Gen 6 ORAS RU Cores

eren

je suis d'ailleurs
permission granted by Spirit
OP edited a bit from the base made by Arikado and gorex
Taken over from gorex


Art by the lovely Bummer
Welcome to the RU cores for ORAS thread! This is the thread where your favorite cores or cores that are proven effective are discussed. You may also discuss the viability, possible changes, or teammates to cores posted by other members in this thread.

Effective cores are an integral part of teambuilding, and in competitive play as a whole, and any good team or player utilizes cores either by accident or purposefully. Defensive cores rely on covering many a threats with their defensive synergy via virtue of typing and common threats within the cores while also offering valuable team support, either through means of recovery passing or status healing, so that the core is still useful even when walled by others.

Here is an example of a good defensive core, written by myself.

This is a very standard, well known core, and for good reason. Steelix-Mega and Alomomola handle each others checks very well. Things that can threaten Steelix-Mega like strong fighting types such as Emboar, Hitmonlee, and Scrafty, waters such as Seismitoad and Sharpedo, and finally strong fire types such as Mega Camerupt are all checked by Alomomola. Furthermore, the strong electric types that threaten Alomomola such as Jolteon as well as Lum set up sweepers such as Drapion or Durant are usually handled by Steelix-Mega. Another pivotal part of this core is the ability for Alomomola to pass wishes to Steelix to allow it to maintain its health throughout the match. Another great part of this core is that it sets up hazards as well, however, generally stall wpuld like a secondary form of hazard setting, i.e Toxic Spikes or regular spikes. This core struggles with grass types such as Virizion and Tangrowth as well as other stall breakers. For this reason it is suggested that Amoonguss be run in partnership with these two. Amoonguss hanfles almpst all grass types and can spore a lot other treatening sweepers. Amoongus also forms a secondary regenerator core between itself and Alomomola if used. Another helpful partner to this core would be a heal beller, as neither mon enjoys being statused. A final thought for a partner would be a pursuiting dark type such as Spiritomb as Meloetta and Sigilyph are tremendous threats to the core and even suggested teammates. Enjoy the core :).

Secondary description by -kal-
This core is a bread-and-butter core of bulky Water + Steel that is really popular in this meta. Its definitely a really solid core as it is able to cover the majority of the tier. Alomomola handles Fire-types such as Emboar for Steelix with ease while also being able to replenish it with Wish. Ot can also cripple Flygon and Rhyperior with a Scald burn who would otherwise be able to dent Steelix with their attacks. On the other hand, Mega Steelix dispatches Electric-types with ease and can phaze out setup sweepers such as Sub+CM Meloetta which Alomomola is very passive against due to its non-existent offensive presence. Mega Steelix also absorbs Toxic and Thunder Waves from the opposing team that Alomomola abhors as it can get worn down easily. Definitely has some weaknesses such as to Tangrowth, Virizion, and Sigilyph as they cannot beat them one-on-one as well as a vulnerability to status and hazard stack.

Steelix @ Steelixite
Ability: Sturdy
EVs: 248 HP / 64 Atk / 112 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Stone Edge / Roar

Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 240 Def / 136 SpD / 12 Spe
Bold Nature
- Wish
- Protect
- Scald
- Toxic


On the other hand, offensive cores enjoy having similar attacking types between its members, but offensive synergy is of the utmost importance. Whether it be that one member of the core attracts Pokemon that another member can switch into and force out, one member luring and weakening the checks and counters of another, or one member outright able to be beat the Pokemon that the other cant, these aforementioned characteristics are wanted for a good offensive core.

Here is an example of a good offensive core provided by EonX:

Before I talk about this core, I would like to make mention that really any Scarf Fighting-type that struggles with Ghosts and fat Psychics can work really well with this Houndoom set. I just chose Medicham as I feel it's the easiest Scarf Fighting-type to use with Houndoom. Anyway, this core is really cool. A mixed set is easily the best set for Houndoom in the current meta imo with all the Fighting-types running around. It may seem strange to run 3 physical moves on Houndoom when its Special Attack is so good, but I just feel Houndoom's physical Dark STABs are so much more useful in the current meta. Between Sucker Punch and Pursuit, Houndoom is able to beat most Psychics and Ghosts with the heavy Attack investment. Heck, even some offensive mons such as Flygon and Durant take a pretty hefty amount from Sucker Punch. Fire Blast beats what it's supposed to and Crunch is useful for when you just need to hit with a Dark STAB. You may wonder why I opt for Crunch over Dark Pulse, but with the heavy Attack investment, I just feel Crunch is the better option. It gets better damage on most targets. So how do you set up Pursuit traps to help your cleaner win the game? Have your cleaner come in early and lure with Baton Pass of course! Seriously, Baton Pass is amazing on Scarf Medicham so long as you can follow it up with a Pursuit trapper. The idea is to bring Medicham in on an early revenge kill (or some slower mon it threatens out) and simply Baton Pass if the opponent has a Ghost or Psychic out back. From there, it's an easy switch to Houndoom and a Pursuit that either KOs or puts the mon in question in range of one of Medicham's STABs later. You really don't need anything other than HJK and Zen Headbutt for offense on Scarf Medicham, so Trick fills the other slot as a way to give it some added utility vs. defensive teams.

Houndoom (F) @ Life Orb
Ability: Flash Fire
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Fire Blast
- Crunch

Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Trick
- Baton Pass


Finally, there are mixed or balanced cores, as well as support and pivoting cores, which blend in into offensive and defensive cores. Support or pivoting elements in cores aim to either provide easier switch-in and set up chances to offensive Pokemon, or help to wall and stall out the opponent in the case of defensive cores.

Here is an example of a good balance core, provided by -kal-:

Sigilyph and Gurdurr have really great synergy with each other atm. Gurdurr is able to take on Dark-types such as Sneasel and Scrafty by killing them or setting up Bulk Ups that can greatly trouble Sigilyph and also heavily pressures Flygon and Mega Glalie, both of which are able to outspeed Sigilyph and OHKO it. Having Knock Off on Gurdurr is also great as it weakens Jellicent to put it in range of Sigilyph's Attacks. In return, Sigilyph is able to easily handle a slightly weakened Aromatisse and Tangrowth which Gurdurr cannot do much against. Sigilyph can also outspeed and kill off Poison-types in general like Amoonguss and Golbat so that Gurdurr is able to sweep Late-game. This core also greatly discourages the use of Status-inflicting moves (bar Spore or Thunder Wave) as Gurdurr would get a Guts boost while Sigilyph would have an immunity to Sleep and Paralysis which makes it more threatening. This core definitely has some weaknesses. One in particular is this core's Meloetta and Fletchinder weakness though adding a Spdef Rhyperior should somewhat mitigate these problems as long as Meloetta does not pack Grass Knot.

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Heat Wave
- Air Slash
- Roost

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 208 Atk / 48 Def
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off


The aim of this thread is to help people who are new to RU, or even experienced players, find cores that they enjoy using, so that they can build their teams and use them effectively on the ladder. Therefore, I hope that with every post made, you can respect what this thread is meant for and NOT post shit cores or cores with bad movesets, examples being Amnesia+Iron Defense Registeel. On seeing these type of movesets, your post will be deleted.

It would be nice if you can post cores that have been tested and be ready to back up your core and reason with people who question the viability of your core. If you could provide good teammates for the core, that could be nice, but it is definitely optional. If you can, provide replays of the specific core in action, whether it walls a certain of a well-built team (defensive), breaks a hole into the opposition (offensive), or show clear synergy (balance).

This is just a notice to all the people who posted their cores in their past thread: If you have any movesets to change due to the tier changes and some mons getting banned, please PM on here or in the PS! RU, LC, OldGens, or CT rooms (where I go under the same name), and I will make the appropriate changes

I will be reserving the subsequent posts for Defensive, Offensive, and Balance cores. Feel free to post after I reserve those 3 posts. You may also use whatever sprites float your boat, as I like pokesho sprites a lot. But I'll probably change them to xyani for consistency's sake. Also, all the old cores posted in the last thread that do not have banned mons will be updated in those aforementioned posts.

Happy posting!
 
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eren

je suis d'ailleurs
Defensive cores:


Uxie + Aromatisse submited by EonX

In a metagame full of Fighting-types and Pursuit trappers, it's nice to have a couple of options to beat Fighting-types. Uxie and Aromatisse pair very well together as they give balance teams some great utility defensively. First and foremost is the fact that both are physical walls that don't immediately fold to special attacks. Between the two of them, nearly every Fighting-type in the tier is covered and will often times be forced to try and predict which one of the two will try to come in and stop them. These two also cover pretty signifcant issues for the other. Aromatisse is a great Knock Off shield and is able to provide cleric and Wish support for the whole team, all of which are things Uxie loves. On the flip side, Uxie provides much better special bulk and the ability to beat Cobalion, the only Fighting-type that beats Aromatisse 100% of the time thanks to STAB Iron Head. Aromatisse also allows Uxie to act a little bit like Cresselia did; a one time sponge to virtually any powerful neutral attack from either end of the spectrum. As far as the EV spreads are concerned, Uxie's is designed to outspeed Exploud and Jolly Scrafty, which can be useful in dire situations to either cripple them or get some extra chip damage before going down. As for Aromatisse, physical bulk is optimized while giving her a buffer to special attacks. The best part about this duo is that you can turn one or the other onto the special side. While the given EV spreads are most optimal considering their resistances and the current state of the meta, you can choose to EV one of them in SpDef. Uxie is probably the easier one to do this with since Aromatisse is much more reliant on Defense investment to handle Fighting-types. Oh, and this duo completely stops Flygon in its tracks. That said, do note that DD Scrafty and Nasty Plot Houndoom can become pretty major issues for this core if you aren't careful. So long as you prevent Scrafty from getting to +2, it will be unable to OHKO Aromatisse with Poison Jab / Iron Head, and remember that Uxie can outspeed and chip it with U-turn on the way out to put Aromatisse in a "good" situation against it.
Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Stealth Rock
- Thunder Wave
- U-turn
- Psychic

Aromatisse (F) @ Leftovers
Ability: Aroma Veil
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Protect
- Moonblast


Rocks Toxic Bronzong + Standard Aromatisse + SpD Flygon by EonX

This is a really interesting defensive core that covers a lot of Pokemon in the current metagame. It's perfect for balance teams that need a strong defensive backbone that is capable of fending off most setup sweepers. Between Bronzong, Aromatisse, and Flygon, you get Rocks, Wish and cleric support, Defog support, momentum building, a pivot, and a means of spreading Toxic poison. What makes the deal even sweeter is how these Pokemon cover each other defensively. Aromatisse is able to absorb Knock Off for the core as well as handle Scrafty pretty damn well (along with most other Fighting-types) Bronzong takes pressure off of Aromatisse by handling opposing Flygons as well as reliably (albeit slowly) dealing with Mega Steelix. Flygon rounds out the core by dealing with most of the Fire-types that give Zong and Aroma trouble and it has Roost to take pressure off of Aromatisse and allowing it to focus on keeping itself and Zong healthy. Bulky Water-types, especially Jellicent, can give this core issues. This makes Specs Tangrowth and Lum SD Virizion fantastic offensive partners for this core as they can handle most bulky Water-types without breaking a sweat. A reliable answer to Cobalion and Durant can also prove useful. While Cobalion can't reliably set up vs. either Pokemon in this core, it can take any one hit and SD to threaten a KO. Durant is in a similar vein in that it can't set up a Sub, but can take any one hit to set up a Hone Claws. Choice Scarf Delphox can prove useful against these threats since it revenges both with Fire Blast and appreciates Flygon's Defog support and Aromatisse's Wish support. It also beats most offensive variants of Tangrowth, another Pokemon that this core would rather have something else deal with. Like with most defensive cores, SubCM users like Meloetta and Uxie can be tricky to deal with if you aren't careful, so having something like Drapion or Scrafty can be nice to put immediate pressure on these Psychic-types.
Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Gyro Ball
- Earthquake

Aromatisse (F) @ Leftovers
Ability: Aroma Veil
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Aromatherapy
- Moonblast

Flygon (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 116 Def / 116 SpD / 24 Spe
Careful Nature
- Defog
- Roost
- U-turn
- Earthquake

OTHER MOVE OPTIONS:
Zong can use Iron Head over Gyro Ball for more PP and a more reliable way of hitting Aromatisse if you need it, but it's generally better to have a teammate take advantage of Aroma's passive nature
Flygon can utilize Dragon Tail or Toxic over U-turn. Dragon Tail can be nice to phaze out non-Sub sweepers or to rack up Spikes damage if you support the core in this way. (TSpikes too for that matter) Toxic can catch unsuspecting bulky Pokemon, like Togetic and Jellicent off-guard, which can be useful.


