Resource SM Monotype Good Cores

iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#1
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Approved By scpinion / Copied over from ORAS / Banner by iLlama
Welcome to the newest iteration of the Monotype Good Cores thread! A special thanks to Vid for hosting it back in ORAS. For those of you that do not know, the word "core" refers to a group of 2 or more Pokemon that work well together. Ideally, their combined utility allows each to excel beyond their individual effectiveness, thus making them the backbone for teams to build off of. A core's viability can derive from defensive synergy, attacking coverage or some combination of both.
What is a core?
Effective cores are very important in competitive Pokemon, and any good player uses them, intentionally or not. Defensive cores rely on covering a lot of attacking types and common threats within the core, while also offering team support, so that the core is useful even when walled. On the other hand, offensive cores still like having the common attacking types covered between its members, but offensive synergy is most important. Be it one member of the core attracting Pokemon that another member can easily switch into and force out, one member luring and weakening the checks and counters of another, or one member being able to beat the Pokemon that the other can't, those are the characteristics that are wanted from a good offensive core. 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. - alexwolf

The Monotype metagame presents a unique challenge for building viable cores because each Pokemon on the team must share a common type, which leads to shared weaknesses and STAB attacks.

Having a solid core is the starting point to building a top-notch team. The purpose of this thread is to discuss Monotype cores and, more importantly, provide a database of good cores for players to begin building their teams around.

As we have begun a new generation with Sun and Moon, this thread will be starting completely from scratch, so involvement is not only highly encouraged, but utterly necessary. If you have an awesome core we still want to see it!

Let's strive to have all the cores in a similar format so each post is equally accessible!
That means taking 2 minutes to read the hide block below. ^_^

Make sure your sets can be copy/pasted into the Pokemon Showdown! Teambuilder.
Up to 3 Pokemon can be used, 4 is pushing it, however, if the core is good enough it can be accepted.

Please denote your core as Offensive, Defensive, or Balanced when posting.

Also, please post all submissions in PS! import format, have a description for each Pokemon and how the core works, and also use Sprites for said Pokemon. If you are unsure of where to find Sprites you can use http://play.pokemonshowdown.com/sprites/xyani/ for all 3-D models. Present any notable threats to the core as well as teammates that could potentially pair well with it. If you need help, please follow this example submission: here

Though not required, Replays are highly encouraged as we transition into Generation 7.
Key
Green:
we have at least 1 core of this type(feel free to add more though!)
Red: we need a core of this type

This hide block will be updated from time to time although the sprite gallery is a priority

Links will be added as the cores are moved over to this thread.
Normal: Offensive, Defensive, Balanced
Fighting: Offensive, Defensive, Balanced
Flying: Offensive, Defensive, Balanced
Poison: Offensive, Defensive, Balanced
Ground: Offensive, Defensive, Balanced
Rock: Offensive, Defensive, Balanced
Bug: Offensive, Defensive, Balanced
Ghost: Offensive, Defensive, Balanced
Steel: Offensive, Defensive, Balanced
Fire: Offensive, Defensive, Balanced
Water: Offensive, Defensive, Balanced
Grass: Offensive, Defensive, Balanced
Electric: Offensive, Defensive, Balanced
Psychic: Offensive, Defensive, Balanced
Ice: Offensive, Defensive, Balanced
Dragon: Offensive, Defensive, Balanced
Dark: Offensive, Defensive , Balanced
Fairy: Offensive, Defensive, Balanced
Lets try to get this entire board green!

It's a new generation so many Cores are outdated from ORAS. We will be completely starting from scratch so this tab will be updated once we get this thread rolling.

Current List:
Normal: N/A
Fighting: N/A
Flying: Mega Aerodactyl
Poison: Mega Beedrill
Ground: Mega Camerupt
Rock: Mega Diancie
Bug: N/A
Ghost: N/A
Steel: Hyper Offensive
Fire: N/A
Water: Mega Gyarados, Mega Swampert
Grass: N/A
Electric: Mega Manectric, Hyper Offensive
Psychic: Mega Latias, Mega Slowbro
Ice: N/A
Dragon: Mega Latias
Dark: Mega Tyranitar
Fairy: Mega Gardevoir


*Core Galleries will generally be updated on a weekly basis
 
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iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#2
Core Sprite Gallery
Offensive

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Defensive


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Balance

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Offensive

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Defensive


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Balance


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Offensive
No cores yet? Better get contributing!

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Defensive
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Balance


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Offensive


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Defensive


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Balance
No cores yet? Better get contributing!
Offensive
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Defensive
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Balance

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Offensive

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Defensive
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Balance
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Offensive


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Balance
No cores yet? Better get contributing!
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Balance
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Balance
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Balance
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Defensive
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Balance
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Balance
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Balance
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Balance
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s/o Tyke for formatting the gallery
 
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#3
Offensive Electric Core

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn / Volt Switch
- Dazzling Gleam
- Hidden Power [Fire] / Grass Knot / Taunt / Brave Bird

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Thunderbolt
- Focus Blast
- Psychic
- Electro Ball / Grass Knot / Surf / Hidden Power [Ice] / Nasty Plot

Xurkitree @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hypnosis
- Tail Glow
- Thunderbolt
- Hidden Power [Ice] / Energy Ball

So here you have the main core for every Offensive Electric team, as you see it pretty much depends of Electric Terrain and Tapu Koko. Pretty easy to use: Setup terrain with Tapu Koko, pivot and abuse, try to catch an opportunity to setup Xurkitree, Raichu-Alola is also a very good late-game cleaner.

Tapu Koko: The pivot of the team, also sets Electric Terrain everytime it come, making Electric STAB hits harder (90*1.5*1.5 = 180 against neutral) everything, his teammates can also profit of it. Dazzling Gleam is second STAB here, mostly hits Dragons, U-Turn and Volt Switch for pivoting, last slot depends of what you want hit with Tapu Koko, HP Fire hits Scizor and Ferrothorn, Grass Knot hits Ground-types in general, Barve Bird hits Grass- and Bug-types. Life Orb boosts Tapu Koko's firepower. Magnet can also be run on Tapu Koko, if you don't want to get Life Orb recoil.

Raichu-Alola: Can abuse Tapu Koko's Electric Terrain, and become the fastest Pokemon in the metagame thanks to Surge Surfer, even without Timid Nature. Classic EV Spread plus Modest nature, Timid nature is useless when you can abuse of Electric Terrain, Life Orb as item. Thunderbolt is terrain-boosted STAB, Psychic as second stab, hits Poison-types, specially Mega-Venusaur. Focus Blast is the first coverage move, hitting Steel and Dark-types mostly. Last move depends of your team, Electro Ball hits harder against a lot of Pokémon under the Electric Terrain, Grass Knot hits Ground-types, Surf hits also Ground-types and Fire-types, HP Ice is for x4 ice weakness such as Garchomp and Landorus, Nasty Plot to get a +2 in SpA on a switch-out.

Xurkitree: The setup sweeper of the team. Z-Hypnosis can put the opponent in sleep and boosts Xurkitree's Speed, allowing it to outspeed base 80 Scarves and base 150 Megas (Alakazam mostly). he has also access to Tail Glow, boosting his great SpA at +3. After a Tail Glow and under the Electric Terrain, Xurkitree is able to break every wall and every stall with his STAB Thunderbolt. HP Ice is here for pseudo BoltBeam, allows him to perfect his electric coverage, Energy Ball is a better option is you want to hit Ground better.

This offensive core needs obviously Stealth Rock's support and a physical attacker (Golem-Alola) even with Xurkitree. Magnezone is also needed to trap Steel-types if Tapu lele doesn't pack HP Fire. Ground immunity (Zapdos/Thundurus/Rotom-W) is needed to don't get sweeped by the first Sand team or Ground scarf coming.


(feel free to use it as Example post iLlama Edit: nvm)
 
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#4
New Meta Normal Cancer

+
+
(shoutouts pokemondb and deviantart for the sprites)

Chansey @ Eviolite
Ability: Natural Cure
EVs: 136 HP / 252 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Heal Bell/ Thunder Wave
- Soft-Boiled

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Foul Play
- Recover
- Hidden Power [Fire]/Discharge/Thunder Wave/Toxic
- Ice Beam

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 248 HP / 156 Def / 104 SpD
Careful Nature
- Rest
- Sleep Talk/Roar
- Return/Frustration/ U-Turn
- Toxic/Roar


In its neweset rendition the normal cancer core is back with a surprising new addition: Eviolite type null. Acknowledging that everyone in monotype knows what chansey and porygon 2 do I will instead focus on their movesets and explain type null in more detail.

Chansey: Chansey is the same old fat bitch who absorbs attacks it shouldn't and the only option of choice here is twave over heal bell but I personally feel that bell is better because of tspike spam and allowance supporting type null with its rest. Another option is toxic but I find it redundant in the current steel spam meta.

Porygon -2: A must need wall since there has been an insane physical power creep this generation with threats like mega metagross and mega mawile returning, normal needs the trusty physical wall. Foulplay is mandatory so that you can actually touch mmeta and the like as otherwise regular bolt beam/bolt wave are all bad sets. Ice beam is overall the best coverage as it hits grounds + flying which can always help normal as p2 can ko lando I which is otherwise a nuisance.

Type Null: At first glance this thing is negligible, but with eviolite and 95/95/95 bulk it is more bulky than jirachi/mew and the like! To mitigate its awesomeness trollfreak gave it shit moves but fortunately it has recovery in the form of rest talk which allows this thing to check act as an amazing status absorber and act as a blanket check to many things such as The Excadrill , Landorus - I, Doge (rip zydoge), kartana (it lives neutral hits for days). The moves are self explanatory as return hits hard (95 attack) and toxic wears things down. Roar is an interesting option over either sleep talk with heal bell chansey or toxic if set up sweepers are a concern.

Pair these 3 with bulkraptor and diggersby/ditto/meloetta/alolan raticate/ dodrio to form a formidable core.
 
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iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#5
Offensive Psychic



Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Psyshock
- Moonblast

Tapu Lele has grown to become a top percentage mon to have on Psychic, being the only thing that can force Bisharp out. Moonblast is an excellent STAB move that is able to severely dent, if not OHKO, mega sableye, something which used to trouble Psychic teams a lot. Psyshock is it's main STAB, getting a buff due to Psychic terrain as well. Shadow Ball lets it severely dent Ghost types, while Focus Blast lets it hit Steel targets like Heatran, Ferrothorn and Skarmory.



Victini @ Choice Scarf
Ability: Victory Star
EVs: 224 Atk / 32 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn

Victini helps in the matchup against Bug and Steel. 32 EVs in special attack lets it OHKO scarf heracross, something which Psychic teams have to watch out for. Bolt Strike is for hitting water type switching like Mega Slowbro, while U-turn is for luring in a check and switching to the appropriate teammate, gaining momentum. V-create is there to hit anything that doesn't resist it incredibly hard. It also acts as speed control, being able to outspeed a weakened Adamant Mega Sharpedo or Jolly Mega Gyarados at +1 speed and KO with Bolt Strike



Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Drain Punch
- Fire Punch
- Hyperspace Fury

Hoopa-Unbound helps in the matchup against Dark, Ghost and Bug to some extent. Drain Punch helps against the Dark matchup. Fire Punch coupled with Drain Punch leaves steel with no switchins, which Hyperspace Hole is an incredibly good STAB move that lets it hit Ghost types. Substitute may be set up Sableye or Jellicent, which do not trouble it at all.
Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Hidden Power [Fire]
- Focus Blast
- Psyshock

Victini @ Choice Scarf
Ability: Victory Star
EVs: 224 Atk / 32 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Drain Punch
- Fire Punch
- Hyperspace Fury



Slowbro is an excellent defensive wall, and with a Colbur berry, can survive even a +2 Mega Gyarados Crunch and cripple it with Thunder Wave. It has access to grass knot as well, letting it hit Mega Gyarados or Mega Sharpedo that try to set up a Substitute on it.



