Resource PU Good Cores

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USUM PU Good Cores
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Welcome to the PU Good Cores thread, where you can post, discuss, and debate about an essential part of teambuilding: the synergy between certain Pokemon.

Using the cores posted below can make your team better in a lot of ways, either by helping the team with covering common threats, or by providing your team with strong offensive synergy. For example: Alolan Sandslash can be built together with Lanturn and Mesprit to cover its weaknesses to threats like Simisear and Hitmonchan. Or, Victreebel can be used to switch into and KO many of Stoutland's counters so that Stoutland can spam its Normal-type moves freely.

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Post Your Core
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The primary aim of this thread is for PU's more experienced players to post their cores to aid other users in teambuilding. The archive will be updated each time a good core is added to the thread.

For posting your core, you NEED to:

Show the members of the core (with sprites, if possible);
Say what type of core it is, if it's defensive-, offensive-, or balance-based;
Provide an importable of the movesets that will be used in said core;
Give an explanation of how the core works together in the current meta.
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Core Archive
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Core Archive Archive
https://serebii.net/pokedex-sm/icon/777.png

 
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Offense Volt-Turn
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Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Swords Dance
- U-turn
- Aerial Ace
- Roost

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Toxic

OR...

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 132 SpD / 124 Spe
Modest Nature
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Fire]

Scyther and Lanturn have terrific type synergy as they cover each others weaknesses perfectly. Lanturn acts as the slow pivot allowing Scyther to come in for free off of a slow Volt Switch. Scyther is able to set up on opposing threats and works as a fantastic late game sweeper. These Pokemon cover each others weaknesses terrifically and are great for gaining Momentum on the opposing team.
 
Z-LOVELY OFFENSE

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Jynx (F) @ Normalium Z
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psyshock
- Nasty Plot
- Lovely Kiss

Hitmonchan (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
- Rapid Spin
- Drain Punch
- Mach Punch
- Ice Punch

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 112 SpD / 144 Spe
Adamant Nature
- Pursuit
- Crunch or Poison Jab
- Sucker Punch
- Taunt

This core is built around the classic Psychic/Dark/Fighting types and functions by removing the threats by pivoting into the different types, and trapping them with Pursuit to remove any threats that might come in. Jynx is the main powerhouse of the core, and handles Fighting types surprisingly well now that Hariyama is gone, as well as Poison/Grass/Flying types that the other two struggle against. Hitmonchan can rapid spin away the hazards, as well as hitting Steels/Rocks that can come in on Jynx, and Hitmonchan effectively baits in Ghost types if hazards are up (opponent will expect rapid spin), and Psychic types with it's fighting typing, which Skuntank can take advantage of by not only clearing toxic spikes but also Pursuit trapping the mons that come in. It's Dark typing blocks the psychic types, and it's poison typing can help deal with the fairies that normally threaten Hitmonchan out such as Mime or Granbull, as well as being a great check to Musharna in the tier. Finally, Jynx puts it all together once the threats are removed by being able to freely set up with Z lovely kiss and clean their remaining threats. For Sets, you may run AV on Hitmonchan as well, and Ice Punch or Thunder Punch work. For Skuntank, if you do not want the dual hazard removal, you may choose to run any of the 3 of Crunch/Poison Jab/Taunt. The 144 speed is to outspeed things like Modest Ludicolo.

Thanks Dibs The Dreamer for Set Help


 
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Spikes Stack Balance Core

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Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 168 Def / 92 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball / Knock Off
- Leech Seed
- Spikes
- Protect

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 192 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Toxic / Protect
- Heal Bell / Protect

