Resource SS OU Good Cores

+

Avalugg @ Heavy-Duty Boots
Ability: Sturdy
EVs: 248 HP / 212 Def / 48 SpD
Impish Nature
- Avalanche / Body Press
- Recover
- Toxic
- Rapid Spin

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight

A fun little dual-boots defensive core. Slowking was added to help Avalugg's 4 weaknesses and lets it function incredibly well as a physically defensive tank. It's often overlooked due to it's poor special bulk making it susceptible to Spectrier, and it having a typing that holds it back with the metagame being loaded with Melmetals and other steels. By no means is it the best physical wall ever, but I figured it would be a nice synergy to use on stall or something to hold a balance team's defensive backbone.

Another thing to note is that Cinderace is always going to be U-turning all over Slowking and steamrolls Avalugg despite it being a 3HKO. A consideration would be adding Heatran; while Blaziken and Pheromosa weaknesses do amp up, there's always a way to compliment the weakness.

Cool core, but as an Avalugg user myself, I recommend using Icicle Spear if you want the Ice STAB. You won,t be OHKOing with Avalanche anything not weak to it anyway, while Icicle Spear has way more PPs, makes no Contact (so, you avoid the chip damage from Ferro and similar Mons) and can bypass Sub of things like Zygarde. When 5 hits, it even does more damage than full power Avalanche.
 
Cool core, but as an Avalugg user myself, I recommend using Icicle Spear if you want the Ice STAB. You won,t be OHKOing with Avalanche anything not weak to it anyway, while Icicle Spear has way more PPs, makes no Contact (so, you avoid the chip damage from Ferro and similar Mons) and can bypass Sub of things like Zygarde. When 5 hits, it even does more damage than full power Avalanche.
Thank you for the suggestions! I like the idea of Icicle Spear, I usually used Avalanche to nuke Landorus-T
 

AM

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LCPL Champion
Nidoking + Urshifu


Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Ice Beam
- Flamethrower

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Sucker Punch
- U-turn
I guess it's a bit har har har now to say Urshifu + Breaker seeing as you can probably pair Urshifu with any mon that's good at breaking fat and will work but these two are good at threatening or denting each other's checks. Helps that Nidoking doesnt want to be switching into much so Ursh U-Turning on the usual switch ins gets Nidoking some more opportunity to do damage. Obviously will want some counter measure to faster mons, things that sit at the 100 speed tier and up, and hazard removal as both don't like hazards.
 
Urshifu now commonly runs scarf and Pjab > sucker because the meta is growing to fast where u can get away with a band. Yes its still good, but nidoking covers the power issues and clef, dosent appreciate nidoking, and pex dosent appreciate repeated wicked blows and u can just u turn on it
 

Zneon

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You probably saw this coming, but I am going to mention this because it is laughably good.

+

Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Slack Off
- Teleport
- Future Sight

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Teleport
- Seismic Toss
- Soft-Boiled
- Thunder Wave

The increasingly famous BlissBro core. This core is outstanding for so many reasons and is such a good add to any team from a defensive standpoint. They both Teleport, they cover each others weaknesses on both sides of the defense spectrum, and they offer a ton of utility. What I love about this is how consistent they are on a game to game basis, Slowbro both walls prevalent Pokemon such as Blaziken, Garchomp, Landorus-T, Melmetal and more and provides amazing utility in Future Sight, which can make its wallbreaking teammates, especially ones like CB Pheromosa and Melmetal much more dangerous than they are, and with Teleport added to the mix, its a deadly combo. The problem is how it can easily be boped by Pokemon like Latios, Tapu Lele and especially Spectrier. Who eats their attacks for dinner? Blissey of course, okay cringeposting aside this Pokemon also Teleports to its dangerous wallbreaker teammates and tanks and walls almost every single special attacker in the metagame.
 
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Gomi

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surprised this hasnt been mentioned yet
:bw/tyranitar:+:bw/moltres:
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Blast
- Stealth Rock
- Crunch
- Rest

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Scorching Sands
- Defog
- Roost
Moltres has been popping up as the sand bird of choice in my experience and for good reason, its synergy atm with Ttar is just amazing. Pretty much everything Ttar lets in (Mosa, Rillaboom, non Gunk Cinder, Exca) cannot safely handle Moltres, so any sturdy water resist to accompany the two makes for an extremely difficult to break core that staves off a great portion of the offensive metagame while having 2 ways to stave off fat destroyer supreme, Heatran, quite well. These two work outside of sand as well but Excas quite good atm so you might as well.
 

Finchinator

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surprised this hasnt been mentioned yet
:bw/tyranitar:+:bw/moltres:
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Blast
- Stealth Rock
- Crunch
- Rest

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Scorching Sands
- Defog
- Roost
Moltres has been popping up as the sand bird of choice in my experience and for good reason, its synergy atm with Ttar is just amazing. Pretty much everything Ttar lets in (Mosa, Rillaboom, non Gunk Cinder, Exca) cannot safely handle Moltres, so any sturdy water resist to accompany the two makes for an extremely difficult to break core that staves off a great portion of the offensive metagame while having 2 ways to stave off fat destroyer supreme, Heatran, quite well. These two work outside of sand as well but Excas quite good atm so you might as well.
Feel like these 2 + Excadrill make up the start for a majority of Sand teams right now and for good reason. They also have so much more breathing room with Zygarde and Kyurem-Black out of the picture as well.

