior and Prankster T-wave can be of use. Serperior, Breloom, Shaymin and other Grass types can be used to complete a FWG core.

With replays down, I can't provide any (I had some perfect matches for this just now :/), but I'll try to get some ASAP.
 
A solid core imo, but you might want to consider a rock Polish Diance spread to beat out offense with a Sub+NP special Hoopa-U set to break down stall. Hoopa does ok against stall with this set but can really flop against offense, which is why I suggest this.

Hoopa-Alt @ Life Orb
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Dark Pulse
- Psyshock

Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power

Just suggestions, still an awesome core ;)
Like I said before, the choice is yours. My sets are just suggested sets. With these I was going for a way to sweep with either the physical or special side come late game which is why I'm using a physical Hoopa-U rather than a sub nasty plot.
 
Nice core but I believe Mega Manectric would fit this core better. It has altogether better synergy among the 2 and can defeat the Steel types you mentioned. It's got lightning rod pre-MEvo if you so wanted that.

Manectric @ Manectricite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Yah I can see Mega Manectric working, it's just I really liked Mega Sceptile as a lure, and as a Mon in itself.
 
First time posting a core :)

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Now before you walk away because there is a Roserade in front of you, just hear me out.



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What type does the magnificent pair of Keld + T-tar hate? Fairies
What pokemon can switch into fairies, pick them off, and not waste a mega slot at the same time?
ROSERADE. Tell me, do you prepare for roserade when making a team? Think that Ferrothorn will save you? Well you thought wrong, as any unprepared team just has no switchins to this monster, and even if they do, you should have a partner on your team to help out with that, making the pressure on your opponent skyrocket to the point that they just might forfeit. Roserade also lures in mons like latis and heatran, which the other two just own.

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These two need little to no explanation, as they are an infamous pair already. They help each other out and can deal massive damage just by their lonesome. keldeo is our main switchin to heatran, as heatran cant really touch keldeo, while you can just set up on their face (if the SubCM variant, ofc). Choice scarf T-Tar is amazing with these two, as The latis' just love messing with keldeo and roserade. Tyranitar can switchin for the most part, and proceed to pursuit trap them, giving more room for the former two to do their job and leave your opponent crying after. As said before, these two hate fairies, and roserade can switch into them no problem and proceed to giga drain or sludge bomb. Onto replays.

http://replay.pokemonshowdown.com/ou-277886528 - In this battle, roserade manages to lure Tran, which keldeo easily switches in and proceeds to sweep.
http://replay.pokemonshowdown.com/ou-276841626 -standard battle
http://replay.pokemonshowdown.com/ou-275820552 -another demonstration of how roserade helps out keldeo set up.

Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Toxic Spikes/Dazzling Gleam/Leaf Storm
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Scald
- Calm Mind
- Secret Sword

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower/Earthquake
- Crunch

EDIT: Threats List

M-Alakazam-Ohko's entire core :( although should be taken care of through partners.

Toxicroak -Yea, even though it's not popular, it will decimate this core to shreds with its stabs

M-Lopunny- Although you should definately have something for it, as any good team should prepare for one, it is a problem for these 3 in particular.

I'd highly consider Extrasensory on Roserade for M-Venusaur, which also helps with Toxicroak, Dragalge, Tentacruel and Conkeldurr.
 
Hi.

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I've played around with this dual boosting core extensively and I have to say that it's extremely effective. Basically Mega Gyarados gets cockblocked by a ton of Steel-types, Grass-types, and Fairies. This is where Volcarona comes in. The two pose some pretty great offensive synergy, Volcarona handles most of what threatens Mega Gyarados essentially the Steel and Grass-types it hates, as well as using Clefable as fodder. Mega Gyarados kills of the Rock-types as well as be a semi-reliable Switch-in to Water-types.

Hazard Removal is neccesary, so Latios is a good partner. Klefki and Thundurus trouble this core intensely with TWave too.
Volcarona @ Passho Berry / Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Fire Blast
- Bug Buzz
- Giga Drain
- Quiver Dance

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Substitute
- Dragon Dance
 
Got one.

