Resource SWSH UU Cores

:ss/keldeo: @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Flip Turn

:ss/salamence: @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Hurricane
- Flamethrower
- Roost

Mence and keldeo pretty much have perfect coverage, the pokemon that would want to take keldeo's stabs such as amoonguss, tangrowth, kommo-o, and tapu bulu, do not appreciate salamence spamming hurricane on them at all, while pokemon that can take on salamence's moves such as rotom-wash, rotom-heat, chansey, and rhyperior do not like taking keldeo's stabs at all. They also have a good defensive synergy with keldeo absorbing ice and rock moves that are targetted at salamence, while salamence can take on grass moves, ground moves, and a lot of physical moves due to intimidate.


:ss/lycanroc-dusk: @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Crunch
- Close Combat
- Psychic Fangs

:ss/Chandelure: @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Hex
- Toxic
- Protect

Chandy and lycan provide a lot of synergy for each other, ranging from beating each others checks such as chandy taking advantage of scizor, scarf Jirachi, grass types such as tangrowth, and amoonguss can take it on and chip it down via helmet while chandy roasts them with flamethrower. Lycanroc-Dusk appreciates chandelures ability to wear down its checks for it to clean late game. Lycanroc-Dusk can beat pokemon that would otherwise stop chandelure, like umbreon, rest talk moltres-g, chansey, and obstagoon.


:ss/rhyperior: @ Leftovers
Ability: Solid Rock
EVs: 244 HP / 16 Atk / 248 SpD
Careful Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Toxic

:ss/togekiss: @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 248 HP / 56 SpD / 204 Spe
Calm Nature
- Air Slash
- Thunder Wave
- Defog
- Roost

Togekiss and rhyperior form such a good defensive core. Pretty much resist everything, rhyperior can take on poison, electric, rock moves that threaten togekiss, while togekiss takes on ground, grass, fighting moves that otherwise scare rhyperior out. Rhyperior sets up rocks and spreads toxic status, while togekiss spreads paralysis and heal's status for rhyperior who switches on pokemon such as rotom-heat, salamence, moltres, and for itself while switching into pokemon such as kommo-o, burn from scalds, para's from rotom, chansey, and jirachi.
 

Sulo

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i'll give this a shot ig lol

:ss/tapu-bulu: :ss/moltres:
(click sprites for core)

--

I honestly don't think too highly of Bulu, but it can be made to work. Moltres was, in my opinion, one of the best defensive partners for it. It covers for almost all of Bulu's bad matchups besides Nihilego and sometimes Glowbro, the former not wanting to really switch in on it anyways. Bulu can take care of Rhyperior, Keldeo, and other bulky waters that plague Moltres. Moltres can come in on fat grasses, steels (depending on move choice), Clanger (also depending on move choice for Bulu), Scizor (bar Knock Off ofc), and the like. Moltres getting rid of hazards helps since otherwise, Bulu gets pressured a lot more than it should be at times and won't be able to check what it needs to. You don't need to run lariat on Bulu, but it's what I decided to go for, just to have a better Aegislash MU.
 
TANGLOWBRO-O

:ss/tangrowth: :ss/slowbro-galar: :ss/kommo-o:


This set consists of Assault Vest Slowbro and Assault Vest Tangrowth. These pokemon do a fantastic job of countering each others weaknesses. Tangrowth eats the Earthquakes while Glowbro eats the ice beams, hurricanes, flamethrowers, dazzling gleams and sludge waves, all the while Regenerator heals them both. Kommo provides great physically defensive utility and is a good rocker, and is Knock Off fodder. (you could also run protect as a scout/extra lefties recovery) This is very much a defensive core and works best on balance, bulky, and semi-stall teams.

a balanced team i tried to make with it: https://pokepast.es/62154b7609df7020
 
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Quagsire, Celesteela and Tapu bulu i found to be amazing defensive core.

Any grass attacks directed at quagsire can be easily switched into by celesteela. Any electric, and fire attacks directed by celesteela. Leech seed variants are especially good. You can leech seed and switch to quagsire for more recovery and toxic recover. Tapu bulu provides more infuriating recovery that makes these teams impossible to break through. Also provides taunt support for setup sweepers and opposing stall. Tapu bulu shuts down stall, Quagsire toxic protects and recovers and great immunities, resistances, and ability. Celesteela has great resistances immunity.
https://pokepast.es/4fbb0e5243285173 <<--------- The sets
 
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:ss/Toxtricity: :ss/Keldeo:

Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overdrive
- Sludge Wave
- Boomburst
- Volt Switch

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Flip Turn
- Icy Wind

Here is a double specs core that I've been using together in the ladder. Both of these Pokemon hit like trucks and can cover each other real nicely. Tox dismantles common switch ins to keldeo like primarina, milotic, tentacruel, and AV tang while keldeo handles normal tox counterplay like rhyperior, krookodile, chansey, and nihilego. Obviously this core isn't perfect, it is weak to faster threats like thundurus, but this can be supported through the rest of the team. Overall, really solid breaking combo that should def be used more.
 