Moltres punishes all of the right things and a timely Flame Body can really flip an otherwise troublesome position. It is easy to bait those physical attacks with Tyranitar, too. This core is great atm, even if the Tyranitar set’s specifics can go in various directions
 

Katy

Banned deucer.
:ss/pelipper: :ss/zapdos: :ss/barraskewda:

offensive rain core
Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Roost
- U-turn
- Defog

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Hurricane
- Thunder
- Roost

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Liquidation
- Close Combat
- Psychic Fangs
- Flip Turn

explanation:
:pelipper:
since rain is thriving in usage and pelipper, zapdos, and barraskewda are all supergreat teammates this core works effectively in the current metagame for various reasons. pelipper can set the rain and increase the rain-turns from 5 to 8 turns with holding the damp rock, furthermore it gives rain teams a viable and great tool to abuse the rain-turns properly. it can u-turn out into its teammates in zapdos or barraskewda. furthermore pelipper has roost to guarantee that it stays healthy enough to do its job as a rain-setter perfectly. due to drizzle, its stab move in scald adds up to be a powerful asset with the chance to hit a possible burn on threatening pokemon.

:zapdos:
the second teammates is zapdos as it got gifted with 2 incredible tools in stab hurricane and also its coverage in weather ball, which is helpful against most pokemon, especially ground-types such as landorus-t, excadrill and nidoking with super effective damage. zapdos is also a great breaker as it has access to a hard hitting thunder, which can dent holes to anything which doesn't resist electric-type stabs. zapdos gives the rain-team an additionally ground-immunity alongside pelipper. zapdos is holding heavy-duty boots to be granted with the longevity and to withstand the course of the game better without taking stealth rocks-damage. roost is an additional utility-option for longevity over the long term of the game.

:barraskewda:
barraskewda adds up to be a great physical breaker for rain-teams and has the superb speed already from the get go, and under rain it outpaces pretty much everything in the metagame. it has liquidation alongside its other stab in flip turn, flip turn gives momentum and lets barraskewda switch out of difficult matchups such as ferrothorn, physically defensive tangrowth, tapu bulu and tapu fini. its coverage is close combat and psychic fangs which can dent through kartana and toxapex, respectively.

closing words:
this core is extremely threatening currently and with these 3 pokemon as an offensive core can not only pressure a lot of pokemon for each other but they also can work effective at supporting and wallbreaking alike.
this core benefits from other teammates such as urshifu-rapid strike, kingdra, swampert and crawdaunt as these pokemon are all able to perform well under the particular archetype in rain. ferrothorn is a great defensive tool on this team as well since it can setup stealth rocks to chip down opposing pokemon and it helps as an electric- and grass-resist.
 
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Defensive core
Toxapex
toxapex.png
+ Ferrothorn
ferrothorn.png


Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Recover
- Haze
- Knock Off/Toxic

The first three slots are standard between reliable recovery, Haze to neuter set-up sweepers and Scald to deal chip damage while trying to achieve the burn chance.
The 4th slot is customizable. I think that Baneful Bunker is the worst option of the three because Toxapex doesn't pressure enough to make good use of it, but it is still worth mentioning. Knock Off is here for utility and Toxic is here to put a timer on bulky pokemons without reliable recover.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes/Stealth Rock
- Knock Off
- Body Press
- Leech Seed/Thunder Wave

Knock Off is here for utility while Body Press is the offensive move of the set, which is a gift for a defensive pokemon that now can use all its EVs into its Def. You can choose between Spikes and SR, but Ferrothorn has the bulk to set-up 2 or 3 layers of the former hazard. In the last slot you can choose between Leech Seed to have reliable recovery while dealing chip damage in the process, whereas Thunder Wave provide Spe support and helps to gain extra turns. The former move is written as 1st choice because it provide additional recovery because Ferrothorn doesn't have reliable recovery.

Explanation
Here we have a classic slow defensive core that starts with two pokemon that have almost perfect type synergy: Toxapex and Ferrothorn cover quite the mutual weaknesses with the only exception of Toxapex's Ground weakness because the latter pokemon is "only" neutral to Ground.
Toxapex has a linear set with the 4th slot customizable, whereas Ferrothorn has more variations in its moveset.
In particular, this generation has been particurarly kind to this Grass type because Body Press allows this pokemon to run all the EVs in the physical defense, without wasting EVs into Atk to achieve some 2HKO. Burns ruins Ferrothorn's ability to pressure with Body Press.

The weakness of this core (anti physical threats-oriented) is the passivity of both pokemons that leaves them prone to be overwhelmed by offensive threats, in particular those that hit on the special side of the spectrum, most notably Rotom-H. Also, beware the underrated Fire Blast Slowking-Galar because it can catch off-guard your Ferrothorn and dent your Toxapex with 0 SpA EVs. Look at these calcs:
0 SpA Slowking-Galar Psychic vs. 252 HP / 4 SpD Toxapex: 156-186 (51.3 - 61.1%) -- guaranteed 2HKO
0 SpA Slowking-Galar Fire Blast vs. 252 HP / 4 SpD Ferrothorn: 300-356 (85.2 - 101.1%) -- 12.5% chance to OHKO

Possible Partners:
  • Defensive route: Mandibuzz and CM Clefable are good defensive partners to keep Urshifu-S in check and the latter can provide some offensive presence with the opportunity to set-up provided by both Toxapex and Ferrothorn.
  • Balanced route: Hydreigon to check to Rotom-H while loving having the opponent's team chipped by this duo.
 