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 124 Atk / 16 Def / 116 SpD
Impish Nature
- Stealth Rock
- Rock Slide / Stone Edge
- Earthquake
- Toxic / Thunder Wave / Counter
This is a great balance core that is built around getting spikes up and slowly whittling the enemy team. The core aims to patch up Ferroseeds biggest flaw of allowing free fire type switch ins with two of the best fire checks in the tier. The core has a lot to offer balance as well. Ferroseed + Regirock can check most all normal types in the tier, Lanturn + Ferroseed can check pretty much every water type, Lanturn + Regirock checks every flying type, and it can check volt turn cores with Lanturn blocking volts and Ferroseed punishing Uturns. On to the sets. Ferroseed's moves are fairly self explanatory: Gyro Ball is its strongest stab option but Knock Off can help vs opposing defensive teams by knocking lefties and LeechTect helps with longevity. Ferroseed has enough defensive investment to live Adamant Kabutops's Z Superpower after rocks with the rest dumped into spdef to help vs bulky waters it is meant to check. Scald and Volt Switch are obligatory on Lanturn, Toxic cripples incoming bulky waters, and Heal Bell helps keep teammates healthy. Protect is an option over either support move as 1 a means of scouting and 2 increasing longevity via leftovers recovery. The spread is adapted from NU spread last gen with enough Defense to live +2 Psyshock from LO Alolan Raichu. Regirock sets rocks for the core and has EdgeQuake coverage. last slot is flexible and can be used to fit whatever your team needs. Toxic cripples hazard removal options that tend to switch in such as Hitmonchan, Prinplup, Lurantis, etc. Thunder Wave can slow down offensive threats. Counter helps vs normal types with coverage to hit Regi as well as "luring" some fighting types that can't 1 shot Regirock. The EV spread avoids the 2hko from LO Tauros's Iron Tail as well as living LO Solarbeam from Charizard after rocks.

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 168 Def / 92 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Spikes
- Protect

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 192 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Toxic
- Heal Bell

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 124 Atk / 16 Def / 116 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Earthquake
- Toxic

Musharna @ Fairium Z
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Moonlight

Skuntank @ Leftovers
Ability: Aftermath
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Hidden Power [Grass]
- Defog

Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Sleep Talk
Musharna adds a crucial fighting check and psuedo breaker for the team. Special Defog Skuntank is a Psychic and grass check as well as hazard control option if opposing spikes get out of hand but most importantly absorbs Tspikes which would otherwise destroy this team. Scyther is the revenge killer that is devoted to checking Lillgant which has the potential to run through the team.
 
Offensive Core

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Absol @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Superpower
- Pursuit

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Gunk Shot
- Stone Edge

Easy U-turn + breaker core. Primeape is checked by bulky ghost and psychic-types, which Absol feasts upon with Knock Off. All Primeape has to do is predict with a U-turn, and bring in Absol for free as they go to Musharna/Sableye/Golurk/etc. Absol runs Pursuit here so it can trap the mentioned pokemon for Primeape. These two pokemon also do pretty nicely against offense because Scarf Primeape is a good cleaner and Absol's Sucker Punch is very threatening. Sets are variable.
 
Ferroseed + Lanturn + Weezing

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Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 168 Def / 92 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball / Knock Off
- Leech Seed
- Spikes / Stealth Rock
- Protect / Thunder Wave

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 60 HP / 140 SpA / 188 SpD / 120 Spe
Calm Nature
IVs: 0 Atk / 30 SpA
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]

Weezing @ Icium Z / Black Sludge
Ability: Levitate
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Haze / Pain Split
- Toxic Spikes

Nice balanced core that covers most threats of the current tier. Ferroseed's awesome typing and defensive capabilities makes it a great wall against most physical attackers, most notably Normal-types and Water-types. The addition of Iron Barbs punishes physical mons through chip damage and forces them to switch out. Ferro can also provide Rocks and/or Spikes which benefits any team. Ferro struggles with most special attackers and notably fire type mons which is why Lanturn was chosen.

Lanturn comes in on fire types as well as other special attackers that Ferroseed struggles with and either attacks or volt switches out, creating momentum. Lanturn also acts as the special sponge of the core and provides important electric immunity. Together, Ferro and Lanturn punish volt-turn teams, stacks hazards and has momentum with Volt-Switch. However, Fighting-type and Grass-type mons and strong Earthquakes overwhelm this core.

Weezing provides the core with a reliable Fighting and Grass type check/counter as well as a way to deal with edge-quake mons. Weezing also can stop most set-up mons specifically Lilligant and Gurdurr that threaten this core.

This core fits nicely on balanced as well as defensive teams for its ability to cover most mons in the meta.
Enjoy!





 
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Defensive Core

Ferroseed, Lanturn, and Togetic

These mons cover each others weaknesses perfectly. The versatility of the sets you can run between the three is what makes this core so great.
Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Dazzling Gleam

Togetic @ Eviolite
Ability: Serene Grace
EVs: 252 HP / 120 Def / 4 SpA / 132 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Dazzling Gleam
- Heal Bell

The second set being much more reliable in that lanturn doesnt appreciate being widdled down by rocks. And defog is just very nice in general.