Triple Water Offensive Core

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This is a really fun offensive core built around 3 water type pokemon. The point of this core is that the 3 water type pokemon set up and weaken each others checks and counters in order to help the other one sweep later in the game. Typically what you set up with gatr or azu first and then get off some damage on things like keldeo in order to weaken it for gatr which then helps remove stuff like ferrothorn with superpower which from there opens up a spot for mega gyarados to begin setting up late game. This core tends to work on really offensive teams due to the nature of the core so stick to ho or bulky offense with this team. In terms of teammates something to handle electric types would help so this makes pokemon like hippodown a solid team member because of how he abosrbs electric type attacks and takes little damage from hp ice. Hazard removal is nice so latias and latios make for solid offensive partners. Somthing for grass types is also rather important because mega venu can be rather annoying. Also watch out for quagsire and unaware clef as both of them stop azu and gatr cold. But yeah the whole point of this core is to overload teams that pack one or two water resists and take advantage of them. (aka the common latios+keldeo)


Azumarill (F) @ Sitrus Berry
Ability: Huge Power
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough

Sharpteeth 2.0 (Feraligatr) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Superpower / Aqua Jet
- Crunch

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Ice Fang / Earthquake
- Dragon Dance
 
Offensive Core: M-Scizor + Feraligatr

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This is a fun and flexible core I've used on a few different teams now, and they work really well together due to their immense synergy.

Basically the way this core works is that they help each other break down shared checks, namely Skarmory, Rotom-Wash, and Keldeo, and can set up on each others revenge killers and counters.

For instance, Scarf Magnezone and Scarf / Offensive Heatran can easily revenge kill M-Scizor, but just end up being setup fodder for Gatr. And Azumarill and Ferrothorn that can revenge / wall Feraligatr are just set up fodder for M-Scizor. +2 Bug Bite either OHKOs or puts Rotom-W and M-Venusaur in range of any hit from Gatr, Ice Punch from Feraligatr gets rid of Rocky Helmet Chomp which annoys M-Scizor, and Jolly Feraligatr at +1 outspeeds and either OHKOs or puts M-Manectric in range of Bullet Punch.

Their synergy is very natural and they're just good at overwhelming teams.

Scizor @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Ice Punch
- Crunch / Aqua Jet
 
Hello. Again.

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This core is simply excellent. These two have some excellent synergy overall. Despite only having two weaknesses each. Feraligatr beats the Rock and Ground-types that Thundurus struggles with, especially this Thundurus since it's running Hidden Power Flying to lure Mega Venusaur. Thundurus in turn can beat the Grass-types and Water-types Feraligatr otherwise troubles with. Thundurus run Nasty Plot to tear apart slower/fatter teams, while against more offensive teams Feraligatr simply decimates those teams.

Latios would be a good member of this team as it offers Hazard Removal as well as checking Electric-types and luring Ferrothorn with Hidden Power Fire. Klefki can offer Spikes support and Speed Control which is much appreciated as Feraligatr is quite slow before a boost.
Thundurus @ Leftovers / Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast
- Nasty Plot

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Crunch
- Dragon Dance
 
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Hello. Again.

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This core is simply excellent. These two have some excellent synergy overall. Despite only having two weaknesses each. Feraligatr beats the Rock and Ground-types that Thundurus struggles with, especially this Thundurus since it's running Hidden Power Flying to lure Mega Venusaur. Thundurus in turn can beat the Grass-types and Water-types Feraligatr otherwise troubles with. Thundurus run Nasty Plot to tear apart slower/fatter teams, while against more offensive teams Feraligatr simply decimates those teams.