Mew can help the core out in many ways, such as providing Defog support to keep Victini from losing momentum, setting up hazards to make sweeping easier, knocking off items, taunting slow bulky mons such as specially defensive Heatran, or even providing Heal Bell support.



Mega Metagross easily dent, if not take out, most Fairy teams, which would otherwise trouble the core as it doesn't have a way to properly deal with bulky Fairy types.



Mega Alakazam helps in dealing with weather teams. With Trace letting it outspeed Kingdra in rain, Excadrill in sand and Alolan Sandslash in hail, coupled with its array of coverage moves such as Energy Ball and Focus Blast, it is suited to help take on most weather teams. It may also help against bulky pokemon, having access to Taunt.

Due to the recent ban of Tapu Lele, your core is denied; however, if you would like to resubmit a similar core, please delete your old post and make a new one with the revised core.
Offensive Electric Core

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Dazzling Gleam
- Hidden Power [Fire] / Grass Knot / Taunt

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Thunderbolt
- Focus Blast
- Psychic
- Electro Ball / Grass Knot / Surf / Hidden Power [Ice]

Xurkitree @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hypnosis
- Tail Glow
- Thunderbolt
- Hidden Power [Ice]

So here you have the main core for every Offensive Electric team, as you see it pretty much depends of Electric Terrain and Tapu Koko. Pretty easy to use: Setup terrain with Tapu Koko, pivot and abuse, try to catch an opportunity to setup Xurkitree, Raichu-Alola is also a very good late-game cleaner.

Tapu Koko: The pivot of the team, also sets Electric Terrain everytime it come, making Electric STAB hits harder (90*1.5*1.5 = 180 against neutral) everything, his teammates can also profit of it. Dazzling Gleam is second STAB here, mostly hits Dragons, U-Turn for pivoting, last slot depends of what you want hit with Tapu Koko, HP Fire hits Scizor and Ferrothorn, Grass Knot huts Ground-types in general. Life Orb boosts Tapu Koko's firepower. Magnet can also be run on Tapu Koko, if you don't want to get Life Orb recoil.

Raichu-Alola: Can abuse Tapu Koko's Electric Terrain, and become the fastest Pokemon in the metagame thanks to Surge Surfer, even without Timid Nature. Classic EV Spread plus Modest nature, Timid nature is useless when you can abuse of Electric Terrain, Life Orb as item. Thunderbolt is terrain-boosted STAB, Psychic as second stab, hits Poison-types, specially Mega-Venusaur. Focus Blast is the first coverage move, hitting Steel and Dark-types mostly. Last move depends of your team, Electro Ball hits harder against a lot of Pokémon under the Electric Terrain, Grass Knot hits Ground-types, Surf hits also Ground-types and Fire-types, HP Ice is for x4 ice weakness such as Garchomp and Landorus.

Xurkitree: The setup sweeper of the team. Z-Hypnosis can put the opponent in sleep and boosts Xurkitree's Speed, allowing it to outspeed base 80 Scarves and base 150 Megas (Alakazam mostly). he has also access to Tail Glow, boosting his great SpA at +3. After a Tail Glow and under the Electric Terrain, Xurkitree is able to break every wall and every stall with his STAB Thunderbolt. HP Ice is here for pseudo BoltBeam, allows him to perfect his electric coverage.

This offensive core needs obviously Stealth Rock's support and a physical attacker (Golem-Alola) even with Xurkitree. Magnezone is also needed to trap Steel-types if Tapu lele doesn't pack HP Fire. Ground immunity (Zapdos/Thundurus/Rotom-W) is needed to don't get sweeped by the first Sand team or Ground scarf coming.


(feel free to use it as Example post iLlama Edit: nvm)
Just nit-picking, but please add Brave Bird and Volt Switch to Tapu Koko, Nasty Plot to Alolan-Raichu, and Energy Ball to Xurkitree as other viable moveset options. Also, why does Alolan-Riachu only have 29 HP EVs and fix Xurkitree's Defense IVs. Otherwise it's approved.
New Meta Normal Cancer

+
+
(shoutouts pokemondb and deviantart for the sprites)

Chansey @ Eviolite
Ability: Natural Cure
EVs: 136 HP / 252 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Heal Bell/ Thunder Wave
- Soft-Boiled

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Foul Play
- Recover
- Hidden Power [Fire]/Discharge/Thunder Wave
- Ice Beam

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 248 HP / 156 Def / 104 SpD
Careful Nature
- Rest
- Sleep Talk/Roar
- Return
- Toxic/Roar


In its neweset rendition the normal cancer core is back with a surprising new addition: Eviolite type null. Acknowledging that everyone in monotype knows what chansey and porygon 2 do I will instead focus on their movesets and explain type null in more detail.

Chansey: Chansey is the same old fat bitch who absorbs attacks it shouldn't and the only option of choice here is twave over heal bell but I personally feel that bell is better because of tspike spam and allowance supporting type null with its rest. Another option is toxic but I find it redundant in the current steel spam meta.

Porygon -2: A must need wall since there has been an insane physical power creep this generation with threats like mega metagross and mega mawile returning, normal needs the trusty physical wall. Foulplay is mandatory so that you can actually touch mmeta and the like as otherwise regular bolt beam/bolt wave are all bad sets. Ice beam is overall the best coverage as it hits grounds + flying which can always help normal as p2 can ko lando I which is otherwise a nuisance.

Type Null: At first glance this thing is negligible, but with eviolite and 95/95/95 bulk it is more bulky than jirachi/mew and the like! To mitigate its awesomeness trollfreak gave it shit moves but fortunately it has recovery in the form of rest talk which allows this thing to check act as an amazing status absorber and act as a blanket check to many things such as The Excadrill , Landorus - I, Doge (rip zydoge), kartana (it lives neutral hits for days). The moves are self explanatory as return hits hard (95 attack) and toxic wears things down. Roar is an interesting option over either sleep talk with heal bell chansey or toxic if set up sweepers are a concern.

Pair these 3 with bulkraptor and diggersby/ditto/meloetta/alolan raticate/ dodrio to form a formidable core.
More nit-picking. Add Toxic to Porygon2's moveset options and Frustration/U-Turn as options over Return to Type:Null's. Also, fix P2's IVs. Otherwise it's approved.
 
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#6
Due to the recent ban of Tapu Lele, your core is denied; however, if you would like to resubmit a similar core, please delete your old post and make a new one with the revised core.

Just nit-picking, but please add Brave Bird and Volt Switch to Tapu Koko, Nasty Plot to Alolan-Raichu, and Energy Ball to Xurkitree as other viable moveset options. Also, why does Alolan-Riachu only have 29 HP EVs and fix Xurkitree's Defense IVs. Otherwise it's approved.

More nit-picking. Add Toxic to Porygon2's moveset options and Frustration/U-Turn as options over Return to Type:Null's. Also, fix P2's IVs. Otherwise it's approved.
P2's IV's are for HP Fire so idk what their supposed to be team builder has that. Also toxic is unviable because 3/4 moves are compulsory to be successfl and toxic does not add any value to normal at now. Type Null has been edited


PS EDIt- ALL CHANGES FINISHED iLlama
 
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#7
Offensive Rock Core



Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Aerial Ace
- Tailwind
- Stealth Rock

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Ice Punch
- Superpower

Lycanroc @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Fang
- Brick Break


Ever since Gen 7 started, the meta has shifted to a very offensive one. Because of this, Rock has been forced to adapt from the standard Shuckle Balance teams it had in Gen 6 to much more hyper offensive variants. This core shows that by utilizing the standard HO Rock Aerodactyl to set up Tailwind for CB T-tar to abuse. The idea is that as soon as your tailwind runs out and T-tar stops breaking through the opponent's team, you can sack something else in order to bring CB Lycanrock in and start cleaning under sand. Afterwards, as soon as Sand runs out, sack T-tar to whatever move is coming Lycanrock's way, then simply clean.

Aerodactyl: Basically a Suicide Lead, Taunt the opposing lead if it's a SR setter, get SR up otherwise. Save this if you're threatened, since you need Tailwind to use T-tar to it's maximum potential.

Tyranitar: The main wallbreaker, this thing puts dents in a lot of types combined with Aero's SR support and Tailwind. Stone Edge is there to 2HKO Skarm after Rocks, Crunch as the main spamming move, Ice punch to hit Dragon and Ground, Superpower to hit Steel had after Skarm's gone. (And it doesn't allow Heatran to switch in, like Earthquake or Fire punch would)

Lycanrock: This thing is amazing for it's cleaning capabilities under Sand. It outspeeds pretty much anything bar Alolan Raichu under Terrain. Stone Edge is, regrettably, the main STAB. Crunch is there to annihilate Psychic, 2HKOing Slowbro after Rocks, Fire fang is basically there because Kartana exists and Brick Break is there for the potential Heatran switch-in and to kill Ground's Excadrill.



The quintessential Rock physical wall, this guy will take all of the priority that will inevitably come Lycanrock's way. It is also the best mega-scizor check Rock gets that isn't called Golem-A.


The best Scarfer on Rock when it isn't using Sticky Webs, Terrakion can clean weakened Steel teams that have been damaged by the main core. It is also a great revenge killer.


This is basically the best Special Attacker Rock has at the moment (grumble Mega Diancie where you at grumble) and it helps fix up some of the core's weaknesses to Tapu Bulu and Tapu Fini. (Although neither likes T-tar's Edge)


252+ Atk Choice Band Lycanroc-Midday Crunch vs. 252 HP / 252+ Def Slowbro: 180-214 (45.6 - 54.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Lycanroc-Midday Brick Break vs. 0 HP / 4 Def Excadrill: 372-438 (103 - 121.3%) -- guaranteed OHKO
252+ Atk Choice Band Lycanroc-Midday Fire Fang vs. 0 HP / 0 Def Kartana: 340-404 (131.2 - 155.9%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Crunch vs. 0 HP / 4 Def Metagross-Mega: 308-366 (102.3 - 121.5%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Skarmory: 156-184 (46.7 - 55%) -- guaranteed 2HKO after Stealth Rock


 
Last edited:

iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#8
P2's IV's are for HP Fire so idk what their supposed to be team builder has that. Also toxic is unviable because 3/4 moves are compulsory to be successfl and toxic does not add any value to normal at now. Type Null has been edited
IVs were changed in Gen 7 so having a Hidden Power doesn't mean you can't have 31 IVs, the builder simply hasn't be changed to reflect that yet. Just because certain types have higher viability right now, does not mean that running Toxic on P2 is not viable since it helps in handling opposing walls. Please edit both.
Offensive Rock Core



Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Aerial Ace
- Tailwind
- Stealth Rock

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Ice Punch
- Superpower

Lycanroc @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Fang
- Brick Break


Ever since Gen 7 started, the meta has shifted to a very offensive one. Because of this, Rock has been forced to adapt from the standard Shuckle Balance teams it had in Gen 6 to much more hyper offensive variants. This core shows that by utilizing the standard HO Rock Aerodactyl to set up Tailwind for CB T-tar to abuse. The idea is that as soon as your tailwind runs out and T-tar stops breaking through the opponent's team, you can sack something else in order to bring CB Lycanrock in and start cleaning under sand. Afterwards, as soon as Sand runs out, sack T-tar to whatever move is coming Lycanrock's way, then simply clean.

Aerodactyl: Basically a Suicide Lead, Taunt the opposing lead if it's a SR setter, get SR up otherwise. Save this if you're threatened, since you need Tailwind to use T-tar to it's maximum potential.