Standard Stealth Rocks Defensive Druddigon + Standard Alomomola by fran17

Druddigon and Alomomola have a really good defensive sinergy, being able to check almost all the meta by theirself. Druddigon checks electric and grass types which scares Mola, which repays with an Ice immunity and with his great bulk can check the other dragons of the tier (be aware of CB Tyrantrum tho). It also provides wish pass to help Druddigon with his longevity, since the lack of every type of recovery really hurts for him :(
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Bold Nature
- Wish
- Protect
- Scald
- Toxic

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Glare
- Dragon Tail
- Fire Punch
- Stealth Rock


Support Mega Audino + Defensive Seismitoad + Pivot Xatu by MrAldo
Sturdy balanced core inspired by (tag)49 latest RMT which showed Dugtrio potency and how reliable Xatu + Mega Audino are as a pair. The broken 3 headed trapping behemoth is long but the likes of Mega Audino are here to stay. Mega Audino, or Audino in general, bring another durable wish passer to the table that isnt Alomomola and a Fairy that doesnt feel forced to constantly heal itself (aka Aromatisse) and being an outstanding knock off switch-in, thing that is a rarity in general, but sadly the lack of a Fighting resistance is perhaps the only downside, and a pretty rough one at that. So this is where Xatu enters the game providing that fighting type resistance and nice hazard control so Mega Audino doesnt get overwhelmed by Spikes and what not. Protect let Mega Audino scout against choice-locked Fighting types if they go for knock off or close combat (sawk for example) and let you play around accordingly.

There is one massive weakness that these 2 have in common tho, MAGNETON, and a pretty massive weakness at that. So here is where Seismitoad enters. Provides one of the most reliable stops to Magneton available (since it cant have both hp grass and hp water, gotta scout for it first) but switching into both STABs really well in fantastic against such a profficient breaker. Seismitoad also helps with the issue against SD Drapion variants (covering both lum and shuca with either scald or earth power... just burn) so yeah, no way of replacing Dugtrio but Seismitoad blends really well with these 2, and that it appreciates wish passing :). Mega Glalie, Delphox, Sigilyph are problems so thats why Low Kick Sneasel fits amazingly with these :)
Audino-Mega @ Audinite
Ability: Healer
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Wish
- Protect
- Heal Bell

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Stealth Rock
- Knock Off / Toxic
- Scald
- Earthquake

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature / Bold Nature
- U-turn
- Night Shade
- Toxic / Air Slash
- Roost


SpDef Alomomola + Fast Uxie by MrAldo
Defensive core more suited for balance teams thanks to Uxie not being a momentum drain thanks to U-turn and a notable support movepool. Utility moves like thunder wave, yawn, knock off, stealth rock among others; great mon. The only bad thing is that lacks reliable recovery so thats where Mola comes into play. Alomomola provides Uxie important wish support so it can stay healthy while Uxie in return deals with the Pokemon Mola struggles to deal with like Virizion, Venusaur and what not. Really customizable duo as well, Mola can run toxic or knock off, Uxie can run the world. 8.5/10
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Calm Nature / Careful Nature
IVs: 0 Atk
- Scald
- Toxic / Knock Off
- Wish
- Protect

Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 24 Def / 236 Spe
Bold Nature
- U-turn
- Stealth Rock
- Knock Off / Yawn / Heal Bell
- Psyshock / Psychic


RegiMola by Cheryl.
This is the famous Alomomola + Registeel core that has been seeing a boom in popularity on stall and balance teams alike since the ban of Mega Steelix, and even before MegaLix was banned this core was seeing some usage. So, Alomomola and Registeel synergize very well with each other, as Alomomola checks many of the things that Registeel can't beat, such as Fire- and Ground-types like Emboar. Alomomola can also pass it's huge Wishes to Registeel, which helps patch up Registeel's problem with it's lack of reliable recovery. In return, Registeel not only helps spread status with Toxic and set up Stealth Rock for Alomomola, it also helps beat many special attackers that can trouble Alomomola, such as Venusaur, Exploud, and Choice Specs Meloetta. (This does require some prediction with Exploud and Melo however as Fire Blast or Focus Blast can 2HKO Registeel; Protecting with Mola to scout out their moves can help with this.) Registeel can even use Thunder Wave over Protect to cripple faster attackers like Choice Scarf Emboar that could switch into it, or it could use Protect to help Toxic stall with Mola, which can free up Mola's fourth moveslot for Knock Off, which helps against this core's matchup against numerous threats like SubCM Meloetta and Hoopa. With Alomomola's Regenerator ability allowing it to stay alive and pass Wishes to Registeel effectively, this core can be a major pain to take out, but it does have some threats that can hurt it. In particular, Fighting-type wallbreakers such as Choice Band Sawk and Life Orb Medicham can cause major problems to this core as CB Close Combat from Sawk 2HKOs Alomomola easily, and Thunder Punch variants of LO Cham can avoid Protect shenanigans from Mola as they can mess with High Jump Kick and Adamant LO Cham can 2HKO Mola with Thunder Punch even without Rocks, and both of them beat Registeel pretty easily, of course. Trick variants of Choice Specs or Choice Scarf Rotom-Mow are also rather troublesome as they can cripple Registeel, otherwise a decent switch-in to them, with Trick, and can then wear it down with Volt Switch, while also switching into Alomomola rather nicely. Therefore, Pokemon that can deal with these threats, like Aromatisse and Granbull to deal with the Fighting-types or Grass-types like Venusaur to deal with Rotom-Mow can partner up well with this core. Clerics like Aromatisse and other Fairy-types also help with Alomomola's vulnerability to Toxic and Toxic Spikes and Registeel potentially getting crippled by Scald burns. Overall, this is a very good defensive core that can take on a number of threats in the current metagame with proper team support to take out the threats to this core. Alternate registeel spread is to be used with tbolt (for braviary)
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Bold / Impish Nature
- Wish
- Protect
- Scald
- Toxic / Knock Off

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 244 SpD / 12 Spe or 252 HP / 40 Def / 92 SpA / 16 Spe / 108 SpD
Calm Nature
- Stealth Rock
- Seismic Toss
- Toxic
- Protect / Thunder Wave / Thunderbolt


Defensive Alomomola + SpDef Diancie by KittenGaming
Alomomola + Diancie is a very solid defensive core (surprised nobody posted this yet tbh) and while it's not the most obvious, both members pair well together. Alomomola can take physical hits as well as Steel and Ground moves and Regenerator off damage. Alomomola can also attempt to Scald burn threats such as Escavalier and Rhyperior that threaten Diancie. Diancie can absorb special hits and Electric attacks for Alomomola in return and offers Heal Bell support to heal Toxic from Alomomola. Stuff like Venusaur and Magneton threaten this core massively but it is still very solid.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Bold Nature
- Wish
- Protect
- Scald
- Toxic / Knock Off

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Heal Bell
- Moonblast
- Diamond Storm


SpDef Registeel + Druddigon by KittenGaming
Registeel + Druddigon is a really capable defensive core, Registeel can win one-on-one with the majority of Special Attackers while Druddigon heavily punishes certain physical attackers. Registeel can soak up Fairy an Ice hits for Druddigon and Druddigon can soak up Fire and punish Fighting hits in return. Not to mention that Druddigon can free up some slots like T-Wave for Registeel and Registeel can set rocks, freeing a spot for Druddigon. Alternate registeel spread is to be used with tbolt (for braviary)
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD or 252 HP / 40 Def / 92 SpA / 16 Spe / 108 SpD
Calm Nature
- Stealth Rock
- Toxic
- Seismic Toss
- Protect / Thunderbolt

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Glare
- Dragon Tail
- Fire Punch
- Earthquake


Gourgeist Super + SpDef Diancie by Cheryl.
Gourgeist-XL (or Super) is a mon that's been getting a bit of attention lately due to being one of the best counters to SD Virizion in the tier, as well as checking many other physical threats with it's great physical bulk and support movepool with choices like Will-O-Wisp and Leech Seed. However, Gourgeist-XL is vulnerable to common types like Flying, Fire, and Dark, all types that Diancie resists, making it a great partner for Gourgeist. Not only does Diancie resist most of Gourgeist's weaknesses, it provides Stealth Rock to support the team, and functions as a cleric with Heal Bell, which is useful since Gourgeist-XL hates Toxic or burns. Gourgeist in return checks Fighting, Water, and Ground-types for Diancie, making them almost perfect partners defensively, as they can help wear down teams efficently via hazards, status, and Leech Seed from Gourgeist. Good partners to this core include Mega Steelix checks like Weezing, as while Gourgeist already checks it and can burn it and wear it down, it hates taking Toxics and Diancie can't Heal Bell in front of MegaLix. WishPassers such as Alomomola help give the core more longetivity in a match as well. Overall a very cool defensive core that should get more recognition.
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Leech Seed
- Synthesis
- Seed Bomb / Foul Play / Rock Slide

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Heal Bell


SpDef Registeel + Bulky Venusaur by Take Azelfie
Venusaur helps to check a lot of Registeel's weaknesses like being able to check Ground-types with Grass STAB and Leech Seed other things like poison-types who Registeel can't touch and tank hits from certain Fighting-types. On the other hand Registeel helps to check Psychic-types that Venusaur dislikes and can feed off of Venusaur's Leech Seeds. Really weak to fire so you'll usually pair this with Alomomola. Alternate registeel spread is to be used with tbolt (for braviary)
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD or 252 HP / 40 Def / 92 SpA / 16 Spe / 108 SpD
Calm Nature
- Stealth Rock
- Toxic
- Seismic Toss
- Protect / Thunderbolt

Venusaur @ Black Sludge
Ability: Overgrow
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed

 
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eren

je suis d'ailleurs
Offensive cores:

Pursuit Houndoom + Scarf Medicham by EonX

Before I talk about this core, I would like to make mention that really any Scarf Fighting-type that struggles with Ghosts and fat Psychics can work really well with this Houndoom set. I just chose Medicham as I feel it's the easiest Scarf Fighting-type to use with Houndoom. Anyway, this core is really cool. A mixed set is easily the best set for Houndoom in the current meta imo with all the Fighting-types running around. It may seem strange to run 3 physical moves on Houndoom when its Special Attack is so good, but I just feel Houndoom's physical Dark STABs are so much more useful in the current meta. Between Sucker Punch and Pursuit, Houndoom is able to beat most Psychics and Ghosts with the heavy Attack investment. Heck, even some offensive mons such as Flygon take a pretty hefty amount from Sucker Punch. Fire Blast beats what it's supposed to and Crunch is useful for when you just need to hit with a Dark STAB. You may wonder why I opt for Crunch over Dark Pulse, but with the heavy Attack investment, I just feel Crunch is the better option. It gets better damage on most targets. So how do you set up Pursuit traps to help your cleaner win the game? Have your cleaner come in early and lure with Baton Pass of course! Seriously, Baton Pass is amazing on Scarf Medicham so long as you can follow it up with a Pursuit trapper. The idea is to bring Medicham in on an early revenge kill (or some slower mon it threatens out) and simply Baton Pass if the opponent has a Ghost or Psychic out back. From there, it's an easy switch to Houndoom and a Pursuit that either KOs or puts the mon in question in range of one of Medicham's STABs later. You really don't need anything other than HJK and Zen Headbutt for offense on Scarf Medicham, so Trick fills the other slot as a way to give it some added utility vs. defensive teams, but Thunderpunch can be useful in some situations vs like a low HP Alomomola that you don't want to have to deal with protect shenanagains against..
Houndoom (F) @ Life Orb
Ability: Flash Fire
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Fire Blast
- Crunch

Medicham (M) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Trick / Thunder Punch
- Baton Pass


Life Orb Emboar + Healing Wish Mesprit by boltsandbombers

Are you tired of your Emboar practically committing suicide between Life Orb and Flare Blitz recoil? Have no fear, Healing Wish is here! In all seriousness, these two Pokemon form a great core in that Emboar puts massive pressure on the Dark, Steel, and Bug types that threaten Mesprit. In return, Mesprit provides invaluable support in those sneaky Rocks and Healing Wish to give Emboar another shot at wreaking havoc on the opposition. Mesprit also provides a soft check to Ground types with Levitate, which is pretty helpful at times. The sets are fairly standard, Emboar using its dual stabs, Wild Charge, and Sucker Punch for faster Pokemon. Life Orb is preferred to be able to switch up moves, but CB is great as well. You may ask "Why Choice Band with Sucker Punch? That sounds like a terrible idea being locked into that move", but lets be real here - you'll be spamming Flare Blitz with this monster most of the time anyways. Mesprit has rocks and Healing Wish for obvious reasons and Psychic for STAB. replaced Ice Beam, which was for Gligar, is replaced with Dazzling Gleam to hit Dark types like Pangoro for solid damage, but Energy Ball is nice to hit stuff like Rhyperior / Gastrodon / etc. Colbur Berry is helpful to soften up the damage from a Dark-type move, but Life Orb, Lefties, Ebelt or other stuff works too.
Emboar @ Life Orb / Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Sucker Punch
- Wild Charge
- Superpower

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Healing Wish
- Psychic
- Dazzling Gleam / Energy Ball


Lead Qwilfish + Stealth Rocks Mesprit Spike Stack by Expulso

This is an excellent hazard setting core for offensive teams that I've begun to use. Qwilfish makes for a surprisingly underrated and excellent suicide lead, using its great Speed to taunt opposing leads such as Omastar, Intimidate-boosted bulk, and useful movepool to get up at least one layer of Spikes, usually also getting off a Taunt or Destiny Bond. It can also choose to use Toxic Spikes, as Mesprit beats most Poison-types; however, that makes this core really vulnerable to Drapion. Mesprit sets up Stealth Rock, has pretty nice power, and can use Healing Wish to provide more support for offensive teams. This core appreciates wallbreakers such as Mega Glalie and Emboar, as they can dish out serious damage and be restored to full health with Healing Wish; see boltsandbomber's core above for a nice example of this!
Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Scald
- Thunder Wave / Toxic Spikes

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Healing Wish
- Psychic / Psyshock
- Dazzling Gleam


Scarf Hitmonlee + Pursuit Houndoom by MrAldo

These 2 work pretty well together. The few things that stop hitmonlee for recklessly (hehe) spamming high jump kick are opposing ghosts and fat psychic types and the tier is plagued with those. Here is where houndoom enters! Houndoom can destroy pretty much every relevant ghost and psychic type in the tier and destroy fat cores in general with its amazing coverage. In order for this core to function against offense and stall or balance respectively, decided to put a scarf on hitmonlee. Hitmonlee is a pretty amazing scarf user thanks to having a rather weird but neat speed tier to get the jump in order common scarfers and also having a hella strong move in high jump kick. Hitmonlee as a hazard remover is pretty pressured due to common hazard setters resisting fighting such as garbodor and qwilfish, but it could pull off a clutch rapid spin before dying if you feel like it. Double-edge is another strong move that provides good neutral coverage and is boosted by reckless.