Latios would be a good member of this team as it offers Hazard Removal as well as checking Electric-types and luring Ferrothorn with Hidden Power Fire. Klefki can offer Spikes support and Speed Control which is much appreciated as Feraligatr is quite slow before a boost.
Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Crunch
- Dragon Dance
Heads up looks you forgot to put nasty plot on thundy and slashing life orb on it also works
 
Cough
How can this not be here by now?
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WEAVILE + KLEFKI (Offense)

As with MScizor + Keldeo, this is a pretty simple core at it's surface. Set up hazards with Klefki, spread status around, slow threats down even more, cripple them, and let Weavile go to town. These two also provide a nice type coverage of Dark, Ice, Fighting, and Fairy in total, so no matter what, it can always apply at least some pressure, forcing switches with Weavile's sheer presence, and with Klefki's ability to spread status and hazards like crazy. This core can struggle heavily with other priority users, and mons who don't mind paralysis or are immune to it. Mons that come to mind are TWave Thundurus, Lum Berry Bisharp and Feraligatr, Excadrill deserves a special mention, as under Sand, it can outright destroy this core. Mega Diancie also proves to be an issue if you don't have Flash Cannon on Klefki. So, overall, something that can handle these mons would be great, like (Mega) Gyarados for Bisharp, Drill, and Fera. As for Diancie and Thundurus, Hippowdon would be a decent answer to Thundurus, and is able to come in on Mega Diancie after it KOs something and force it out with an Earthquake OHKO. So while this team can wreak havoc, it needs to be used smartly at all times and be supported properly.

Dove and Grenade (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick / Swords Dance

El Urgencia (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic / Magnet Rise
- Play Rough / Flash Cannon

Second Core. Again, how is THIS one not posted either?

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MSABLEYE + SpDef JIRACHI + LATIAS (Defensive)

These three cover so much, it's stupid. Mega Sableye in general is a great hazard and status controller, has only one weakness in fairy, has great mixed bulk, provides good utility and with Knock Off and Will O Wisp. But this helps SpDef Jirachi out IMMENSELY, as Physical attackers are it's biggest draw, and with burns, they don't threaten it nearly as much. In return for this, Jirachi can pass wishes to Sableye so it can come in and be healed, handle just about every fairy type that gives Sableye hell, and other wallbreakers in general, i.e Physically Based KyuB, Non Specs Keldeo, the Lati Twins, and even Serperior after a boost, if it can Paralyze it with Body Slam, then Iron Head it to death. In short, these two cover each other very well, only sharing common weaknesses to Specs Keldeo and strong Fire types, so something like Latias was absolutely needed for this core. It handles Zard Y, the strongest answer to this core, provides an extra security measure for hazards if MSab can't risk coming in on it, and can provide more health for MSab and Rachi with Healing Wish support. Keldeo also provides a nice check for Weavile and Bisharp, who seriously damage and hurt this core. Azumarill, whom Jaroda kindly pointed out to me, makes an excellent partner for this core as well, as it serves as a decent check to both MGyarados and MCharizard X, two pokemon whom with their ability to avoid burns (MGyara with Sub <3333) can give this core big trouble.

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Healing Wish
 
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Cough
How can this not be here by now?
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WEAVILE + KLEFKI (Offense)

As with MScizor + Keldeo, this is a pretty simple core at it's surface. Set up hazards with Klefki, spread status around, slow threats down even more, cripple them, and let Weavile go to town. These two also provide a nice type coverage of Dark, Ice, Fighting, and Fairy in total, so no matter what, it can always apply at least some pressure, forcing switches with Weavile's sheer presence, and with Klefki's ability to spread status and hazards like crazy. This core can struggle heavily with other priority users, and mons who don't mind paralysis or are immune to it. Mons that come to mind are TWave Thundurus, Lum Berry Bisharp and Feraligatr, Excadrill deserves a special mention, as under Sand, it can outright destroy this core. Mega Diancie also proves to be an issue. So, overall, something that can handle these mons would be great, like (Mega) Gyarados for Bisharp, Drill, and Fera. As for Diancie and Thundurus, Hippowdon would be a decent answer to Thundurus, and is able to come in on Mega Diancie after it KOs something and force it out with an Earthquake OHKO. So while this team can wreak havoc, it needs to be used smartly at all times and be supported properly.