This is a core that I have been using for quite some time and was made before Zeraora moved up, but seems to be still relevant:
:ss/celebi: :ss/keldeo:
:bw/celebi:
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 112 SpA / 144 SpD
Calm Nature
- Recover
- U-turn
- Giga Drain
- Psychic


U-turn gives Keldeo oppurtunities to do damage, Giga Drain and Psychic are to do damage to Keldeo's checks and Recover is for recovery.
With the above EV spread, Celebi can beat Calm Mind Primarina after it sets up 1 Calm Mind:
112 SpA Celebi Giga Drain vs. +1 252 HP / 0 SpD Primarina: 108-128 (29.6 - 35.1%) -- guaranteed 4HKO after Leftovers recovery

:bw/keldeo:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Flip Turn
- Icy Wind
- Secret Sword


Hydro Pump to use, Secret Sword for clicks
Flip turn to escape, Icy Wind for Salamence

Thanks for reading my poem! :magikarp: :feebas:

I used this core for quite some time and it is quite good. Keldeo often gets checked by faster Pokemon such as Scarfed Krookodile, or bulky resists like Primarina and Amoongus, which Celebi can check, and Celebi is fearful of Scizor and Salamence, which Keldeo can offensively check. Keldeo can also bait in Salamence with Icy Wind to remove it. This should be used with a Galarian Moltres Check as it runs over both with setup that it can easily get from Celebi.
 
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:ss/amoonguss: :ss/rotom-wash:

Sets

Rotom-wash and amoonguss provide a great defensive core, rotom-wash helps with pokemon such as moltres, mamoswine, and keldeo locked into air slash/icy wind. Amoonguss helps sponge knock offs for Rotom-wash from pokemon such as krookodile, tangrowth, and mienshao. Amoonguss also helps check pokemon like zarude, tapu bulu, and primarina.
 
Sad to see that this thread has not been updated in a while. This thread is an extremely valuable resource for anyone looking to get into the tier.

I'll submit a Balanced Core:


nihilego sprite.png +buzzwole sprite.png+ mew sprite.png
Nihilego @ Black Sludge
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Power Gem
- Knock Off
- Stealth Rock

Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 16 Atk / 52 Def / 188 Spe
Adamant Nature
- Drain Punch
- Earthquake
- Poison Jab
- Roost

Mew @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Knock Off
- Will-O-Wisp / Flamethrower / Toxic
- Spikes
- Soft-Boiled

This is an effective hazard-stacking core that also brings defensive/offensive synergy between each member. Nihileho destroys most defoggers in the tier (Salamence, Rotom-H, Moltres) and the few that can take a hit really don't want to switch into Nihilego often (Rotom-W, Tentacruel). Being able to remove boots on Pokémon like Scizor, Mew, or Amoonguss (for sets that run it) as well as other key items (Leftovers from defensive Celesteela switching in, Scarf off of Krookodile trying to offensively check you, Chansey's Eviolite) is super valuable to wear down the opposing team. It checks Moltres, Moltres-Galar, Rotom-H, Salamence (bar random EQ), and Thundy Forms (at high HP) for Buzzwole.

This Buzzwole spread is designed to outspeed anything at or below 240 speed (Timid Primarina and max speed Aegislash notably). The attack investment and an Adamant nature allows it to beat SD Scizor one-on-one (Drain Punch+Helmet Chip wears it down) while also allowing it to 2HKO Aegislash and most Primarina. You can play around with Leech Life or Stone Edge as well but I find that Earthquake and Poison Jab works best. Buzzwole helps to handle Zarude, Krookodile, most Scizor variants, Lycanroc as long as you don't hard switch into Psychic Fangs, Mamoswine, most Jirachi, Rhyperior, and Conkeldurr for Nihilego.

Knock Off on Mew allows it to remove Boots from a myriad of Pokémon, while Wisp/Flamethrower are super important to cripple/kill Scizor as this core is somewhat weak to it (especially if Buzzwole gets lured into a Dual Wingbeat). Toxic is another option to cripple Kommo-o and Primarina (who otherwise come in on this set easily). Mew is useful as a midground to Pokémon that threaten either/both Nihilego and Buzzwole with coverage (i.e., pivoting into Mew on Lycanroc Psychic Fangs then switching to Buzzwole on Crunch).


