Resource SS OU Good Cores

:ss/salazzle:[:ss/primarina:/:ss/keldeo:]
Salazzle @ Heavy Duty Boots
Ability: Corrosion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Sludge Wave
- Flamethrower
- Nasty Plot

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 80 Def / 44 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Moonblast

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Salazzle @ Heavy Duty Boots
Ability: Corrosion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Sludge Wave
- Flamethrower
- Nasty Plot

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
One of the biggest things holding back CM Primarina/Keldeo is the existence of Toxapex. While you can sorta circumvent it with Keld if you carry Taunt, the fact that you can't do anything to stop it switching into your STABs over and over is somewhat exasperating, and it also means you can't really take it head on until Zeraora/anything else that can RK Keldeo has been removed from the picture (which is definitely easier said than done). Primarina, on the other hand, doesn't even have the luxury of Taunt access! This is where Salazzle steps in: it's pretty easy to force something like Clefable or Ferrothorn out with the threat its STAB moves and to catch Toxapex with Toxic, and from there Pex goes from being a block in the road to a total liability in the matchup, as both Keldeo and Primarina can simply set up Substitute and Toxapex can't do anything about it while Toxic damage racks up. This goes a very long way to opening up balanced teams in the long term, and if ur opp doen't carry Power Whip on Ferrothorn (moreso vs Primarina) it's often enough to win the game on the spot provided you don't play like a total buffoon. It also chips away at Snorlax to help force a Rest, which is handy because it generally beats Primarina fater than Primarina can beat it.

:ss/dracovish::ss/rotom-heat:
Dracovish @ Choice Band / Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage / Dragon Rush

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Discharge
- Toxic
Surprised this wasn't in here already but here you go I guess. The premise is simple: Rotom-H pressures Ferrothorn/sorta Toxapex and encourages ppl to go into Seismitoad and Gastrodon, which can be crippled with Toxic and as such are no longer gonna be able to check anything for shit (mostly applies to Seismitoad). This pressures balanced teams in particular and goes a long way to helping Dracovish's team overwhelm them.
First core is amazing (I refuse to use Dracovish), especially with Primarina as long as you have answers to the things only Keldeo can check. Having the main core of the team abuse the omnipresence of clefable is incredibly valuable. Conk+Gengar core is also lit. Ironically, clef itself can support both of them really well with wish-port, since they need it more than many other pokèmon in the tier.
 


Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Swords Dance

Whimsicott @ Leftovers
Ability: Prankster
EVs: 48 HP / 252 SpA / 208 Spe
Timid Nature
- Moonblast
- U-turn
- Encore
- Tailwind

Another core from me lol I'm really enjoying making these up. This one is really simple though: Whimsicott reliably sets tailwind up for Terrakion to use his stupid power and coverage to beat those fast builds it would otherwise struggle against. Whimsicott also provides some utility outside of tailwind support, since it blocks every non-dark setup sweepers with +1 encore, covers water, ground and fighting for terrakion, providing him momentum against slower teams with encore and uturn. Also it's the hardest counter to subsalac drain-quake kommo-o ever thanks to encore, so yeah that's nice. Terrakion threatens fire and steel types + pummels dark types immune to prankster (mostly bisharp, because mandibuzz and hydreigon are hit by supereffective moonblasts). +1 tailwind in general is extremely useful against weather teams and sand rush drill. Whimsicott also checks conk and crawdaunt, which can stop terrakion whenever they want.

terrakion's set and spread are pretty self-explanatory. whimsicott, however, is less obvious when it comes to spread. this one lets him outpace base 110s since his speed tier is kinda wierd in OU right now. between gengar and salazzle there isn't anything and being just shy of salazzle is pointless, especially since it completely walls you anyway. You could argue that outspeeding gengar is pointless aswell, but I think that once you need the speed for keldeos and terrakions, you may aswell have some more for gengar because you can never know if that little damage moonblast does can come in handy. hp or spatk is really up to preference: hp gives more bulk ofc and allows whimsicott to better check things like zera, keld and other rain abusers, while max spatk gives moonblast a bit more power, especially against conk. You can go either 48 hp 252 spatk or 252 hp 48 spatk depending on the rest of the team.

when tornadus is released, he would probably outclass whimsicott as a tailwind support for terrakion on more offensive teams because of his higher power and offensive presence, but for now we only have whimsicott as a prankster tailwind. Nevertheless, access to encore, a good 100% accurate stab move and better defensive typing are unique assets that needs to be considered and make whimsicott an absolutely worthy pick for this fun little gimmick that is tailwind.
 