Dove and Grenade (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick

El Urgencia (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Nice core. I would suggest slashing swords dance with low kick on Weavile for increased sweeping potential and magnet rise and foul play with toxic and play rough on Klefki, magnet rise helps vs excadrill and grounds in general and foul play for set-up sweepers, I know Weavile has knock off but dark spam is quite effective rn :)
Dove and Grenade (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick / Swords Dance

El Urgencia (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic / Magnet Rise
- Play Rough / Foul Play
 
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MSABLEYE + SpDef JIRACHI + LATIAS (Defensive)

These three cover so much, it's stupid. Mega Sableye in general is a great hazard and status controller, has only one weakness in fairy, has great mixed bulk, provides good utility and with Knock Off and Will O Wisp. But this helps SpDef Jirachi out IMMENSELY, as Physical attackers are it's biggest draw, and with burns, they don't threaten it nearly as much. In return for this, Jirachi can pass wishes to Sableye so it can come in and be healed, handle just about every fairy type that gives Sableye hell, and other wallbreakers in general, i.e Physically Based KyuB, Non Specs Keldeo, the Lati Twins, and even Serperior after a boost, if it can Paralyze it with Body Slam, then Iron Head it to death. In short, these two cover each other very well, only sharing common weaknesses to Specs Keldeo and strong Fire types, so something like Latias was absolutely needed for this core. It handles Zard Y, the strongest answer to this core, provides an extra security measure for hazards if MSab can't risk coming in on it, and can provide more health for MSab and Rachi with Healing Wish support. Keldeo also provides a nice check for Weavile and Bisharp, who seriously damage and hurt this core.

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Healing Wish
This is core is pretty neat, but might it have some problems with M-Gyarados and Char-X? When Gyara gets a +1 in it OHKOs both Jirachi and Latias with Crunch, Taunt or Sub blocks WoW, and Foul Play only has a chance of 2HKO if Gyara came onto the field with rocks up before megavolving. An Azumarill would be perfect somewhere for checking these two Dragon Dancers. Sand Rush Excadrill is also threatening and Azu really helps with the Aqua Jet.
 
So a lot of Megas got wiped out by the clean-up. Lemme fix that a bit. Again, pardon if I post a previously posted one.

Mega Altaria + Manaphy
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If your balance build needs some firepower, try giving these guys a spin. DDD Altaria is quite a good option in balance teams. It offers you a check against a multiutde of 'mons like Serperior and pretty much every FWG core without Heatran or Ferrothorn. The problem is you can't set up as fearlessly since 'mons like Heatran can and will wall you. Here's where Mana comes in! Mana blows off most of Altaria's checks, and can run things like Psychic for Mega Venusaur and HP Fire for Ferro. It can also run TGRD so you can trump Clefable and let Altaria run Sub or EQ instead of HB. This can have a hard time against Talonflame, Mega Venusaur, and the like so pack necessary checks such as Heatran. Heatran is also nice as it can deal with bird, MVenu, can also set up SR and a whole lot more. Magnezone is highly beneficial as without HP Fire on Manaphy Ferrothorn walls our duo.

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Heal Bell / Substitute / Earthquake

Manaphy @ Leftovers / Wacan Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Tail Glow
- Scald
- Ice Beam
- Hidden Power Fire / Psychic / misc. coverage
TGRD Mana is also an option but pack something for Thorn and Skarm.

Mega Slowbro + Clefable + Heatran

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obvious fat pink core is obvious
Anyways, here's a good dual CM core. This gives you two win conditions capable of walling the majority of your opponent's team. Mega Slowbro handles the physical part, annoying the living hell out of mons like Mega Lopunny, Mega Charizard X and the like. Sadly, this sucks against special attackers so why not bring a pink mon in Fable? Unaware CM is ridiculously uncalled for in the most part, surprising a lot of mons like SD Chomp. It offers Heal Bell support, too, which greatly aids Slowbro. Clef appreciates mons like MGross and Char-X checked too so that's nice. To further aid both, Heatran is a very nice partner. It sets up SR, trumps TFlame, Serperior, most Fairies and non-EQ ZardX. It also gives you a check against Ferrothorn, a big bane for both the pink 'mons. EBall TGRD Manaphy is a huge threat for this core so add mons like Ferrothorn and Serperior. Offensive firepower never hurts so 'mons like Serperior and Kyu-B are always welcome. Just play smart and these 'mons will do fine.