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ausma

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Balance Core

:bw/swampert: :bw/moltres:

Explanation:

I've experimented a bit with these two, and these two Pokemon in tandem are phenomenal on balance cores that need reliable removal and a reliable Stealth Rock setter that can maintain hazards for its team, while keeping opponents' hazards away at the same time. Something that's really cool about this core, is that Moltres is able to slot Scorching Sands out for U-turn, meaning that it can clear hazards, and get right back into Swampert to reliably reset Stealth Rock on Moltres switch-ins such as Heatran, Landorus-T, and Tyranitar. Swampert, conversely, can gain momentum on checks like Rillaboom to get in Moltres, which greatly threatens Rillaboom and alleviates defensive pressure off of Swampert to deal with physical attackers like Excadrill. Both also nearly perfectly synergize with one another's weaknesses, and this is further augmented thanks to both Pokemon having access to momentum options (and Moltres being able to afford it with the aid of Swampert to pressure its defensive checks). Additionally, Moltres is extremely good at punishing pivots such as Pheromosa thanks to Flame Body, which is invaluable for balance teams that are forced on the defensive often.

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Toxic

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Flamethrower
- U-turn
- Roost
- Defog

Good Allies:



Zarude in particular is something I've enjoyed, as it rounds out a very solid FWG with Swampert and Moltres and can beat down bulkier teams with its Jungle Healing set, making great use of the aid of Moltres and Swampert's momentum options. It capitalizes very well on Water-type wallbreakers that can inconvenience Swampert and Moltres and can use Excadrill/Choice-locked Rillaboom/Tyranitar as set-up fodder.

Tyranitar forms an amazing core with Moltres as stated earlier, as it invites in many common threats like Excadrill and Pheromosa that Moltres preys upon. It can also reset weather and provide a specially defensive backbone for Swampert and Moltres.

Clefable provides a reliable Urshifu answer, has good type synergy with Swampert, and can keep Swampert healthy with Wishport.
 

Zneon

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3 big bad cores



Rillaboom + Zapdos is something I've been using quite a lot and something I've built around in my QD Mosa team as I feel its a good core! Rillaboom's Grassy Glide is very spammable however resists to it are common, such as Buzzwole, Corviknight, Tornadus-T, aka stuff that Zapdos can threaten out and use for momentum via Volt Switch or just check in general while also providing. I think this to be a pretty good VoltTurn combo for quite a many bulky structures in my eyes. The main goal of Zapdos is to weaken the opposing team with Hurricane's and Volt Switches along with the help of U-turn from Rillaboom so common grass resists cannot stand up to Rillaboom anymore or bring in something else. Meanwhile allows for consistent damage output on stuff that Zapdos doesn't really deter well or threatens it back, like Tapu Fini, Landorus-T, Choiced Spectrier, and Blissey.

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Knock Off

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Roost
- Defog




This is a significantly more offensive take on the Rillaboom + Zapdos VoltTurn combo. Choice Band Urshifu and Choice Specs Magearna are absolute monsters in this metagame since their STABs alone threaten so many Pokemon, this is exactly what makes this such outstanding synergy. The offensive pressure they can consistently add up is insane, Urshifu struggles to break through Pokemon like Buzzwole and Clefable or even Mandibuzz consistently at times, which Magearna is able to handle very well, however Magearna struggles against stuff like Blissey and Heatran, which Urshifu is able to handle very well. See? They not only deal with the stuff they are weak against fairly well but they are also able to generate momentum with VoltTurn until they need to click their choice boosted attacks.

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- U-turn

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Trick



No one talked about this yet so I will, so this is a pretty good offensive core and its pretty simple. Tyranitar is the best sand setter in the metagame pretty easily right now because of its ability to both be a phenomenal Spectrier check while just being a great special sponge in general, while Dracozolt just abuses the sand with its moves since Bolt Beak coming from this mon is going to hurt a ton, especially if its super effectively and neutrally, you really do not want to switch into this and in Sand its pretty hard to actually pivot around consistently. Pretty straightforward core, yet very effective!

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Thunder Wave

Dracozolt @ Life Orb
Ability: Sand Rush
EVs: 108 Atk / 148 SpA / 252 Spe
Lonely Nature
- Bolt Beak
- Draco Meteor
- Fire Blast
- Earthquake
 
It's a shame this forum is so underused. In past generations this used to be the most useful topic of all In my opinion

1606582677008.png
1606582581941.png


This is the core I've had the most success with. They cover their weaknesses very nicely and provide good support for most teams. Typically, I use spike stack Ferrothorn + Defog + Haze Tapu Fini on my balance teams. However, Tapu Fini has proved to be such a solid pokemon in the meta, I've been thinking about switching the set to calm mind + draining kiss so I can increase the amount of time I get to play with this bad boy. Here are two standard sets you can use.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Knock Off
- Protect / Gyro Ball

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 60 HP / 252 Def / 196 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Surf
- Draining Kiss
 
Balanced core

Landorus-T.jpg
Landorus-T +
Rotom-W.png
Rotom-W
(the "jack of all trades, but masters of none" core)
Two sample sets:
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe (highly customizable)
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock

This is a fast pivot set with hazards, StoneEdge combination to have some offensive presence plus U-turn to keep the momentum.
The variations in the moveset, EVs spread and item (from Leftovers to Life Orb, AV, Rocky Helmet, Lum Berry and so on) are almost limitless.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 40 Def / 216 Spe (highly customizable)
Timid Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Volt Switch is the STAB to keep the momentum while dishing out some STAB damage; Hydro Pump to deal some nice damage to targets weak to it even if uninvested and Pain Split to have a way to keep Rotom enough healthy. WoW is here to cripple physical attackers while dealing some chip damage and this status move is so important that 216 Spe+ EVs are invested to reach 288 Spe points, enough to outspeed 252 Spe+ EVs Gyarados.