Tyranitar: The main wallbreaker, this thing puts dents in a lot of types combined with Aero's SR support and Tailwind. Stone Edge is there to 2HKO Skarm after Rocks, Crunch as the main spamming move, Ice punch to hit Dragon and Ground, Superpower to hit Steel had after Skarm's gone. (And it doesn't allow Heatran to switch in, like Earthquake or Fire punch would)

Lycanrock: This thing is amazing for it's cleaning capabilities under Sand. It outspeeds pretty much anything bar Alolan Raichu under Terrain. Stone Edge is, regrettably, the main STAB. Crunch is there to annihilate Psychic, 2HKOing Slowbro after Rocks, Fire fang is basically there because Kartana exists and Brick Break is there for the potential Heatran switch-in and to kill Ground's Excadrill.

http://replay.pokemonshowdown.com/gen7monotype-492149625 (Example vs Psychic)



The quintessential Rock physical wall, this guy will take all of the priority that will inevitably come Lycanrock's way. It is also the best mega-scizor check Rock gets that isn't called Golem-A.


The best Scarfer on Rock when it isn't using Sticky Webs, Terrakion can clean weakened Steel teams that have been damaged by the main core. It is also a great revenge killer.


This is basically the best Special Attacker Rock has at the moment (grumble Mega Diancie where you at grumble) and it helps fix up some of the core's weaknesses to Tapu Bulu and Tapu Fini. (Although neither likes T-tar's Edge)


252+ Atk Choice Band Lycanroc-Midday Crunch vs. 252 HP / 252+ Def Slowbro: 180-214 (45.6 - 54.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Lycanroc-Midday Brick Break vs. 0 HP / 4 Def Excadrill: 372-438 (103 - 121.3%) -- guaranteed OHKO
252+ Atk Choice Band Lycanroc-Midday Fire Fang vs. 0 HP / 0 Def Kartana: 340-404 (131.2 - 155.9%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Crunch vs. 0 HP / 4 Def Metagross-Mega: 308-366 (102.3 - 121.5%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Skarmory: 156-184 (46.7 - 55%) -- guaranteed 2HKO after Stealth Rock
Pretty interesting core, Bit. Nice to see a shift from ORAS's pretty basic builds (and not Heat Wave Archeops and Fire Blast Aerodactyl). If you could, I would like to see how the core performs against some of the other top types right now, i.e. Electric, Fairy, Steel, etc. Reason being mostly to see if other moves would be viable options like Fire Punch on Ttar or Thunder Fang on Lycanroc. Otherwise it's approved.

E: Bit did his while I was posting so I'll just repost this.
 
#9
Defensive Ghost Core


Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Foul Play / Protect
- Knock Off / Fake Out
- Recover
- Will-O-Wisp

Mega Sableye is one of the best defensive pokemon Ghost has access to. With its bulk combined with its ability, it is able to switch into a multitude of physical attacks, and can also switch into a predicted status move such as Toxic aimed at Jellicent and Gourgeist. Will-O-Wisp lets it cripple physical attackers, making Jellicent's job easier. Foul Play lets it punish physical attackers that try to set up on it, such as Roost Mega Scizor, while Knock Off is utility that lets it remove items from the opponent. Recover lets it keep its health high and is a reliable source of recovery. Although max defense Mega Sableye is the one listed here, specially defensive or mixed defensive is just as viable, and comes down to the user's preference and other teammates.



Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Taunt / Acid Armor
- Toxic
- Recover

Jellicent is the best specially defensive pokemon that Ghost has access to, being able to switch into a large number of special moves, and is especially useful as a Heatran check, the most common Mega Sableye and Gourgeist switchin on Steel. Its typing lets it switch into Fire and Ice moves aimed at Gourgeist. Taunt and Toxic make it a reliable stallbreaker and prevents opponents from setting up. Recover is a source of reliable recovery, while Scald is a great STAB move that lets it fish for burns. Acid Armor can be used over Taunt, which lets it multiply its weaker defensive side to very high levels, making it much harder to take down, as well as making it an even more annoying Toxic staller.



Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Synthesis
- Seed Bomb / Foul Play
- Leech Seed

Gourgeist's typing makes is a suitable partner for Jellicent. It is able to switch into Electric and Grass moves aimed at Jellicent, and also acts as a secondary physical wall, having great physical bulk and access to Will-O-Wisp. Synthesis gives it a reliable form of Recovery. Leech Seed grants it passive recovery, and will most often force to opponent to switch out. Seed Bomb is a great STAB move that lets it hit Water type threats, such as Azumarill and Rotom. Foul Play may be used over Seed Bomb in order to punish set up sweepers that have already been burned.



Electric terrain core has proven difficult to handle with this core. These three can straight muscle through the core. Tapu Kook especially is hard to check, since it carries Brave Bird as well. Alolan Raichu may set up when given the chance, and Xurkitree carrying HP Ice creates mind games, having to switch between either Jellicent or Gourgeist.



Dark teams have no problem breaking the core. Although Mega Sableye can handle most physical Dark moves, it can't handle Mega Sharpedo's Crunch or Hoopa-U's Hyperspace Fury. Jellicent and Mega Sableye are 2ohko'd by Hyperion's Dark Pulse.



Mirror matchups may be hard to handle. Specs Chandelier itself can muscle through the core. Mega Sableye is only checked by Mega Sableye, and the 1v1 results in a 50-50 (and is pretty boring). Mimikyu can find opportunities to set up easily, and can break through the core with Shadow Claw and Play Rough.



Offensive Fire teams have no problem breaking this core. Mega Charizard Y and Victini have no switchins in the core, as they carry Solarbeam and Bolt Strike respectively. Mega Charizard X finds plenty of opportunities to set up and sweep.



Chandelure is able to power past a lot of walls that trouble the core, such as Toxapex and Mega Sableye, and is also able to hit opponents that try to set up behind a Substitute. It is also able to switch into Fire and Fairy moves.



Gengar's speed and coverage complements the core's slow, defensive nature, letting it handle Dark and Dragon types with Focus Blast and Dazzling Gleam. It great speed tier also lets it outspeed a large portion of the umboosted meta.



Alolan Marowak is able to switch into Ice, Electric, Fire and Fairy moves aimed at the core, and is further able to apply offensive pressure and set up hazards.



Mimikyu is able to handle Dark teams, and is easily able to set up, making mirror matchups much easier to handle. It also has priority in Shadow Sneak, letting it secure a kill against a worn down foe.

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Foul Play / Protect
- Knock Off / Fake Out
- Recover
- Will-O-Wisp

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Taunt / Acid Armor
- Toxic
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Synthesis
- Seed Bomb / Foul Play
- Leech Seed
 
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#10
Balanced Steel Core

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume / Magma Storm
- Taunt
- Earth Power
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Toxic
- Protect
- Air Slash

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Fleur Cannon
- Flash Cannon
- Ice Beam / Energy Ball / Volt Switch / Aura Sphere


The newest version of the steel resistance core us out. With Gen 7 and the rebanning of Aegislash and the introduction of new resistances the core has been updated for the 7th generation.

Celesteela- This pokemon replaces Skarmory as the teams Ground immunity. Celesteela rather than Roost adds a new way of recovery in Leech Seeds. This in tandum with Toxic, Protect and Leftovers can help Celesteela very rapidly gain recovery while wearing down the opponent. Celesteela's air slash is support to help it face types like fighting which can give steel some trouble.

Heatran- Heatran allows steel to have a very necessary fire immunity. Heatrans offensive presence allows it to easily set rocks while also working as a great antilead with Taunt. Lava Plume is Heatrans main stab which has a 30% chance to burn and cripple the opponent. Aside from setting rocks and keeping hazards off your field with taunt, heatran also can trap opposing bulky walls with additionally Magma Storm such as Chansey and Porygon2 and prevent them from recovering. This greatly helps Heatran chip down annoying walls Steel would rather not face. Earth Power allows Heatran to hit opposing Heatran, other steel types and importantly electric types which can give steel monotypes trouble.

Magearna- Rather than opting for a Fighting immunity for this core I decided the more offensive presence with Magearna. This set allows Magearna to outspeed common base 100 scarfs after 1 shift gear and basically take out an entire fighting team from there. The coverage of Fleur Cannon hits types like Dark, Dragon and Fighting, while Flash Cannon is a great primary stab move to use on Magearna. Ice Beam is to mainly check deadly flying and ground types such as Landorus-I. I chose to give Fairium Z to Magearna because with the additional power of Z Fleur Cannon Magearna hits like a truck and isnt easily walled. The additional coverage on Magearna is to hit Water and Ground types it maybe weak to and Aura Sphere for extra coverage on other steel type teams.
 
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Eien

Promised Victory
is a member of the Site Staffis a Super Moderatoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributoris a Battle Server Moderator
Monotype Leader
#11
Due to the recent ban of Tapu Lele, your core is denied; however, if you would like to resubmit a similar core, please delete your old post and make a new one with the revised core.

Just nit-picking, but please add Brave Bird and Volt Switch to Tapu Koko, Nasty Plot to Alolan-Raichu, and Energy Ball to Xurkitree as other viable moveset options. Also, why does Alolan-Riachu only have 29 HP EVs and fix Xurkitree's Defense IVs. Otherwise it's approved.

More nit-picking. Add Toxic to Porygon2's moveset options and Frustration/U-Turn as options over Return to Type:Null's. Also, fix P2's IVs. Otherwise it's approved.
Life Orb Raichu should run 29 HP IVs to minimize Life Orb recoil. 29 HP IVs -> 259 HP -> 25 HP / recoil. If you attack twice, you already make up the loss in HP. Any after that is free HP saved. It's a minor optimization that should be kept.
 
#12
Offensive Fire Core



Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Thunder Punch / Stone Edge
- Mach Punch

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- U-turn
- Glaciate
- Thunder / Energy Ball


Yiddy Yop time to sprinkle my creations all over the community and raise awareness about my fav type in the meta so far.

Char X is just a clear cut DD sweeper and it performs quite well in the meta so far. An adamant nature can be ran to get that extra boost in power but it is pretty risky to run it as you leave yourself open to get outsped by scarf excadrill which is presenting itself as one of the most prominent scarfers in the meta right now. Its duel stabs cover a lot and then earthquake is there to hit heatran and is also just nice to have in general so you don't have to click flare blitz all the time vs steel and preserve your hp.

CB nape works as a strong physical wall breaker for the core that packs some very helpful coverage. I'm currently using EQ+Thunder Punch, but using stone edge in Thunder punches slot has its benefits as well. Nape also doubles up as a priority user to be able pick off weakened threats/sweepers that are annoying for fire to deal with like mega gyara or smthn.

I went with a special attacking scarf tini because I think it abuses sun more consistently. I don't like losing momentum with v create as fire in general isn't necessarily the best type for walling things so keeping momentum is important and blue flare doesn't drop any of my stats. 2hkoing hippowdon is always nice and helps deal with lando I and garchomp better. I prefer thunder but you could go with energy ball in the last slot to hit water/grounds for heavy damage or something like lanturn if u really want to. Overall tho, I haven't seen any difference in its revenge killing capabilities and again, I think a special set abuses sun more so ye.

Shit you should have in the back:

- sun support. Torkoal is even better on fire this gen with it's access to drought now.

- Some reliable way to stop fast shit/sweepers for brooming you. Scarf tini can only do so much so it's nice to have like a sash mon in the back to stop you from getting broomed by certain threats.
 