------------------------------------------------------------------------------------------------------------------------
I'll list some threats to this core. This will be helpful for those who are looking to use this core and are unsure for how to build the rest of the team:


Boosted Scizor or Dual Wingbeat Scizor: Buzzwole usually checks this, and you can threaten it with Mew 1-on-1 with Wisp/Flamethrower. Biggest danger is getting lured by Dual Wingbeat or having Buzzwole chipped in range of a boosted Bullet Punch from SD sets. Keep Buzzwole healthy for this. If it's boots, try and use Nihilego to knock them off.

Keldeo: All Keldeo variants do well against this core. Not much counterplay -- keep this in mind when building out the rest of your team.

Primarina: Can switch in on Mew and pressure this core. In emergencies, Nihilego can trade and bring it in range of Buzzwole to finish off. Again, since this core lacks a water resist, look to build one in when making the rest of the team.

Clangerous Soul Kommo-o: Can come in on Mew if not Toxic and setup easily.

DD Salamence: Can get out of hand if you are not running Wisp on Mew, or if you hard switch Nihilego into an Earthquake.

Calm Mind Hatterene: Sets up on Mew and nukes Nihilego with Psyshock.

Enjoy!
 

romanji

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VoltTurn Core :ss/zarude::ss/mienshao::ss/rotom-heat:

Zarude @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- Jungle Healing
- U-turn


Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Stone Edge
- U-turn

NagaX's Content - Page 4 - PokeMMO

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Pain Split
- Toxic

I've been using this core in quite a few of my VoltTurn teams due to their excellent synergy offensively and defensively, as they are able to pivot out of problematic matchups easily. Mienshao is able to deal with some of Zarude's checks such as Moltres and Salamence, and Zarude being able to check Psychic-types such as Zarude. Rotom-H can deal with the other Pokemon's shared checks such as Buzzwole and Scizor, while Zarude dealing with Rhyperior.
 
:ss/Mew: @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 64 SpD / 192 Spe
Jolly Nature
- Knock Off
- Spikes
- Will-O-Wisp
- Soft-Boiled

:ss/Aegislash: @ Leftovers
Ability: Stance Change
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- King's Shield
- Shadow Ball
- Flash Cannon
- Toxic

:ss/Zarude-Dada: @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Jungle Healing

These pokemon form a balance core as mew threatens most pokemon with knock and heavily cripples most of them like moltres, salamence, and aegislash. Provides will-o-wisp support against pokemon like scizor, tapu bulu, and helps wear down pokemon and negate leftovers. Also sets up spikes to wear down pokemon that switch into aegislash and zarude like amoonguss, tangrowth, chansey, and kommo-o. Zarude provides a very sturdy aegislash and mew counter and provides a threatens a lot of pokemon that mew and aegislash are threatened by such as rotom-wash, aegislash and krookodile and is able to use them to ohko them or pivot out. Aegislash uses the combination of its stabs, king shield, amazing defences, amazing offences, and toxic to threaten a lot of pokemon such as jirachi, tapu bulu, chansey.
 
Hello, and thank you to all of those that have submitted so far! We're asking for a few more submissions before we go through and start adding cores, so if we get a decent amount of submissions, we'll try and have the first major update pushed through in the next couple of weeks! We're looking for all cores right now, but specifically Balance and Defensive Core submissions would be very much appreciated. Hopefully, with a few more submissions, we'll be able to push a huge update in the next couple of weeks. Going to go ahead and tag Estarossa and pokemonisfun because I know both are experienced with balance and defensive builds.

In the meanwhile, I'm also going to drop a few cores as I said I would however long ago. Thank you all for your patience!
+
/

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Knock Off
- U-turn
- Superpower

Rotom-Heat / Wash @ Heavy-Duty Boots / Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat / Hydro Pump
- Volt Switch
- Pain Split / Defog
- Toxic / Defog / Will-O-Wisp
This is a classic VoltTurn core that has been in use since the days of SM UU. Scizor pairs quite well with both Rotom Forms, as each both have their own attributes, as well as shared characteristics, that enable them to function well with Scizor. For example, both resist fire, Scizor's only type weakness, and resist flying, making up for Scizor's bug typing canceling out it's flying resistance. They also both have access to status and Volt Switch, enabling them to form the core with Scizor's U-turn. Scizor in return can threaten each of their respective checks.