VZR

formerly Venomshoc
Defensive Core

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 160 SpA / 96 Spe
Timid Nature
- Shadow Ball
- Toxic
- Substitute
- King's Shield

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Teleport
- Moonblast
- Wish
- Protect

This is a core that i've been messing around with recently. The combination of wishport clef and toxic aegislash can be really annoying to deal with, since clef is able to reliably pass wishes onto aegislash, thus preserving it's longevity. Plus the typings work out really nicely.
 
Dragon Spam Offensive Core

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Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Fire Blast

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- U-turn
- Thunder Wave

This is a core I’ve been using recently. The gist of the core is that Dragapult is able to revenge kill Fighting-types and is able to come into U-turn for Hydreigon. Dragapult also has the added benefit of potentially KOing Fairy-types thanks to Steel Wing. In return, Hydreigon can outspeed and OHKO unboosted Dragons with Scarf and pressure Dark- and Ghost-types thanks to U-turn and Dark Pulse for Dragapult. Hydreigon can also cripple Pokemon via Thunder Wave for Dragapult to take advantage of.

Weather Balanced

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Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Lava Plume
- Yawn
- Rapid Spin

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Growth
- Sludge Bomb
- Weather Ball
- Giga Drain

The classic sun core. Torkoal is able to set up sun and set up Stealth Rock for Venusaur, a sun sweeper, to take advantage of thanks to Chlorophyll and Growth.
 
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njnp

We don't play this game to lose.
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Grassy Seed Offensive Core

Rillaboom @ Grassy Seed
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly/Adamant Nature
- Acrobatics
- Grassy Glide
- Swords Dance
- High Horsepower

Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick/Close Combat
- Swords Dance
- Acrobatics
- Substitute/Taunt


This Grassy Seed offensive core is I feel a staple for any hyper offensive team in this metagame. It has performed well on ladder and also has appeared in WCOP matches. It heavily benefits from screens by Grimmsnarl making their set up ability flourish and much easier to pull off.

The grassy seed activation for Rillaboom not only lets it gain defense to take hits and make it easier to set up on certain pokemon, but also gives it the ability to beat measures like Tangrowth and Amoongus.

Hawlucha has been a relevant threat for awhile now and they benefit each other very nicely by if not removing then weakening each other’s countermeasures. This offensive core is anti basically every weather, the exception being sun but even then sun doesn’t appreciate the presence of unburden Hawlucha.

I recommend with this core Grimmsnarl screens type build or a heavily pressure offensive mon build both of which should feature the likes of BD Azu, QD Volc, Bulk Up Cind/Zera and other offensive options.

Thank You For Your Time
 
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njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
Mag TR Volt Switch + A-Marowak Offensive Core


Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Volt Switch
- Fleur Cannon
- Flash Cannon

Marowak-Alola (M) @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Poltergeist
- Substitute
- Shadow Bone


This Trick Room Offensive Core I feel is slept on, so I’m posting it to hopefully bring attention to it and see usage of it.

Magearna alone is such a threatening pokemon w little measures as it is. It has a decent amount of checks and most depend on outspeeding. The trick room naturally removes that possibly and puts a decent amount of teams on their heels. Especially most common hyper offensive builds don’t really know what to do to prevent magearna from reverse sweeping them once their likely only measure (Volcarona/Cinderace) has been weakened or has fainted.

Magearna still being able to do a fantastic job in providing momentum with volt switch so you can fit this core on a normal team is rather nice. That momentum is also nice with bringing in Alolan Marowak before even needing to set up trick room with your opponent going to an Ferrothorn or Amoongus to prevent another one of their pokemon from dying or taking heavy damage.

And speaking of Alolan Marowak, it can not be forgotten. It is one of the best wall breakers in the metagame and once trick room is up it becomes a sweeper to some builds without ever needing to set up. Spamming Flare Blitz or Poltergeist without much consequence. I’m running substitute on this set to not only take advantage of when you predict your opponent to pick a Pokémon to fodder off to get their check in safely but also to avoid being easily revenged/forced out by a Urshifu sucker punch.

Trick Room Magearna is certainly nothing new and neither is Alolan Marowak benefiting from Trick Room, regardless generally these 2 are only seen together on a full trick room build but thanks to the fantastic typing and power of magearna it isn’t necessary to make a full trick room build w this core.

Again, hopefully me posting this core brings it to others attention and I see more usage of it. It’s truly something worth taking advantage of.