#13
Poison doesn't appear to have changed much in terms of play-style so far, but there are some tweaks to the famed poison tank-core:

Defensive Poison Core

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Leech Seed / Earthquake
- Synthesis
- Giga Drain
- Hidden Power [Fire]

Mega Venusaur is the bane of such types as Electric, Water and Grass, and as such is a vital member of the core. Maxed defense to withstand repeated abuse from ground attacks and pretty much any physical attack that isn't flying or psychic typed. This set is basically copy-pasted from Gen 6 and it's not hard to see why:

+1 252+ Atk Kartana Psycho Cut vs. 252 HP / 252+ Def Venusaur-Mega: 202-238 (55.4 - 65.3%) -- guaranteed 2HKO
252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Venusaur-Mega: 136-161 (37.3 - 44.2%) -- guaranteed 3HKO
252+ Atk Life Orb Landorus-Therian Earthquake vs. 252 HP / 252+ Def Venusaur-Mega: 157-187 (43.1 - 51.3%) -- 8.2% chance to 2HKO

Attacks that would normally devastate poison teams are soaked by Mega-Venusaur, who can recover or leech its health back with ease. However, if fire types like Heatran are a problem for the rest of your team, Earthquake can be swapped in as Giga Drain and Synthesis will provide good healing by themselves. Hidden Power Fire is mainly for Kartana nowadays as Ferrothorn is rarer in Gen 7; Scizor is much better handled by Toxapex (Tentacruel could not do this in Gen 6) but HP Fire will help get rid of it quicker should it choose to stay in on Venusaur.

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 120 Atk / 136 SpD
Careful Nature
- Knock Off
- Poison Jab / Gunk Shot
- Pursuit
- Brick Break / Rock Slide / Stone Edge / Fire Blast

The Dark type that Poison teams have been waiting for, Muk is the psychic-absorber of choice due to great bulk and higher attack. AV and max HP with some EVs in special defense to soak up special attacks from your average psychic attacker, with Knock-Off and Pursuit to maim them depending on if they stay in or switch out. Poison Jab or Gunk Shot for STAB and poison chance (coupled with Poison Touch, you will poison something with this about half the time); this choice comes down to power vs. accuracy. The last slot is meant for coverage that the rest of your team will appreciate: Brick Break to nail stuff like Tyranitar and Heatran (and also remove screens), a rock move to take out flyers like Charizard (again, your choice between power or accuracy), or Fire Blast to take out steels like Scizor, Skarmory or Kartana.

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
- Scald
- Toxic / Toxic Spikes
- Recover
- Haze

Tentacruel was a common sight on Poison due to its coveted Water/Poison typing and overall utility, but Toxapex takes it a step further, trading Rapid Spin and offensive presence / speed for an amazing Regenerator+Recover combo and awesome mixed bulk. EVs are allotted to ensure Lando-I does 99% max with Earth Power, with the rest poured into defense. The moveset is essentially non-negotiable: Scald for burning things / STAB, Toxic or Toxic Spikes to poison things (depending on the needs of your team), Recover to stay alive and Haze to prevent set-up.


Mega Pinsir is tough for the core to handle by itself as it will demolish Mega-Venusaur and smack Toxapex and Muk with Earthquake. It is often seen alongside Scizor, which puts pressure on your tanks to stay healthy enough to handle Pinsir.



Ground teams in general are a pain for Poison. Lando-I in particular is a nightmare for poison teams, as it is guaranteed to carry Earth Power and often carries Psychic to hit every single member of poison teams for massive damage. It's best to check this with a faster threat rather than rely on sheer walling power. Excadrill and Garchomp harass you with strong Earthquakes as well as a strong 2nd STAB to nail your ground-immune pokes.


Zygarde-50% is given a special mention, as if you allow this to set up with either coil or DD, it will steamroll your team with Thousand Arrows. It's faster than Toxapex too, so it'll be much harder to haze after a couple of boosts.


Mega Charizard-X typically has no problem setting up on Venusaur or Toxapex given its great typing and the fact that it typically packs EQ to dispatch Toxapex. The fact that poison teams don't have a single mon that resists or is immune to Outrage means that with even 1 DD under its belt, Char-X is highly dangerous.



Crobat helps with hazard control (Defog) and is also immune to ground attacks which is a plus. Blazing fast speed and access to U-turn / Taunt helps the defensive core keep momentum and not get set-up on.



Gengar helps block Rapid Spin and can be tailored to do whatever the rest of your team needs. It also has a strong and speedy Shadow Ball to nail psychic types, and while the loss of Levitate was tough, it is still a valuable member of the team.



Nidoking helps you break walls that your defensive core can't whittle down, and sets stealth rocks which is nice as your core will cause many switches. Nidoqueen can be used in this spot also, but Nidoking packs more punch and the defenses are covered pretty well by the core members already.



Nihilego (especially with a scarf) makes a good win condition as it can quickly spiral out of control once the team has been weakened by the core. Be sure to eliminate any strong priority users first, though..

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Leech Seed / Earthquake
- Synthesis
- Giga Drain
- Hidden Power [Fire]

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 120 Atk / 136 SpD
Careful Nature
- Knock Off
- Poison Jab / Gunk Shot
- Pursuit
- Brick Break / Rock Slide / Stone Edge / Fire Blast

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
- Scald
- Toxic / Toxic Spikes
- Recover
- Haze
 
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iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#14
Defensive Ghost Core


Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Foul Play
- Knock Off
- Recover
- Will-O-Wisp

Mega Sableye is one of the best defensive pokemon Ghost has access to. With its bulk combined with its ability, it is able to switch into a multitude of physical attacks, and can also switch into a predicted status move such as Toxic aimed at Jellicent and Gourgeist. Will-O-Wisp lets it cripple physical attackers, making Jellicent's job easier. Foul Play lets it punish physical attackers that try to set up on it, such as Roost Mega Scizor, while Knock Off is utility that lets it remove items from the opponent. Recover lets it keep its health high and is a reliable source of recovery.



Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Taunt
- Toxic
- Recover

Jellicent is the best specially defensive pokemon that Ghost has access to, being able to switch into a large number of special moves, and is especially useful as a Heatran check, the most common Mega Sableye and Gourgeist switchin on Steel. Its typing lets it switch into Fire and Ice moves aimed at Gourgeist. Taunt and Toxic make it a reliable stallbreaker and prevents opponents from setting up. Recover is a source of reliable recovery, while Scald is a great STAB move that lets it fish for burns.



Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Synthesis
- Seed Bomb
- Leech Seed

Gourgeist's typing makes is a suitable partner for Jellicent. It is able to switch into Electric and Grass moves aimed at Jellicent, and also acts as a secondary physical wall, having great physical bulk and access to Will-O-Wisp. Synthesis gives it a reliable form of Recovery. Leech Seed grants it passive recovery, and will most often force to opponent to switch out. Seed Bomb is a great STAB move that lets it hit Water type threats, such as Azumarill and Rotom.



Electric terrain core has proven difficult to handle with this core. These three can straight muscle through the core. Tapu Kook especially is hard to check, since it carries Brave Bird as well. Alolan Raichu may set up when given the chance, and Xurkitree carrying HP Ice creates mind games, having to switch between either Jellicent or Gourgeist.



Dark teams have no problem breaking the core. Although Mega Sableye can handle most physical Dark moves, it can't handle Mega Sharpedo's Crunch or Hoopa-U's Hyperspace Fury. Jellicent and Mega Sableye are 2ohko'd by Hyperion's Dark Pulse.



Mirror matchups may be hard to handle. Specs Chandelier itself can muscle through the core. Mega Sableye is only checked by Mega Sableye, and the 1v1 results in a 50-50 (and is pretty boring). Mimikyu can find opportunities to set up easily, and can break through the core with Shadow Claw and Play Rough.



Offensive Fire teams have no problem breaking this core. Mega Charizard Y and Victini have no switchins in the core, as they carry Solarbeam and Bolt Strike respectively. Mega Charizard X finds plenty of opportunities to set up and sweep.



Chandelure is able to power past a lot of walls that trouble the core, such as Toxapex and Mega Sableye, and is also able to hit opponents that try to set up behind a Substitute. It is also able to switch into Fire and Fairy moves.



Gengar's speed and coverage complements the core's slow, defensive nature, letting it handle Dark and Dragon types with Focus Blast and Dazzling Gleam. It great speed tier also lets it outspeed a large portion of the umboosted meta.



Alolan Marowak is able to switch into Ice, Electric, Fire and Fairy moves aimed at the core, and is further able to apply offensive pressure and set up hazards.



Mimikyu is able to handle Dark teams, and is easily able to set up, making mirror matchups much easier to handle. It also has priority in Shadow Sneak, letting it secure a kill against a worn down foe.

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Foul Play
- Knock Off
- Recover
- Will-O-Wisp

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Taunt
- Toxic
- Recover

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Synthesis
- Seed Bomb
- Leech Seed
Pretty much fine, for the most part. Add Fake Out/Protect as options for Mega Sableye and explain that Max Defense is not mandatory, especially in a core that already possesses a Physical Wall. However, please be aware that Max Def M-Sab usually runs the CM set, but it generally just comes down to the user's preference. Add Acid Armor as an option over Taunt to Jellicent and add Foul Play as an option for Gourgeist-Super. Also, please fix your Importable tab because Jellicent is currently list as having 'Cursed Body' and not 'Water Absorb.' Once you edit this, it's approved.
Balanced Steel Core

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Leech Seed
- Toxic
- Protect
- Air Slash

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Fleur Cannon
- Flash Cannon
- Ice Beam / Energy Ball / Volt Switch / Aura Sphere


The newest version of the steel resistance core us out. With Gen 7 and the rebanning of Aegislash and the introduction of new resistances the core has been updated for the 7th generation.

Celesteela- This pokemon replaces Skarmory as the teams Ground immunity. Celesteela rather than Roost adds a new way of recovery in Leech Seeds. This in tandum with Toxic, Protect and Leftovers can help Celesteela very rapidly gain recovery while wearing down the opponent. Celesteela's air slash is support to help it face types like fighting which can give steel some trouble.

Heatran- Heatran allows steel to have a very necessary fire immunity. Heatrans offensive presence allows it to easily set rocks while also working as a great antilead with Taunt. Aside from setting rocks and keeping hazards off your field with taunt, heatran also can trap opposing bulky walls with Magma Storm such as Chansey and Porygon2 and prevent them from recovering. This greatly helps Heatran chip down annoying walls Steel would rather not face. Earth Power allows Heatran to hit opposing Heatran, other steel types and importantly electric types which can give steel monotypes trouble.

Magearna- Rather than opting for a Fighting immunity for this core I decided the more offensive presence with Magearna. This set allows Magearna to outspeed common base 100 scarfs after 1 shift gear and basically take out an entire fighting team from there. The coverage of Fleur Cannon hits types like Dark, Dragon and Fighting, while Flash Cannon is a great primary stab move to use on Magearna. Ice Beam is to mainly check deadly flying and ground types such as Landorus-I. I chose to give Fairium Z to Magearna because with the additional power of Z Fleur Cannon Magearna hits like a truck and isnt easily walled. The additional coverage on Magearna is to hit Water and Ground types it maybe weak to and Aura Sphere for extra coverage on other steel type teams.
Few touch-ups. Add Lava Plume as an option over Magma Storm. Why doesn't have maximum investment in speed? With its current speed tier, it speed ties neutral max invest Seismitoad when both are +2, so unless the 20 invest in HP is necessary for any calcs I'm not aware of, please change this. Otherwise, approved.
Offensive Fire Core



Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake

Infernape @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Thunder Punch / Stone Edge
- Mach Punch

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- U-turn
- Glaciate
- Thunder / Energy Ball


Yiddy Yop time to sprinkle my creations all over the community and raise awareness about my fav type in the meta so far.

Char X is just a clear cut DD sweeper and it performs quite well in the meta so far. An adamant nature can be ran to get that extra boost in power but it is pretty risky to run it as you leave yourself open to get outsped by scarf excadrill which is presenting itself as one of the most prominent scarfers in the meta right now. Its duel stabs cover a lot and then earthquake is there to hit heatran and is also just nice to have in general so you don't have to click flare blitz all the time vs steel and preserve your hp.