A secondary psychic type check could be pretty nice, something like escavalier can be nice due to providing pursuit support with a choice band or meloetta that can also check psychic types and can also provide a tool against poison hazard setters and being a great mon in general
Hitmonlee (M) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Knock Off
- Double-Edge / Rapid Spin
- High Jump Kick
- Close Combat

Houndoom (F) @ Life Orb
Ability: Flash Fire
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Fire Blast
- Crunch


Offensive SR Toad + Lum SD Drapion by MrAldo

The good thing about this duo is that they can form a bulky offensive core, going the offensive route this 2 can become offensive beasts doing hefty damage to lots of switches and provide the user the upper hand on the hazard game. Seismitoad with its amazing coverage can beat common SR setters and hazard removers while drapion pressure the opponent a lot with swords dance and proceed to rack damage on forced switches. Drapion can force opposing tspikes absorbers like amoonguss going the offensive route. Pretty versatile and effective duo
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Scald / Hydro Pump
- Earth Power
- Sludge Bomb

Drapion @ Lum Berry / Shuca Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake / Aqua Tail
- Swords Dance
- Knock Off
- Poison Jab


Tailwind Flygon + CM Colbur Delphox by DKFirelord

I've been using Delphox a LOT lately and for amazing reasons to drops made it better in a since that houndoom not very common so it can work it magic. Colbur Berry as you know weakens Dark-types attack letying to Set- Up or 2 hit OKHO dark types like scrafty or Sprtomb. It can also take a knock off from all these Fighting types that down here and after a CM boost it decimates offensive or stall teams. Flygon come helps Delphox keep those ground-types like Dugtrio from OHKOing Delphox and weakens Aromatisse or Alomolla that try to stall out Delphox. Tailwind to speed up Delpox has a last ditch afford when it's weaken or useless. Hazards setters are self explanatory Seismatoad or Crustle are some this core gets wrecked by fast threats such as Joltean so Pokemon ice types like Glalie , which also provides Spickes support, or Sneasel. or you could you Togetic if not using Spikes Steelix, Rhyperior, or Virizion are a few that can deal the Joltean (depending on Hidden Power)
Flygon @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Tailwind
- Earthquake
- U-turn

Delphox @ Colbur Berry
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Grass Knot
- Calm Mind


Choice Specs Exploud + Swords Dance Fletchinder by Molk

Exploud+Fletchinder is a pretty neat offensive core that i think should be listed here. These two Pokemon work absolutely excellently with each other, and it's not hard to see why: with Exploud being one of the biggest threats to slower teams around while Fletchinder cleans up any faster offensive teams that Exploud would struggle against, but it goes a bit further than that. The real reason that Exploud and Fletchinder work so well together is because of how easily they can pressure each other's checks and counters, both Exploud's Boomburst and Fletchinder's Acrobatics share two common obstacles: bulky Rock- and Steel- types. Considering how absurdly powerful Exploud's Boomburst is, opponents will often be forced to either sacrifice something or go to their bulky Rock- or Steel-type to absorb a Boomburst or two, which is almost always naturally their Fletchinder check as well. Having to do this repeatedly over the match along with simply how strong Exploud's Boomburst is (it 3HKO's even SpD Rhyperior pretty cleanly iirc) wears these bulky Rock- and Steel-types down quite a bit, and once Exploud's job is done Fletchinder should usually be free to clean up what remains of the opposing team with its priority Acrobatics unimpeded. Outside of simply wearing down Rock- and Steel-types, Exploud's Boomburst is obviously quite excellent at tearing through the generally bulky Pokemon that Fletch might not be able to immediately KO, such as Alomomola. Overall a really cool offensive core that i'd advise for any newer player trying to get Fletchinder to work out =).
Exploud @ Choice Specs
Ability: Scrappy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Boomburst
- Fire Blast
- Focus Blast
- Surf

Fletchinder
Ability: Gale Wings
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost


Standard Jolteon + Swords Dance Samurott by lighthouses

SD Samurott lure in some of jolteon's checks then weaken them, incluidng fat grass types. This core works especially well with t-spikes support, if you can sd just at the right time. Pair this core with something that can take advantage of grass types early/mid game like fletchinder/glalie/cm delphox or whatever
Soul dealer (Jolteon) @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Volt Switch
- Shadow Ball

Fuuga (Samurott) @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Megahorn
- Waterfall


Spikes Thunder Wave Qwilfish + DD Lum Intimidate Scrafty by Sweep

Molk and I have been playing around with these two Pokemon and so far, they've done really well.

Scrafty + Qwilfish have the ability to fit on both balance (thanks to dual Intimidate + their unique defensive typings) and heavy offense (thanks to Spikes + Scrafty's inherently threatening nature). This core checks much of the metagame, particularly physical attackers, and provides a way to punish DD Scrafty checks such as Aromatisse, Mega Audino, Golbat, Granbull, and Fletchinder with Spikes spam. Qwilfish can also support Scrafty and the rest of its team with paralysis, while Scrafty can use Knock Off early on in the game vs. defensive teams to make them easier to wear down later. Because this core will typically be used on offensively-inclinced teams, the Qwilfish is speedy enough to outrun and anti-lead Sticky Web Smeargle. Having a sense of security against both webs and Toxic Spikes teams in one teamslot is invaluable for offense, and Scrafty itself despises both hazards even with a Lum Berry attached.

Some of the most notable offensive threats to this core are Sigilyph (which outruns and destroys both with its powerful STAB attacks), Dazzling Gleam Delphox, and the rare Band Braviary. None of those Pokemon can safely switch in on a Knock Off or a Thunder Wave, but if they do get in this core will need team support to deal with them. Scarf Tyrantrum offers a solid soft check to all of these Pokemon, and IMO a Flying resist is almost mandatory on offense anyway with Fletchinder being so threatening. Oddly enough, Assault Vest Meloetta is also a cool partner to handle the specially-based Psychic types that trouble this core, and U-Turn prevents it from killing momentum too much. The most threatening defensive threat to this core is Defog Flygon, which prevents Qwilfish from punishing Scrafty's checks with Spikes. In a pinch, Qwilfish can outrun and Taunt bulky Flygon to stop Defog attempts, if you're willing to let Qwilfish take a massive blow if you mispredict. Life Orb Flygon cannot be Taunted and can OHKO Qwilfish, but is much easier to wear down. Speedy Pokemon in general pair well with Scrafty + Qwilfish as neither are speed demons and don't really function at their best on slow teams.
Qwilfish @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Def / 176 Spe
Jolly Nature
IVs: 0 Atk
- Waterfall
- Spikes
- Taunt
- Thunder Wave

Scrafty @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- High Jump Kick
- Iron Head
- Knock Off


Offensive Stealth Rock Seismitoad + Spikes Accelgor by EonX

Accelgor has always been a ton of fun to use for offensive hazard stacking teams. Spikes is amazing considering there are a lot of grounded threats in the tier. They're especially useful in wearing down Mega Steelix, one of the top tanks in the tier. The rest of the moveset kinda speaks for itself. Encore undesirable moves used by the opponent, Final Gambit to prevent Rapid Spin / Defog or to remove the most dangerous threat to your team, and Bug Buzz if you can't prevent Taunt for some reason. Seismitoad is one of the few offensive Rocks setters in the tier that can outspeed a fair few defensive Pokemon. Its strong matchup against Steelix, Rhyperior, and Qwilfish is also very helpful for Accelgor, the latter two especially as both Rhyperior and Qwilfish have ways of limiting Accelgor to a single layer of Spikes. Seismitoad also gives offensive teams a safe Scald switch-in thanks to Water Absorb as well as an Electric immunity, which can be crucial as Volt Switches from Jolteon and Scarf Rotom-C are often times tricky to handle for offensive teams. Sludge Bomb gives it a way to pressure Aromatisse and weakened Mega Abomasnow. Seismitoad's decent natural bulk also allows it to soft check Tyrantrum and take at least one neutral hit in most situations if you're in a tight spot. Because Seimitoad lacks Ice Beam access (seriously, wtf?) a way of handling Flygon is highly advised. Most Grass-types can check Flygon to some extent, although most offensive threats that outspeed non-Choice Scarf Flygon will do the trick. Dazzling Gleam Delphox, HP Ice Jolteon, Choice Scarf Flygon, and Ice Shard users (Sneasal, Mega Abomasnow, Mega Glalie) can all work to varying degrees. Sadly, most Fairy-types are defensive, but Steel-types such as Durant and Escavalier can be useful.
Seismitoad (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Sludge Bomb

Accelgor (M) @ Life Orb
Ability: Unburden
EVs: 248 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Bug Buzz
- Hidden Power [Ice]
- Focus Blast


Bulky Flygon + Standard Fletchinder by fran17

Flygon + Fletchinder is a really nice offensive core. Flygon can really help out Fletchinder by giving Defog support for Fletch and can break down Rock- and Steel-types that can wall Fletch, most notably Rhyperior and Magneton, who are some of Fletch's best counters. In addition these two have really solid defensive synnergy with Flygon eating rock and electric attacks for Fletch while Fletch can eat Fairy-type moves for Flygon. In addition to this, Flygon's ability to pivot with U-turn can wear down mons so that Fletch has a chance to sweep/clean up late game. Overall this is a really cool core, but it is really weak to bulky waters and ice types, so teammates to take those on like Gurdurr are really appreciated.
Flygon @ Leftovers
Ability: Levitate
EVs: 168 HP / 24 Def / 208 SpD / 108 Spe
Careful Nature
- Earthquake
- U-turn
- Roost
- Defog

Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost


SD Gallade + CB Lure Scrafty by Kableye

Scrafty went though a period of being overrated, now I feel its being harshly underrated as a Pokemon. While is struggles to kill every fairy, it has the capability to do a lot of damage to just about everyone. Pair this with SD Gallade, and you have an extremely terrifying core to most bulky teams that depend on one fairy + slowking as their fighting check. Weak to Fletchinder as well as fairies, but the latter is kind of the point of this core. My preferred sets are LO Gallade and CB Scrafty, but feel free to mess around with other options Scrafty itself is extremely versatile.
Gallade @ Life Orb / Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Scrafty @ Choice Band
Ability: Intimidate
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Drain Punch
- Iron Head


Choice Band Scyther + Choice Specs Magneton by @Dragonn.
With MLix being banned a while ago, VoltTurn has gotten a lot better. This core has really solid defensive synnergy with Magneton beating Ice-, Electric-, Rock-, and Flying-types, while Scyther can resist hits from Ground- and Fighting-types. Additionally, this core has really solid offensive synnergy with Magneton breaking down fat Steel, Rock, and Water types for Scyther while Scyther can smack incoming Ground types with banded U-turn and killing fighting types with Aerial Ace that can stop Mag from staying in and firing off STAB attacks. Now, the sets are really cool. If your team is lacking in speed, you slap a scarf on scyther or Magneton, although the provided sets are much better. Overall, this core is very suceptible to Fire types and can get shredded by hazard stack, so fire-resisting hazard removers like Blastoise and Flygon are really nice partners.
Sycther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Pursuit

Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power Water/ Grass


Shuca Berry Omastar + Swords Dance Drapion by MrAldo
Ah, one of my absolute favorites. Shell Smash Omastar is one of the most fun things Ive ever tried in this metagame, not even exaggerating. There are times where I just bring games back with this monster, and it is fast enough to outspeed most relevant scarfers benchmarks and can find a good amount of setup opportunities against any emboar locked into flare blitz, fletchinder, braviary and ground types thanks to shuca berry! All the coverage moves are mandatory for it too work.

SD Drapion works fantastically well alongside SS Omastar. Sharing really similar checks like bulky waters, including the likes of Blastoise and Alomomola, these 2 can easily overwhelm them. SD Drapion also helps Omastar against the balanced cores that could attempt to stop it, taking advantage of the flagship Steel + Bulky Water + Bulky Grass balanced cores thanks to lum berry while Omastar pays Drapion back luring ground types like Flygon when it setups it and proceeding to clean offense pretty easily at +2. Man, I can use this again!!
Omastar @ Shuca Berry
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Hidden Power [Grass]
- Ice Beam
- Hydro Pump

Drapion @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake / Aqua Tail


Offensive Spiker Accelgor + Druddigon by MrAldo
I guess it is an offensive core given they form a pretty good spikestacking core that goes on many offensive teams. Accelgor is a really profficient spiker virtue of its outstanding speed tier and decent power to quite put a dent on opposing teams before going down. HP Ice is perhaps the most important element since it stops any attempt of Flygon from suicide defogging your beloved spikes, Bug Buzz is a powerful, and obligatory, STAB Move and Focus Blast is a great move to damage most of Accelgor switch-ins, netting a good 2hko on most registeels after stealth rock, kills magneton easily and deals the most damage to Escavaliers, and with the added pressure of spikes those can be worn down pretty easily.