+

Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Close Combat
- Psychic Fangs
- Crunch

Thundurus (M) @ Heavy-Duty Boots
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Bomb
- Focus Blast
- Nasty Plot
This is a hard offense core featuring probably the scariest breaker in the UU tier: Lycanroc-Dusk. Lycan pairs fantastically with Thundurus, as no single pokemon can beat the two, and the only thing holding both of them back is their fraility. Sharing similar checks in Tangrowth, Rhyperior, and so on, the two break through each other's checks and just soften up the opponent's team in general.

+

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Air Slash / Hurricane
- Defog / Toxic
- Roost

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic / Thunder Wave
- Soft-Boiled
- Stealth Rock / Teleport
This is a defensive core utilized best on stall, semi-stall, or fat balance teams. Salamence and Chansey cover the majority of each other's checks, bar a few like Lycanroc-Dusk, etc. They can form a hazard core if running Stealth Rock on Chansey and Defog on Salamence. Regardless, Salamence covers mainly physical breakers, while Chansey sits on most special breakers.
 
Gotta...post...in...UU...cores...

Scizor @ Heavy-Duty Boots
Ability: Technician
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Psychic
- Trick

Scizor is IMO the best Chandelure partner, U-Turn is so spammable and lures in Celesteela, Amoonguss, Buzzy Wuzzy and even opposing Scizors which all are Chandy food, and after Chandy has punched a huge whole in their defenses Scizor can clean up the game. Scizor also provides security for chandy by being the best Chansey switchin and offensive checking Nihilego which also keeps Chandelure at bay.
Not to mention the important defensive qualities that they bring by giving both a ghost and steel without having to use Aegislash and mmunities to important types like fire and poison. Just bring something to pressure flying types like moltres and salamence and you golden.


Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Jungle Healing

Slowbro-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Future Sight
- Flamethrower
- Psyshock / Scald

Whats the main things switching into Galarbro? Krookodile and Aegislash. What are the main things switching into Zarude? Amoong and Mence. Wow its crazy how they can cover each other pretty well! Talking a bit more seriously not only do their typings cover each other really well but this is an easy way to get a lot of future sights and spread status going, Future Sight also synergises incredibly well with Zarude. This core opens a lot of teambuilding possibilities by your grass being weak to fairy and fighting while still succesfully covering Prima and Keldeo. They are incredibly annoying to switch around as your team slowly dies to status and repeated u-turns.
 
1624561267859.png
1624561302850.png

[/SPOILER]
Zarude-Dada @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- U-turn
- Jungle Healing

Primarina @ Heavy-Duty Boots
Ability: Torrent
EVs: 252 HP / 132 Def / 124 SpD
Calm Nature
- Moonblast
- Scald
- Rest
- Sleep Talk
[/SPOILER]

Zarude and Primarina are great teammates for each other as they cover each others weaknesses very well. Primarina helps zarude as its a defensive pokemon for it to fall back on pokemon such as salamence, mienshao, kommo-o, buzzwole and more. Primarina helps zarude by chipping opponents with scald making them weaker physically and being forced to take chip damage every turn on pokemon like amoonguss, kommo-o, and salamence. Zarude helps check pokemon that otherwise threaten primarina like rotom-wash, thundurus-t, and trick in general since zarude is fine recieveing a scarf.
1624562083587.png
1624562141860.png
1624562164906.png

[/SPOILER]
Mew @ Heavy-Duty Boots
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Will-O-Wisp
- Spikes
- Soft-Boiled

Raikou @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Scald
- Volt Switch
- Toxic

Nihilego @ Black Sludge
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Power Gem
- Sludge Wave
- Knock Off
- Stealth Rock
[/SPOILER]

Mew and Nihilego can hazard stack to make it so nihilego itself and raikou can more easily break through teams. Mew can even help speed up the process by knocking boots and leftovers off the opponents pokemon to make it harder for them to outlast spikes + stealth rocks + the power moves. Nihilego checks raikou's checks which are grass types in amoonguss, tapu bulu, and tangrowth, which nihilego poison stab can easily deal with it. While raikout can deal with nihilego's checks such as nidoqueen, krookodile, and rhyperior.
 
First of all, Happy Independence Day to my fellow smogon Americans! Hope you all can enjoy the weekend with your families and friends! Also happy Canada day to all our resident Canadians, and happy Independence day to all of those from Belarus, Rwanda, and Burundi!

Moving on, the OP has been updated with all accepted submissions (right before shifts so I'm gonna have to axe like 6 cores lmao). Sorry it took forever, both Viv and myself live very busy lives, still faster than TSR. Anyways, thank you to all of those who submitted, and feel free to post more cores! Enjoy your day!

7/1/21 Update: Updated OP to reflect tier shift.
 