Togetic works as an amazing check to fighting types, as well as a soft check to most unboosted neutral hits from anything.
Ferroseed sets don't really show too much variance. The most common being the obvious set

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 160 Def /100 SpD
IVs: 0 Spe
Relaxed Nature
- Spikes / Stealth Rock
- Leech Seed / Toxic
- Protect
- Gyro Ball

Spikes is an alternative to rocks really only if you've got another setter. Toxic being good if you want to run av lanturn, and fire blast togetic. This is very niche and leech is almost always better. Leech seed also provides the utility in that it continues leechin' even after you swap, providing light recovery for mons on your team.
Lanturn is a jack of many trades. There are three common sets. The first being assault vest. Assault vest is a good sponge for any normal or resisted special hit. It also has a way of recovering its own hp in volt absorb. This compliments well with togetic's weakness. The second set being a sp.def cleric with heal bell and toxic. The third being specs, which is very niche but is a surprisingly hard hitter.

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 132 SpD / 120 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 140 Def / 208 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Toxic
- Volt Switch
- Scald

Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Volt Switch
The biggest threat to this core is really just zangoose, stoutland and ursaring. As they hit hard with facade and can break a hole through ferroseed with their respective fighting moves.

Good partners for the core would be a ghost type for the weakness to normal spam. Such as golurk or oricorio sensu. It is also missing a way to phaze your opponent out. So piloswine with rocks and roar is a nice fit.
 
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Offensive FWG core.
Pyroar @ Choice Scarf / Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flamethrower
- Hyper Voice
- Hidden Power [Grass]

Simipour @ Fightinium Z / Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Grass Knot
- Superpower
- Knock Off

- or -

Simipour @ Waterium Z
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Rain Dance / Substitute
- Hydro Pump
- Superpower / Ice Beam
- Grass Knot / Nasty Plot

Lilligant (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hidden Power [Fire]

Very simple concept. FWG is basically perfect coverage.Lilligant acts as utility in that it sleep powders nom grass mons and allows simipour to come in and set up.As well as being a setup sweeper itself. Simpour is fightium z for ferroseed mainly, waterium z can be used as a hard water move. Life orb is also an option to have boosted damage on every move. Pyroar can be specs or scarf. Personally i prefer scarf just because youre guaranteed to outspeed stuff like +2 Adamant Barbaracle and Adamant Kabutops in rain with hp grass in response.


Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Icicle Crash
- Ice Shard
- Earthquake

Rocks are nice on any team and this team appreciates the priority in ice shard.

Granbull @ Normalium Z / Fairium Z
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Heal Bell / Roar
- Play Rough
- Earthquake
- Close Combat

Fighting resists are always nice,heal bell for your offensive mons. Roar to phase out things that attempt to set up in your face. Fairium z is just a very strong wallbreaking option. Roar when you're fairium z.

Hitmonchan (M) @ Life Orb / Assault Vest
Ability: Keen Eye
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Drain Punch
- Mach Punch
- Ice Punch

Rapid spin is always nice, and mach punch helps handle zangoose and absols.

Leavanny @ Focus Sash
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Magic Coat
- X-Scissor
- Knock Off

This serves two purposes. Sticky web, and is also a soft check to lilligant as you can come in on sleep powder, outspeed, and ohko with x scissor. As well as being able to get a free knock off on the switch.
 
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Offensive FWG core.
Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flamethrower
- Hyper Voice
- Hidden Power [Grass]

Samurott @ Lum Berry
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn

Lilligant (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hidden Power [Ice]

Very simple concept. FWG is basically perfect coverage. Lilligant can act as a utility mon allowing for samurott to come in and set up on a sleeping mon. As well as being a setup sweeper itself. Samurott is lum to avoid being statused which hinders its setup potential. Pyroar can be specs or scarf. Personally i prefer scarf just because youre guaranteed to outspeed stuff like +2 Adamant Barbaracle Adamant, and Kabutops in rain with hp grass in response. Samurott is just a great late game cleaner once the walls are widdled down by other mons.


Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Icicle Crash
- Ice Shard
- Earthquake

Rocks are nice on any team and this team appreciates the priority in ice shard.