Druddigon, lovely mon that completes Accelgor extremely well. Covering that fire weakness, disregaring Fletchinder and flying-types from clicking either acrobatics or brave bird and ofc, providing the Stealth Rock needed to complete the hazard stacking. I love Toxic on Druddigon cause it let you put bulky waters like Alomomola on a timer, mainly Blastoise cause if it dears to Spin the rocky helmet + toxic recoil will take a massive toll and being slower let you keep your rocks and wear it down so Accelgor can kill it. Great duo overall, give it a try. Credit to (tag)lighthouses cause IIRC I saw him using that for the first time with that scarf durant team... one of the 80 :v
Accelgor @ Life Orb
Ability: Sticky Hold
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Spikes
- Hidden Power [Ice]
- Bug Buzz
- Focus Blast

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature
- Stealth Rock
- Fire Punch
- Toxic / Glare
- Dragon Tail


Choice Band Sawk + Swords Dance Fletchinder by Take Azelfie
So we already know that Fletchinder struggles versus a lot in the meta such as Registeel, Diancie, Magneton, Aerodactyl, etc. Sawk is able to break most of Fletchinder hard counters + get away with dealing with some of its soft checks like pressuring Garbodor, Granbull, and Alomomola. Fletchinder is almost required to use hazard removal so having Sawk there also benefits from one Fletchinder's flaws in a way. And of course you have the normal wallbreaker + sweeper trade off which basically means Sawk weakens the opposing team in general so Fletchinder can have a much more laxed time sweeping.
Saitama (Sawk) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Poison Jab
- Zen Headbutt

Crimson Rose (Fletchinder)
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost


Life Orb Articuno + Earth Plate Flygon by Take Azelfie
Honestly its really hard to resist using Flygon over any other hazard remover since it provides a good way to check Steel-types like Registeel and can tank Fire-type and Electric-type attacks for it while also being consistent unlike Blastoise who suffers from all forms of chip damage. Articuno is also good at breaking balance teams that use cores like Venusaur + Flygon + Alomomola since it can apply an insane amount of pressure to all of them while Flygon can get Articuno in safely on a U-Turn. Also Articuno can be a decent Ice resist for Pokemon like Abomasnow which could threaten Flygon with and Ice Shard.
Freezerite (Articuno) @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Freeze-Dry
- Substitute
- Roost

Desert Brew (Flygon) @ Earth Plate
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Roost
- Defog
- U-turn


Offensive Trick Room Diancie + Mega Camerupt by Take Azelfie
Its actually really simple. Diancie snatches a Trick Room, pressures Pokemon, potentially Explodes, goes into Camerupt. Between type synergy its almost practically not there but they do hold the same checks like Mola which Diancie can weaken with STAB and the Camerupt can come in freely and launch nuclear attacks till Trick Room wears off. Mega Camerupt's last moveslot is really a toss up of whatever you want it to be.
Death by Glamour (Diancie) @ Life Orb
Ability: Clear Body
EVs: 252 HP / 24 Atk / 252 SpA
IVs: 0 Spe
Quiet Nature
- Trick Room
- Moonblast
- Earth Power
- Diamond Storm

Vesuvius (Camerupt) @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
IVs: 0 Spe
Quiet Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Toxic


Choice Scarf Drapion + Bulk Up Gurdurr + Mega Camerupt by lighthouses
There two things that you need to make a gurdurr team work:something to punish fairy type switch ins after they take a knock off and pursuit trapping. Camerupt punishes aromatisse/togetic switch ins extremely hard and scarf drapion is a very reliable source of pursuit trapping, having tspikes is a huge plus also.
Eternal Mind (Drapion) @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Toxic Spikes
- Knock Off
- Pursuit
- Poison Jab

Everlasting Fight (Gurdurr) @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

The Die is Cast (Camerupt-Mega) @ Cameruptite
Ability: Solid Rock
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Flamethrower
- Toxic
- Hidden Power [Ice]


Shuca Drapion + Choice Specs Jolteon by lighthouses
Basically shuca drapion is great at luring in and removing opposing ground types(think flygon, mostly) allowing jolteon to spam electric attacks with much ease, not to mention they have good offensive synergy seeing as how drapion is really good against fatter teams whereas jolteon heavily punishes offense.
Drapion (M) @ Shuca Berry
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Aqua Tail

Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]


Nasty Plot Hoopa + Choice Band Escalivier by MrAldo
Sub Hoopa (either Nasty Plot or just Sub + 3 Attacks) is one of my favorite sets. I know opinions vary a lot about the quality of this set but in my experience is the set that does more for Hoopa. Anyways, Hoopa is cool and all but struggles against one thing, MELOETTA so this is where Escavalier comes to save the day! Hoopa technically works with every pursuit trapper but I prefer escavalier personally cause, albeit REALLY slow, is the pursuit trapper that can switch reliably against Meloetta besides Spiritomb, and I wouldnt be stacking 2 ghosts especially one that isnt too good nowadays. So yeah, Escavalier is really good, an impressive amount of teams struggle to even switch into it and megahorn is just absurdly spammable, is fantastic really. This core is pretty slow so pack a good scarfer or fast mon in the back. 8/10
Hoopa @ Spell Tag / Life Orb
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Substitute / Psychic
- Focus Blast

Escavalier @ Choice Band
Ability: Overcoat
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Pursuit
- Iron Head
- Megahorn
- Drill Run


Mega Banette + Choice Specs Meloetta by Take Azelfie
Mega Banette sucks because its a roadblock in team building if you can't do much with it.. Mega Banette actually helps Meloetta quite a bit, specifically its ability to cripple walls like Registeel and Escape with Knock Off and Wisp. Meloetta obviously benefits from having its checks and counters weakened. If Banette runs Shadow Sneak Melo can run FBlast easier since it doesn't need to hit Hoopa or if you DBond you can pressure Pursuit trappers (most notably sneasel)
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- U-turn
- Focus Blast / Shadow Ball

Banette @ Banettite
Ability: Frisk
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Knock Off
- Will-O-Wisp
- Shadow Sneak / Destiny Bond
- Shadow Claw


Mega Spiky Wrecking Ball + Offensive Aerodactyl by MrAldo
This core has a pretty straight-forward function, aerodactyl really appreciate spikes to wear down its common checks. Pokemon like rhyperior, seismitoad, steelix, bulky waters and others are really pressured by spikes. When we add a spike setter like mega glalie that is able to pressure basically every single one of the aerodactyl checks while supporting it through hazards they make quite the amazing pair. Solid duo that are even able to overwhelm common checks in the form of bronzong. Nice stuff. Double-Edge if you run banded aerodactyl is an option.
Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Shard / Earthquake
- Spikes
- Freeze-Dry
- Double-Edge

Aerodactyl @ Life Orb / Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Pursuit
- Earthquake
- Stone Edge


Pivot Uxie + Choice Specs Exploud by Thatwackycruton
Alright, so this core is basically centered around Uxie being a solid hazard setter, and, more importantly, momentum generator for Exploud to come and destroy things. Uxie also acts as a fightingi-type check for Exploud, which is useful because many teams that use Exploud are a little weak to fighting types, and almost all of them are able to easily revenge kill Exploud. Basically, Uxie can set up hazards for Exploud and then proceed to U-turn out on anything faster than it and let Exploud in to rip apart the opposing team. While I chose thunder wave to disrupt faster teams and provide a way for Exploud to beat faster mons, Yawn can be used as a way to get nearly guarunteed momentum for Exploud. It's a really cool core I've been using alongside Sweepers like Omastar and Virizion.
FatOnTheInside (Uxie) @ Colbur Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 20 Def / 236 Spe
Bold Nature
- Thunder Wave
- U-turn
- Psyshock
- Stealth Rock

YoursTruly (Exploud) @ Choice Specs
Ability: Scrappy
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Fire Blast
- Surf
- Focus Blast


Pursuit Sneasel + Choice Scarf Medicham by Take Azelfie
Medicham really wants to clean with High Jump Kick so adding a good Pursuit trapper like Sneasel can really benefit it since the good Switchins to High Jump Kick are all obliterated by its second STAB or weak to Pursuit trapping. Sneasel also helps to check Choice Scarf Flygon who could potentially revenge kill a slightly weakened Medicham with Earthquake.
Sneasel @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Trick


Chicken Pass by Take Azelfie
lol do I really need to explain. You pass Speed to Xatu and it Calm Mind after you hopefully activate Kee Berry and you win. Its a really neat archetype if you invest enough time on learning your matchups and is much more reliable than other super HO archetypes like Weather or TR since the teams this core can function on work even after Chicken is gone.
Flame of Souls (Combusken) @ Eviolite
Ability: Speed Boost
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Protect
- Substitute
- Will-O-Wisp

Eye of Minds (Xatu) @ Kee Berry
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Signal Beam
- Roost
 
Last edited:

eren

je suis d'ailleurs
Balance cores:

LO Sigi + BU Gurdurr by -kal-

Sigilyph and Gurdurr have really great synergy with each other atm. Gurdurr is able to take on Dark-types such as Sneasel and Scrafty by killing them or setting up Bulk Ups that can greatly trouble Sigilyph and also heavily pressures Flygon and Mega Glalie, both of which are able to outspeed Sigilyph and OHKO it. Having Knock Off on Gurdurr is also great as it weakens Jellicent to put it in range of Sigilyph's Attacks. In return, Sigilyph is able to easily handle a slightly weakened Aromatisse and Tangrowth which Gurdurr cannot do much against. Sigilyph can also outspeed and kill off Poison-types in general like Amoonguss and Golbat so that Gurdurr is able to sweep Late-game. This core also greatly discourages the use of Status-inflicting moves (bar Spore or Thunder Wave) as Gurdurr would get a Guts boost while Sigilyph would have an immunity to Sleep and Paralysis which makes it more threatening. This core definitely has some weaknesses. One in particular is this core's Meloetta and Fletchinder weakness though adding a Spdef Rhyperior should somewhat mitigate these problems as long as Meloetta does not pack Grass Knot.

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Heat Wave
- Air Slash
- Roost

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 208 Atk / 48 Def
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off


Stealth Rocks Mega Camerupt + Dual Spikes Garbodor + Specs Rotom-Mow by 49

This is a 'base' for spike-stack offense I have found myself going back to rather often, in one variation or another, so I figured it to be worth posting. I find the interactions between M-Camerupt and Garbodor to be rather nifty, at least within the context of hazard-stacking; both having the ability to play into the common hazard removal of the tier with relative ease, and most of the offensive counterplay one concedes can be responded to to some extent by the other. I have found myself disliking the interactions between Garbodor and Mesprit, another common facet to spike-stack teams, because in spite of their solid immediate synergy, it lacks the ability to soundly respond to most, if not all of the Pokemon Garbodor concedes turns to, including Durant, Cobalion, Doublade, and so forth, which M-Camerupt handles a sizable amount better. Specs Rotom-C I find really rounds out the core nicely, streamlining its performance in a lot of ways. From a defensive aspect, a reasonably bulky Ground immune and Water resist are clearly nice, but it's ability to very easily Volt Switch out of Pokemon to both rack up hazard damage and force in Pokemon that concede Spikes, such as SpDef Steels (sans 'Lix), Normals, and Amoonguss, makes it a very consistent performer in this core. I have at times utilized Heliolisk here, but given offenses' limited array of efficient Ground immunes, it becomes somewhat difficult to account for nicely, at times forcing clunkier incorporations of LD Cress and what have you.

As with the last one, I recognize that builds will vary from person to person, so I just hit up what I consider to be the 'optimal sets' for these Pokemon at this current time. HP Fire is an option of sorts of Rotom-C in favour of Trick, but the primary application of that is bearing into Curse 'Lix and pushing for bigger damage on Amoonguss / 'Growth, which this core doesn't really need. This core does give some leeway to HC Durant, which is a set I don't really like, but see plenty of use from the 'average player', so it's something to consider before making your team a little too slow. I've taken to Tauros for helping with this and retaining obviously positive interactions w/Spikes, though options like HP Fire Whimsicott, Scarf Tyrantrum, and Doublade work as well. This may also be a peeve of mine, moreso than a real, meaty concern, but having something to bear into fatter Psychic-types has always felt essential to teams such as this; Doublade, as stated prior, can work for this, as can Drapion, NP Slowking, etc.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 16 Def / 160 SpD / 84 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Roar / Toxic

Garbodor @ Rocky Helmet / Shuca Berry
Ability: Aftermath
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Spikes
- Toxic Spikes / Pain Split
- Gunk Shot
- Drain Punch / Seed Bomb

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Thunderbolt
- Trick


Defensive Seismitoad + Tspikes Defensive Drapion by MrAldo

These 2 together provide a really nice defensive backbone and also can provide hazard pressure between stealth rock and toxic spikes. Seismitoad amazing physical bulk helps him handle a good amount of physical threats like cobalion, rhyperior, doublade, somewhat stomach durant, emboar among others while drapion with specially defensive investment can provide a good answer to psychic types, particularly calm mind reuniclus which is a huge boom atm, which are pretty problematic for seismitoad to deal with while providing amazing utility with taunt and forcing mons out thanks to whirlwind and proceed to keep poisoning switches. Knocking off the source of power of a good couple of special attackers like exploud and meloetta is really nice. More suited for balanced or defensively oriented teams.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 216 HP / 200 Def / 92 Spe
Bold Nature
- Stealth Rock
- Scald
- Toxic / Knock Off
- Earth Power

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Knock Off
- Toxic Spikes
- Taunt
- Whirlwind / Poison Jab


Psychic Spam: CM Delphox + Specs Meloetta by rob.