CB nape works as a strong physical wall breaker for the core that packs some very helpful coverage. I'm currently using EQ+Thunder Punch, but using stone edge in Thunder punches slot has its benefits as well. Nape also doubles up as a priority user to be able pick off weakened threats/sweepers that are annoying for fire to deal with like mega gyara or smthn.

I went with a special attacking scarf tini because I think it abuses sun more consistently. I don't like losing momentum with v create as fire in general isn't necessarily the best type for walling things so keeping momentum is important and blue flare doesn't drop any of my stats. 2hkoing hippowdon is always nice and helps deal with lando I and garchomp better. I prefer thunder but you could go with energy ball in the last slot to hit water/grounds for heavy damage or something like lanturn if u really want to. Overall tho, I haven't seen any difference in its revenge killing capabilities and again, I think a special set abuses sun more so ye.

Shit you should have in the back:

- sun support. Torkoal is even better on fire this gen with it's access to drought now.

- Some reliable way to stop fast shit/sweepers for brooming you. Scarf tini can only do so much so it's nice to have like a sash mon in the back to stop you from getting broomed by certain threats.
Approved.
Poison doesn't appear to have changed much in terms of play-style so far, but there are some tweaks to the famed poison tank-core:

Defensive Poison Core

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Leech Seed
- Synthesis
- Giga Drain
- Hidden Power [Fire]

Mega Venusaur is the bane of such types as Electric, Water and Grass, and as such is a vital member of the core. Maxed defense to withstand repeated abuse from ground attacks and pretty much any physical attack that isn't flying or psychic typed. This set is basically copy-pasted from Gen 6 and it's not hard to see why:

+1 252+ Atk Kartana Psycho Cut vs. 252 HP / 252+ Def Venusaur-Mega: 202-238 (55.4 - 65.3%) -- guaranteed 2HKO
252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Venusaur-Mega: 136-161 (37.3 - 44.2%) -- guaranteed 3HKO
252+ Atk Life Orb Landorus-Therian Earthquake vs. 252 HP / 252+ Def Venusaur-Mega: 157-187 (43.1 - 51.3%) -- 8.2% chance to 2HKO

Attacks that would normally devastate poison teams are soaked by Mega-Venusaur, who can recover or leech its health back with ease. Hidden Power Fire is mainly for Kartana nowadays as Ferrothorn is rarer in Gen 7; Scizor is much better handled by Toxapex (Tentacruel could not do this in Gen 6) but HP Fire will help get rid of it quicker should it choose to stay in on Venusaur.

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Poison Jab
- Pursuit
- Brick Break

The Dark type that Poison teams have been waiting for, Muk is the psychic-absorber of choice due to great bulk and higher attack. AV and max HP to soak up special attacks from your average psychic attacker, with Knock-Off and Pursuit to maim them depending on if they stay in or switch out. Poison Jab for STAB and poison chance (coupled with Poison Touch, you will poison something with this about half the time), and Brick Break because its other coverage is crap (but still this is nice to remove screens).

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
- Scald
- Toxic
- Recover
- Haze

Tentacruel was a common sight on Poison due to its coveted Water/Poison typing and overall utility, but Toxapex takes it a step further, trading Rapid Spin and offensive presence / speed for an amazing Regenerator+Recover combo and awesome mixed bulk. EVs are allotted to ensure Lando-I does 99% max with Earth Power, with the rest poured into defense. The moveset is essentially non-negotiable: Scald for burning things / STAB, Toxic is Toxic, Recover to stay alive and Haze to prevent set-up.


Mega Pinsir is tough for the core to handle by itself as it will demolish Mega-Venusaur and smack Toxapex and Muk with Earthquake. It is often seen alongside Scizor, which puts pressure on your tanks to stay healthy enough to handle Pinsir.



Ground teams in general are a pain for Poison. Lando-I in particular is a nightmare for poison teams, as it is guaranteed to carry Earth Power and often carries Psychic to hit every single member of poison teams for massive damage. It's best to check this with a faster threat rather than rely on sheer walling power. Excadrill and Garchomp harass you with strong Earthquakes as well as a strong 2nd STAB to nail your ground-immune pokes.


Zygarde-50% is given a special mention, as if you allow this to set up with either coil or DD, it will steamroll your team with Thousand Arrows. It's faster than Toxapex too, so it'll be much harder to haze after a couple of boosts.


Mega Charizard-X typically has no problem setting up on Venusaur or Toxapex given its great typing and the fact that it typically packs EQ to dispatch Toxapex. The fact that poison teams don't have a single mon that resists or is immune to Outrage means that with even 1 DD under its belt, Char-X is highly dangerous.



Crobat helps with hazard control (Defog) and is also immune to ground attacks which is a plus. Blazing fast speed and access to U-turn / Taunt helps the defensive core keep momentum and not get set-up on.



Gengar helps block Rapid Spin and can be tailored to do whatever the rest of your team needs. It also has a strong and speedy Shadow Ball to nail psychic types, and while the loss of Levitate was tough, it is still a valuable member of the team.



Nidoking helps you break walls that your defensive core can't whittle down, and sets stealth rocks which is nice as your core will cause many switches. Nidoqueen can be used in this spot also, but Nidoking packs more punch and the defenses are covered pretty well by the core members already.



Nihilego (especially with a scarf) makes a good win condition as it can quickly spiral out of control once the team has been weakened by the core. Be sure to eliminate any strong priority users first, though..

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Leech Seed
- Synthesis
- Giga Drain
- Hidden Power [Fire]

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Poison Jab
- Pursuit
- Brick Break

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 196 Def / 60 SpD
Bold Nature
- Scald
- Toxic
- Recover
- Haze
Add Earthquake as an option over Leech Seed on Mega Venusaur so that you aren't walled by Fire types and Heatran on Steel, Gunk Shot/Rock Slide/Stone Edge/Fire Blast as options on Muk-Alola, and Toxic Spikes as an option on Toxapex. Also, please make Muk-Alola's EVs a more standard spread of 252 HP / 120 Atk / 136 SpD (or some similar variant of these EVs) with a Careful Nature, since this spread's versatility is much more valuable in managing threats to Poison. Once this is fixed, it's approved.
 
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#15
So before any of these mons get banned, I though I'd put out the most controversial and broken offensive core currently on steel: Megagross, Magearna, Kartana.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Magearna-Original @ Fairium Z
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Aura Sphere
- Thunderbolt
- Shift Gear

Kartana @ Choice Band
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Night Slash
- Sacred Sword

In short, each mon of this core can basically 6-0 teams of certain types. As both a wallbreaker and a set-up swpeer, Kartana wrecks Ground, Psychic, and Water types that generally trouble Steel types. On the other hand, Magearna helps against Flying, Steel, Dark, and Fighting, being able to take a hit and either set up or nuke back. Lastly, Megagross has a field day against types that Steel typically beats such as Ice, Rock, Poison, Grass, Fairy, etc.

Good mons to compliment this core: Air Balloon Tran is obviously great for helping with fire weaknesses while Skarm is always nice for setting up hazards and assisting with fighting weaknesses. Lastly, I'm a big fan of Drill for mitigating the electric weakness.
 
#16
Balance Electric Core

Rotom-Wash - With excellent typing and bulk, Rotom-W fits nicely on almost any electric team. The combination of Levitate and Hydro Pump allow it to check most ground types, and is critical against ground teams. It also covers Heatran on mono steel. Will-o-wisp cripples physical attackers and adds risk to opposing switches. Volt switch allows Rotom to pivot into a favorable offensive matchup on switches. Pain Split provides semi-reliable (though inconstistent) recovery that is most useful against bulky matchups where Rotom can recover and then pivot into a counter.
Tapu Kokoa Puffs - The main offensive pivot. Jolly + U-Turn provides an alternative to Volt Switch that isn't blocked by ground types, which is critical for Koko to stay alive and allows it to reset terrain. Terrain boosts the Volt Switches from the core and electric STABs for the rest of the team, which is critical. Wild Charge is the STAB for this set because of Koko's lack of any other physical electric attacks. Brave Bird provides good damage against grass, bug, and fighting types. Facade rounds out the set in case of burn or poison. Return is an alternate option for a higher BP without status. Because of recoil on moves, Expert Belt is preferred over Life Orb, but LO is still a viable option.

Zapdos - Zapdos is able to switch into a number of grass type threats like Ferrothorn and KO them with Heat Wave. Volt Switch allows Zapdos to pivot (not much else to say there). Roost helps Zapdos stay healthy for future switches, especially against rocks. Defog is an option to remove rocks and sticky web, otherwise HP grass/ice + static are preferred depending on your teams coverage. HP Grass covers 2HKOs water/ground types like Gastrodon that wall Koko and check Rotom; both HP cover ground. Zapdos is able to survive Rock Slide from mold breaker Excadrill and OHKO it with heat wave, but is unable to do so on switch in. 16 speed evs and a timid nature outspeed jolly bisharp (16 EVs without nature for Adamant bisharp) and OHKO with heat wave (if this isn't necessary for your team, EV spread should be 252 HP / 252 Spa / 4 SpD). Zapdos also gives the option of a specially bulky set with a 252 HP / 60 Def / 180 SpD / 16 Spe spread (60 def EVs survive +2 return from Mega Pinsir


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump

Koko Puffs (Tapu Koko) @ Expert Belt
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Wild Charge
- U-turn
- Facade / Return / Taunt

Zapdos SpA set
Zapdos @ Leftovers
Ability: Pressure / Static*
EVs: 240 HP / 252 SpA / 16 Sp
Modest Nature
IVs: 0 Atk
- Defog / Hidden Power [Ice] / Hidden Power [Grass]
- Roost
- Heat Wave
- Volt Switch / Thunderbolt

Zapdos SpD set

Zapdos @ Leftovers
Ability: Pressure / Static*
EVs: 252 HP / 60 Def / 180 SpD / 16 Spe
Calm Nature
- Volt Switch / Thunderbolt
- Roost
- Heat Wave
- Defog / Hidden Power [Ice] / Hidden Power [Grass]

*Static and Defog can't be run on the same set
 
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iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#17
So before any of these mons get banned, I though I'd put out the most controversial and broken offensive core currently on steel: Megagross, Magearna, Kartana.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Magearna-Original @ Fairium Z
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Aura Sphere
- Thunderbolt
- Shift Gear

Kartana @ Choice Band
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Leaf Blade
- Night Slash
- Sacred Sword

In short, each mon of this core can basically 6-0 teams of certain types. As both a wallbreaker and a set-up swpeer, Kartana wrecks Ground, Psychic, and Water types that generally trouble Steel types. On the other hand, Magearna helps against Flying, Steel, Dark, and Fighting, being able to take a hit and either set up or nuke back. Lastly, Megagross has a field day against types that Steel typically beats such as Ice, Rock, Poison, Grass, Fairy, etc.