Granbull @ Normalium Z / Fairium Z
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Heal Bell / Roar
- Play Rough
- Earthquake
- Close Combat

Fighting resists are always nice, as well as heal bell for your offensive mons. Roar to phase out things that attempt to set up in your face. Fairium z is just a very strong wallbreaking option. Roar when youre fairium z.

Hitmonchan (M) @ Life Orb / Assault Vest
Ability: Keen Eye
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Drain Punch
- Mach Punch
- Ice Punch

Rapid spin is always nice, and mach punch helps handle zangoose and absols.

Leavanny @ Focus Sash
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Magic Coat
- X-Scissor
- Knock Off

This serves two purposes. Sticky web, and is also a soft check to lilligant as you can come in on sleep powder, outspeed, and ohko with x scissor. As well as being able to get a free knock off on the switch.
Samurott is banned, so you have to replace it with something else.
 
Gurdurr Offense
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Absol @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Sucker Punch
- Play Rough / Fire Blast / Iron Tail

Gurdurr @ Eviolite
Ability: Guts
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Bulk Up

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Parting Shot
- Multi-Attack
- Flamethrower
- Thunder Wave

One of my favorite type cores in ORAS OU was Dark+Fighting+Fairy made by Bisharp, Mega Gallade, and Sylveon. I tried to bring some elements of that into this core. 4 attacks Absol is a fantastic breaker and has the ability to Pursuit trap Psychic and Ghost types that can threaten or stop Gurdurr's sweep late game. If it doesn't knock them out, it at least does a good chunk so it can be picked off later. I'd been running Play Rough in the last slot for Hariyama, but now that it's banned, Iron Tail can be used to hit Fairy types hard on the switch in, and Fire Blast can be used to lure Steels like Ferroseed if needed. Gurdurr works well with Absol as they both take on the other's checks. Gurdurr handles opposing Dark types well, and also doesn't mind switching into weaker Scalds or other status moves that may be aimed at Absol, while Absol, as stated above, can wear down Gurdurr checks. Finally, Silvally-Fairy was the last mon I chose as it gives another check to Dark types, as well as a sort of soft check to Fighting types. Parting Shot also can be used to pivot into Absol to Pursuit trap a threat, or give Gurdurr a chance to set up while Thunder Wave slows things down so that Absol is feels less pressured to go for Sucker Punch against possibly faster threats. You could go with a more defensive spread, but the max speed is useful for forcing 50/50s when dealing with non-scarf Primeape.

This core is overall fairly weak to offensive fairy types so a check to Granbull or Mr. Mime like Weezing or Bronzor help quite a lot even though they may not work as well on a Hyper Offense team with this core, though both provide hazards to help wear down the opposing team if using a more Bulky Offense.
 
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Balanced Core
Skuntank @ Choice Band
Ability: Stench
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Poison Jab
- Sucker Punch
- Pursuit

Weezing @ Icium Z
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Toxic Spikes
- Haze

This core is made up by two of my favourite Poison-types in the tier at the moment, Skuntank and Weezing. I am using a banded Skuntank set to surprise the opponent and to dish out as much damage as possible. Skuntank's Poison / Dark coverage also allows it to every Pokemon in the tier for at least neutral damage, except for Mawile and opposing Skuntanks. Skuntank's access to Pursuit also compliments the core very nicely, allowing Skuntank to trap the Psychic-type Pokemon that Weezing lures in. Weezing is used as the glue in this core, with only one weakness to Physic-types, which Skuntank is immune to. Weezing's Toxic Spikes help Skuntank wear the opponent down even further. Weezing also acts as a Ground resist in this core, thanks to its ability, Levitate.

**Tectonic Rage**: Pokemon with Tectonic Rage are able to hit Weezing for super effective damage, despite its Levitate ability, and either KO it or heavily chip it. Tectonic Rage also hits Skuntank for super effective damage and KOs it.
**Mold Breaker**: Pokemon with the ability Mold Breaker, such as Rampardos are able to break Weezing's Levitate ability and hit it with super effective Ground-type moves.
 