This place isn't receiving enough attention, so I'm here to drop a jewel. I'm currently building a team around these two monsters; I assume there will be a huge increase of the usage of Meloetta and Delphox now that two of their biggest and best checks are gone (well Psychic-types in general received a huge boost in viability after the bans). But anyway these two function very well together thanks to their auspicious synergy. The strategy is very simple. Meloetta has a hard time dealing with bulky Steel-types who can switch in on all of its moves, subsequently forcing it out. Steel-types don't like fire so here is where the magician comes in. Meloetta can use U-turn to safely bring in Delphox on predicted Steel-type switch-ins. Delphox beats every Steel-type in the tier 1 vs 1 (it takes a shitton from Doublade's Shadow Sneak though). Then watch the tears of your opponent roll as Meloetta decimates their team after their counter is eliminated. It's not just limited to eliminating Steel-types either, Delphox can threaten most of the Pokemon in the tier with its great Speed and power. Calm Mind just makes it deadlier. And if you've managed to compile a great team that applies a ton of offensive pressure then the rest of the game should be e-z. Beware ... the reign of the Psychic-types is upon us.
Delphox @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Grass Knot
- Psychic
- Calm Mind

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- U-turn
- Shadow Ball


Hazard Control: Defog Defensive Pelipper + Stealth Rocks SpD Rhyperior by Kotori

I'm posting a Pelipper core I've been using a lot lately (and even scored some wins against better players with). It's a balanced core, which means it fits in a myriad of teams, with the premise of controlling the field through the use of Defog and Stealth Rock on two bulky Pokemon that can last outlast the opponent's Stealth Rock setter and Defog user most of the time. It's really simple, but since Flygon's (the main Pokemon for Defog) synergy with Rhyperior is really underwhelming, and not everyone likes to use Shiftry, Pelipper is a natural, albeit underrated choice. Rhyperior and Pelipper can check a really big amount of threatening Pokemon together, such as Hitmonlee, some sets of Meloetta, Sharpedo and Durant, Escavalier, Fletchinder, and lead Omastar

Good Pokemon to use with this core are those who benefit the most from hazard control. The most obvious Pokemon in that regard is Fletchinder, but there's probably other stuff. If you want to take a more defensive approach with this core though, either Aromatisse or Audino are good partners to grant Wish support for Rhyperior and Pelipper if the later ends up having to switch into Stealth Rock a lot of times. Also, this core really benefits from being paired with Revenge Killers that can pivot Hidden Power from the likes of Jolteon, which can otherwise threat it to no end.
NOT GYARADOS (Pelipper) @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Roost
- Defog
- Toxic / U-turn

NOT ELECTIVIRE (Rhyperior) @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Earthquake
- Rock Blast
- Toxic
- Stealth Rock


Standard Fletchinder + Standard Gastrodon by Poliwrath

Fletchinder+Gastrodon is a nice balance core, since they cover all their weakness, and gastrodon kills almost all things that counters Chinder(Steel types, water types, rock types) when Chinder switches generally well in grass types. Another Great thing about this core its ability to pressure teams by wearing down bulky waters with Gastrodon's Toxic, which helps Fletchinder sweep near the end game. This core definitely fears fast electrics with Hp Grass such as Jolteon, so possibly a secondary electric check such as Amoonguss or Aromatisse could be nice to Spore things and heal the core with Aromatherapy, respectively.
Fletchinder
Ability: Gale Wings
EVs: 152 HP / 212 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Recover
- Earth Power
- Toxic


Life Orb Base Form Abomsnow + Stealth Rocks Mega Camerupt + Wish Alomomola by Froggyboy

Here's a fun FWG core, I wanted to test out regular Abomasnow, and realizing how nice of a wallbreaking core it forms with Megarupt, I decided to build around the two, and Alomomola fitted so well, being able to pass wishes and handle threats to the two like EQ Mega Glalie, SD Samurott, Durant, offensive Rhyperior, etc. This core struggles with some things like SD Virizion, so packing something like Fletchinder or Sigilyph is adviced.
Also I don't have Stealth Rock on my Mega Camerupt because I just imported it from my team which has SR Rhyperior, you can probably replace Sub with SR if you really want it xp
Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 16 HP / 136 Atk / 240 SpA / 116 Spe
Rash Nature
- Blizzard
- Wood Hammer
- Ice Shard
- Focus Blast / Giga Drain / Earthquake

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Flamethrower / Fire Blast
- Will-O-Wisp
- Earth Power
- Stealth Rock

Alomomola @ Leftovers
Ability: Regenerator
EVs: 136 HP / 120 Def / 252 SpD
Calm Nature
- Wish
- Scald
- Toxic
- Protect


Assault Vest Pivot Eelektross + Life Orb Standard Sneasel by BrandonBeast

So I was brewing up my Eelektross team, trying to think of partners for Eel, and I realized that Eel was gonna get walled by Dragons like Flygon. So I decided to add Sneasel to the team, and it's been a great help so far. Eelektross' slow U-turn helps bring in Sneasel in a lot easier, as Sneasel is frail af man. Sneasel helps Eel against Dragons and Psychics with it's Ice and Dark STABs. Eelektross uses it's amazing coverage to beat stuff that Sneasel can't handle, like Alomolmola and Mega Steelix. However, this core has a few faults. Fairy types like Aromatisse crush this core, so Steel types like Durant or Escavalier can be useful to help. (Or Mega Steelix) Fire type team members like Houndoom or Delphox can be helpful as well. While the new drops don't pose too much of a threat to this core, Mega Abomasnow hits very hard so stuff like Escavalier can be helpful to beat him. Fighting types pose a big threat to this core, as Eelektross cannot take physical hits very well, so things like Slowking or Aromatisse are helpful. Overall, while this core has some faults, it is still pretty good and is a great breaker.
Eelektross @ Assault Vest
Ability: Levitate
EVS: 252 HP / 252 SpA / 4 Atk
Modest / quiet Nature
- U-turn
- Giga Drain
- Flamethrower
- Thunderbolt

Sneasel Life Orb
Ability: Pickpocket
EVS : 252 Atk / 252 Spe / 4 Def
- Ice Shard
- Knock Off
- Low Kick
- Icicle Crash


Status Spreader Standard Rotom-N + Toxic Spikes Drapion by fran17

Rotom+Drapion is a nice defensive core which can be difficult to play around for many teams. Rotom covers the Drapion ground weakness, while Drapion takes care of dark moves and setup Toxic Spikes to help Rotom to wear down opposite mons with Hex and chip damage :)
Rotom @ Leftovers
Ability: Levitate
EVs: 120 HP / 4 Def / 132 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Hex
- Discharge

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Knock Off
- Taunt
- Toxic Spikes
- Whirlwind


Calm Mind Slowking + AoA Snow by DKFirelord

A pretty simple balance containing Slowking and Mega Abomasnow. Pretty self-explanatory Slowking can take on Steel, Fighting, and Fire-types that can cause Mega Abomasnow Probleams while Mega Aboma can also take care of Slowking weaknesses. The sets TBH can be swaped with different ones depending on your team I just put some standard set that can go with them heck you can even make Abomasnow normal and the core will do fine.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Calm Mind
- Scald
- Slack Off

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Blizzard
- Focus Blast
- Ice Shard
- Giga Drain


Rest Dragon Dance Scrafty + Spikes Garbodor by Ryoma Nagare
A core I enjoy using the most when building with Scrafty. Garbo just provides so much for Scrafty: Spikes support for clearing lategame, a switch-in to Fighting types like Virizion, Hitmonlee, Medicham, Sawk (shakiest one here is Medicham as Scarf forces a 50 / 50 and LO can bone you if Scrafty is unboosted / weak enough to get picked by Bullet Punch) etc which are quite troubling for Scrafty, Venusaur check (pain split is hilarious oml), and haze support to inhibit BU sweepers like Malamar and Gurdurr, which would otherwise be pretty troublesome for Scrafty. This core still has some inherent problems like faster hitters such as Psychics, Magneton, Hoopa, etc and Dugtrio (2nd most annoying mon behind mola I swear), as it can trap garbodor, thereby inhibiting fighting check support for Scrafty. One of my favorite partners to patch this up is usually 3 Atks + Roost Sigilyph with Air Slash, Dark Pulse, and Heat Wave. While it also benefits from the spikes support garbo provides, this mon provides another switch-in to Medicham if need be and can deal nicely with the aforementioned threats (Magneton sure as Hell doesn't wanna take a heat wave, Dark Pulse is cool to snipe Meloetta, Hoopa and Delphox) oh, and, it's also not trapped by dugtrio. Decided to go Air Slash > Psychic as my STAB due to the popularity of pursuit trappers and revenging opposing unboosted Scrafty
Scrafty @ Life Orb
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- High Jump Kick
- Knock Off
- Rest

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Spikes
- Pain Split
- Gunk Shot
- Haze


Choice Band Sawk + Pivot Xatu by Take Azelfie
Sawk doesn't like hazards, Xatu discourages hazards. It really doesn't get any simpler than that but I can elaborate more of the type synergy between the two. Sawk is pretty good at beating down Dark-types and Rock-types that want to hurt Xatu. Xatu can in return check certain Psychic-types like Medicham and Delphox which can bring Sawk down to Sturdy / OHKO it. It also pressures defensive Poison-types which Magic Bounce which makes it less stressful for Sawk to predict. Xatu also has U-turn to get Sawk in safely.
Saitama (Sawk) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Poison Jab
- Zen Headbutt

Chime (Xatu) @ Leftovers / Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- U-turn
- Roost
- Night Shade
- Toxic


Swords Dance Virizion + Defensive Slowking by Take Azelfie
A mix and match of any of there sets would work tbh since this core mostly relies in defensive synergy. Virizion dislikes Psychic, Fire, Flying, and Ice-types which Slowking can happily check due to its good bulk and longevity with Regenerator and Thunder Wave to check them much better. Thunder Wave is also neat sometimes snagging an extra turn to get Virizion to set up or crippling a revenge killer. Other sets can fulfill different roles to like AV makes it much better at pressuring the opponent to weaken there typical Slowking / Virizion checks, OTR and Specs and lure some Pokemon like Escalivier and Braviary. Virizion on the other hand gives the core a valuable sweeper that can check Water, Electric, Steel (for some Slowking sets), and Dark-types for Slowking. Slowking naturally is very good at supporting sweepers so when paired with Virizion it's pretty much a match made in heaven.
Verdant Blade (Virizion) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Psyshock


Bulk Up Gurdurr + SpDef Steelix + Choice Band Drapion by Take Azelfie
Stolen straight out of the Core Analysis Workshop because I realized I had actually never shared / posted anything with this anywhere else. Gurdurr struggles with Fairy-types as a Bulk up sweeper so Steelix can check check more defensive Fairies as well as deal with another problem of Gurdurr which is Braviary and Fletch with Roar and Stealth Rock. Finally Choice Banded Drapion is added because it helps with the Psychic weakness (Steelix isn't a good response) and it helps to lure Flygon, you could use other coverage but most of the other targets are set up on by Gurdurr. Although I have been considering using Toxic Spikes on one of two of my teams with this core as its more of a semi stallish core. Fuck Toxic.
Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful / Sassy Nature
- Stealth Rock
- Heavy Slam / Gyro Ball
- Earthquake
- Roar / Toxic

Drapion @ Choice Band
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Poison Jab
- Pursuit
- Ice Fang


Druddigon + SpDef Blastoise + Mega Glalie by lighthouses
Hazard stacking core for bulky offense, basically druddigon checks most of the stuff that you would want to check with phys def blastoise, allowing us to use spdef instead, which helps a ton against glalie/houndoom/delphox/camerupt making for a more solid deffensive backbone; spin support is obviously good for glalie but drudd is definitely its main partner, usually the things that are going to come in on/try to revenge kill glalie can be answered by drudd and blastoise respectively, all the while allowing you to get more spikes up. You definitely wanna add a solid fighting resist and a ghost type if you can afford it, spiritomb/hoopa can both do fine.
Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 224 Def / 32 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Glare
- Fire Punch

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Refresh

Glalie @ Glalitite
Ability: Inner Focus
EVs: 100 Atk / 156 SpA / 252 Spe
Naive Nature
- Double-Edge
- Spikes
- Freeze-Dry
- Ice Shard


Defensive Garbodor + SpDef Bronzong + Rapid Spin Blastoise by slurmz
eh, sorry for all the slashes but this is what is now considered the base per-say for spikes balance in the current meta and i found myself returning to this core again and again in several variations on several teams (my taunt roost aero balance, 2 versions of my malamar balance, etc). the interactions of zong + garb + toise are quite cool, specifically in terms of maintaining and keeping hazards off the field while retaining good defensive synergy. usually with this core, you would add a psychic check (usually tomb), a wincon (virizion, taunt roost aero, malamar), and some speed control (scarf boar). generally, you will almost never run foresight on toise on this core because you usually won't have the space for heal bell yet it may happen, so i slashed it just for clarity's sake.
stain of mind (Garbodor) (M) @ Black Sludge
Ability: Aftermath
EVs: 240 HP / 220 Def / 48 SpD
Careful Nature
- Toxic Spikes / Haze
- Spikes
- Pain Split
- Gunk Shot

scrum (Bronzong) @ Leftovers
Ability: Levitate
EVs: 244 HP / 48 Def / 216 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Gyro Ball
- Psywave / Earthquake

overt enemy (Blastoise) (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD OR 252 HP / 252 SpD / 4 Def
Bold Nature / Calm Nature
IVs: 0 Atk
- Toxic
- Refresh / Foresight
- Rapid Spin
- Scald
 
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eren

je suis d'ailleurs
You may now post if that wasn't clear. If I didnt get to your core in any of the RU Cores thread for XY or ORAS that didnt have banned mons (barring last page of most recent thread as I havent gotten to that yet) feel free to repost it with updates. Thank you :]
 

DKFirelord

Back this time I swear!
is a Tiering Contributor Alumnus
ok let's get this rollen

Balance


A pretty simple balance containing Slowking and Mega Abomasnow. Pretty self-explanatory Slowking can take on Steel, Fighting, and Fire-types that can cause Mega Abomasnow Probleams while Mega Aboma can also take care of Slowking weaknesses. The sets TBH can be swaped with different ones depending on your team I just put some standard set that can go with them heck you can even make Abomasnow normal and the core will do fine.