Good mons to compliment this core: Air Balloon Tran is obviously great for helping with fire weaknesses while Skarm is always nice for setting up hazards and assisting with fighting weaknesses. Lastly, I'm a big fan of Drill for mitigating the electric weakness.
Seeing as Kartana and Mega Metagross are extremely controversial topics right now, I will be treating them the same as Tapu Lele, where we will wait to see if they receive a ban or not before doing anything with this core. However, in the mean time you could add sprites for your Pokemon, give more in-depth descriptions and add some good teammates :)
Balance Electric Core

Rotom-Wash - With excellent typing and bulk, Rotom-W fits nicely on almost any electric team. The combination of Levitate and Hydro Pump allow it to check most ground types, and is critical against ground teams. It also covers Heatran on mono steel. Will-o-wisp cripples physical attackers and adds risk to opposing switches. Volt switch allows Rotom to pivot into a favorable offensive matchup on switches. Pain Split provides semi-reliable (though inconstistent) recovery that is most useful against bulky matchups where Rotom can recover and then pivot into a counter.
Tapu Kokoa Puffs - The main offensive pivot. Jolly + U-Turn provides an alternative to Volt Switch that isn't blocked by ground types, which is critical for Koko to stay alive and allows it to reset terrain. Terrain boosts the Volt Switches from the core and electric STABs for the rest of the team, which is critical. Wild Charge is the STAB for this set because of Koko's lack of any other physical electric attacks. Brave Bird provides good damage against grass, bug, and fighting types. Facade rounds out the set in case of burn or poison. Return is an alternate option for a higher BP without status. Because of recoil on moves, Expert Belt is preferred over Life Orb, but LO is still a viable option.

Zapdos - Zapdos is able to switch into a number of grass type threats like Ferrothorn and KO them with Heat Wave. Volt Switch allows Zapdos to pivot (not much else to say there). Roost helps Zapdos stay healthy for future switches, especially against rocks. Defog is an option to remove rocks and sticky web, otherwise HP grass/ice + static are preferred depending on your teams coverage. HP Grass covers 2HKOs water/ground types like Gastrodon that wall Koko and check Rotom; both HP cover ground. Zapdos is able to survive Rock Slide from mold breaker Excadrill and OHKO it with heat wave, but is unable to do so on switch in. 16 speed evs and a timid nature outspeed jolly bisharp (16 EVs without nature for Adamant bisharp) and OHKO with heat wave (if this isn't necessary for your team, EV spread should be 252 HP / 252 Spa / 4 SpD). Zapdos also gives the option of a specially bulky set with a 252 HP / 60 Def / 180 SpD / 16 Spe spread (60 def EVs survive +2 return from Mega Pinsir


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump

Koko Puffs (Tapu Koko) @ Expert Belt
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Wild Charge
- U-turn
- Facade / Return / Taunt

Zapdos SpA set
Zapdos @ Leftovers
Ability: Pressure / Static*
EVs: 240 HP / 252 SpA / 16 Sp
Modest Nature
IVs: 0 Atk
- Defog / Hidden Power [Ice] / Hidden Power [Grass]
- Roost
- Heat Wave
- Volt Switch / Thunderbolt

Zapdos SpD set

Zapdos @ Leftovers
Ability: Pressure / Static*
EVs: 252 HP / 60 Def / 180 SpD / 16 Spe
Calm Nature
- Volt Switch / Thunderbolt
- Roost
- Heat Wave
- Defog / Hidden Power [Ice] / Hidden Power [Grass]

*Static and Defog can't be run on the same set
This really feels like Electric's basic defensive core, i.e. Zapdos and Rotom-W, with a + 1. The SpA Zapdos set would be for an entirely different set-up and those aren't the EVs for any of the SpD Zapdos spreads, nor the moveset. If you would like to make changes and resubmit, that's fine, but understand that the Pokemon within the core itself need to change in order for it to not only be a real Balance core, but to actually be practical for usage in matches. Core denied.
 
#18
Defensive Water Core water got some really interesting Pokemon this generation and one of them is toxapex which is just very good defensively. So following is a defensive core that can also be used on semi stall teams.

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack off/Rest
- Psyshock
- Scald
OR
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk /Iron defense
- Calm Mind
- Scald

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes /Toxic
- Haze
- Recover

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Roar
- Scald /Yawn

The slowbro+toxapex core is really hard to break as they both have regenerator and cover each others weakness pretty well. Swampert is used for electric immunity and stealth rock. This is a great defensive core that is a pain to play against. The aim of this core is to gradually worn out the opposing team through toxic spikes,stealth rock and stall.
•Slowbro can pivot in most physical attacks in conjunction of its pre-mega ability which is regenerator. Slowbro is great as a win condition late game as few things can stop it from sweeping once it has few calm minds under its belt. Psyshock hits special walls hard once few calm minds are up. Scald is the water stab and the chance to burn opposing Pokemon making slowbro more tanky on the physical side. Rest can be replaced by slack off. An alternate set of rest-Sleep talk can be run as it allows mega slowbro to set up and recover health without getting plagued by status moves such as toxic which may end its sweep. If rest talk set is used then scald is used as an attacking move as water has good coverage offensively and few things are immune to water moves. Iron defense may be used over sleep talk as it allows mega slowbro to boost its physical defense even higher,resulting in difficulty for the opponent to kill it since it has calm mind too. With iron defense slowbro can survive 2 turns of rest easily.
•Toxapex is the other member of this core that acts as a glue to the team and is the sp.def Pokemon can switch in most special attacks very easily. Toxapex has regenerator which adds more to its already 50/152/142 bulk. Toxic spikes is used to gradually worn out opposing teams. However toxic may be used over toxic spikes as it allows to badly poison opposing Pokemon that are immune to toxic spikes such as flying types and levitate users. Toxic also has100% accuracy when used by a poison type.Haze is used so that toxapex isn't a set up fodder to opposing Pokemon. Scald is just a pure evil move to fish for burns! Recover is used for immediate sustain and to stall things out in tandem with toxic spikes or toxic.
•Swampert adds to the team a crucial electric immunity and stealth rock support which is great to keep many types pressured with stealth rock since this core forces a lot of switches.Physically defensive swampert can tank a lot of things and can phaze out opposing Pokemon with roar and rack up residual damage. Earthquake is used for electric types that can easily threaten this core,earthquake also hits decently even when uninvested. Scald is for fishing burns. Yawn is an option over scald allowing some free turns to mega slowbro to set up and it is a good move to rack up residual damage. Yawn+Roar works well too.
[hide/]
Threats
•Strong wallbreakers like hoopa unbound can really put a dent and a stop to this team by using the appropriate moves.
•Grass types: Grass has always been a pain for defensive and stall mono water teams even if you run sap sipper azumarill as mega Venusaur can still kill it with poison stab.However using Sap sipper azumarill on a defensive water team is a must as it improves match up vs grass types/moves.
•Stallbreakers: Stall breakers like Gliscor,Sableye can easily put a stop to the stall with taunt.
Support pokemon
•Alomomola: Wish support.
•Azumarill:Grass immunity(Sap sipper)
•Defog/Rapid spin support. Empoleon,Tapu fini,
•Lanturn: Vital Electric immunity that really helps when swampert is out. Lanturn also offers cleric support in the form of heal bell which helps to remove status from plaguing the team.
 
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#19
Hope you don't mind Alpha, but since I'm on mobile I stole your core template :P

Balance Bug Core
Not a whole lot has changed for Bug since last gen except for the introduction of one, key Pokémon: Araquanid. This little wonder offers bug a legit water and fire resist on top of decent (if one-dimensional) offensive presence. I made a balance bug team around this new addition.


Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 80 Def / 172 SpD
Impish Nature
- U-turn
- Defog
- Bullet Punch
- Roost

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Liquidation
- Scald
- Leech Life
- Mirror Coat

Volcarona @ Leftovers
Ability: Flame Body
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Quiver Dance
- Roost
- Fiery Dance
- Bug Buzz
This is just a basic Balance Bug defensive core you can use to build off of. It features defensive Mega-Scizor, who is one of the greatest blanket defensive checks in the game, with it's near-ironclad defensive typing and reliable recovery. Defog and Roost are mandatory, but your choice of other two moves can range from Bullet Punch to Knock off to Uturn to Toxic.

Araquanid offers a water and fire resist and special defensive bulk to cover volcarona and Scizor's main weaknesses while pestering with scald / liquidation. Mirror Coat is an option to keep offensive Celesteelas in line, along with other threats.

Volcarona offers a secondary specially defensive bulwark to contend with electric, in particular. Roost is mandatory, but one can run quiver dance + 2 attacks or even Will o Wisp.
Threats
•Strong wallbreakers like Hoopa unbound or Lando-I can really put a dent and a stop to this team by using the appropriate moves.
•Electric: Powerful Electric wallbreakers will surge this core if not stopped. Araquanid can't sponge it putting all the pressure on Volcarona.
•Set up: Powerful boosting threats are very hazardous for this core, such as Charizard-X.

Support pokemon
•Armaldo / Forretress: Hazard and Rapid Spin Support. Red Card Forretress is an excellent panic button for opposing set up.
•Galvantula: A way of offensively dealing with opposing threats and hazard setters as well as pivoting. Sticky Webs are always good to have.

I'll revise the EVs a little once I get back to my computer, I just wanted to get this out there.
 
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#20
Balanced Flying Core
With Celesteela being added to the Flying type, Balanced Flying has a new and improved Skarmory as the teams physically defensive backbone. While Celesteela can't cover the field with rocks teammates such as Landorus-I can and bring the team a nice Electric immunity. Lastly and most importantly the teams specially defensive defogging wall, Zapdos is introduced to the core. Without further ado, here is the core!


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Heavy Slam
- Toxic
- Leech Seed
- Protect

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 192 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Toxic
- Defog
- Roost

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Rock Slide
- Stealth Rock

Celesteela is the teams premiere Ice and Rock type switchin. This allows Flying to take neutral damage to those supereffective types. Celesteela also provides great team support with Leech Seed and Toxic which allows it to widdle down the opponent's health and simultaneously recover health back through Leech Seed for itslef or the team. Protect is a great move on Celesteela as it allows it not only to scout moves from the opponent such as Choice locked recovery but also its great passive recovery and allows Celesteela to chip down the opposibg team. Finally Heavy Slam is mainly to hit annoying Ice and Rock types that threaten the team while also providing great coverage for fairy types.
Zapdos provides the team with a decent defensive pivot while also having the ability to clear hazards such as Stealth Rocks from your side of the field. Zapdos can stall out Electric teams due to its great typing allowing it to take neutral damage to electric types. Since most of Electric is Specially oriented Zapdos has an easy time switching into most electric type attacks. Volt Switch helps the team slowly gain momentum and pivot into an appropriate teammate to take on the foe. Zapdos then has the option of using Toxic to wear down the foe further and or to use heat wave to wear down steel and ice types further.
Landorus-I is the core offensive presence and stealth rock setter. Due to Celesteela effectively replacing Skarmory there us no obvious Stealth Rocks and Landorus-I brings an offensive presence allowing it to setup rocks on the switch out. Earth Power is Landorus-I's main stab and helps Flying deal with annoying electric and rocks types while taking care of Fire, Steel and Poison type pokemon. Rock Slide was the second move I decided to use was to help me cover Ice and Flying types while hittong Ground resistant Fire types for Supereffective damage like Charizard-Y and Rotom-Heat. Lastly Focus Blast was practically mandatory as it helps the team take down pokemon such as Heatran, Kyurem-Black, Lapras, and bulky normal types such as Porygon2 and some other annoying threatning pokemon to the flying monotype.

Good Teammates
- Charizard Y is a great wallbreaker with Drought and Fire Blast it can tear through any unresisted specially defensive wall. Charizard-Y can also stop sand and rain which severely threaten flying. Focus Blast hits again bulky normal types, ice, steel, rock and dark types. Defog can provide the team with a secondary pokemon to helo clear Stealth Rocks off the field or Roost can preserve Charizard-Y to help it wallbreak longer into the battle.

- This also can help deal with annoying threats such as Paralyzing any nondark type setup sweeper and can cover many different types with coverage. It can also offer strong late game setup sweeper and cleaner with Nasty Plot. Coverage moves it can run are Thunderbolt, HP [Ice], Grass Knot and Focus Blast.

- Dragonite can work as a teams setup sweeper or Choice Banded cleaner. Outrage is strong stab that can help the team break through opposing teams. Extreme Speed is Dragonite's most reliable move that allows it to work as a great late game setup sweeper. Superpower, Fire Punch, and Earthquake are all viable options on banded dragonite. Dragon Dance prefers Outrage, Extreme Speed and Earthquake. Dragonite can also break special walls down for Landorus-I and Charizard-Y.