Here we have one of the most used core of all times: Landorus-T + Rotom-W. It is strange that it hasn't been already posted.
Their most important quality is their unmatched versatily because they can be customizable quite a lot (Landorus-T in particular) other than offering you a good defensive typing and VolTurn core with Intimidate support to begin the teambuilding.
This core offers:
  • VoltTurn support;
  • Intimidate support and WoW support to deal easily with physical threats;
  • Hazards support if you run SR;
  • Two Ground immunities (one provided by the typing and the other through Levitate)
  • Gravity support (if you run this move on Landorus-T);
  • Defog support (if you run this move on Landorus-T);
  • Knock Off support (if you run this move on Landorus-T);
  • Good defensive sinergy (although it lacks offensive coverage for Grass/Dragon/Ghost/Fairy types).
I think that this is one of the few cases in which the EVs spread and the moveset is not that important because we have a lot of viable possibilities, so these two pokemons need a thread on their own. When buiding with these two pokemons you have to look at this OU resource (https://www.smogon.com/forums/threads/crown-tundra-speed-tiers.3672175/) in order to choose what you want to outspeed.

The main weaknesses of this core are two:
(1) Both these two pokemons are worn down easily because they don't have reliable recovery. Rotom has Pain Split, but also starts with a low base HP stat;
(2) Both Landorus-T and Rotom-W are "jacks of all trades, but masters of none", so on paper they can check a lot of threats, but in actual fact they suffer 4MSS and reliable recovery (as previously stated), thus both pokemons have to choose between keeping a good defensive presence or an higher offensive prowess. Also, the Spe tier leaves them to be outsped easily by a plethora of OU pokemons.

Another weakness is that this core checks better physical threats between Intimidate and WoW.
 

Attachments

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Zneon

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Just realised I forgot to add this with my other cores the other day so I decided why not add it here, shoutout to Ausma for reminding me on the Smogcord server! As you all know Spectrier is a very problematic Pokemon, I even made an entire post about why I hate this thing, and this core does exactly what you want it to do, which is deal Spectrier while still providing great pivoting and speed control for your team in Blissey + Specs Dragapult. They both are able to beat Spectrier if it has Choice Specs, so now that leaves with Choice Scarf and Sub + NP. Dragapult can lose to Choice Scarf Spectrier however Blissey can just wall it forever, whereas with Sub + NP, Blissey doesn't need to use Shadow Ball for it now since it can teleport into Dragapult and beat it with Specs Shadow Ball. Even outside of always beating Spectrier, this core can provide pretty great utility in special sponging and providing speed control and pivoting support, and even if one of them is taken out during a game, the Spectrier set has already been scouted and thus its easier to deal with and this opens up doors for Pokemon it could force out or revenge kill such as Nidoking, Latios and Melmetal.

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Teleport
- Seismic Toss
- Soft-Boiled
- Thunder Wave

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Flamethrower
- Hex


Possible Partners


This core is great however it does have its flaws. Its pretty weak to stuff like CB Pheromosa, Melmetal and Urshifu considering that Blissey sponges special attacks but not physical ones that well at all. Clefable not only checks Pheromosa and Urshifu fairly well but also provides great utility in Knock Off, rocks and a status absorber. Buzzwole pairs insanely well with Blissey for sponging these attacks while also putting stuff like Moltres and Zapdos on a timer with Toxic, allowing Blissey to win the 1v1 against them. Speaking of Moltres and Zapdos, they provide hazard removal while checking the things that I've stated earlier while also providing momentum in the case that a moveslot is freed for them. Then we have Slowbro which pairs exceptionally well with both Blissey and Dragapult, it loves Spectrier being taken care of, not to mention the Future Sight and Teleport support it can provide for its wallbreaking teammates including Dragapult being very useful too.
 
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Katy

Banned deucer.
hello, im back with two cores which i feel can work effectively in the current metagame as they help each other out with either checking threats for their partner offensively or defensively.

the first core is an offensive one with spectrier and melmetal and the second core takes a bit more of an defensive approach with heatran, hydreigon, and tapu fini to check most pokemon in the current metagame.

offensive core:
:melmetal: / :spectrier:
Spectrier @ Choice Specs
Ability: Grim Neigh
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Hex
- Mud Shot

Melmetal @ Leftovers
Ability: Iron Fist
EVs: 240 HP / 252 Atk / 16 Spe
- Double Iron Bash
- Earthquake
- Ice Punch
- Protect

this offensive core works as followed:
spectrier can break holes through the fightingy-types which melmetal struggles with such as blaziken and zapdos-galar, and to add onto ti, spectrier can also help out versus slowbro, which is a really good check to melmetal, whereas melmetal can help spectrier in taking care of mandibuzz, hydreigon, magearna, and the specially defensive variant of tyranitar. this core aims to help spectrier our to get a late-game sweep with its choice specs-boosted stab in shadow ball, and furthermore the amazing ability in grim neigh which gives spectrier a +1 everytime it KOes a pokemon on the field, which makes it rather dangerous, when the opposition is weakened and cant check spectrier properly anymore. furthermore spectrier can help melmetal with taking care of the likes of tyranitar with a will-o-wisp burn and cripple tyranitar for ther rest of the game if the tyranitar doesnt run the rest-version and it also negates leftovers.

balanced core:
:hydreigon: / :heatran: / :tapu fini:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Taunt
- Earth Power

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power
- Defog
- Roost

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Moonblast
- Knock Off
- Taunt

this balanced core works as followed:
heatran is there to set the stealth rocks and helps the team out with whittling down the opposing pokemon with the entry hazards. heatran can also check grass-type pokemon such as kartana which is dangerous to the remaining two members of the team. heatran can also function as a toxapex-trapper with magma storm and erth power and alongside taunt toxapex cant use its recovery-options anymore. heatran can also check fairy-types which are uncomfortable for hydreigon, such as clefable, tapu lele, and magearna. in return hydreigon can act as a ground-immunity and helps versus strong ghost-type pokemon like spectrier, which is a very dangerous threat to heatran as well as tapu fini. hydreigon has dark pulse to KO spectrier and earth power to whittle down magearna, toxapex, and nidoking. its other two slots are defog and roost to keep entry hazards off the field and to have some longevity with its item in elftovers. tapu fini is the last member on this triple as heatran and hydreigon both face one huge issue, they are fighting-type weak, therefore tapu fini fits good on this slot as it can check urshifu-s, urshifu-r, pheromosa, and buzzwole. moonblast and scald are the STABs and helps versus the aforementioned pokemon to KO them. tapu fini has knock off to remove annoying items, such as heavy-duty boots and leftovers. taunt is the last slot and serves as a disruption so that other pokemon cant use roots or a status-move anymore. it also helps to keep entry hazards such as stealth rock and spikes at bay.
 