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Offensive Wallbreaking Core
Bandsdale and Z Sunny Day Charizards are very effective wallbreakers in their own right, Mudsdale OHKOing or 2HKOing everything except Pokemon like Sableye and Gourgeist-XL, while Charizard can destroy walls by means of Solar Power + Z Sunny Day, boosting its Speed and the damage output of its Fire-type moves. However, pairing these two Pokemon together allows for optimal coverage, as each Pokemon can take on the weaknesses of the other. Mudsdale can take on Rock- and Electric-types, while also being able to chip bulky waters, while Charizard can take on Ice-types, Grass-types, and work together with Mudsdale to take on bulky Water-types, by means of Solar Power boosted Solar Beams. Either mon can take on and chip most opposing walls, giving the other room to take them out and creating a fairly effective duo.

The main issue with this set is Chlorophyll using Grass-types such as Shiftry and Victreebel which can use Charizard's sun for their own gain. Additionally, Vanilluxe is a major threat since it counteracts Charizard's sun and can OHKO both of them with Choice Specs (can't outspeed zard). Either way, the core is really effective at breaking down walls for other teammates to sweep.

Mudsdale @ Choice Band
Ability: Stamina
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Heavy Slam
- Close Combat
- Earthquake
- Facade / Toxic

Charizard @ Firium Z
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sunny Day
- Fire Blast
- Air Slash
- Solar Beam
 
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Vanilluxe @ Never-Melt Ice
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Rash/Naive Nature
- Blizzard
- Ice Shard
- Freeze-Dry
- Flash Cannon

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Stealth Rock
- Flash Cannon

Vanilluxe is a dangerous mon that is threatening the tier rn. Steel types get in the way of that, so probopass traps and removes them for vanilluxe. This allows vanillluxe to run flash cannon to hit piloswine harder, 2hkoing after rocks. Toxic on probopass to check musharna.
 
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Offensive Core

Pyroar, Hitmonchan, and Jynx

Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Dark Pulse

Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

Jynx @ Focus Sash
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psyshock
- Focus Blast
- Lovely Kiss

This core features an offensive trio that aims to complement each other by removing threats and breaking walls. Scarf Pyroar is the first member, bringing to the table a phenomenal speed stat and high power that allows it to dispose of common scarfers such as Primeape, Scyther, and Jynx. These Pokemon threaten the other two members of the core greatly, being that they can outspeed and OHKO them, so Pyroar dealing with them is a large benefit. However, Pyroar struggles to deal with Pokémon like Regirock and Cradily, and also has a frustrating weakness to stealth rock. The next member, Hitmonchan, can solve both of these problems. Hitmonchan's access to rapid spin helps Jynx and Pyroar out greatly, as they both have a weakness to rocks. Hitmonchan also deals with the aforementioned rock types with it's strong STAB in iron fist boosted drain punch, and also brings priority to the team. Hitmonchan appreciates Pyroar's dark pulses and Jynx's ice beams to handle the psychic and flying types that it can't handle. Jynx, the final member excels at using it's great dual STABS to handle anything that threatens Pyroar or Hitmonchan, while being able to dish out heavy damage itself. In particular, psyshock handles the bulky fighting types that Pyroar fears, and ice beam eliminates the flyings that may scare off hitmonchan. Focus sash is my personal item of choice, but if the Z slot is open, you can run the nasty plot Z lovely kiss set to have higher sweeping potential.
 
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Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Shard
- Icicle Crash

Swanna @ Life Orb/Flyinium-Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Hurricane
- Scald
- Roost
Swanna resists Fire, Water, Steel, and Fighting for Piloswine while Piloswine is immune to the Electric attacks pointed Swanna. Piloswine can reliably setup Stealth Rocks throughout the match while applying offensive pressure with a near flawless combination in STAB Ice + Ground and STAB priority, while Swanna acts as relatively fast hazard control with reliable recovery and a similarly appealing STAB combination, this time of Water and Flying. This core fits well onto Balance Offensive teams that could use Hazards + Hazard Control but do not want to let go of any offensive momentum.

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Aggron @ Life Orb/Fightinium-Z
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Earthquake/Superpower
- Heavy Slam

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance
Ludicolo resists Water and Ground for Aggron and Aggron resists Flying, Bug, and is immune to Poison for Ludicolo. Aggron and Ludicolo work so nicely because they both remove each others checks, Ludicolo being able to beat bulky waters, grounds and grasses for Aggron, and Aggron being able to take on Pokemon faster than Ludicolo before it sets up rain, such as Tauros and Scyther and take out Spe Def. walls like Audino, Clefairy, and Musharna.