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock / Iron Defense
- Slack Off

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind
- Moonblast
- Moonlight
- Heal Bell

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

enjoy.
 
A Core For The Wicked
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Yeah this core is pretty evil. MLopunny and Wobbuffet pose some pretty good basic synergy. MLopunny can switch-in to Dark and Ghost moves, Wobbuffet Fighting and Psychic. But it's deeper than that. Wobbuffet traps and Encores opponents into moves aimed at it like Knock Off, Shadow Ball, and moves like SR, Spikes, and Status. That's where Lopunny comes in. It can come into these moves with relative ease and gain an easy +1 and maybe +2. Manaphy is a pretty great option if you'd favor a way to easily break Stall as well. The same idea applies to it with MLopunny, except you Encore moves Manaphy could sponge or it resists.
Wobbuffet @ Sitrus Berry
Ability: Shadow Tag
EVs: 28 HP / 240 Def / 220 SpD / 20 Spe
Bold Nature
- Encore
- Magic Coat
- Counter
- Safeguard

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-up Punch
- Return
- High Jump Kick
- Fake Out

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Energy Ball
- Tail Glow
R.I. MOTHERFUCKING P
 
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A Core For The Wicked
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Yeah this core is pretty evil. MLopunny and Wobbuffet pose some pretty good basic synergy. MLopunny can switch-in to Dark and Ghost moves, Wobbuffet Fighting and Psychic. But it's deeper than that. Wobbuffet traps and Encores opponents into moves aimed at it like Knock Off, Shadow Ball, and moves like SR, Spikes, and Status. That's where Lopunny comes in. It can come into these moves with relative ease and gain an easy +1 and maybe +2. Manaphy is a pretty great option if you'd favor a way to easily break Stall as well. The same idea applies to it with MLopunny, except you Encore moves Manaphy could sponge or it resists.
Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Encore
- Magic Coat
- Counter
- Safeguard

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-up Punch
- Return
- High Jump Kick
- Fake Out

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Energy Ball
- Tail Glow

Nice core bro! One thing I can recommend is prolly having a Custap DBond set for Wobb? It can be real clutch when you need it. Also, Sitrus might be nice too since the pinch health can be really useful. That aside this is really an evil core.
 
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MSABLEYE + SpDef JIRACHI + LATIAS (Defensive)

These three cover so much, it's stupid. Mega Sableye in general is a great hazard and status controller, has only one weakness in fairy, has great mixed bulk, provides good utility and with Knock Off and Will O Wisp. But this helps SpDef Jirachi out IMMENSELY, as Physical attackers are it's biggest draw, and with burns, they don't threaten it nearly as much. In return for this, Jirachi can pass wishes to Sableye so it can come in and be healed, handle just about every fairy type that gives Sableye hell, and other wallbreakers in general, i.e Physically Based KyuB, Non Specs Keldeo, the Lati Twins, and even Serperior after a boost, if it can Paralyze it with Body Slam, then Iron Head it to death. In short, these two cover each other very well, only sharing common weaknesses to Specs Keldeo and strong Fire types, so something like Latias was absolutely needed for this core. It handles Zard Y, the strongest answer to this core, provides an extra security measure for hazards if MSab can't risk coming in on it, and can provide more health for MSab and Rachi with Healing Wish support. Keldeo also provides a nice check for Weavile and Bisharp, who seriously damage and hurt this core. Azumarill, whom Jaroda kindly pointed out to me, makes an excellent partner for this core as well, as it serves as a decent check to both MGyarados and MCharizard X, two pokemon whom with their ability to avoid burns (MGyara with Sub <3333) can give this core big trouble.