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Hey U =)
Was building around scarf Tran & I love using Latios in actual meta ♥
I find those 3 pokemons have really good synergie, and see other players using thems on 1750+ ladder.


Feedback welcomin ^^
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption / other fire move
- Earth Power
- Flash Cannon / Dark Pulse
- Magma Storm / Overheat / Dark Pulse
Latios (M) @ Expert Belt / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover / Safeguard / Psyshock
- Aura Sphere
- Thunderbolt
- Ice Beam
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Grassy Glide

Advice on building around :
Just beware from double ice weak ; cinderace ;
miss answers for knock off, urshifu, pheromosa (I wish pheroban happen earliest) ;
got lack against calm mind : scarf lose momentum, tran and tios are special attackers.
need more to stall break ;
think about trick room, screens and weathers (Boom is good, not suffisant).

Scarf Tran
Reach 417 = outspeed Spectrier, Koko
Played as revenge killer, hard damager, late game sweeper, win condition (if keeped healthy), can switch as anyone know heatran do.
Just need predictions cuz scarf (obviously as any scarf)
This set is well walled by blissey and porygon2 but else your opponent ignore your set, he's not about risk magma-storm trap + taunt and toxic, so you can heat some meat just before he mind.
Eruption is good over than ~66% HP, that's why needed another fire move, magma storm really miss some accuracy but trap and kill thought sash /// Overheat ? Heat Wave, Flamethrower, Fire Blast .........
Steel beam is cyborg's secret tech so cool, but not as useful, else isn't bad so : be the clicker u dream to be x)
Exemple of Pokemons that need to be weakened, once done = can't switch safely in :
- - - (it's not a breaker set *) - - - mind eruption isn't effective for all battle
Flash Cannon vs. 248 HP / 52 SpD Tapu Fini: 102-120 (29.7 - 34.9%)
(earth power on Fini → 21.8 - 25.8% )
Eruption (150 BP) vs. 252 HP / 252 SpD Swampert: 104-123 (25.7 - 30.4%)
(Earth Power on Swamp → 20.7 - 24.5% )
Eruption (150 BP) vs. 248 HP / 28 SpD Moltres: 135-160 (35.2 - 41.7%)
(dark pulse on Moltres → 25.3 - 30% )
Flash Cannon vs. 252 HP / 4 SpD Garchomp: 150-177 (35.7 - 42.1%)
Earth Power vs. 252 HP / 4 SpD Toxapex: 146-172 (48 - 56.5%) someone said "Rocky Helmet everywhere" ? cool
Eruption (150 BP) vs. 248 HP / 144 SpD Mandibuzz: 220-261 (52 - 61.7%)
Flash Cannon vs. 164 HP / 0 SpD Hydreigon: 144-169 (39.3 - 46.1%)
Eruption (150 BP) vs. 248 HP / 92+ SpD Rotom-Heat: 96-114 (31.6 - 37.6%) still exist in OU ?
(Dark Pulse on Roto → 22.7 - 27% )

Boom'bitch
Having scarf isn't suffisant anymore ... and boom looks the best priority in all meta.
It's classical SD boom so no explains here ^^
Except Grassy Glide, movepool can be replaced ; SD looks important.
Boom is so precious, use carefully, ► safeguard from latios help remove some limits to bleeding things happily ◄
I tried using band but think SDset is better here, get ur own preferance ^^

Lati♂s
Faster than Kartana and Garchomp !
Anyone think about casual Psychic+DMeteor but Latios run an insane movepool, and opponent get surprised !
Initially I was running trick specs (against stall), now I prefer Expert Belt, leftovers help using recover, chesto-rest exist if u dodge knock off → use what fit better in ur team.
First slot is free, other ideas : agility, defog, even a mono screen can help sometimes, calm mind,
Future Sight & switch can break thought walls, Latios SpAtk give me orgasm sometimes.
LO isn't good with recover (so much chip damage = ur not bulky enought to recover correctly, my opinion),
get LO+safeguard ?
Lati♀s got same advantages ; just less offensive so ; better bulk (LO recover ?) ; healing wish.
 
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Shaymin Sky

You, no, all of you, are my repentance.
is a Community Contributor
This will be my first post on this forum so my apologies if I did this wrong, but recently I have had some fun with this offensive weather core and I think it has a lot of use at the moment.