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Victreebel @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Weather Ball
- Sludge Bomb
- Growth

Exeggutor @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Solar Beam
- Psyshock
- Hidden Power [Fire]
- Sleep Powder

Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Defog
- Knock Off
- Sucker Punch
- Leaf Storm
What haven't I said about these 3? It's a Poison/Psychic/Dark core all with the Grass-Typing and the ability Chlorophyll. These 3 make a potent offensive Sun core along with your choice of a Fire-Type. Exeggutor is your Wallbreaker and Sleep Inducer, Shiftry is your Hazard Control and Priority, and Victreebel is your set up sweeper/cleaner.
 
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Vanilluxe @ Never-Melt Ice
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Rash/Naive Nature
- Blizzard
- Ice Shard
- Freeze-Dry
- Flash Cannon

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Stealth Rock
- Flash Cannon

Vanilluxe is a dangerous mon that is threatening the tier rn. Steel types get in the way of that, so probopass traps and removes them for vanilluxe. This allows vanillluxe to run flash cannon to hit piloswine harder, 2hkoing after rocks. Toxic on probopass to check musharna.

In the thread clearly says that you must specify which is the playstyle of the core or if it is not valid.
 
Offensive Core

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Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 192 Atk / 68 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Nasty Plot
- Focus Blast
- Thunderbolt
Gurdurr+Raichu works well as an offensive core because Raichu is able to threaten a lot of Gurdurr's counters such as Weezing, Togetic and Swanna. In return Gurdurr is able to take on a lot of the Dark and Ground types that threaten Raichu like Skuntank, Gastrodon and Piloswine.


Offensive Core

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or
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Vanilluxe @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Flash Cannon/Frost Breath
- Hidden Power [Ground]

Primeape @ Choice Scarf / Choice Band
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Gunk Shot
- Stone Edge

or

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin
Here is another cool Offensive core, Vanilluxe is a monster right now that doesn't have a lot of good switch ins but the switch ins it does have include things like Probopass, Miltank and Munchlax all of which are threatened by Fighting coverage. This core is pretty customizable but I've chosen Primeape and Hitmonchan because Primeape offers momentum in U-turn so it can U-turn on stuff like Weezing or Musharna and give Vanilluxe free switch ins. Hitmonchan on the other hand provides valuable Rapid Spin support to keep Vanilluxe healthy and not worn down by Stealth Rock.


Defensive Core

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Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Sludge Bomb
- Taunt/Pain Split/Flamethrower
- Toxic Spikes

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Taunt
- Stealth Rock
- Earth Power

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 192 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Toxic
- Heal Bell/Protect
This is a really good defensive core in the meta right now as it can take on most of the threats we have. Probopass can beat Psychic/Poison Types like Musharna and Skuntank that Weezing hates whilst Weezing is able to take on the Ground and Fighting types that threaten Probopass. Lanturn offers and Electric immunity and a good Water resist which is able to pivot out.
 
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Defensive core:

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Guzzlord @ Assault Vest
Ability: Beast Boost
EVs: 252 SpA / 192 SpD / 64 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Sludge Bomb

Togedemaru @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Zing Zap
- U-turn
- Wish
- Spiky Shield

Weezing @ Icium Z
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Haze
- Toxic Spikes

While I am more of an offense player and I know how most people react when they see a pikachu clone, but please consider the following:
The defensive utility of a steel type with recovery and a pivoting move in U-turn, these things define Togedemaru. Keep in mind how Togedemaru nautrally outspeeds and U-Turns on Piloswine, Probopass and many other pokemon ment to check it. Guzzlord has amazing Defensive capabilities whilst having decent enough offense(specs can be an option, but I like not having to wish pass into guzz every time I use it to check fire types). If you want to go for specs I did suggest this to be more of a balance oriented team as it could very easily remain offensive and momentum gaining pressence. Guzzlord's main issue is that it lacks recovery, which can be solved with wish togedemaru... for 28% recovery.
Weezing sits there as your generic fighting answere, nothing special here exept for the fact it places up Toxic spikes, a move that you will be able to abuse to great extend with Wish/Shielding passing Togedemaru.
For anyone wondering what togedemaru does with T-spikes up: Ruins Musharna, Ruins Vanilluxe(if not locked into HP Ground, which you can scout with spiky shield), with Iron Bar/Spiky Shield any physical scarf/band user doesn't want to say in on it so take that Scyther, decently powerfull special attackers such as Haunter/Oricorio who can do major damage are simply laughed at if they are not running taunt, etc etc. A special defensive steel with recovery has wide utility in this tier.
 