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Calm Mind
- Scald
- Slack Off

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 104 Atk / 252 SpA / 152 Spe
Mild Nature
- Blizzard
- Focus Blast
- Ice Shard
- Giga Drain


Offense


This second core consists of an offensive of Tyrantrum + Zangoose + Healing Wish Mespirit. Basically Zangoose beats up Steel, Ground, and bulky Water or Rock-types that can switch into Tyrantrum. Tyrantrum after after mention walls been weaken or out of the way has free path to spam Head Smash or its Dragon Stab. Mespirit provides a check to Fighting Types and Stealth Rock support also thanks to Healing Wish can give these two a second chance to cause havoc.


Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Dragon Claw
- Superpower

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Close Combat
- Knock Off

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Stealth Rock
- Healing Wish
 
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MrAldo

♦♣♥♠
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
Moderator
Been asked to update some of my cores that got outdated, with pleasure

Offensive core


Accelgor @ Life Orb
Ability: Sticky Hold
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Giga Drain / Spikes
- Sludge Bomb
- Bug Buzz
- Focus Blast

Scrafty @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Poison Jab
- High Jump Kick
Life Orb Accelgor is a really amazing set with surprising cleaning potential, and partners pretty well with dragon dance scrafty since it can beat or lure most scrafty checks like fairies thanks to LO sludge bomb doing solid damage to most of them, destroying tangrowth and weakening bulky grasses like vileplume and amoonguss, and thanks to its amazing speed it can beat opposing scarfers that can revenge kill scrafty like emboar, tyrantrum and medicham. Scrafty can then proceed to setup more easily when all of its checks are weakened or gone. Both have fletchinder issues so pack a flying resist.

Pretty offensive core


Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Knock Off
- Poison Jab
- Ice Punch
- Close Combat

Scrafty @ Chople Berry
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Poison Jab
- High Jump Kick

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Baton Pass
- Thunder Punch
- Zen Headbutt
- High Jump Kick
Fighting spam 2.0. With cobalion gone this demanded an update so. This follow how I understand the concept of type-spam; wallbreaker, setup sweeper and cleaner with 3 same type mons or wallbreaker + setup sweeper with 2 same type mons. This is the former case. Sawk wallbreaks and weaken fairies for scrafty, medicham outspeeds and revenge kill faster mons while provide safe switch-ins and momentum to the other members of the core. Play it to overwhelm their checks and counters for fighting types etc, etc. PACK A FLYING RESIST (coba berry scrafty is an option)
 

Cheryl.

Celesteela is Life
I'm reposting this core because slurmz told me to while making some edits.

The Salty Spatoon Core : Aggron Sharpedo and Granbull
How tough are ya to use this awesome core? CB Aggron is a really cool wallbreaker, and even though Tyrantrum isn't banned, Aggron still has some uses like walling Fairies. Sharpedo, while not adding too much defensive synergy to the core as it's frail, can use Aggron's wallbreaking to help it clean up late-game better. Zen Headbutt is an option over Protect to lure Poliwrath, and since it gives a free-switchin, then Sharpedo hits the Wrath for big damage and gets a Speed Boost. Also, Aggron walls stuff like Fletchinder so that helps Sharpedo out as well. Granbull was added to wall Fighting types and Dark types, and Granbull is overall a really good mon right now. While this core still needs support from teammates as it's weak to stuff like MegaLix or Water types in general, especially Poliwrath, but it's a really cool offensive core that can do a lotta work is used correctly. VoltTurn is really helpful for this core, especially Sharpedo, to get in safely into battle.

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Fire Punch
- Low Kick

Pinky (Sharpedo) @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hydro Pump
- Crunch
- Ice Beam
- Protect / Zen Headbutt

Poochie (Granbull) (M) @ Choice Band
Ability: Intimidate
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Play Rough
- Earthquake
- Fire Punch
- Close Combat



 


I know what you're thinking. This pancaked fish/bird doesn't belong anywhere in this tier or on my team. Surprisingly, it works really nicely with Mega Abomasnow and Slowking. Stunfisk is a rocker that scares off many common defoggers and spinners like Aerodactyl, Blastoise, Togetic, Pelipper, Golbat, etc. from switching in to it. Stunfisk handles flying types like Fletchinder, rock types like Tyrantrum, and poison types like Drapion that are threats to Abomasnow, as well as stopping electric types for Slowking. Its ability static, plus discharge, means that opposing Pokemon will be paralyzed and most likely will be outsped by even these three Pokemon (The highest base stat total between the three is Stunfisk's base 32 speed). Slowking covers most of Abomasnow's remaining weaknesses (minus bug), resisting fire, fighting, and steel, and packing a super-effective move for each type. It also resists ice and water, which help cover for Stunfisk's weaknesses. Mega Abomasnow resists grass, water and ground types for Stunfisk, as well as resist electric for Slowking. It also beats the only defogger that Stunfisk can't beat: Flygon. Both Slowking and Abomasnow apply a lot of pressure on opponents and force a lot of switching to occur. And with Stunfisk setting up rocks and discouraging hazard removers to switch in and remove the rocks, as well as slow volt/turn momentum to a halt, the opponent's team will be taking a lot of residual damage with stealth rocks, hail damage, and potential scald burns. I hope you give it a shot!


Abomasnow @ Abomasite
Ability: Soundproof
EVs: 92 HP / 68 Atk / 252 SpA / 96 Spe
Mild Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard

Slowking @ Choice Specs
Ability: Regenerator
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Scald
- Psychic
- Fire Blast
- Shadow Ball/Grass Knot/Signal Beam

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Discharge
- Earth Power
- Stealth Rock
- Protect/Toxic
 
Last edited:

Cheryl.

Celesteela is Life


I know what you're thinking. This pancaked fish/bird doesn't belong anywhere in this tier or on my team. Surprisingly, it works really nicely with Mega Abomasnow and Slowking. Stunfisk is a rocker that scares off many common defoggers and spinners like Aerodactyl, Blastoise, Togetic, Pelipper, Golbat, etc. from switching in to it. Stunfisk handles flying types like Fletchinder, rock types like Tyrantrum, and poison types like Drapion that are threats to Abomasnow, as well as stopping electric types for Slowking. Its ability static, plus discharge, means that opposing Pokemon will be paralyzed and most likely will be outsped by even these three Pokemon (The highest base stat total between the three is Stunfisk's base 32 speed). Slowking covers most of Abomasnow's remaining weaknesses (minus bug), resisting fire, fighting, and steel, and packing a super-effective move for each type. It also resists ice and water, which help cover for Stunfisk's weaknesses. Mega Abomasnow resists grass, water and ground types for Stunfisk, as well as resist electric for Slowking. It also beats the only defogger that Stunfisk can't beat: Flygon. Both Slowking and Abomasnow apply a lot of pressure on opponents and force a lot of switching to occur. And with Stunfisk setting up rocks and discouraging hazard removers to switch in and remove the rocks, as well as slow volt/turn momentum to a halt, the opponent's team will be taking a lot of residual damage with stealth rocks, hail damage, and potential scald burns. I hope you give it a shot!


bility: Soundproof
EVs: 92 HP / 68 Atk / 252 SpA / 96 Spe
Modest Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard

Slowking @ Choice Specs
Ability: Regenerator
EVs: 168 HP / 252 SpA / 88 Spe
Mild Nature
- Scald
- Psychic
- Fire Blast
- Shadow Ball/Grass Knot/Signal Beam

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Discharge
- Earth Power
- Stealth Rock
- Protect/Toxic
Can u fix ur sets, as Slowking has a Mild nature, MegaSnow has Modest nature and no name or item
 

eren

je suis d'ailleurs
ok let's get this rollen

Balance


A pretty simple balance containing Slowking and Mega Abomasnow. Pretty self-explanatory Slowking can take on Steel, Fighting, and Fire-types that can cause Mega Abomasnow Probleams while Mega Aboma can also take care of Slowking weaknesses. The sets TBH can be swaped with different ones depending on your team I just put some standard set that can go with them heck you can even make Abomasnow normal and the core will do fine.

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Calm Mind
- Scald
- Slack Off

Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 104 Atk / 252 SpA / 152 Spe
Mild Nature
- Blizzard
- Focus Blast
- Ice Shard
- Giga Drain
Will add

Offense


This second core consists of an offensive of Tyrantrum + Zangoose + Healing Wish Mespirit. Basically Zangoose beats up Steel, Ground, and bulky Water or Rock-types that can switch into Tyrantrum. Tyrantrum after after mention walls been weaken or out of the way has free path to spam Head Smash or its Dragon Stab. Mespirit provides a check to Fighting Types and Stealth Rock support also thanks to Healing Wish can give these two a second chance to cause havoc.


Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Dragon Claw
- Superpower

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Close Combat
- Knock Off

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Stealth Rock
- Healing Wish
Will add

Been asked to update some of my cores that got outdated, with pleasure

Offensive core


Accelgor @ Life Orb
Ability: Sticky Hold
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Giga Drain / Spikes
- Sludge Bomb
- Bug Buzz
- Focus Blast

Scrafty @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Poison Jab
- High Jump Kick
Life Orb Accelgor is a really amazing set with surprising cleaning potential, and partners pretty well with dragon dance scrafty since it can beat or lure most scrafty checks like fairies thanks to LO sludge bomb doing solid damage to most of them, destroying tangrowth and weakening bulky grasses like vileplume and amoonguss, and thanks to its amazing speed it can beat opposing scarfers that can revenge kill scrafty like emboar, tyrantrum and medicham. Scrafty can then proceed to setup more easily when all of its checks are weakened or gone. Both have fletchinder issues so pack a flying resist.
Will add

Pretty offensive core


Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Knock Off
- Poison Jab
- Ice Punch
- Close Combat

Scrafty @ Chople Berry
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Poison Jab
- High Jump Kick

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Baton Pass
- Thunder Punch
- Zen Headbutt
- High Jump Kick
Fighting spam 2.0. With cobalion gone this demanded an update so. This follow how I understand the concept of type-spam; wallbreaker, setup sweeper and cleaner with 3 same type mons or wallbreaker + setup sweeper with 2 same type mons. This is the former case. Sawk wallbreaks and weaken fairies for scrafty, medicham outspeeds and revenge kill faster mons while provide safe switch-ins and momentum to the other members of the core. Play it to overwhelm their checks and counters for fighting types etc, etc. PACK A FLYING RESIST (coba berry scrafty is an option)
Will add

I'm reposting this core because slurmz told me to while making some edits.

The Salty Spatoon Core : Aggron Sharpedo and Granbull
How tough are ya to use this awesome core? CB Aggron is a really cool wallbreaker, and even though Tyrantrum isn't banned, Aggron still has some uses like walling Fairies. Sharpedo, while not adding too much defensive synergy to the core as it's frail, can use Aggron's wallbreaking to help it clean up late-game better. Zen Headbutt is an option over Protect to lure Poliwrath, and since it gives a free-switchin, then Sharpedo hits the Wrath for big damage and gets a Speed Boost. Also, Aggron walls stuff like Fletchinder so that helps Sharpedo out as well. Granbull was added to wall Fighting types and Dark types, and Granbull is overall a really good mon right now. While this core still needs support from teammates as it's weak to stuff like MegaLix or Water types in general, especially Poliwrath, but it's a really cool offensive core that can do a lotta work is used correctly. VoltTurn is really helpful for this core, especially Sharpedo, to get in safely into battle.