- Assault Vest Tornadus can form a nice core with Zapdos making a voltturn core. Hurricane can cover Flying, Grass and Bug types and confuse opposing pokemon. Tornadus-Therian's moveset can be customized around the teams need with options of Superpower, U-turn, Knock Off and Heat Wave.

- Togekiss aka the teams rely on hax mon. With access to moves such as Thunder Wave, Roost, Nasty Plot and Air Slash; Togekiss can fully shut down slower teams by flinching them to death, acting as a cleric pokemon or simply outspeed most of the unboosted metagame with a choice scarf.

- In gen 7 mantine was blessed with the 2 utility moves in Defog and Roost. Mantine can provide the team with another toxic user, can provide the team with another defog user or can haxs the opposing team with 100% 30% chance to scald burn. Mantine overall is another great Special wall that flying has access to. Water Absorb can also help the team take on annoying water types and no longer makes the keldeo+terrakion core a pain for flying as Celesteela is a tech for Stone Edge from Terrakion and Mantine can absorb any scald or hydro pump keldeo can throw.
 
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#21
Offensive Water Core With the introduction of Gen 7,some old and forgotten Pokemon got new abilities and one of them is pelipper. Pelipper this Gen has got drizzle. It is an amazing ability that makes water moves more stronger,it also help Pokemon like kingdra to become a beast in rain and sweep. The core of pelipper+kingdra+Azumarill works really well and is a great offensive core to put opposing teams on their toes.

Pelipper @ Leftovers / Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Hurricane
- Scald
- U-turn/Defog
- Roost

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Draco Meteor
- Dragon Pulse/ Ice beam
- Hydro pump

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower /Knock off

•Pelipper with leftovers, as it provides better longevity in tandem with roost,however eject button can also be used so that crucial rain turns are not wasted and kingdra can start demolishing teams with its rain+specs boosted moves.Pelipper has decent physical bulk and it can check Pokemon with either scald or hurricane. Hurricane is a powerful stab move that helps vs grass types. It also has 100% accuracy in rain so it must be run always. U-turn makes pelipper a good defensive pivot as it can be used to gain momentum as the opponent switches out while doing some chip damage too. Defog is an option over u-turn as it is a decent hazard remover with access to a reliable recovery in roost.
•Kingdra pairs up very well with a drizzle Pokemon so that it can abuse its ability swift swim. Specs kingdra in rain achieves a lot of ohko on opposing Pokemon. It also 2hkos Pokemon that resist its water Stab. Some calculations:
Specs Kingdra Surf vs. 0 HP / 4 SpD Keldeo: 159-187 (49.2 - 57.8%) -- 97.7% chance to 2HKO
Specs Kingdra Surf vs. 0 HP / 0 SpD Breloom: 221-261 (84.6 - 100%) -- 6.3% chance to OHKO
Specs Kingdra Surf vs. 252 HP / 180+ SpD Zapdos: 241-285 (62.7 - 74.2%) -- guaranteed 2HKO after Leftovers recovery
The calculations above are just to give a general idea of how strong kingdra is in rain aided by specs. Draco meteor is 130 bp move that has a lot of ohko potential on opposing Pokemon. Draco meteor helps to get past opposing grass,water and dragon Pokemon. Dragon pulse enables kingdra to defeat dragon types without the drop from Draco meteor as the stat drop from Draco meteor will be a hindrance to sweep. Ice beam is an option over dragon pulse as Ice beam helps against bulky grass types. In the 4th slot, hydro pump is used for some insane move power. Hydro pump one hit knocks out most neutral targets outside of dedicated walls.
•Azumarill is a strong physical wallbreaker that is really hard to switch into,except dedicated physical walls. 176 speed and adamant nature helps azumarill to outspeed uninvested base 70 speed Pokemon. Normalium z with belly drum is used so that azumarill can set up belly drum easily and sweep as belly drum in conjunction with Normalium z fully heals the user first before deducting hp for belly drum. Aqua jet is a priority move that makes up for its low speed and azumarill can sweep with aqua jet alone once belly drum is set. Play rough is for opposing Pokemon that resist its water stab and vs fighting,dark,dragon types. Superpower is used to deal with annoying ferrothorn. However knock off is an option over superpower as it allows azumarill to get rid of items on opposing team. Also knock off hits everything resisted by both aqua jet and play rough. For instance: knock off ohko ferrothorn and amoongus after Stealth rock damage at +6.
Threats
•Mega venusaur: Mega venusaur is a nightmare for most mono water teams to face as it has immense bulk as it lets it shrug off the attacks with synthesis and giga drain.
•Electric Pokemon: Things like tapu koko and surge surfer raichu can demolish this core rather easily.
•Defensive teams with dedicated walls can be a trouble for this core as they can shrug off attacks with their bulk. However this can be mitigated by employing smart switches and plays to keep defensive teams on its toe.
Support Pokemon
•Gyarados: It deserves a special mention as its substitute dragon dance and bounce set helps to check grass types like mega venusaur admirably.
•Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce
•Starmie: Great speed. Access to rapid spin and can be a secondary rain setter for the team.
•Seismitoad: Offensive stealth rock support from Seismitoad as well as electric immunity is something to consider while building swift swim team since mega swampert is not released.
•Mega Sharpedo: Mega Sharpedo pairs well with this core as it can clean up very easily late game and is a good wallbreaker in general.
 
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#22
Balanced Water Core The following is a core of Mantine and Swampert.

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 60 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Defog/Mirror coat
- Air Slash/Haze/Toxic

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald /Yawn/Toxic
- Roar

OverviewMantine has always been a good defensive Pokemon with a very good special defense at base 140,however mantine lacked a form of sustain other than rest and its inability to take physical hits well. However Gen 7 proved to be a boon for the kite fish Pokemon,as it got +20 boost in hp and a sustain in the form of roost. Combining all this has increased the viability of mantine. Speaking of the core,mantine works really well with swampert as mantine is x4 weak to electric moves and x2 weak to rock moves,while swampert is immune to electric moves and takes resisted damage from rock moves. With the good special bulk of mantine,it can take grass moves aimed at swampert. Both the Pokemon not only support each other but also provide utility to the whole team in form of hazard,hazard removal and phazing.
•Mantine: The given set above is a standard bulky set with 200 sp.def Evs and a calm nature greatly increasing its special bulk. 60 defense Evs are used so that it takes hits slightly better on the physical spectrum and 60 defense evs make specs secret sword from keldeo always a 3 hit knock out. Rest Evs in hp. Roost is used for longevity and it lets mantine take special hits repeatedly. Scald is a stab move to do some chip damage and burn opposing Pokemon,further improving the bulk of mantine. It is also a decent defogger as it can threaten many stealth rock setters with its stab scald. Haze can be used so that mantine can stop set up sweepers. Mirror coat is an option too as mantine can ko Pokemon with it. Air slash helps against grass types especially when the opposing Pokemon resists water stab. Toxic can be used to put a timer on opposing walls and to stop sweeps.
•Swampert: Physically bulky swampert set is used,252 def and a relaxed natures allows swampert to take hits from non choice banded Pokemon. 240 hp Evs are used to hit a leftovers number and 252 defense evs are used so that it can tank most hits,the rest 16 evs are dumped into its attack stat. Stealth rock is used to rack up residual damage while earthquake is a stab move that hits pretty well even with little investment.Scald is the other stab move with a chance to burn and thereby increasing its utility. Yawn can be run over scald as yawn forces switches and rack us residual damage. Yawn + Roar is a good combination to annoy opponent and rack up stealth rock damage. Toxic may be run over scald too as it puts a timer on opposing walls or sweepers and toxic contributes to wallbreaking.
Threats
•Dragon types like kyurem black cab be a problem for this core as it can deal good amount of damage to both the Pokemon. This is where protect on swampert helps to scout for its moves if it is choice locked.
•Grass types like mega venusaur and tapu bulu are huge threats to this core and are difficult to play against however checks to both will be listed below.
•Pokemon that have access to both electric and grass type moves can be problematic as it comes down to precise prediction and sometimes it cannot be predicted.
These are some of the threats to the core,if you feel like there are more threats to this then please feel free to tell me.
Teammates
•Volcanion: Helps against grass types. Can check tapu bulu with a scarf set.
•Greninja:Helps to check mega venusaur with extrasensory. Starmie does the same job and is a good offensive rapid spinner if defog is not used on mantine.
•Mega Sharpedo/Gyarados
•Azumarill-Dragon immunity+ wall breaking capabilities.
•Keldeo
 
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#23
Offensive Fairy Core


Tapu Koko, Tapu Bulu, & Magearna

Magearna @ Fairium Z

Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Shift Gear
- Focus Blast

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Horn Leech
- Superpower
- Stone Edge
- Wood Hammer/Bulk Up

Tapu Koko @ Life Orb/Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Dazzling Gleam/Taunt
- Volt Switch


Basically, this core has amazing synergy. Switch Bulu into ground attacks aimed at Koko & Magearna (between the resist and grassy terrain you take almost nothing). Switch Magearna into poison type attacks aimed at Koko and Bulu, or steel attacks as needed. All three of these pokemon can exert a lot of offensive pressure. Bulu and Magearna are naturally bulky and difficult to kill, and Koko is fast and has volt switch.

I don't think my sets are complete, or even that good, so honestly there is a lot of potential for improvement. But I think their synergy is undeniable and will only get better as the sets improve. That aside, here is my reasoning for the sets I'm using now and how I use them:

  • Get Magearna into something that doesn't threaten it by swtich/volt switch and go for shift gear. Z-Fleur Cannon is your nuke that doesn't lower your special attack, and if you can get a kill with it you can go for another kill with Fleur Cannon and be back to neutral. Flash cannon is an amazing secondary STAB on fairy, and wins VS a lot of types. It's worth noting that Fleur Cannon is stronger than SE HP Fire unless Fleur Cannon is resisted, or HP Fire is 4x effective.
  • Bulu is great because of terrain boosted STAB horn leech, making it very difficult for anything that can't KO it to get rid of it. Even with life orb this thing just does not die. (Also it's probably the best switch in to opposing Tapu Koko that fairy has). Stone edge is for zapdos and fire types, as well as providing extra flying coverage if Koko can't handle it. Super power is for steels. The fourth slot feels really open to me -- wood hammer, leech seed, bulk up, megahorn, etc.
  • Koko can do ton of damage with volt switch through out the game while staying healthy for a final sweep. I'm using specs which is honestly a little crazy, but a lot of monotype teams do not have a ground type, or have one that is slower and dies to HP ice. And specs volt switch from Koko seriously dents stuff. You can even use U-Turn over volt switch to ensure a safe switch. Taunt & grass knot are also options.