641-t.png
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248.png
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530.png

Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Hurricane
- Weather Ball
- Focus Blast

Tyranitar @ Leftovers/Heavy duty boots/smooth rock
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 7 Spe
- Stealth Rock
- Fire Blast
- Thunder Wave/toxic
- Rock Blast

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide/rapid spin

Offensive core works as follows:
The pokemon here that really binds everything together is Tyranitar due to its sand stream ability. With sand stream it gives both of its teammates the tools that they can capitalize very hard on being weatherball, and sand rush. Back to Tyranitar though due to its excessive bulk in the special side it is able to eat hits that the other members of the trio couldn't while setting up what they need in the process. Tyranitar is also able to cripple down the opposing side with status moves such as toxic and thunder wave, as well as with stealth rock chip damage. The added bonus of being able to counter Spectrier is a huge bonus with how threatening it is in the current metagame. Unfortunately Tyranitar has many type weaknesses that our next member Tornadus-therian can cover with ease and heal it back with regenerator. These typings obviously being fighting and ground immunity, makes Tornadus-therian is very solid pivot as well as checks to the fighting types and ground types that scare out tyranitar. Not only that after coming into these pokemon that scare Tyranitar away it has the opportunity to nasty plot on their switch and get some serious damage going. Normally a Tornadus-therian wouldn't be too difficult to handle if you have a Zapdos or even Moltres to check but with the power of rock type weather ball via sand, those checks and counters aren't realistic anymore. Even if they manage to still have a defensive answer to +2 Tornadus-therian in sand, or are about to revenge kill it that chip damage you took from that fighting type hit or any neutral hit really, you heal off via regenerator. Tornadus-therian also checks defensive tanks such as Buzzwole, Skarmory, and weakened defensive Landorus-therian that would give Exadrill trouble. The last important thing to take note of with Tornadus-therian is that kartana(normally a huge threat vs sand), is stopped in its tracks by the big bird, and if you want a more accurate option against kartana you can always try heat wave over focus blast(I do think focus blast is worth it though). Lastly Excadrill is mainly just for the added bonus of immense speed and breaking power, and the type combination of ground and steel working greatly with Tornadus-therian's mono flying. Immunity to electric, resist to rock type moves and even immunity to toxics that blisseys might try to throw against a Tornadus-therian make Excadrill the perfect defensive partner to Tornadus-therian, while maintaining the pressure needed to win as an offensive core. Excadrill in sand deals with the weakness to Pheromosa as well, albeit it is only a check and not an exact counter. Excadrill also has access to rapid spin which is very helpful when using the leftovers variant of Tyranitar, as hazard damage stacks up a lot over time. Excadrill also deals with practically every single wall to Tornadus-therian while setting up on their switch in the process further adding to the synergy. All this when put together, it is very clear as to what makes this core so successful, I recommend this core heavily if you haven't tried it yet!
 
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This will be my first post on this forum so my apologies if I did this wrong, but recently I have had some fun with this offensive weather core and I think it has a lot of use at the moment.

View attachment 296556+View attachment 296558+View attachment 296559
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Hurricane
- Weather Ball
- Focus Blast

Tyranitar @ Leftovers/Heavy duty boots/smooth rock
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 7 Spe
- Stealth Rock
- Fire Blast
- Thunder Wave/toxic
- Rock Blast

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rock Slide/rapid spin

Offensive core works as follows:
The pokemon here that really binds everything together is Tyranitar due to its sand stream ability. With sand stream it gives both of its teammates the tools that they can capitalize very hard on being weatherball, and sand rush. Back to Tyranitar though due to its excessive bulk in the special side it is able to eat hits that the other members of the trio couldn't while setting up what they need in the process. Tyranitar is also able to cripple down the opposing side with status moves such as toxic and thunder wave, as well as with stealth rock chip damage. The added bonus of being able to counter Spectrier is a huge bonus with how threatening it is in the current metagame. Unfortunately Tyranitar has many type weaknesses that our next member Tornadus-therian can cover with ease and heal it back with regenerator. These typings obviously being fighting and ground immunity, makes Tornadus-therian is very solid pivot as well as checks to the fighting types and ground types that scare out tyranitar. Not only that after coming into these pokemon that scare Tyranitar away it has the opportunity to nasty plot on their switch and get some serious damage going. Normally a Tornadus-therian wouldn't be too difficult to handle if you have a Zapdos or even Moltres to check but with the power of rock type weather ball via sand, those checks and counters aren't realistic anymore. Even if they manage to still have a defensive answer to +2 Tornadus-therian in sand, or are about to revenge kill it that chip damage you took from that fighting type hit or any neutral hit really, you heal off via regenerator. Tornadus-therian also checks defensive tanks such as Buzzwole, Skarmory, and weakened defensive Landorus-therian that would give Exadrill trouble. Lastly Excadrill is mainly just for the added bonus of immense speed and breaking power, and the type combination of ground and steel working greatly with Tornadus-therian's mono flying. Immunity to electric, resist to rock type moves and even immunity to toxics that blisseys might try to throw against a Tornadus-therian make Excadrill the perfect defensive partner to Tornadus-therian, while maintaining the pressure needed to win as an offensive core. Excadrill in sand deals with the weakness to Pheromosa as well, albeit it is only a check and not an exact counter. Excadrill also has access to rapid spin which is very helpful when using the leftovers variant of Tyranitar, as hazard damage stacks up a lot over time. Excadrill also deals with practically every single wall to Tornadus-therian while setting up on their switch in the process further adding to the synergy. All this when put together, it is very clear as to what makes this core so successful, I recommend this core heavily if you haven't tried it yet!
I like the creativity with Torn here and it definitely has promise, but I do have 2 points I'd like to address:

1. Torn can be run on any team it wants, its that good of a mon. But the oppotunity cost for it not running Rain is pretty high in my opinion. 100% acc Hurricanes and Rain-Boosted Weather Balls are a lot more consistent and threating than the Sand setup variant, can deal with Torn's walls equally (if not more effectively), and lets Torn use its Main STAB to great effect. Furthermore, Torn does not take Sand chip. While having Regen helps greatly with these, it would not have to worry about it in Rain. I think Rain Torn is just superior for running a Nasty Plot variant for these reasons.