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:ss/Nidoking: :ss/Mienshao:

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

Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Knock Off
- Stone Edge

Probably one of my favorite breaking cores right now, nidoking + mienshao is a deadly combo. Both Pokemon are tough to wall in their own right, but pairing them together makes them very tough to stop. Nidoking, as we all know, can 2HKO the entire tier barring chansey, so ofc a great partner would be a physical wallbreaker like mienshao. Mienshao's ability to threaten pokemon that force out nidoking like AV reuni, chansey, krookodile, and moltres is very helpful for it. In return, nidoking obliterates Pokemon mienshao has trouble breaking like buzzwole, amoonguss, hatterene, and phys def tangrowth. This core is very tough to switch into and can work together to destroy slower and fatter teams.
 
1625755569835.png
1625755463315.png


These 2 pokemon cover each others weaknesses very well. They both hazard stack which is good for hazard stacking teams which need a spiker after losing mew. Roserade can offensively cover rhyperior's weaknesses to pokemon such as rest talk primarina, amoonguss, rotom-wash, and tapu bulu. What can rhyperior do for roserade? Well it can provide stealth rocks and check steels, and fire types that would otherwise pressure roserade such as moltres, rotom-heat, salamence, and aegislash
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Spikes
- Synthesis

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 16 Atk / 240 SpD
Careful Nature
- Stone Edge
- Earthquake
- Stealth Rock
- Toxic
 
:ss/Tangrowth: :ss/moltres:


Defensive Tang and (semi) offensive moltres form a very solid balanced core with their great type synergy.

Tang checks common strong water types that threaten moltres like azu and crawdaunt (and to an extent keldeo) as well as other physical attackers that beat moltres like Lycanroc-Dusk and rhyperior. Meanwhile moltres can threaten a lot of steel/bug types that can use tang as setup fodder like buzzwole, Scizor, celesteela and aegislash, as well as amoonguss and kommo-o which defensive tang often has trouble with. Flame body also helps against dual-wingbeat mence, which can be problematic for Tang, while tang can check Rotom-Wash for moltres.

My favourite moveset for the core has defensive helmet tang + semi-offensive moltres with enough speed investment to outspeed max speed Scizor and celesteela (you won't get Meteor-beamed):

Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 200 HP / 252 SpA / 56 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Flamethrower
- Roost
- U-turn / Defog

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Sleep Powder

AV tang can work well too, or a more defensive moltres with mystical fire instead, but this depends on the rest of your team composition and how well you can deal with other specially offensive threats.

This is the first core I've posted, hope you guys can have fun with it :)
 
Apologies for the hibernation, but we are still looking for submissions before pushing out an update. We appreciate all the submissions so far, and assuming we get more submissions, hopefully expect an update before November. Thank you all for your patience regarding this matter.
 
First time doing this, but I just wanted to highlight a core that stood out to me in my own playing and spectating.

:seismitoad: :roserade:
So this is something you've probably seen in SCL and I've used it to some pretty great success on the ladder. Roserade is enjoying the Thundurus ban a great amount and is a great spiker (which is amazing in this meta). It also pressures grass and water types super well such as Prim, Guss, and Tang-- all mons that Toad doesn't want to deal with. At the same time, Toad can set up rocks for the team, offers a more solid Keldeo, Rotom-W (if no giga), and Jirachi answer and provides KO/Toxic support. Roserade's set is pretty malleable as I've been using a faster set, but I've seen SpDef sets used to great effect. Last moveslot is also malleable as I've seen Stun Spore and Aromatherapy used over giga to offer the team more support. This core sets a great defensive backbone and when paired with a solid spikes abuser it can do a lot of damage. Try it out!
 

I call this the A/B/C core. The purpose of this core is to tear through the opposing team with conkeldurr while having reliable defensive pivots that stop conk from taking unnecessary damage. You could also run offensive Aegislash and Bulu sets for similar type synergy, but they do have great defensive roles which can't be overlooked. Aegislash resists all 3 types that scare conkeldurr, and both conkeldurr and bulu can take care of dark types that want to get rid of aegislash. Bulu is necessary here to counter primarina, with a devastating horn leech boosted by grassy terrain, and is currently the best counter to Zydog, which aegislash stands no chance against here, and also can really damage hydreigon and kommo'o with dazzling gleam, even with an uninvested spatk with a nature that lowers it. This core is also quite flexible for teambuilding, and with some tweaking to the sets you could use this core in hyper offense, bulky offense, or balance.