Thank You For Your Time
 

Katy

Banned deucer.
:ss/heracross: :ss/kyurem:

Heracross @ Flame Orb
Ability: Guts
EVs: 72 HP / 252 Atk / 184 Spe this
Adamant Nature
- Swords Dance / Spikes
- Close Combat
- Facade
- Knock Off

Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry
Heracross and Kyurem are both powerful breakers with limited switch-ins. Heracross can severely weaken or take advantage of Pokemon Kyurem lures in, such as Magearna and Blissey, easing wallbreaking for it; Kyurem itself can abuse potential Spikes from Heracross and help Heracross get in safely via aggressive plays. This core is good against fat teams, but is slow and thus prone to offensive pressure. Defensive pivots like Slowbro and Blissey are helpful versus more proactive teams and can provide this core with multiple opportunities to come in and break stuff.

:ss/alakazam: :ss/zeraora:

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 28 Def / 228 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Psychic
- Focus Blast / Dazzling Gleam
- Recover / Knock Off

Zeraora @ Heavy-Duty-Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Knock Off
- Volt Switch
Since Alakazam's bulk is almost non-existent, it very appreciates pivots bringing it in for free. Zeraora makes a good example of an offensive pivot to pair with Alakazam. It can lure in Amoonguss and Kommo-o coming to eat its attack, pivot out with Volt Switch and put Alakazam into a favorable position against these two. Besides, Zeraora can revenge kill faster stuff like Dragapult for Alakazam. Through aggressive plays Alakazam can bring Zeraora onto its checks like Blissey, Mandibuzz, and Corviknight as well. These two together also put a huge pressure on Toxapex. This core is pretty frail and requires something to eat hits in the back; Mandibuzz and Amoonguss are nice examples.

S/o Egor for the Help!​
 
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:ss/heracross: :ss/kyurem:

Heracross @ Flame Orb
Ability: Guts
EVs: 72 HP / 252 Atk / 184 Spe this
Adamant Nature
- Swords Dance / Spikes
- Close Combat
- Facade
- Knock Off

Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Draco Meteor
- Earth Power
- Freeze-Dry
Heracross and Kyurem are both powerful breakers with limited switch-ins. Heracross can severely weaken or take advantage of Pokemon Kyurem lures in, such as Magearna and Blissey, easing wallbreaking for it; Kyurem itself can abuse potential Spikes from Heracross and help Heracross get in safely via aggressive plays. This core is good against fat teams, but is slow and thus prone to offensive pressure. Defensive pivots like Slowbro and Blissey are helpful versus more proactive teams and can provide this core with multiple opportunities to come in and break stuff.

:ss/alakazam: :ss/zeraora:

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 28 Def / 228 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Psychic
- Focus Blast / Dazzling Gleam
- Recover / Knock Off

Zeraora @ Heavy-Duty-Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Knock Off
- Volt Switch
Since Alakazam's bulk is almost non-existent, it very appreciates pivots bringing it in for free. Zeraora makes a good example of an offensive pivot to pair with Alakazam. It can lure in Amoonguss and Kommo-o coming to eat its attack, pivot out with Volt Switch and put Alakazam into a favorable position against these two. Besides, Zeraora can revenge kill faster stuff like Dragapult for Alakazam. Through aggressive plays Alakazam can bring Zeraora onto its checks like Blissey, Mandibuzz, and Corviknight as well. These two together also put a huge pressure on Toxapex. This core is pretty frail and requires something to eat hits in the back; Mandibuzz and Amoonguss are nice examples.

S/o Egor for the Help!​
May I suggest a different spread for Kyurem:
16 HP / 32 Def / 224 Spa / 236 Spe (Modest) --> outspeeds 252 positive nature base 80s (Togekiss), maximizes power
16 HP / 32 Def / 252 Spa / 208 Spe (Timid) --> maximizes power and outspeeds jolly excadrill by 3 points.

This little detail makes Kyurem always live a leftovers/heavy-duty-boots/magnet Zeraora's close combat after 1 round stealth rock, and +6 aqua jet from Azumarill after two rounds of stealth rock (which also means it always survives it in rain after one round of stealth rock if that situation ever happens). it isn't much, but you won't lose anything in particular if you invest those EVs. In fact, they are more likely going to be helpful.

Btw, love the cores. Second one looks solid, first one looks hella fun, especially if you can work a bit of para spam into the team. I would also see Zeraora fit very well in that core, since it provides speed control and momentum into Pokémon that Kyurem and Heracross can take advantage of. Also appreciates Spikes to grab some KOs
 