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Quick lil balance hazard core:

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Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Spikes
- Leaf Storm
- Sludge Bomb

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Icicle Crash
- Earthquake
- Ice Shard

An early gen 6 pu classic that still works well, these two mons cover a lot of ground in terms of resists while also being very threatening offensively and providing hazard support. There's very few defoggers that can switch in to both of them (Rose deals with Lurantis, the rare Lumineon, Swanna can't switch in, while Pilo deals with Skunk and most other random ones thanks to Ice STAB) and so combined with a spinblocker it's a very potent core against other balance teams and stall.

A more defensive Rose set also works if you think your team needs it!
 
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Murkpard Offensive Dark Spam
Murkrow @ Flyinium Z
Ability: Prankster
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Sucker Punch
- Mirror Move
- Pursuit

Liepard @ Life Orb / Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Copycat
- Substitute / Filler
This is a cool Dark Spam core I've been playing around with that utilizes two fast and tricky Prankster sweepers to break down common checks. Flynium Z offers Murkrow the opportunity to use a 195 Base Power Flying-type Move, or get a Swords Dance Boost, copy its opponents last move, and use it as a priority Z Move. The rest is pretty standard: Brave Bird is its Strongest STAB move, Sucker Punch offers STAB priority, and Pursuit is an effective STAB to trap opposing mons. Liepard uses Prankster in an interesting way too, being able to use priority Nasty Plot, Substitute, or Copycat. Copycat is really interesting in conjunction with Prankster as it allows Liepard to use the last used move on the field with priority, which can allow it to spam priority Dark Pulses. Overall the core is pretty effective in breaking down teams which rely on something like Granbull as their only Dark check.
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Togeezing Balance Core


Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Sludge Bomb
- Will-O-Wisp
- Taunt

Togedemaru @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Zing Zap
- U-turn
- Wish
- Spiky Shield
This was part of the balance team that I featured in the PU Squad Dump and I think it's a fairly effective core in the current metagame. Togedemaru is able to check threats such as Scyther, Scarf Vanilluxe, and Oricorio-Pom-Pom, as well as pass Wish to Weezing through U-turn, which works well since they both have the same HP stat. Weezing takes on threatening physical attackers such as Hitmonchan and Primeape, while being able to set up Toxic Spikes.
 
Bringing this core over from the old forum while dropping a few more:

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Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Swords Dance
- Roost

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

An old gen 6 core with Scyther + Zangoose with Scyther's U-Turn getting in Zangoose for free to activate it's Toxic Orb. Zangoose pairs nicely with Scyther as it breaks through Rock and Steel-types with Close Combat while also providing solid priority with Quick Attack to pick off weakened mons. Seriously can't go wrong with this core and if you want momentum + heavy hitter, this is a core for you.

Offensive Core

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/
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Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Body Slam
- Earthquake
- Fire Blast
- Zen Headbutt

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Double-Edge / Facade
- Sucker Punch
- Earthquake

or

Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Facade
- Superpower
- Pursuit

Not many teams are prepared for Normal spam and this is just one variation you can go. Tauros wears down Steel-Types with Fire Blast and Earthquake whereas Kangaskhan or Stoutland can dent Ghost-types thanks to Scrappy that prevents Tauros from freely spamming Body Slam. Both are prone to burns from pokemon such as Sableye and Weezing hence why Facade is slashed on Kangaskhan in order to take advantage of that but either mon works with Tauros either way. It mainly just comes down to rather having priority or added power.


Offensive Core

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Primeape @ Choice Scarf / Choice Band
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake

Skuntank @ Blackglasses / Choice Band
Ability: Aftermath
EVs: 252 Atk / 112 SpDef / 144 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Poison Jab

This core is sorta similiar to the first one with Primeape luring in Ghosts wanting to come in on Close Combat and you just U-Turn out into Skuntank and proceed to either Pursuit trap them or do some big damage with Crunch and it weakens Fairies like Togetic and Granbull for Primeape so an added bonus in that regard. Not much to say about the core as it is pretty straightforward.