2. As to the core, Exca-Ttar is very succeptible to Pheromosa and Melmetal. Torn being used alongside them makes the addition of a premier Flying-Type Mosa and Melmetal check, in the form of Zapdos or Moltres, very difficult, if not impossible. Both of these mons also give great benefits to Sand teams, which you give up for the use of Torn. Zapdos and Moltres in Sand is a very prevalent team setup right now, and for good reason. Torn kind of prevents these 2 from being added, thus being a huge opportunity cost. Even if running Defensive Pivot, Torn can't check mons like Mosa very well and cant punish it back with status or damage without big risk. Torn cannot switch-in at all to Melmetal also, despite having an OHKO opportunity at +2, which makes Melmetal quite the problem for these Sand teams. This, while it can be remedied by other mons, is also a big opportunity cost to running this.

I love the post and the core. It certainly shows promise. But I do have those 2 concerns regarding it.
 

Shaymin Sky

You, no, all of you, are my repentance.
is a Community Contributor
I like the creativity with Torn here and it definitely has promise, but I do have 2 points I'd like to address:

1. Torn can be run on any team it wants, its that good of a mon. But the oppotunity cost for it not running Rain is pretty high in my opinion. 100% acc Hurricanes and Rain-Boosted Weather Balls are a lot more consistent and threating than the Sand setup variant, can deal with Torn's walls equally (if not more effectively), and lets Torn use its Main STAB to great effect. Furthermore, Torn does not take Sand chip. While having Regen helps greatly with these, it would not have to worry about it in Rain. I think Rain Torn is just superior for running a Nasty Plot variant for these reasons.

2. As to the core, Exca-Ttar is very succeptible to Pheromosa and Melmetal. Torn being used alongside them makes the addition of a premier Flying-Type Mosa and Melmetal check, in the form of Zapdos or Moltres, very difficult, if not impossible. Both of these mons also give great benefits to Sand teams, which you give up for the use of Torn. Zapdos and Moltres in Sand is a very prevalent team setup right now, and for good reason. Torn kind of prevents these 2 from being added, thus being a huge opportunity cost. Even if running Defensive Pivot, Torn can't check mons like Mosa very well and cant punish it back with status or damage without big risk. Torn cannot switch-in at all to Melmetal also, despite having an OHKO opportunity at +2, which makes Melmetal quite the problem for these Sand teams. This, while it can be remedied by other mons, is also a big opportunity cost to running this.

I love the post and the core. It certainly shows promise. But I do have those 2 concerns regarding it.
I agree with some points in this post but I think you are severely underestimating the offensive value of tornadus-therian on the team. Being able to cover zapdos so easily which is almost every single non stall teams go to for Tornadus-therian is huge(note without life orb, +2 weather ball in rain fails to ohko zapdos with 0 spdef investment "+2 252 SpA Tornadus-Therian Weather Ball (100 BP Water) vs. 252 HP / 0 SpD Zapdos in Rain: 318-375 (82.8 - 97.6%) -- guaranteed 2HKO after Leftovers recovery", weather ball non boosted also fails to 2 hit ko zapdos in rain). Put this in conjunction with Tornadus-therians speed making it very difficult to revenge kill and it is straight up sweeping teams.I do agree that Tornadus-therians 100% accurate hurricane is a huge missed opportunity but you can use a similar argument of that to any pokemon that X is better on this team or this type of playstyle, I am talking about the value of Tornadus on sand teams. What you are saying in your first point is the equivalent of "Corviknight is better on stall teams than balance so there is no point to use it on balance". I do agree that there is a huge loss of defensive utility with using tornadus over Moltres but it is still recovered with the addition of clefable for Pheromosa for example or Toxapex to scout out Melmetal's choiced move. Keep in mind you have that same defensive utility that you would have with Moltres or Zapdos while having a pokemon that outright destroys bulky offense and balance teams with rock weatherball, easing matchups much better.
 
:ss/Magearna: :ss/Landorus-Therian:

Magearna + Landorus-T


This core is probably the most common offensive core on balance teams. Nearly every defensive core on balance these days (Buzzwole/Moltres, Slowbro/Blissey, Toxapex/Clefable/Mandibuzz) lacks two things: a steel type and a ground type. Scarf Landorus-Therian and Specs Magearna fill in these two holes while providing immense breaking power (Magearna), scarfed speed control (Landorus-T), and a volt-turn core. This core is almost so automatic that when building a balance team you pretty much just have to make a defensive core and then slap these two on after.
 
:xy/weezing-galar: :xy/swampert:

I've been experimenting with this core recently, and I still have more testing to do, but I've found this unconventional core really good at stopping many top tier threats. Weezing-Galar is an underrated pick that can hard counter both Pheromosa and Urshifu and punish their U-turn with Rocky Helmet. It doesn't have to fear Poison Jab like Clefable does. I also really like it because it can punish splashable rock setters that many people rely on, thanks to levitate and poison typing. Garchomp, Hippowdon, Landorus-T, Swampert, and Clefable all cannot really touch it and are forced to switch out. Even Blissey cannot toxic it, and will lose tons of HP due to Pain Split, so Weezing can win through attrition. It also has the added benefit of checking Rillaboom and Fini. Alternatively, Haze instead of Defog allows it to stop Clefable and Magearna from setting up Calm Mind, or even Pheromosa and Dragonite from sweeping. Toxic Spikes is even an option if your team can benefit from that. It has so many options, it can maybe slot in Dazzling Gleam or Flamethrower for more coverage, or use Taunt or Aromatherapy to help vs. slower teams.
SpD Swampert compliments it really well, as it checks Nidoking, deters Magearna from clicking Volt Switch, and most importantly, provides an answer to Heatran that Weezing really needs. It can also set up rocks which has a nice added synergy of the two being able to win the hazards war.