This is a couple that differs from the Mandi+Pex core right now, and is frankly quite annoying.
:ss/hippowdon::ss/mandibuzz:
Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 224 Def / 36 SpD
Impish Nature
IVs: 29 Spe
- Knock Off
- Roost
- U-turn
- Defog
This core is able to easily take advantage of common threats like Cinderace, Zeraora, Rillaboom, Alolan Marowak, Dragapult, and Excadrill thanks to the great defensive presence of these two. They are especially able to take on physical attackers, with Mandibuzz using Knock Off to get rid of items and Hippowdon punishing them with Rocky Helmet. Toxic on Hippowdon cripples strong breakers like Volcarona and Rotom-H, which would otherwise try to switch into this core, it also catches common switch-ins such as Rillaboom, making them last shorter. Hippowdon utilizes Whirlwind to prevent setup sweepers from winning the game and can also chip the opposing team with Sand Stream. Mandibuzz can also pivot Hippowdon and its teammates in with U-Turn, and ignores the sand damage from Hippowdon thanks to Overcoat, leaving a good synergy between the core. Hippowdon + Mandibuzz best fits on balance teams and has a good matchup versus Offense, plus you could add on teammates like Toxapex to make the core even sturdier.

EDIT: Set changes thanks to Finchinator
 
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Finchinator

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OU Leader
This is a couple that differs from the Mandi+Pex core right now, and is frankly quite annoying.
:ss/hippowdon::ss/mandibuzz:
Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 80 Def / 180 Spe
Impish Nature
IVs: 0 Atk
- Foul Play
- Roost
- Toxic
- Defog
This core is able to easily take advantage of common threats like Cinderace, Zeraora, Rillaboom, Alolan Marowak, Dragapult, and Excadrill thanks to the great defensive presence of these two. They are especially able to take on physical attackers, with Mandibuzz using Foul Play to get rid of most and Hippowdon punishing them with Rocky Helmet. Toxic on Mandibuzz cripples strong breakers like Volcarona and Rotom-H, which would otherwise try to switch into this core. Hippowdon utilizes Whirlwind to prevent setup sweepers from winning the game and can also chip the opposing team with Sand Stream. Mandibuzz also ignores the sand damage from Hippowdon thanks to Overcoat, leaving a good synergy between the core. Hippowdon + Mandibuzz best fits on balance teams and has a good matchup versus Offense, plus you could add on teammates like Toxapex to make the core even sturdier.
This duo is quite good and I'm glad you posted it, but the set combination does not add up much in my eyes.

With Teleport Clefable has seen less usage than other Clefables and Pokemon like Rotom-Heat, Hydreigon, Rillaboom, and Mandibuzz come in on Hippowdon often, so in order to keep hazards up and apply pressure, Toxic is much more common and effective on Hippowdon in the last slot on teams that do not require Whirlwind for specific scenarios.

As for Mandibuzz, your set unfortunately does not work particularly well with Hippowdon. The main point of running the 180 speed is to outrun and counter Bisharp as Foul Play 2HKOs it at +2 and you can stomach hits yourself from it. Hippowdon is the best Bisharp check in the tier though, so you tend to prefer going slower sets on Mandibuzz without the speed on Hippowdon teams. In addition, Foul Play is a lot less necessary for Bisharp, Zeraora, Cinderace, etc. on Hippowdon teams as it handles those physical attackers, so Knock Off tends to be run as well.

A sample import of this core could look like:
Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 224 Def / 36 SpD
Impish Nature
IVs: 29 Spe
- Knock Off
- Roost
- U-turn
- Defog
 
This duo is quite good and I'm glad you posted it, but the set combination does not add up much in my eyes.

With Teleport Clefable has seen less usage than other Clefables and Pokemon like Rotom-Heat, Hydreigon, Rillaboom, and Mandibuzz come in on Hippowdon often, so in order to keep hazards up and apply pressure, Toxic is much more common and effective on Hippowdon in the last slot on teams that do not require Whirlwind for specific scenarios.

As for Mandibuzz, your set unfortunately does not work particularly well with Hippowdon. The main point of running the 180 speed is to outrun and counter Bisharp as Foul Play 2HKOs it at +2 and you can stomach hits yourself from it. Hippowdon is the best Bisharp check in the tier though, so you tend to prefer going slower sets on Mandibuzz without the speed on Hippowdon teams. In addition, Foul Play is a lot less necessary for Bisharp, Zeraora, Cinderace, etc. on Hippowdon teams as it handles those physical attackers, so Knock Off tends to be run as well.

A sample import of this core could look like:
Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 224 Def / 36 SpD
Impish Nature
IVs: 29 Spe
- Knock Off
- Roost
- U-turn
- Defog
Thanks, I made these changes! Toxic on Hippowdon is pretty good right now, since it lures common switch-ins like Rillaboom and actually Toxics them before going into Mandibuzz, so I can see why it's more effective.
 