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Healing Wish

I've been using a similar set, except Iron Head/Fire Punch/U-turn/Stealth Rock on Jirachi and Draco Meteor/Psychock/Roost/Defog on Latias. So far I'm not having too many issues, but then again I also haven't seen any Mega-Gyaradoses. Throw Clefable into the mix too even.
 
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this is a basic wallbreaking core that's ultimate goal is to eliminate and lure in mega medichams best offensive checks. serperior attracts talonflame and tornadus-t like a drunk girl at a frat party, so coba berry+hp rock lures them in (av torn needs to have switch into glare before hand, and then serp wins when it switches in in the future). these are two of the most common mega medicham checks on offense and balance, so if serp can successfully lure the birds in, medicham can absolutely plow through teams of the common balance archtype nowadays that carry their talon/torn as their only fast mon, thanks to its crazy power, coverage, and surprisingly strong priority. as the icing on the cake, serperior also beats medichams hardest counters, mega sableye and slowbro, letting medi bust holes in bulkier builds once serp eliminates the aforementioned mons. scarf ttar is a really cool partner for this core, being a more reliable check to talonflame, while appreciating the medi/serp duo busting down walls and cleaning late game once its checks are weakened.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch

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

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so heres a really cool core ive been toying with on a more defensively inclined balance team and its been working wonders for me. stallbreaker victini is really solid in this meta, being a great check to a lot of things that trouble slower-paced teams, such as mega gardevoir, mega charizard y, and volcarona, while not forfeiting any momentum, like chansey would, as it gets STAB VCREATE HOLY SHIT HONEY HIDE THE KIDS BECAUSE THERES A NUKE ON ITS WAY WHEN VICTINIS IN TOWN. anyways, sableye is pretty much the perfect partner for victini in terms of defensive synergy, with sableye bouncing back the rocks that whittle victini, stopping dark types, and victini counters pretty much all fairies besides azu and diancie, which as you know trash sableye. this core fits best on bulkier balance/semistall teams, and pairs excellently with wishpassers like clefable or momo to help boost up clefables health, while acting a backup dark check, while clefable provides cleric support for victini, so it doesnt have to worry about getting screwed by opposing clef's twaves. additionally, garchomp makes for a great partner, setting rocks and appreciating victini/sable checking p.much every ice type other than mamoswine, while victini checks fairies for it

Victini @ Leftovers
Ability: Victory Star
EVs: 240 HP / 112 Atk / 120 SpD / 36 Spe
Adamant Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play
victinis spread may seem a little weird, but it lets victini 2hko clefable with v-create and has a 91.8% to do the same to max/max mega sable, speed creeps tankchomp, all while dodgingthe 3hko after rocks from megazardy's timid fire blast 98.8% of the time. heres some calcs to back it up

232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 240 HP / 120 SpD Victini: 100-118 (24.9 - 29.4%) -- 0.3% chance to 3HKO after Stealth Rock and Leftovers recovery
252 SpA Mega Charizard Y Fire Blast vs. 240 HP / 120 SpD Victini in Sun: 139-164 (34.6 - 40.8%) -- 1.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Mega Charizard Y Fire Blast vs. 240 HP / 120 SpD Victini in Sun: 139-164 (34.6 - 40.8%) -- 58.9% chance to 3HKO after Leftovers recovery

240 Atk Pure Power Mega Medicham High Jump Kick vs. 240 HP / 0 Def Victini: 174-206 (43.3 - 51.3%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Volcarona Bug Buzz vs. 240 HP / 120 SpD Victini: 135-159 (33.6 - 39.6%) -- 17.3% chance to 3HKO after Leftovers recovery
+1 252 SpA Volcarona Bug Buzz vs. 240 HP / 120 SpD Victini: 202-238 (50.3 - 59.3%) -- 79.3% chance to 2HKO after Leftovers recovery