Here are the sets:

Conkeldurr (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Facade
- Knock Off
- Mach Punch

Tapu Bulu @ Heavy-Duty Boots
Ability: Grassy Surge
EVs: 248 HP / 116 Def / 144 Spe
Impish Nature
- Horn Leech
- Dazzling Gleam
- Darkest Lariat
- Synthesis

Aegislash (M) @ Leftovers
Ability: Stance Change
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- Substitute
- King's Shield

I ran max spatk on Aegislash because there's no real benchmark it has to hit to be outside3 of 2hko range, and shadow ball hitting even harder on latias and jirachi wouldn't hurt either. I also forewent toxic on defensive bulu since aegislash already spreads toxic, and it prevents you from being walled by jirachi, if you want to hit one at low health, and it deals more to latias than dazzling gleam does.

I hope this core helps you in teambuilder, thank you for reading this, and have a great day.
 
Conk + Tapu bulu

They pair very well as conk can get rid of pokemon that threaten tapu bulu such as amoonguss, skarmory, celesteela, nihilego, and more. Tapu bulu provides conkeldurr with recovery so it does not get worn down as easily. Tapu bulu is able to take advantage of the broken holes and clean up late game as conkeldurr punches holes in many defensive teams.

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Darkest Lariat

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Facade
- Knock Off
- Mach Punch
 
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:skarmory: :slowking:

These are a defensive core and they are a good one as they often times cover each others weaknesses to special/physical attacks, and are able to cover each others weaknesses. Skarmory sets up spikes so slowking's future sight has an even bigger impact on pokemon such as chansey, aegislash, excadrill, and other grounded pokemon that can afford to take a future sight. Slowking checks pokemon such as moltres, latias, and keldeo while skarm keeps pokemon such as diggersby, krookodile, and zarude at bay.

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Roost
- Iron Defense

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off
- Teleport
 
This thread has been really inactive lately, and I think that's a huge shame because it has potential to be a great resource. In an attempt to fix that (and as a small challenge for myself), here are 10 offensive, balanced, and defensive cores I think are good in current meta. Hopefully these can help people with building some great teams!

Offensive Cores
  1. +

    Roserade @ Black Sludge
    Ability: Natural Cure
    EVs: 252 HP / 112 SpA / 124 SpD / 20 Spe
    Modest Nature
    IVs: 0 Atk
    - Energy Ball
    - Sludge Bomb
    - Spikes
    - Synthesis

    Starmie @ Life Orb
    Ability: Analytic
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Surf / Hydro Pump
    - Blizzard / Ice Beam
    - Psychic / Thunderbolt
    - Recover
    Roserade is an amazing Spiker in the current meta, being able to switch into Amoonguss and Tangrowth to set up Spikes in their face, while also having enough special bulk to take some hits in a pinch, and Synthesis for longevity. Starmie is one of the best abusers of Spikes thanks to its very high Speed and incredible coverage, being able to slam almost everything super effectively, and keep itself healthy with Recover. The Roserade EVs outspeed Tapu Bulu that speed creep RestTalk Primarina and allow it to live a Choice Specs Primarina Psychic. Starmie has a variety of coverage options - I am partial to Blizzard, as it secures the OHKO on Thundurus-Therian where Ice Beam will not. Psychic is great for hitting Poison- and Fighting-types, but Thunderbolt is great for hitting Celesteela.
    Fits on: Spikes teams, including hazard-stacking Balance and Bulky Offense teams.

  2. +

    Roserade @ Black Sludge
    Ability: Natural Cure
    EVs: 252 HP / 112 SpA / 124 SpD / 20 Spe
    Modest Nature
    IVs: 0 Atk
    - Energy Ball
    - Sludge Bomb
    - Spikes
    - Synthesis

    Mamoswine @ Heavy-Duty Boots
    Ability: Thick Fat
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Earthquake
    - Ice Shard
    - Icicle Crash
    - Knock Off
    See above for Roserade info. Mamoswine is another excellent Spikes abuser, already being very difficult to switch into, and carrying Ice Shard to ensure a hit on faster threats. Its Ice STAB + Knock Off means that it threatens everything that floats above Spikes (i.e. Flying-types and Levitate users) with nasty damage. Heavy-Duty Boots allows Mamoswine to switch in more times throughout a match.
    Fits on: Spikes teams, including hazard-stacking Balance and Bulky Offense teams.