ShootingStarmie

Bulletproof
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Sub Roost Kyurem + Sub Toxic Aegislash

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sets:
Kyurem @ Metronome
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Hasty Nature
- Freeze-Dry
- Icicle Spear
- Substitute
- Roost

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Toxic
- King's Shield
- Shadow Ball

Aegislash is rising in usage, so I thought it'd be worth sharing a core that I've had some success with. Its a defensive core, which utilizes Aegislash and Kyurem's ability to stall turns surprisingly well with their great bulk, typing, and synergy with one another. Firstly, Aegislash is is capable of forcing switches, and with its high defenses in its Shield form, creating a Substitute to hide behind is an easy task. This set capitalizes on common switch ins to Aegislash, such as Mandibuzz and Hippowdon, hitting them with Toxic, and proceeding to stall with the combination of Substitute and King's Shield. Kyurem compliments this strategy, and thrives against Pokemon that Aegislash has previously poisoned with Toxic. With the combination of Substitute, Roost, and its ability Pressure, Kyurem is able to easily stall out low-PP moves such as Close Combat and Stone Edge. This set allows Kyurem to turn the tables on usual switch-ins such as Blissey and Toxapex, as with Metronome, Kyurem's attacks get more powerful each turn. Something to note is the EVs on Kyurem, which allows it to form 101 HP Substitutes, preventing Blissey from breaking them with Seismic Toss.

Not only do these Pokemon play off of each-other very well, these two also share excellent type synergy, and both can comfortably switch into each other's checks. Aegislash for example can struggle with Mandibuzz and Hippowdon, both of which Kyurem has no trouble threatening. Aegislash also has trouble with sturdy special walls such as Blissey and Toxapex, both are which are designed to be preyed on by this Kyurem set. Aegislash also helps out Kyurem, as Aegislash can easily switch in on Dragon, Fighting, Fairy, Rock, and Steel-type attacks, all of which can give Kyurem trouble. As previously mentioned, Aegislash's ability to spread around Toxic also works amazingly well with this Kyurem set.

Some things to keep in mind when using this core:
Status on either on these Pokemon is dreadful
Urshifu has the coverage necessary to hurt both Pokemon with just its STABs
Dragapult completely ignores Substitute thanks to Infiltrator, and can hit both Pokemon with just its STABs

This makes Clefable a good partner, as it can provides cleric support, and can check Dragapult and Urshifu. Keep in mind you have 4 other team slots to patch up these weaknesses, so its really up in the air with how you use this core, just make sure you have fun.

:heart:
 
Offensive Core
Starter Squad

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

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

This offensive core is present on pretty much every Hyper-Offensive team in the current meta. Each of these mons on their own are incredible and shape the metagame, but together they form a U-turn core that is much, much greater than the sum of its parts.

Let's look at Cinderace. The best way to deal with Cinderace is through chip methods that aren't entry hazards, such as Rocky Helmet, Iron Barbs, and Sandstorm. Usually, if built and played correctly, this would lead to Cinderace slowly being chipped throughout the match, and towards the endgame it would struggle to continue to trap the opponent in a pivot vortex. However, Rillaboom summons Grassy Terrain, which completely stops this drawback of Cinderace. With Grassy Terrain, Cinderace effectively gains leftovers and heavy-duty boots, which makes it extremely hard to wear down passively, which is the main and only way to reliably chip Cinderace. Another big way to chip Cinderace, Rocky Helmet, is easily knocked off by Rillaboom, too.

Rillaboom is also a very effective pokemon. It has immense power, amplified by a Choice Band, which lets it brute force its way through the bulkiest pokemon such as Toxapex with only neutral moves. However, Rillaboom is held back by some of the most common walls in the tier: Corviknight, Skarmory, and Ferrothorn, all of which quad resist their attacks. If you've been looking closely, you'll probably notice one thing: They all are weak to Cinderace's main STAB, Pyro Ball. Rillaboom just has to U-turn on the switch to bring in Cinderace safely to keep the offensive pressure, and because it summoned Grassy Terrain, it will likely be healing Cinderace, too.

The synergy doesn't stop there, though. I touched on this in Rillaboom's paragraph, but they have immense breaking coverage. The main pokemon Cinderace suffers to beat in OU are Hippowdon and Toxapex, both of which are OHKOed or 2HKOed by Rillaboom's Wood Hammer respectively. Rillaboom suffers versus Corviknight, Skarmory, and Ferrothorn, all of which are KOed by Pyro Ball. Offensively, both suffer against Dragapult, which can revenge kill both, but this is easily fixed by putting Sucker Punch on Cinderace.

As great as a core can be, it is not perfect. Both pokemon fail to break through Mandibuzz in a 1v1 situation. This can also be easily fixed. You still have 4 other mons to add, so you can easily put in a Zeraora. Zeraora also adds a Volt Switch element, which can further your pivot action. Alternatively, you can put Toxic on a defensive mon and once you've hit the Mandibuzz with a Toxic, it is easily overwhelmed.