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Flip Turn
- Toxic

Weezing-Galar @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Sludge Bomb
- Will-O-Wisp / Dazzling Gleam / Flamethrower
- Defog / Haze / Toxic Spikes / Aromatherapy

Good Teammates
:blissey: :slowbro: :moltres:

Both Weezing and Swampert don't have solid, reliable recovery, and a Wish Blissey can help with that. You may be even able to slot something instead of Pain Split. It also checks Magearna, Spectrier, Lele, and Nidoking even more. Slowbro fills a few patches and provides even more momentum, it can help vs. rain, Melmetal, Cinderace, and another answer to Heatran. It can also bait U-turn for Weezing. Moltres can help with Melmtal but also provide even more backbone vs. Rillaboom and Kartana. It even helps with Heatran and Cinderace. Moreover, it has really good synergy with Swampert already, as Ausma has already mentioned. It can also provide good damage and free up Defog on Weezing for Haze or T-Spikes.
 
Offensive Core

+
= profit

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Stone Edge

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz

Despite Volcarona being OU, it struggles with one of (if not, the most common Stealth Rocker) Heatran, as it gets hard walled. Offensive volc is great at luring in Heatran allowing you to abuse double switches. If the opponent switches into their ground res / immune after you go to Garchomp, you can get a free SD off and nab a KO. The best thing about using this core is not having to make very important sacrifices; if you can get in one of your sweepers with Teleport support (Bro, Clef, and Bliss being the most proficient) then you can get into very positive situations.

If this core is somehow yours or already posted feel free to give me a pm on discord or smogon conversations and I'll credit you.
 

drakey

um dia a gente vai namorar e eu vou te trair muito

Heatran + Tapu Lele + Togekiss


The core consists of giving maximum support to Tapu Lele. Heatran easily switch in tapu lele checks like AV Magearna and sp def Jirachi and trap with magma storm.
But in the current meta, there are two commonly used heatran entries, they are: hydreigon and moltres, and that’s the reason for using togekiss.
Togekiss can switch in both and win 1v1 vs hydreigon

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

Basic heatran trapper


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

Basic tapu lele specs



Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 172 HP / 100 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Air Slash
- Nasty Plot
- Aura Sphere

Togekiss with speed to pass 152 timid moltres and enough SpA to 2hko Hydreigon with Aura Sphere. With Nasty Plot, togekiss win 1v1 vs mystical fire moltres
 

Katy

Banned deucer.
Offensive Core

:ss/Tapu koko: :ss/hawlucha: :ss/Cinderace:
Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- U-turn
- Taunt

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Roost

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Gunk Shot
- Pyro Ball
- Sucker Punch

this core can work pretty well, as tapu koko can set the screens to help hawlucha and cinderace for making their setups easier on the field.
tapu koko and hawlucha is classic whereas cinderace just fits really well on such a straightforward core. but lets dive in a little bit more in-depth
into the sets of each member of this core.

in-depth explanation:
:tapu koko: has dual screns means light screen in combination with reflect and its item is light clay to increase the turns from 5 to 8 so hawlucha, cinderace and the rest of the squad has an easier time of performing their roles as a setup sweeper more comfortable. its third move is u-turn to not give up momentum while switching out, as ground-types might be rather annoying so it can still switch out rather comfortable and doesnt get blocked, therefore it wont lose momentum directly on the spot again. taunt is its last move because it can keep defoggers away from removing the dual screens.

:hawlucha: this pokemon has electric seed to directly profit from its unburden-boost due to tapu kokos electric terrain. its moveset is swords dance with its 2 stab options in acrobatics and close combat, roost keeps it healthy during the game and it can help with getting another boost with it, as it can keep itself healthy and grants it therefore another setup opportunity with swords dance. its evs are rather self explanatory with 252 att and 252 speed and the remaining 4 evs are put into its spdef.

:cinderace: cinderace is a threatening pokemon in the current metagame due to its natural high speed and its amazing ability in liberore therefore is an optimal sweeper on this team. with bulk up and its amazing options in gunk shot to hit clefable and tapu fini, pyro ball to hit rillaboom, ferrothorn, and tangrowth and also sucker punch to threaten faster attackers such as spectrier it is a dangerous pokemon on hyper offensive core variants.

team-members and suggestions:
other members of such a squad could be magearna with its dangerous setup sets, landorus-t with helping to lay out stealth rocks, spectrier as it has a great speed-tier and threatens any non-ghost resists immediately, garchomp with an swords dance-set, tornadus-t with its nasty plot-set, urshifu-s with its bulk up-set or hydreigon with a nasty plot-set or moltres-galar with weakness policy.​
 

Heatran + Tapu Lele + Togekiss


The core consists of giving maximum support to Tapu Lele. Heatran easily switch in tapu lele checks like AV Magearna and sp def Jirachi and trap with magma storm.
But in the current meta, there are two commonly used heatran entries, they are: hydreigon and moltres, and that’s the reason for using togekiss.
Togekiss can switch in both and win 1v1 vs hydreigon

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

Basic heatran trapper


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

Basic tapu lele specs



Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 172 HP / 100 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Air Slash
- Nasty Plot
- Aura Sphere

Togekiss with speed to pass 152 timid moltres and enough SpA to 2hko Hydreigon with Aura Sphere. With Nasty Plot, togekiss win 1v1 vs mystical fire moltres
Replace AS on Togekiss with Dazzling Gleam. Yes, it's worse against steels now, but FB and MS on Lele and Heatran take care of those really well. Also, DG OHKOs Hydregion.
 

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