  3. +

    Nidoking @ Life Orb
    Ability: Sheer Force
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    - Sludge Wave
    - Earth Power
    - Thunderbolt
    - Ice Beam

    Tapu Bulu @ Life Orb
    Ability: Grassy Surge
    EVs: 120 HP / 252 Atk / 136 Spe
    Adamant Nature
    - Swords Dance
    - Horn Leech
    - Close Combat
    - Darkest Lariat / Zen Headbutt / Stone Edge / Synthesis
    Nidoking and Swords Dance Tapu Bulu form a nice special-physical offense core that hits everything hard. Nidoking appreciates the added recovery from Tapu Bulu's Grassy Terrain and its ability to take on Water- and Ground-types, while Tapu Bulu appreciates Nidoking dealing with Poison-, Grass-, and Steel-types. Tapu Bulu has a lot of options for its last slot depending on what its team needs to cover: Darkest Lariat for Psychic- and Ghost-types, Zen Headbutt for Poison- and Fighting-types, Stone Edge for Flying- and Fire-types, or Synthesis for added recovery. Note that Earth Power does NOT have its base power halved by Grassy Terrain, but Earthquake does, so Nidoking gets to reap the benefit of weaker Earthquakes aimed at it while not weakening its own Ground STAB.
    Fits on: Bulky Offense and Offense teams.

  4. +

    Salamence @ Heavy-Duty Boots
    Ability: Moxie
    EVs: 252 Atk / 4 SpA / 252 Spe
    Jolly Nature
    - Dragon Dance
    - Outrage
    - Dual Wingbeat
    - Earthquake

    Rotom-Wash @ Leftovers
    Ability: Levitate
    EVs: 252 HP / 40 Def / 216 Spe
    Timid Nature
    IVs: 0 Atk
    - Volt Switch
    - Hydro Pump
    - Pain Split
    - Defog / Toxic / Will-O-Wisp
    Dragon Dance Salamence is a dangerous sweeper that becomes very hard to stop once its checks are removed. However, there are several great Pokemon that can check or even counter it, including RestTalk Primarina, defensive Celesteela, and Mamoswine, among others. Rotom-Wash heavily pressures all of these and can force damage on them throughout a match, wearing them down until Salamence can sweep. Rotom-Wash has several options for its last slot, depending on what its team needs. Defog is great if hazard control cannot be fit elsewhere and Excadrill is dealt with. Toxic is great for pressuring switch-ins without being forced to switch out with Volt Switch or run through Hydro Pump's low PP. Will-O-Wisp is less seen nowadays, but can still be nice for neutering some physical attackers like Tapu Bulu and spreading residual damage on Toxic-immune Pokemon like Amoonguss.
    Fits on: Bulky Offense teams.

  5. +

    Primarina @ Choice Specs
    Ability: Torrent
    EVs: 4 HP / 252 SpA / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Hydro Pump
    - Moonblast
    - Psychic
    - Scald

    Aegislash @ Leftovers
    Ability: Stance Change
    EVs: 112 HP / 8 Atk / 252 SpA / 136 Spe
    Mild Nature
    - Shadow Ball
    - Close Combat
    - King's Shield
    - Toxic
    Choice Specs Primarina is an incredibly dangerous breaker, only being walled by Chansey. There are also a few specially bulky Pokemon that aren't weak to its STABs that can pivot around it, namely Assault Vest Galarian Slowbro, Assault Vest Reuniclus, and Slowking. Aegislash threatens all of these heavily with Shadow Ball (and Close Combat for Chansey). Toxic and King's Shield allow Aegislash to spread damage around its checks and make dancing around it even more difficult. In return, Primarina scares Dark- and Fire-types that would threaten Aegislash, as well as making Ground-types wary about switching in. The Aegislash EVs outspeed Conkeldurr and allow it to 2HKO Chansey with Close Combat after Stealth Rock damage.
    Fits on: Bulky Offense and Offense teams.

  6. +

    Excadrill @ Focus Sash
    Ability: Mold Breaker
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Earthquake
    - Rapid Spin
    - Rock Tomb
    - Stealth Rock

    Moltres-Galar @ Weakness Policy / Heavy-Duty Boots
    Ability: Berserk
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    - Nasty Plot
    - Fiery Wrath
    - Hurricane
    - Agility
    A Hyper Offense staple core. Suicide Lead Excadrill is extremely consistent at getting Stealth Rocks up and keeping them there until it goes down. At this point, a Hyper Offense sweeper is able to come in as Excadrill faints, forcing the opponent to deal with the sweeper rather than try to remove Stealth Rocks. Galarian Moltres is perhaps the biggest Hyper Offense UU staple of this generation, easily snowballing into an unwallable sweeper that steamrolls entire teams. The two also have some defensive synergy, as Excadrill can threaten the Rock-types that can check Galarian Moltres with Earthquake. Excadrill's Rock Tomb also slows down the Pokemon Galarian Moltres willl be switching into after Excadrill faints, lessening the need for it to use Agility immediately.
    Fits on: Hyper Offense teams.