112+ Atk Victini V-create vs. 248 HP / 252+ Def Clefable: 210-247 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
112+ Atk Victini V-create vs. 252 HP / 252+ Def Mega Sableye: 147-174 (48.3 - 57.2%) -- 91.8% chance to 2HKO
112+ Atk Victini V-create vs. 252 HP / 112 Def Mega Sableye: 178-211 (58.5 - 69.4%) -- guaranteed 2HKO

112+ Atk Victini V-create vs. 0 HP / 24 Def Gardevoir: 325-384 (117.3 - 138.6%) -- guaranteed OHKO
112+ Atk Victini Bolt Strike vs. 0 HP / 4 Def Mega Charizard Y: 282-332 (94.9 - 111.7%) -- 68.8% chance to OHKO
 
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Mega Lopunny + Bisharp + Tornadus-Therian
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Got a nice offense core that is both powerful and fun. The aim of this core is weakening and eliminating checks for the others to clean up afterwards. Mega Lopunny is great, as it greatly threatens opposing offense with Fake Out, high speed, solid power, and nice STABS and ability. However, it has trouble breaking through bulky Pokemon, like Mega Slowbro, Clefable, and Skarmory. That's where Bisharp and Tornadus-Therian come in. Bisharp is able to take advantage of those bulky Pokemon that trouble Lopunny and Tornadus-Therian, like Slowbro, Clefable, Jirachi, and deal heavy damage with them by utilizing Swords Dance and its powerful STABS, all while checking stuff like Mega Aerodactyl, which eats this core almost effortlessly otherwise.. Lopunny is also able to check stuff like opposing Bisharp (some use Low Kick), Heatran, Mega Gyarados, Hydreigon, Cobalion, and Mega Houndoom, all of which can eat even a boosted move from Bisharp and threaten it. There two are powerful on their own, but a few things that remain that annoy the two, like TankChomp, Landorus-Therian, Physically Defensive Skarmory, Fighting-Types (like Keldeo and Chesnaught), and Hippowdon, so I choose to add a Life Orb Tornadus-Therian with a colorful set. Grass Knot is able to reliably crush Hippowdon and Heat Wave annihilates Skarmory , while Hurricane and U-Turn are mandatory moves. For Tornadus, Lopunny defeats Heatran, while Bisharp faints Jirachi and checks Mega Aerodactyl (Fire Fang is a thing but Bisharp can eat it from full and it dies to +2 Sucker Punch).

Good teammates for this core include TankChomp, Klefki, and Rotom-Wash. TankChomp can set up Stealth Rock, while checking Tanonflame and opposing Bisharp, who otherwise are threats to the core. Klefki checks Low Kick Weavile, sets up Spikes (as a side note, Pursuit on Bisharp can definitely work to trap stuff like Latis and Starmie, but I usually prefer Swords Dance so your choice), and provides Thunder Wave support. Rotom-Wash checks Talonflame, provides momentum with Volt Switch ( it works well with Tornadus because it deals with Heatran and baits Grasses in), and can spread burns or Thunder Waves itself.

Talonflame wrecks this core, so TankChomp is a recommended teammate. Stuff like Zapdos is somewhat annoying, but it can't reliably switch into Bisharp and Mega Lopunny with Rocks up, especially if they boost up. RP Mega Diancie literally tears this core apart, so watch out and pack something like Flash Cannon Klefki. Azumarill is also a threat, so Rotom-Wash is helpful for it. Opposing Mega Lopunny is a threat, but Tornadus can eat a hit from full and defeat it with Hurrimiss Hurricane. Mega Manectric is also a threat, but it can't switch into anything.

Lopunny-Mega @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Healing Wish / Ice Punch / Power-Up Punch / Quick Attack

Bisharp @ Lum Berry / Life Orb / Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature / Jolly
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
or
Bisharp @ Life Orb / Black Glasses
Ability: Defiant
EVs: 204 Atk / 52 SpD / 252 Spe
Adamant Nature / Jolly
- Pursuit
- Knock Off
- Iron Head
- Sucker Punch

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Grass Knot
 
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