Balance Core

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+
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+
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Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 212 HP / 240 Def / 56 SpD
Sassy Nature
- Scald
- Earthquake
- Toxic / Curse
- Recover

Miltank @ Leftovers
Ability: Sap Sipper
EVs: 212 HP / 232 Def / 64 Spe
Impish Nature
- Stealth Rock
- Milk Drink
- Heal Bell
- Body Slam

Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 56 HP / 252 SpA / 200 Spe
Mild Nature
- Fire Blast
- Thunderbolt
- Hidden Power Grass
- Earthquake

So a Pokemon that went under the radar so far has been Gastrodon since no one cares to use it due to the abundance of other Water-types such as Lanturn and Ludicolo given the right support, Curse Gastrodon can turn into a great win con. Miltank and Magmortar cover for Gastrodon's lone Grass weakness with Sap Sipper and Magmortar switching in on Lilligant pretty easily albeit the former must be cautious of switching in on Z-Hyper Beam Llligant. Magmortar helps deal with Grass types as well as bulky Water types with Thunderbolt and HP Grass for Quagsire and Lanturn is dealt with by Earthquake. Toxic Spikes Weezing also help in wearing down opposing teams for Gastrodon making Toxic unnecessary. Also helps having a response to Ludicolo for this core as it just runs through this core.

Balanced core


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Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Thunder Wave
- Knock Off
- Leech Seed

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake
- Lava Plume
- Roar

A very nice hazard stack core for balance teams with Ferroseed laying down spikes while covering for Camerupt's Water weakness and crippling faster mons with Thunder Wave while Camerupt covers Ferroseed's Fire weakness. Leech Seed also provides Camerupt with extra recovery as it is easy to wear down and combined with Roar on Camerupt can rack up entry hazard damage very quick. Very simple concept and easy to use imo.
 
Stinky Null Balance Core

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De PU Blob (Type: Null) @ Eviolite
Ability: Battle Armor
Shiny: Yes
Happiness: 0
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Swords Dance
- Frustration
- Rest
- Sleep Talk

My Step Dad (Skuntank) @ Leftovers
Ability: Aftermath
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Defog

This core is fairly simple its a balance core with Type: Null at the spotlight and Skuntank for the support. Type: Null is the beast from the east taking out mons with the SD Set up and Frustration set. Its main issue however is Ghost-types as they stop it in all its glory. For this reason we need a the best Pursuit trapper in the tier: Skuntank. Skuntank is able successfully Pursuit trap and remove a majority of Ghost-types in the tier which later allows Type: Null to sweep. This core is fairly easy to use and isn't that complex so enjoy!
 
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PU Offensive Core, Silvally-Dark and Throh
Teen Angst (Silvally-Dark) @ Dark Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Iron Head
- Parting Shot
- Multi-Attack

Ernie (Throh) @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Circle Throw
- Rest
- Sleep Talk
- Bulk Up

Although unconventional, this core works well as Throh juggles around the team and rests offs damage sleep talks Bulk Ups and Circle Throws (Preferably with hazards up) for those pesky Ghosts and Psychics that Throh has trouble with, that is where Silvally-Dark comes in, neutralizing threats or dealing massive damage to ghosts and psychics. A heal bell Mon is good for this core as well, as it can heal Throh of Rest, and Silvally of any burns Ghost types pass onto it.
 

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PU Offensive Core, Pinsir and Poliwrath

Diesel 10 (Pinsir) @ Normalium Z
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Me First
- Earthquake
- X-Scissor
- Rock Slide

Swirly (Poliwrath) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Focus Blast
- Hydro Pump
- Ice Beam
- Work Up

This core operates by having Pinsir break Grass-types and generally plowing through the opposition. In return for Pinsir chewing up and spitting out Grass-types, Poliwrath surprises and beats Sableye and Weezing, along with Steel-types, which can give Pinsir trouble. Poliwrath can also absorb Scald from Pokemon such as Gastrodon, as Pinsir becomes useless if it is burned. A Flying-types check can support the core well, as Pinsir can't really do anything to them until it gets the Me-First boost, and Poliwrath is just a sitting duck (or Tadpole) for most flying types.

(Also, we need to revive this thread, it has so many cool cores)
 
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