Set decisions:

Cinderace. Gunk+Zen are the main Coverage moves on HDB Cinderace, but Sucker is a great choice if you don't have any other speed control. Simple Max max, set is Jolly to outrun opposing Cinderace, which helps Rillaboom slightly but noticeably.

Rillaboom. Normal option, Superpower is runnable but not advisable since you have Cinderace to break Ferro. Adamant because I am currently not aware of too many benefits of running Jolly that are not beat by Grassy Glide.
 
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All right, this is probably pretty bad, but here goes...
Shiny Sprite

Seismitoad @ Choice Band
Ability: Poison Touch
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Earthquake
- Liquidation
- Knock Off
- Drain Punch

Normal Sprite

Scizor @ Life Orb
Ability: Technician
EVs: 88 HP / 252 Atk / 168 Def
Adamant Nature
- Bullet Punch
- Knock Off/Iron Head
- U-turn/X Scissor
- Swords Dance


Rotom-Heat @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Overheat
- Volt Switch
- Will-O-Wisp

There is nothing that can wall this trio. Toxapex? Earthquake. Covinight? Overheat Togekiss? Bullet Punch Chansey? Um... Drain Punch?
 
+


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

Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Sludge Wave / Toxic / Nuzzle
- Volt Switch
- Overdrive

Very straightforward, but nevertheless fun to use. It's very hard for teams to switch into these two beasts, so it makes up for a great VoltTurn core in my opnion. Urshifu invites in Helmet Tang, Clef, Mandibuzz, the very rare Weezing-Galar, and defensive Hippo (after one U-Turn is in range of Boomburst) which all in return get messed up by Tox. The same way, Tox invites in stuff like Ferro, Blissey and TTar which all fall to broken ass Urshifu.

Sets are very straightforward as well, not much to say. Sometimes I like running Nuzzle or Toxic on Tox to catch the Dragapult switch in, because honestly, haven't seen Trick or Calm Mind on Clefs lately to bother clicking Sludge Wave over Boomburst.
 
Dang this place is dead. No one is viewing this thread except me. Maybe I'll post this core in the metagame discussion too.

:buzzwole: + :moltres:
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 192 Def / 68 Spe
Impish Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Roost

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 232 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Scorching Sands

This is in my opinion the best Physically Defensive Core in OU period.

Yep.

Many of my teams are hard carried by this combination. Let's look over the best Physical threats right now.
Blaziken
Cinderace
some Dragapult
Dragonite
Excadrill
Garchomp
Kartana
Kyurem-Black
Landorus-T
Melmetal
Pheromosa
Rillaboom
Swampert
Tapu Koko
Urshifu-Single
Urshifu-Rapid
Galarian Zapdos
Zygarde

Now, if we look at their best sets, which ones of these pokemon are hard countered by the duo?
Blaziken
Cinderace
Excadrill
Garchomp
Kartana
Kyurem-Black
Landorus-T
Melmetal
Pheromosa
Rillaboom
Swampert
Urshifu-Single
Urshifu-Rapid
Zygarde

What about checked?
Galarian Zapdos (can be burnt by Flame Body Moltres)
Dragonite (moltres can't do anything to it but it can get burnt)
Dragapult (mostly a check because specs sets can break through, but they can't break through an accompanying special wall.)

That leaves 1 pokemon: Tapu Koko, which normally runs special sets anyways.

This core essentially invalidates 77% of OU's physical threats. This is two pokemon. Pair it with a Blissey and a Zapdos and you pretty much have the entire metagame walled. Sure, you'd probably have to patch up things like a rain weakness, lack of hazards, lack of a steel type, lack of regenerator and lack of hazards but you still have 2 slots to fit something like Slowbro and Ferrothorn or Toxapex and Heatran.

I demonstrate this core's effectiveness in two teams: One that I spent hours on and have posted an RMT about, and another that I made in 5 min to demonstrate my point.
Balance RMT Team:
https://pokepast.es/025cbde88207d272
Bad Stall Team:
https://pokepast.es/814aa667806a8301

Try it out yourself and see exactly how good this core is.

Edit: This stall team might actually be good. I just 5-0'd a trick room team full of the best breakers known to mankind
 
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Goodbye & Thanks

Thrown in a fire?
Dang this place is dead. No one is viewing this thread except me. Maybe I'll post this core in the metagame discussion too.

:buzzwole: + :moltres:
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 192 Def / 68 Spe
Impish Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Roost

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 232 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Flamethrower
- Scorching Sands

This is in my opinion the best Physically Defensive Core in OU period.