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Fire Punch
- Low Kick

Pinky (Sharpedo) @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hydro Pump
- Crunch
- Ice Beam
- Protect / Zen Headbutt

Poochie (Granbull) (M) @ Choice Band
Ability: Intimidate
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Play Rough
- Earthquake
- Fire Punch
- Close Combat
Will add



I know what you're thinking. This pancaked fish/bird doesn't belong anywhere in this tier or on my team. Surprisingly, it works really nicely with Mega Abomasnow and Slowking. Stunfisk is a rocker that scares off many common defoggers and spinners like Aerodactyl, Blastoise, Togetic, Pelipper, Golbat, etc. from switching in to it. Stunfisk handles flying types like Fletchinder, rock types like Tyrantrum, and poison types like Drapion that are threats to Abomasnow, as well as stopping electric types for Slowking. Its ability static, plus discharge, means that opposing Pokemon will be paralyzed and most likely will be outsped by even these three Pokemon (The highest base stat total between the three is Stunfisk's base 32 speed). Slowking covers most of Abomasnow's remaining weaknesses (minus bug), resisting fire, fighting, and steel, and packing a super-effective move for each type. It also resists ice and water, which help cover for Stunfisk's weaknesses. Mega Abomasnow resists grass, water and ground types for Stunfisk, as well as resist electric for Slowking. It also beats the only defogger that Stunfisk can't beat: Flygon. Both Slowking and Abomasnow apply a lot of pressure on opponents and force a lot of switching to occur. And with Stunfisk setting up rocks and discouraging hazard removers to switch in and remove the rocks, as well as slow volt/turn momentum to a halt, the opponent's team will be taking a lot of residual damage with stealth rocks, hail damage, and potential scald burns. I hope you give it a shot!


bility: Soundproof
EVs: 92 HP / 68 Atk / 252 SpA / 96 Spe
Modest Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard

Slowking @ Choice Specs
Ability: Regenerator
EVs: 168 HP / 252 SpA / 88 Spe
Mild Nature
- Scald
- Psychic
- Fire Blast
- Shadow Ball/Grass Knot/Signal Beam

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Discharge
- Earth Power
- Stealth Rock
- Protect/Toxic
Sorry, going to have to reject this core for several reasons. Firstly, DKFireLord posted this same core above but without Stunfisk, and without stunfisk the core has a bit more versatility. Also, Stunfisk is not on the viability rankings. Finally, your sets are not optimal, specifically your incomplete Abomasnow set and your Mild natured Slowking.


Thank you to everyone who posted, will spend tonight adding (hopefully). Also, If I rejected your core. Feel free to post again with a different core :]

Also, I am currently still adding from old threads and updating the current cores to make them look nicer, special thanks to mad0ka, FlamingVictini, and Diogo for suggesting improvements to the template for the cores :]
 
POLIPLUMELIX
+
+


Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Circle Throw
- Rest
- Sleep Talk

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Moonblast
- Giga Drain
- Sludge Bomb
- Moonlight

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 248 HP / 104 Atk / 72 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic


These 3 mons have amazing synergy, they are able to deal with a very wide variety of mons. Poliwrath deals with fire/water/dark/steel types while vileplume deals with grass/ground/faries and that leaves steelix to deal with the 2 types that threaten these which are psychic/flying while also bringing electric immunity to help poliwrath. Both poliwrath and vileplume are also able to deal with fighting types that threaten mega-lix.
 

EonX

One and Only
is a Site Staff Alumnusis a Smogon Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
You may already have a plan for this slurmz, but I know there's some hazard stacking cores from previous threads (most of them for hyper offense iirc) Are you planning on just putting them under their respective playstyle? Also, here's a funsies offensive core that's hella fun to use:

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+

Meloetta @ Life Orb / Choice Specs / Colbur Berry
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock / Psychic
- Focus Blast
- Dazzling Gleam

Accelgor @ Life Orb
Ability: Sticky Hold / Unburden
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Giga Drain / Hidden Power Ice
- Spikes

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Dragon Claw / Superpower

The idea of this core is to allow Meloetta to break down defensive cores for Accelgor and / or Tyrantrum to exploit later on in the game. By running full coverage, Meloetta is able to threaten just about every defensive Pokemon in the tier with heavy damage. I prefer to use Psyshock is a p. neat option on Meloetta so it can deal with stuff like Virizion and Eelektross with more reliability, especially considering it already has Hyper Voice to hit key physically defensive Pokemon (Alomomola, Aromatisse, Granbull, etc.) and it has the same BP as Psychic. Psychic still is usable for the 20% chance of a SpDef drop due to Serene Grace, which could force the opponent into an awkward situation. As for the item choice, there's three options for AoA Meloetta. I prefer Life Orb to switch moves and make it that much harder for defensive Pokemon to stop Meloetta. However, Meloetta definitely has usable special bulk, so there's two other options if you want to exploit that a little more. Choice Specs keeps the power sky high, but locks Meloetta into a single move. With Dark-types being super common, this can make its Psychic-type STAB incredibly risky in some situations. Speaking of Dark-types being everywhere, Meloetta can utilize Colbur Berry. This is sort of a middle ground approach. While Meloetta doesn't get the power boost, it can switch moves while retaining the ability to tank virtually any neutral special attack (it lives Specs Boomburst from Exploud, so yeah...) This can also let Meloetta lure in and beat certain Dark-types without relying on teammates (Houndoom, Sharpedo, Absol, etc.)
Accelgor is up next and man is this thing really cool right now. The metagame is very offensive with all of the powerful offensive powerhouses in the tier making it next to impossible to use stall (unless you're tehy, but there's always an exception to any rule or trend) Base 145 Speed is nothing to mess with at all and allows it to outpace everything in the tier up to and including Choice Scarf Medicham and Choice Scarf Tyrantrum. I bolded those two because that's HUGE for an offensive Pokemon to outpace those two menaces for an offensive team without the help of a Choice Scarf no less. Bug Buzz is typical STAB and Focus Blast is the main coverage option to tear into Mega Steelix, Choice Scarf Tyrantrum, and other assorted threats. Giga Drain dismantles Rhyperior and Seismitoad while doing a truckload to Alomomola. Hidden Power Ice can be very useful in taking out Flygon before it can use Defog. Spikes seems odd on such a frail offensive Pokemon, but you can use the move early game to bluff the lead set and then save Accelgor for late-game to clean up. As for ability choice, it's really sort of negligable. Sticky Hold prevents Accelgor from losing its Life Orb via Knock Off and Unburden doubles its already ridiculous Speed should it get hit with Knock Off. However, with 80 / 40 physical bulk uninvested, it's very unlikely you'll survive the Knock Off to benefit either way anyway.
Last up is Tyrantrum. Once Meloetta has worn down the defensive core with an assist from early-game Spikes by Accelgor, Tyrantrum is usually free to come in and clean up. Head Smash is Head Smash. We all know how strong it is and how very, very few offensive Pokemon can even take one, much less two if they try to switch in. Outrage is another strong STAB that can be used when a Head Smash resist not named Mega Steelix still exists on the opposing team late. Earthquake is nice if you need to revenge kill a target, such as Houndoom or opposing Tyrantrum, mid-game. Dragon Claw serves generally the same purpose, but Superpower can be used for a stronger hit on Mega Steelix and Rhyperior if you want. EVs are standard and Rock Head is the obvious ability. Honestly, who doesn't know what this thing does at this point?
For ever decision you can make with this core, I have bolded the options I choose for this core based largely on the team I use it with. I like the SpDef drops with Meloetta and I use Life Orb as I don't really have another wallbreaker for the team I use it on. For Accelgor, I use HP Ice as I have a very reliable switch-in for Rhyperior, Seismitoad, and Alomomola with the team this core is on. Sticky Hold simply because that power boost from Life Orb is really necessary for Accelgor imo. Finally, I use Dragon Claw on Tyrantrum because.... well, that's just always been a personal preference of mine.
 

eren

je suis d'ailleurs
POLIPLUMELIX
+
+


Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Circle Throw
- Rest
- Sleep Talk

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Moonblast
- Giga Drain
- Sludge Bomb
- Moonlight

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 248 HP / 104 Atk / 72 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic


These 3 mons have amazing synergy, they are able to deal with a very wide variety of mons. Poliwrath deals with fire/water/dark/steel types while vileplume deals with grass/ground/faries and that leaves steelix to deal with the 2 types that threaten these which are psychic/flying while also bringing electric immunity to help poliwrath. Both poliwrath and vileplume are also able to deal with fighting types that threaten mega-lix.
Ill add
You may already have a plan for this slurmz, but I know there's some hazard stacking cores from previous threads (most of them for hyper offense iirc) Are you planning on just putting them under their respective playstyle? Also, here's a funsies offensive core that's hella fun to use:

+
+

Meloetta @ Life Orb / Choice Specs / Colbur Berry
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock / Psychic
- Focus Blast
- Dazzling Gleam

Accelgor @ Life Orb
Ability: Sticky Hold / Unburden
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Giga Drain / Hidden Power Ice
- Spikes

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Dragon Claw / Superpower

The idea of this core is to allow Meloetta to break down defensive cores for Accelgor and / or Tyrantrum to exploit later on in the game. By running full coverage, Meloetta is able to threaten just about every defensive Pokemon in the tier with heavy damage. I prefer to use Psyshock is a p. neat option on Meloetta so it can deal with stuff like Virizion and Eelektross with more reliability, especially considering it already has Hyper Voice to hit key physically defensive Pokemon (Alomomola, Aromatisse, Granbull, etc.) and it has the same BP as Psychic. Psychic still is usable for the 20% chance of a SpDef drop due to Serene Grace, which could force the opponent into an awkward situation. As for the item choice, there's three options for AoA Meloetta. I prefer Life Orb to switch moves and make it that much harder for defensive Pokemon to stop Meloetta. However, Meloetta definitely has usable special bulk, so there's two other options if you want to exploit that a little more. Choice Specs keeps the power sky high, but locks Meloetta into a single move. With Dark-types being super common, this can make its Psychic-type STAB incredibly risky in some situations. Speaking of Dark-types being everywhere, Meloetta can utilize Colbur Berry. This is sort of a middle ground approach. While Meloetta doesn't get the power boost, it can switch moves while retaining the ability to tank virtually any neutral special attack (it lives Specs Boomburst from Exploud, so yeah...) This can also let Meloetta lure in and beat certain Dark-types without relying on teammates (Houndoom, Sharpedo, Absol, etc.)
Accelgor is up next and man is this thing really cool right now. The metagame is very offensive with all of the powerful offensive powerhouses in the tier making it next to impossible to use stall (unless you're tehy, but there's always an exception to any rule or trend) Base 145 Speed is nothing to mess with at all and allows it to outpace everything in the tier up to and including Choice Scarf Medicham and Choice Scarf Tyrantrum. I bolded those two because that's HUGE for an offensive Pokemon to outpace those two menaces for an offensive team without the help of a Choice Scarf no less. Bug Buzz is typical STAB and Focus Blast is the main coverage option to tear into Mega Steelix, Choice Scarf Tyrantrum, and other assorted threats. Giga Drain dismantles Rhyperior and Seismitoad while doing a truckload to Alomomola. Hidden Power Ice can be very useful in taking out Flygon before it can use Defog. Spikes seems odd on such a frail offensive Pokemon, but you can use the move early game to bluff the lead set and then save Accelgor for late-game to clean up. As for ability choice, it's really sort of negligable. Sticky Hold prevents Accelgor from losing its Life Orb via Knock Off and Unburden doubles its already ridiculous Speed should it get hit with Knock Off. However, with 80 / 40 physical bulk uninvested, it's very unlikely you'll survive the Knock Off to benefit either way anyway.
Last up is Tyrantrum. Once Meloetta has worn down the defensive core with an assist from early-game Spikes by Accelgor, Tyrantrum is usually free to come in and clean up. Head Smash is Head Smash. We all know how strong it is and how very, very few offensive Pokemon can even take one, much less two if they try to switch in. Outrage is another strong STAB that can be used when a Head Smash resist not named Mega Steelix still exists on the opposing team late. Earthquake is nice if you need to revenge kill a target, such as Houndoom or opposing Tyrantrum, mid-game. Dragon Claw serves generally the same purpose, but Superpower can be used for a stronger hit on Mega Steelix and Rhyperior if you want. EVs are standard and Rock Head is the obvious ability. Honestly, who doesn't know what this thing does at this point?
For ever decision you can make with this core, I have bolded the options I choose for this core based largely on the team I use it with. I like the SpDef drops with Meloetta and I use Life Orb as I don't really have another wallbreaker for the team I use it on. For Accelgor, I use HP Ice as I have a very reliable switch-in for Rhyperior, Seismitoad, and Alomomola with the team this core is on. Sticky Hold simply because that power boost from Life Orb is really necessary for Accelgor imo. Finally, I use Dragon Claw on Tyrantrum because.... well, that's just always been a personal preference of mine.
I was indeed just planning on putting them under their respective style, I.e 49's Rupt + Garb + Mowtom under balance. I can definitely see myself maybe throwing in a subsection under defensive after I finish addinf everything specifically geared towards spikestack because that is a good idea. Thanks

Talked about this on ps

I'll add the core sooner or later, thanks both.

Ill edit this post when everything is updated.
 