  • Magearna & Bulu's shared fire weakness can be covered with Azumaril. I use band so I don't need to worry about it's health as much. It also helps that both of them are bulky enough to take a few hits from non STAB fire attacks. Klefki screens can help even more. The fire matchup is tough in general as it resists fairy, grass, steel, and even HP fire and ice.
  • This core doesn't really have anything to hit electric, and there aren't many team options to help with that without Mega Diancie.
  • Even though 2/3 of this core and 4/6 of the team I'm using are neutral to steel it's still an uphill battle for sure. Excadril can be especially threatening
 
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#24
Offensive Ice Core Ice got some nifty buff this generation in the form of aurora veil and slush rush user in A-sandslash. Following is an offensive ice core incorporating A-sandslash:

Ninetales-Alola @ Light Clay /Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Moonblast
- Aurora Veil
- Nasty Plot

Sandslash-Alola @ Choice Band
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Iron Head
- Rock Slide / Rapid Spin
- Earthquake

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 28 SpA / 228 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power

Alolan Ninetails: With snow warning A-ninetails is a very good partner for A-Sandslash with slush rush. A-ninetails has increased speed from base 100 to base 109 which helps it outspeed many Pokemon,notably non scarf keldeo and terrakion. Good speed with snow warning makes a-ninetails an ideal setter of aurora veil which is basically reflect and lightscreen in one turn. Max speed and max special attack is used so that it outspeeds as many things as possible and at the same it can hit hard. As for the item,light clay is used to increase the turns of aurora veil which will make set up easier with other Pokemon on the team and it makes harder for opposing team to revenge kill. However icy rock may also be used as It makes slush rush users to stay fast as long as possible. Blizzard achieves perfect accuracy in hail and is a powerful go to stab move as Ice has good coverage offensively. Moon blast is used to hit Pokemon that resist blizzard such as keldeo and kyurem. Aurora veil in tandem with icy rock makes the team harder to revenge kill and it also lets the team check scizor and such other threats better. Nasty plot can be used to make A-ninetails hit hard and punish switches. However encore Is an option over nasty plot as it allows A-ninetails to lock opposing hazard setters and/or set up sweepers into a move.
Alolan Sandslash:A-sandslash Is a very good partner with A-ninetails offensively. The dual stabs of A-Sandslash are good coverage in tandem with earthquake. Jolly nature can be used to outspeed positive speed scarf base 100. However adamant provides more power. Choice band is used to increase its attack as its base 100 attack is mediocre. Iron head is a strong stab moves that doesn't miss and is very good against rock types. Earthquake helps a lot with its coverage vs fire,steel,poison. Icicle crash helps vs flying,dragon and grass match ups. Rock slide is used to hit fire/flying hard such as charizard Y. Rock slide forms perfect neutral Coverage with earthquake. This set hits almost everything at least neutrality. Rapid spin may be used over rock slide if team can't fit in avalugg or rapid spin may be used as a secondary hazard control on A-Sandslash.
Kyurem black:
Scarf kyurem black is the best late game cleaner that ice has to offer. The moveset is pretty standard. It is a mixed set. Fusion bolt and ice beam form a pseudo bolt beam combo which hits almost everything at least neutrally. With its ability terravolt,kyurem black can take on levitate users such as Rotom forms with earth power. Similarly kyurem black can hit volt absorb users with fusion bolt. Fusion bolt hits keldeo hard too. Outrage is a powerful stab move that has a lot of one hit knock out potential. Scarf kyurem black acts as a speed control after A-sandslash. Ice beam helps against mega venusaur as terravolt ignores thick fat and this enables kyurem black to remove mega venusaur which could otherwise shrug off the attacks.

Threats:
•Steel types: Ice has a very bad match up vs steel and Ice has some checks against stew such as walrein,lapras,Mamoswine(ground coverage) that can make steel match up easier.
•Fighting types: Fighting types like scarf terrakion,scarf keldeo are huge threats as they cannot be revenge killed as not even A-sandslash outspeeds them if terrakion and keldeo are scarfed.
•Stealth Rock: Stealth rock puts a lot of pressure on ice teams as most of the Ice types lose 25% of the health on switching in on rocks which is detrimental to the strategy of the team.
•Fire types: Fire types like charizard mega Y or X pose a huge threat to this core.
Good Teammates
•Froslass: Fighting immunity+ hazard support makes it an ideal teammate.
•Lapras: Freeze dry helps against bulky water types such as mantine,swampert etc. Lapras has water absorb which certainly helps an ice team to face mono water teams. Lapras as a water check is good to have on the team.
•Mamoswine:Offensive stealth rock support. Good dual stabs and priority.
•Cloyster: Very good set up sweeper and helps vs fire match ups.
•Avalugg: A must partner to have in an ice team to remove stealth rock that is very pressuring for ice mono.
•Walrein: With aurora veil on the team,Walrein can check scizor much better as it can tank bullet punch even when scizor is at +3. Walrein possesses the ability thick fat which halves the damage from fire types attack,so walrein is of immense help against fire match ups as it can take on fire types with its water stab.
•Glalie Mega: Awesome wallbreaker to have on ice mono as its refrigerate boosted attack hit hard to common walls. It is also the only available mega now since mega Abamasnow is unreleased.
•Piloswine: Eviolite specially defensive piloswine is a good stealth rock setter,a fire resist as it has thick fat and it can check volcorona and charizard y with stone edge respectively.
•Aurorus: Additional hail setter that also has access to Stealth rock which certainly helps against match up such as fire.
 
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#25
Offensive Ice Core Ice got some nifty buff this generation in the form of aurora veil and slush rush user in A-sandslash. Following is an offensive ice core incorporating A-sandslash:

Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry/Blizzard
- Moonblast
- Hidden Power [Ground]/[Fire]

Sandslash-Alola @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Icicle Crash
- Iron Head
- Earthquake

Kyurem-Black @ Babiri Berry
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Earth Power
- Hidden Power [Fire]
- Roost

Alolan Ninetails: With snow warning A-ninetails is a very good partner for A-Sandslash with slush rush. A-ninetails has increased speed from base 100 to base 109 which helps it outspeed many Pokemon,notably non scarf keldeo and terrakion. Good speed with snow warning makes a-ninetails an ideal setter of aurora veil which is basically reflect and lightscreen in one turn. Max speed and max special attack is used so that it outspeeds as many things as possible and at the same it can hit hard. As for the item,light clay can be used to increase the turns of aurora veil which will make set up easier with other Pokemon on the team. However I prefer icy rock as It makes slush rush users to stay fast as long as possible. Freeze dry is a stab move that is super effective on water types. It is a very good move on A-Ninetails to check things like toxapex. Blizzard can be used over freeze dry if rest of the team can handle water types well. Moonblast is a fairy stab that hits things like opposing kyurem,keldeo etc. Since the typing of A-ninetails makes it susceptible to steel and fire types; either hp fire can be used in the forth moveslot to deter scizor switch ins or hp ground can be used to hit heatran and other fire types. Encore can also be used on the set effectively as A-ninetails can lock Pokemon into a move that try to set hazard or set up.
Alolan Sandslash:A-sandslash Is a very good partner with A-ninetails offensively. The dual stabs of A-Sandslash are good coverage in tandem with earthquake. Jolly nature can be used to outspeed positive speed scarf base 100. However adamant provides more power. Life orb is used on the set to increase the power of moves. A-sandslash can set a swords dance due to its steel resistances and aurora veil and sweep in hail. Iron head is a strong stab moves that doesn't miss and is very good against rock types. Earthquake helps a lot with its coverage vs fire,steel,poison. Icicle crash helps vs flying,dragon and grass match ups.
Kyurem black:
Since Ice struggles a lot vs steel,the babiri set helps offensive ice team to reliably check steel types like scizor which is a huge threat vs steel teams and can sweep ice teams easily. calculation:
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Babiri Berry Kyurem-Black: 240-283 (61.3 - 72.3%) -- guaranteed 2HKO
Some hp investment can be made so that it lives much bullet punch much better. An alternate spread of 96 hp/252spa/160spe can be used too as it makes kyurem black live +4 bullet punch most of the time.
+4 252+ Atk Technician Scizor-Mega Bullet Punch vs. 96 HP / 0 Def Babiri Berry Kyurem-Black: 358-423 (86.2 - 101.9%) -- 12.5% chance to OHKO
Roost is used on the set so that kyurem can stay healthy to check scizor. Roost also helps against defensive teams due to sustain and a reliable recovery.Blizzard is used over Ice beam as hail from A-ninetails lets it abuse blizzard without it missing. Earth power helps again vs fire,rock,steel types. With hp fire,kyurem can check scizor and kill ferrothorn that can be nuisance to deal with.
Threats:
•Steel types: Ice has a very bad match up vs steel and nothing much can be done about it however the kyurem black babiri set does help vs steel.
•Fighting types: Fighting types like scarf terrakion,scarf keldeo are huge threats as they cannot be revenge killed as not even A-sandslash outspeeds them if terrakion and keldeo are scarfed.
•Stealth Rock: Stealth rock puts a lot of pressure on ice teams as most of the Ice types lose 25% of the health on switching in on rocks which is detrimental to the strategy of the team.
•Fire types: Fire types like charizard mega Y or X pose a huge threat to this core.
Good Teammates
•Froslass: Fighting immunity+ hazard support makes it an ideal teammate.
•Lapras: Helps vs water and fire types.
•Mamoswine:Offensive stealth rock support. Good dual stabs and priority.
•Cloyster: Very good set up sweeper and helps vs fire match ups.
•Avalugg: A must partner to have in an ice team to remove stealth rock that is very pressuring for ice mono.
It's a good core you have, but I feel like you could run much better sets to really make it as optimal as possible. I've been playing around with that same core on an Ice team of mine, and I'll show you the sets I've been using that have really proven to be effective!

+
+

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Moonblast
- Aurora Veil
- Nasty Plot

Sandslash-Alola @ Choice Band
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Iron Head
- Rock Slide / Rapid Spin
- Earthquake

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 28 SpA / 228 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power


Alolan Ninetales is by far one of the best Ice types introduced this gen (I've been super hyped for it since it got revealed), with a godsent part Fairy typing, coupled with Snow Warning, an amazing Speed tier (which is enough to outspeed non scarfed Terrakion and Keldeo) but here's the biggest kicker: Aurora Veil. Ice is one of the crappiest defensive types in the game, so having the ability to completely halve damage is amazing! This allows Sandslash and Kyurem-B to be less likely to be revenge killed, and it lets its other team mates tank a lot of attacks that normally they wouldn't be able to (for example: Avalugg can now effectively check non-banded Terrakion's Close Combat, and Lapras/Walrein won't die to a +3 Mega Scizor). Light Clay allows that to be active for 8 turns as opposed to 5, which all around helps with longevity substantially. Other than that, it has Moonblast and Blizzard for attacking moves, and Nasty Plot to potentially punish switchins (this can be replaced for additional coverage, however, its coverage options outside of Hidden Power are unfortunately scarce).

Alolan Sandslash is the hail abuser I chose, due to it's Steel typing allowing it to do some numbers to Rock and Fairy, as well as it being faster than Beartic even with a +Attack nature. A Choice Band is given to give it a significant power buff to its mediocre base 100 Attack stat, and Life Orb recoil can oftentimes be pretty annoying to deal with. The reason why I feel this is better than LO + SD is because SD is hard to set up as it is with a limited amount of time for hail to be up, and having a Choice Band instead will essentially give you a free +1 boost on the spot.

Kyurem-B is one of the best late game sweepers to run on ice, and this is absolutely no exception since it's able to retain its Speed tier without hail (which is where Sandslash can fall short when you need immediate speed). It's also good to mention there are much better Scizor checks to run, especially now that you have Aurora Veil in your artillery. Anyways, Kyurem's moveset is also pretty basic, it's good to mention as well Terravolt is able to break through Levitate and Volt Absorb (which makes Fusion Bolt and Earth Power be able to hit things such as Lanturn, Rotom-W, ect). As for additional options, you can run Focus Blast to help break Steel, however its accuracy is not always the most reliable unfortunately.


As for your threatlist/additional partners, you basically covered what you needed, however for partners, I would add Piloswine (fire resist, SR setter, Volcarona/Mega Zard check), Walrein (Scizor check, helps check Fire with Thick Fat as well), Aurorus (SR setter, additional Hail setter), and Mega Glalie (wallbreaker that Sandslash and Kyurem-B really appreciates for breaking bulky walls). Additionally, I would stress how much Lapras helps with the Water matchup especially, with immunity to the type as well as Freeze-Dry (which is great for breaking Mantine).
 
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