Yep.

Many of my teams are hard carried by this combination. Let's look over the best Physical threats right now.
Blaziken
Cinderace
some Dragapult
Dragonite
Excadrill
Garchomp
Kartana
Kyurem-Black
Landorus-T
Melmetal
Pheromosa
Rillaboom
Swampert
Tapu Koko
Urshifu-Single
Urshifu-Rapid
Galarian Zapdos
Zygarde

Now, if we look at their best sets, which ones of these pokemon are hard countered by the duo?
Blaziken
Cinderace
Excadrill
Garchomp
Kartana
Kyurem-Black
Landorus-T
Melmetal
Pheromosa
Rillaboom
Swampert
Urshifu-Single
Urshifu-Rapid
Zygarde

What about checked?
Galarian Zapdos (can be burnt by Flame Body Moltres)
Dragonite (moltres can't do anything to it but it can get burnt)
Dragapult (mostly a check because specs sets can break through, but they can't break through an accompanying special wall.)

That leaves 1 pokemon: Tapu Koko, which normally runs special sets anyways.

This core essentially invalidates 77% of OU's physical threats. This is two pokemon. Pair it with a Blissey and a Zapdos and you pretty much have the entire metagame walled. Sure, you'd probably have to patch up things like a rain weakness, lack of hazards, lack of a steel type, lack of regenerator and lack of hazards but you still have 2 slots to fit something like Slowbro and Ferrothorn or Toxapex and Heatran.

I demonstrate this core's effectiveness in two teams: One that I spent hours on and have posted an RMT about, and another that I made in 5 min to demonstrate my point.
Balance RMT Team:
https://pokepast.es/025cbde88207d272
Bad Stall Team:
https://pokepast.es/814aa667806a8301

Try it out yourself and see exactly how good this core is.

Edit: This stall team might actually be good. I just 5-0'd a trick room team full of the best breakers known to mankind
I second that this core is good. Here is a balance team I built and have found success with that also uses Moltres and Buzzwole:
https://pokepast.es/4630c7f641b012b7

The reason for the same exact EV spreads is because I recommended them to musiquepkmn in their RMT. To elaborate on the speed EVs, Moltres hits 223 with the 28 EVs. You want to at least be over 219 to creep neutral-natured Aegislash and Magnezone. There is a speed-creep war going on around this threshold between Heatrans, and since the relatively rare 252 neutral-natured Tyranitar tops out at 221, some Heatrans go to 222. I like to hit 223 with Moltres to try to creep the majority of Heatrans in this area because being faster than Heatran is very important for Moltres.

Buzzwole hits 211 with the 68 speed EVs. Adamant Crawdaunt hits 209 so I like to have my Buzzwole faster than that. I just go to 211 to try to creep something like a Mandibuzz that might also sit at 210.
 
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Hey guys,

I was deciding which of my cores to post for consideration (and to try and revive this forum, lol) and I came down to 2 of my favorites:

A DragMag Core or Fini-Tran.

Since DragMag is more of a niche and known cores, though not very popular, I'll discuss briefly why I like Fini-Tran here for Bulky Offense:

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 188 Def / 64 SpA / 8 Spe
Bold Nature
- Scald
- Moonblast
- Knock Off
- Defog

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 140 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Earth Power
- Taunt

This core has some key synergic components I have found to be important on Bulky Offense for gen 8:

1. It provides bulk for both sides of the spectrum and they check Pokemon the other doesn't like fairly well (Fini can cover Pheromosa and Zygarde while Heatran can cover Magearna and Rillaboom, for example). This is the fundamental requirement of a defensive core.

2. They provide Hazards and Hazard Control for the team, and happen to be among the best mons at the role currently.

3. Both mons are well known for their Utility and lack of pasivity, making them perfect walls for a Bulky Offense team that does not want to forgo too much momentum.

While both mons have issues with getting worn down due to relying in lefties for recovery, this issue is not as crippling being on Offensively-minded teams and can be made up for with momentum. On top of this, both mons actually take quite a bit of time to chip down and still function as relliable walls until very low on health. The core can also have issues with switching into Ground type attacks from powerful unboosted mons like Landorus T and Excadrill, but neither allows such mons to come in freely and these mons can easily be exploited and checked by another member on the team. A great example of this would be Galarian Zapdos, which punishes Lando extremely hard with Defiant and can threaten Excadrill well.

I didn't see the core mentioned and wanted to give my input on it, as well as maybe encourage participation in this interesting threat again. Sorry for the lack of sprites, I am not very familiar with how to include them.
 