The Vile Sumo Wrestler of Doom! [Silly name, but oh well]

Vileplume @ Leftovers
Ability: Effect Spore
EVs: 192 HP / 100 Def / 216 SpA
Modest Nature
- Synthesis
- Moonblast
- Giga Drain
- Sludge Bomb

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 196 HP / 252 Atk / 60 SpD
Adamant Nature
- Knock Off
- Heavy Slam
- Close Combat
- Fire Punch

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Fire Blast
- Sludge Bomb


These 3 work very well together because they all take on eachother's threats very well. Vileplume is weak to Fire, Psychic, Ice, and Flying. Hariyama and Houndoom can both switch in on Fire due to having Thick Fat to resist it or Flash Fire to be outright immune to it, Houndoom can switch into Psychic with immunity, and both resist Ice. Hariyama is weak to Flying and Psychic, which Houndoom can come in on Psychic types. Houndoom is weak to Fighting, ground, rock, and water, all of which Vileplume can switch in on with ease. All in all, this is a strong core that makes up for the other members' weaknesses, only really fearing Flying. Enjoy :)
 

Ping_Pong_Along

Bitches love underscores


This is a fun core I'd been using quite a bit before the tier changes. Defensively the two have really nice synergy, with Gourgeist-XL resisting Drapion's only weakness and Drapion resisting 3/5 of Gourgeist-XL's weakness. Drapion can Taunt to help shut down things like Alomomola and lay down Toxic Spikes, while Gourgeist-XL spinblocks and takes out Seismitoad and neuters Mega Steelix. I was using it on stall, but I could see this working well on balanced teams as well.

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Knock Off
- Taunt
- Toxic Spikes
- Pursuit / Poison Jab

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Synthesis
- Seed Bomb
- Will-O-Wisp
- Rock Slide
 

rau

chesto
is a Live Chat Contributor Alumnusis a Tiering Contributor Alumnus
Twice the hazards
Twice the boom
Fuck Flygon


Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Ice Shard
- Spikes
- Explosion

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- Stealth Rock
- Dark Void
- Explosion

Flygon poses a problem to Smeargle as it can clear all the hazards the latter takes effort. Glalie can slightly remedy this issue, as it is not only able to deter Flygon from ever switching in, but it also lays hazards on its own, thereby providing even better support to its team. The basic premise is essentially setting up with Smeargle, Dark Voiding any prevalent threats that might want to set up hazards of their own. Explosion gives momentum so as to give a comfortable switchin to either Glalie or any other partner. Glalie functions in a similar way: Spikes + Rocks is always great to have on the opposing team, Double Edge and Return are honestly the most useful tools you'll have on this team (the former being Glalie's strongest move barring Explosion, with the latter picking off flygon), and Explosion to provide a bit of momentum aside from being a great skull button. This core honestly has problems with Blastoise around, yet putting freeze-dry over anything on glalie would really neuter this core's effectiveness. As for partners, Wallbreakers, Setup Sweepers, and Cleaners alike all appreciate the hazards these two lay down, so you can go wild there.
 
Twice the hazards
Twice the boom
Fuck Flygon


Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Ice Shard
- Spikes
- Explosion

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- Stealth Rock
- Dark Void
- Explosion

Flygon poses a problem to Smeargle as it can clear all the hazards the latter takes effort. Glalie can slightly remedy this issue, as it is not only able to deter Flygon from ever switching in, but it also lays hazards on its own, thereby providing even better support to its team. The basic premise is essentially setting up with Smeargle, Dark Voiding any prevalent threats that might want to set up hazards of their own. Explosion gives momentum so as to give a comfortable switchin to either Glalie or any other partner. Glalie functions in a similar way: Spikes + Rocks is always great to have on the opposing team, Double Edge and Return are honestly the most useful tools you'll have on this team (the former being Glalie's strongest move barring Explosion, with the latter picking off flygon), and Explosion to provide a bit of momentum aside from being a great skull button. This core honestly has problems with Blastoise around, yet putting freeze-dry over anything on glalie would really neuter this core's effectiveness. As for partners, Wallbreakers, Setup Sweepers, and Cleaners alike all appreciate the hazards these two lay down, so you can go wild there.
If you are running dark void to sleep common hazard setters there is really no reason to run it over spore, wouldnt want to be missing crucial dark voids.
 
If you are running dark void to sleep common hazard setters there is really no reason to run it over spore, wouldnt want to be missing crucial dark voids.
I think hes running dark void so all pokemon can be put to sleep, since spore doesnt affect grass types.
 

Cheryl.

Celesteela is Life
Le BugSpam

Here it is, the BugSpam core. BugSpam is actually a pretty cool strategy, as Bug is a pretty good offensive typing right now in RU, and we have a lot of good Bug types, the two being showcased in this core are Durant and Accelgor. While this core doesn't have much defensive synergy, it actually has pretty good offensive synergy as the two can weaken their checks and counters with their power and coverage. Accelgor's 145 speed also lets it outspeed Scarfers up to 80 speed, so they cannot revenge Durant. Accelgor also is a great offensive Spiker right now to the switches it causes, so that can weaken switchins a bit so the two can clean up easier. Rhyperior is the the best partner for this core, as it resists Fire and Flying type moves that hit Accelgor and Durant hard, and can also set up Stealth Rock. It also benefits from the BugSpam duo's resistance to Grass types. Flygon is an alternative choice that doesn't resist Flying types, but resists Fire and is immune to Gorund type moves and can Defog hazards away and get the duo in safely with U-Turn. VoltTurn, as previously stated, brings the duo in safely, which can help a lot in their destruction of the other team. Overall, BugSpam is a pretty unique core that terrorizes offense really well and I hope you like it!

Durant @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Thunder Fang
- Superpower

Accelgor @ Life Orb
Ability: Sticky Hold
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Energy Ball / Sludge Bomb
- Spikes
 
Last edited:

EonX

One and Only
is a Site Staff Alumnusis a Smogon Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
New year, new drops. Time for some Diancie cores!

+

Diancie @ Life Orb
Ability: Clear Body
EVs: 232 HP / 24 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Diamond Storm
- Earth Power

+

Emboar @ Life Orb
Ability: Reckless
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch / Sleep Talk

Diancie is a complete monster under Trick Room. With a great STAB combination, stupid high bulk, and a decent enough defensive typing, Diancie is able to set up Trick Room against numerous threats in RU. Moonblast and Diamond Storm are the obligatory STAB moves. Both have nice secondary effects that can help in certain situations. Earth Power is for Mega Steelix and other assorted Steel-types that could otherwise cause Diancie some grief. The given spread maximizes Special Attack as Diancie will be using Moonblast most often and puts Diancie at 299 HP, the maximum amount while keeping Life Orb recoil down to 29. The rest goes into Attack to give Diamond Storm a little extra power on neutral targets. There's an obvious issue Diancie has as a Trick Room setter. It attracts a lot of attention from Bronzong and Escavalier. Thankfully, Emboar deals with both quite nicely while also taking advantage of Trick Room. Emboar's base 65 Speed is iffy for a Trick Room team, but the insane power it has more than makes up for it. Even at -1, Emboar can take out Bronzong with STAB Flare Blitz. You'll generally be clicking Flare Blitz unless another move is warranted as even resisted hits will be doing a ton of damage. Superpower is a good secondary STAB move for when you want to keep some HP, but don't use it too early under Trick Room so as to not waste the limited turns. Wild Charge drills fat Water-types and can be very useful on predicted Houndoom switch-ins. Sucker Punch is generally the better move in the 4th slot so Emboar can keep offense honest outside of Trick Room. It's also very nice for when Trick Room runs out and Emboar is on low HP / not likely to get another shot to switch-in in order to get off some solid chip damage. EVs are what you would expect from a Trick Room sweeper, but keep in mind that Emboar has a gigantic HP stat and meager defenses, thus making it plausible to shift some HP to its defenses. That being said, the extra HP is usually preferred to eat up more recoil damage from Flare Blitz and Wild Charge.


+

Alomomola @ Leftovers / Rocky Helmet
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Bold Nature
- Wish
- Protect
- Scald
- Toxic

+

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 164 Def / 92 SpD
Relaxed Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Heal Bell

This is a great core on balanced and stall teams. Between Alomomola and Diancie, you can cover a lot of the metagame's top threats. Houndoom Tyrantrum, Mega Steelix, Absol, Sharpedo, Fletchinder, and Exploud are all covered fairly well by these two. You also get a ton of important defensive roles as well. Wishes, cleric, status spread, and Stealth Rock, all of which are much appreciated on balance and stall teams. Alomomola is well-known by now, so I won't really talk about it much. Regenerator allows you to come in, status something, use Wish, and then get out whenever you need to. Diancie is the one I'll go much more in detail with. Diancie is one of the best defensive Pokemon in the tier hands down. While its base 50 HP holds it back some, titanic base 150 defenses more than make up for this. With the given EV spread, Diancie can wall physical and special attackers alike while supporting the team with Stealth Rock or Heal Bell. Twin base 100 attacking stats and strong STAB options also means Diancie is no sitting duck either. Moonblast prevents most Fighting- and Dark-types from trying to set up to break through Diancie while Diamond Storm not only has a 50% chance to boost Diancie's Defense to absolutely obscene levels, but it also OHKOes Delphox, Houndoom, and Fletchinder while also having a small chance of OHKOing Sigilyph. Heal Bell is a big move for Diancie and its defensive prowess wouldn't be quite as good without it. When Diancie comes in on something it walls, you can choose to either threaten a KO with the proper STAB move, or simply take the time to utilize Heal Bell to cure your team of status ailments. This also helps considering Bronzong and Mega Steelix are very common switch-ins against defensive Diancie and they commonly carry Toxic to try and ruin Alomomola switch-ins. Relaxed nature is used so Diamond Storm gets the guaranteed OHKO on Delphox while also giving it a decent chance to OHKO Sigilyph. The biggest issue for Alomomola is status and Diancie just covers it right up. Diancie lacks reliable recovery, but 250 HP Wishes more than covers that issue. Just make sure that this core is supported with Pokemon capable of switching into Grass-types.
 

eden

and now you die, amigo
is a Tiering Contributor Alumnusis a defending SPL Champion


Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 88 Atk / 252 SpA / 168 Spe
Mild Nature
- Blizzard
- Giga Drain
- Focus Blast
- Ice Shard


Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Healing Wish
- Dazzling Gleam
- Psyshock



Poliwrath @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Focus Blast
- Hydro Pump
- Ice Beam
- Vacuum Wave

I usually tend to play Stall in RU, but recently I've been asking friends for offensive teams; And this is on one of the teams I was passed, don't remember who passed it to me but thanks :). This is an offensive core that can switchin to most of the prominent threats to Abomasnow in the tier(except Fletchinder and perhaps Eelektross), and dish out some pain. Mesprit is a solid check to Gurdurr/Hariyama that are switched in to Mega Abomasnow, and end up not being able to check MAboma a second time. HW from Mesprit give MAboma a second lease on life, while Poliwrath is running the really fun specially offensive set that serves an an offensive teams primary switchin to stuff like Houndoom. All three obviously do love the SR that Mesprit sets down, and HW can obviously be a blessing for any other member of an offensive team that's low on health, and crucial to a win~
 

Cheryl.

Celesteela is Life
+

Kabutops + Venusaur

Swords Dance Kabutops is a great sweeper/wallbreaker right now as it's a Water type that takes advantage of Fletchinder to set up, and also has a great STAB combination combined with priority. However, it struggles greatly with bulky Grass-types and Water/Ground types too, so Venusaur is a great partner for Kabu, as it walls most Grass-types easily and beats them with Sludge Bomb, and it also beats Water/Ground types with Leaf Storm. Kabutops can also switch in Fletchinder, who threatens Saur, and force Fletch out and set up. Venusaur can also weaken walls so Kabu can clean up later in the game. Fire-types like Houndoom and Delphox pair greatly with this core to complete the FWG core. Psychic-types threaten the core as they hit Kabutops and Venusaur hard, so something that can Pursuit trap them, like Spiritomb and Houndoom, are good partners. Overall, this is a great offensive core that's been working out greatly for me and I hope you like it!

Kabutops @ Lum Berry / Life Orb
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Stone Edge

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Sludge Bomb
- Synthesis
- Hidden Power Fire


PS: if you're wondering why Chlorophyll on Saur, it's to have a good check against sun teams, which are popular in the current meta.
 

MrAldo

♦♣♥♠
is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
Moderator
Goona drop a couple, if that isnt much of a trouble!

Offensive core

+

(Gallade) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Zen Headbutt
- Close Combat

(Aerodactyl) @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Pursuit
- Earthquake
- Roost
- Stone Edge

Aerollade! Pursuit Aero + Gallade is a really cool combo that works really well together since gallade weaken or straight up dismantle rock and steel types that aerodactyl hates plus being a really good balance breaker in general while aerodactyl is able to pursuit trap the primary offensive checks to gallade like sigilyph, delphox and meloetta to an extent since they would want to stay in; more importantly, is one of the few pursuit trappers that can beat fletchinder and trap it, something that is absolutely huge for gallade since it cant do anything against the bird. Aerodactyl also helps with flying types in general something that gallade absolutely appreciates. Medicham works over gallade the same way but went with gallade cause too many high jump kick misses :)

Defensive core

+

(Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Toxic Spikes
- Drain Punch
- Gunk Shot

(Braviary) @ Leftovers
Ability: Defiant
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Substitute
- Roost

The defensive synergy between these 2 isnt really apparent but they work absolutely well together with the focus of the core itself, the hazards. Garbodor, being able to have both spikes and toxic spikes in one set, is fantastic and all of braviary checks besides rotom-N absolutely despise spikes or toxic spikes so putting them in a timer helps a lot for braviary to setup and sweep. Braviary helps with the flygon issue since thanks to defiant they will think twice before pressing defog, and braviary can grab pretty much every flygon variant (unless it has toxic) as setup bait which garbodor loves given it is its main nemesis.

Cheers!
 

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