Here's a core I've been having fun with that everyone has probably seen already but is a great thing to build around nonetheless. Honestly my favorite offensive wallbreaking core in forever

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Future Sight
- Psychic /Psyshock
- Aura Sphere

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Wicked Blow
- Close Combat
- Poison Jab

Banded urshifu IMO has some nasty issues in the current metagame. Excluding good predictions, it can be pretty easy for you to get switched in on by various mons like clef which soak up it's hits easily. Enter specs future sight latios. Almost every good switch in or check to shifu gets checked by latios or put in one or two shot range for shifu by a future sight coming off of 538 special attack.

Lets look at some of the most common bulky mons in the tier and see what this core does to them

Heatran- standard spDef variants have 78% chance of getting 2 shot by aura sphere before hazard damage, 100% after rocks, always one shot by shifu CC or two shot by wicked blow
Zygarde- spdef varients are OHKOd by draco, 2HKO by wicked blow
lando-T- defensive variants are OHKO'd always by draco, 56% of time OHKO'd by future sight, 2hko by wicked blow
Magearna- Non AV variants are taken out by future sight+CC, AV variants typically are killed by this after hazards
Toxapex- OHKO by any psychic move from lati, FS prevents switch on shifu
Clefable- 80-95% from FS, always put in range of wicked blow or CC
Zapdos- 45% OHKO by draco, takes 90 from FS, 70 from wicked blow
Ferrothorn- almost always ohko'd by CC. 2 shot by aura sphere
blissey- LULCC
tapu fini- almost always taken out by FS+CC or blow, always 2 shot by poison jab, almost always 2hko by psychic after rocks
Mandibuzz- 2HKO by draco or CC

feel this proves that it's near impossible to get a good urshifu switch after FS without good prediction. FS can help out various other wallbreakers or sweepers by preventing switch ins or keeping out setup checks. This core helps support fast sweepers such as DD users or spectrier. Ideally pack fairy counters such as kartana or melmetal as well as speedy mons for faster HO/BO teams. U-turn or volt switch support also are appreciated
 

Ruft

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Here's a core I've been having fun with that everyone has probably seen already but is a great thing to build around nonetheless. Honestly my favorite offensive wallbreaking core in forever

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Future Sight
- Psychic /Psyshock
- Aura Sphere

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Wicked Blow
- Close Combat
- Poison Jab

Banded urshifu IMO has some nasty issues in the current metagame. Excluding good predictions, it can be pretty easy for you to get switched in on by various mons like clef which soak up it's hits easily. Enter specs future sight latios. Almost every good switch in or check to shifu gets checked by latios or put in one or two shot range for shifu by a future sight coming off of 538 special attack.

Lets look at some of the most common bulky mons in the tier and see what this core does to them

Heatran- standard spDef variants have 78% chance of getting 2 shot by aura sphere before hazard damage, 100% after rocks, always one shot by shifu CC or two shot by wicked blow
Zygarde- spdef varients are OHKOd by draco, 2HKO by wicked blow
lando-T- defensive variants are OHKO'd always by draco, 56% of time OHKO'd by future sight, 2hko by wicked blow
Magearna- Non AV variants are taken out by future sight+CC, AV variants typically are killed by this after hazards
Toxapex- OHKO by any psychic move from lati, FS prevents switch on shifu
Clefable- 80-95% from FS, always put in range of wicked blow or CC
Zapdos- 45% OHKO by draco, takes 90 from FS, 70 from wicked blow
Ferrothorn- almost always ohko'd by CC. 2 shot by aura sphere
blissey- LULCC
tapu fini- almost always taken out by FS+CC or blow, always 2 shot by poison jab, almost always 2hko by psychic after rocks
Mandibuzz- 2HKO by draco or CC

feel this proves that it's near impossible to get a good urshifu switch after FS without good prediction. FS can help out various other wallbreakers or sweepers by preventing switch ins or keeping out setup checks. This core helps support fast sweepers such as DD users or spectrier. Ideally pack fairy counters such as kartana or melmetal as well as speedy mons for faster HO/BO teams. U-turn or volt switch support also are appreciated
It's important to note that Choice Specs only boost Future Sight if the user is on the field when it lands. Future Sight won't be boosted by Choice Specs if another Pokemon like Urshifu is in. Still neat though.
 
What about a core of Slowbro and Pheromosa, What can they accomplish. Well Slowbro is a defensive wall that helps pheromosa against attacks posed at her, While Pheromosa helps with slowbro's general passivity. Also future sight is the big thing here, Future sight plus Pheromosa stabs go unresisted, And if pex switches into CC + future sight its a role to outright KO pex from full hp, and whatever isn't living is at low hp and doesn't want to take repeated Stabs + future sights
 
+

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.
 
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