  7. +
    +

    Torkoal @ Heat Rock
    Ability: Drought
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    - Lava Plume
    - Toxic / Yawn / Body Press
    - Rapid Spin
    - Stealth Rock

    Venusaur @ Life Orb
    Ability: Chlorophyll
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Growth
    - Giga Drain
    - Weather Ball
    - Sludge Bomb

    Darmanitan @ Choice Scarf
    Ability: Sheer Force
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Flare Blitz
    - Rock Slide
    - Earthquake
    - U-turn
    An essential core for any Sun team. Torkoal is the Sun setter, but can also spread damage with Lava Plume and Body Press, spread status with Lava Plume, Toxic, and Yawn, and crucially, can spin hazards away with Rapid Spin to allow the Sun abusers maximal longevity. Venusaur is the primary Sun abuser on Sun teams. It outruns almost everything under Sun thanks to Chlorophyll, and is nearly impossible to wall after a Growth boost. Darmanitan provides an offensive pivot, speed control, and secondary Sun abuser to Sun teams with its Choice Scarf set.
    Fits on: Sun teams.

  8. (
    /
    /
    /
    ) +

    Hatterene (F) @ Focus Sash / Life Orb
    Ability: Magic Bounce
    EVs: 252 HP / 244 SpA / 12 Spe
    Bold / Modest Nature
    IVs: 0 Atk
    - Misty Explosion
    - Dazzling Gleam
    - Mystical Fire
    - Psyshock / Psychic

    Slowking @ Colbur Berry
    Ability: Regenerator
    EVs: 252 HP / 240 Def / 16 SpD
    Sassy Nature
    IVs: 0 Atk
    - Scald
    - Future Sight / Psyshock / Psychic
    - Trick Room
    - Teleport

    Porygon2 @ Eviolite
    Ability: Trace
    EVs: 248 HP / 44 Def / 216 SpD
    Sassy Nature
    IVs: 0 Atk
    - Trick Room
    - Teleport
    - Recover
    - Thunderbolt / Ice Beam

    Cresselia (F) @ Colbur Berry
    Ability: Levitate
    EVs: 248 HP / 84 Def / 176 SpD
    Relaxed Nature
    IVs: 0 Atk
    - Lunar Dance
    - Trick Room
    - Moonblast / Ice Beam / Shadow Ball / Psychic
    - Moonlight / Magic Coat

    Marowak-Alola @ Thick Club
    Ability: Cursed Body
    EVs: 252 Atk / 252 Def / 4 SpD
    Adamant Nature
    - Flare Blitz
    - Poltergeist / Shadow Bone
    - Stone Edge / Earthquake / Bonemerang
    - Swords Dance / Substitute / Flame Charge
    Classic Trick Room core. Any of the first 4 can be used as Trick Room setters (and Trick Room teams always have 2 if not 3 setters, so multiple of them can be used on the same team). Alolan Marowak is near-impossible to wall with its Fire/Ghost coverage and is an essential addition to Trick Room teams. The first 4 Pokemon can have a variety of EV spreads and moveset changes depending on their team and the user's preferences - I recommend consulting the usage statistics page and searching through commonly-used spreads and movesets to find one that works for you.
    Fits on: Trick Room teams.

  9. (
    /
    ) +

    Ribombee @ Focus Sash
    Ability: Shield Dust
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Sticky Web
    - Moonblast
    - Stun Spore
    - Skill Swap / U-Turn

    Araquanid @ Focus Sash
    Ability: Water Bubble
    EVs: 248 HP / 252 Atk / 8 SpD
    Adamant Nature
    - Liquidation
    - Leech Life
    - Sticky Web
    - Magic Coat

    Diggersby @ Life Orb / Silk Scarf
    Ability: Huge Power
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Swords Dance
    - Earthquake
    - Quick Attack
    - Fire Punch
    A powerful Sticky Web core. Either Ribombee or Araquanid can be used to set Sticky Webs, and Swords Dance Diggersby abuses the lowered Speed of the opposing team. In terms of the differences between the setters, Ribombee is much faster and is able to bypass Hatterene's Magic Bounce with Skill Swap, and Araquanid is much bulkier and more offensively threatening with the ability to bounce hazards back with Magic Coat.
    Fits on: Sticky Web teams.

  10. (
    /
    ) +

    Ribombee @ Focus Sash
    Ability: Shield Dust
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Sticky Web
    - Moonblast
    - Stun Spore
    - Skill Swap / U-Turn

    Araquanid @ Focus Sash
    Ability: Water Bubble
    EVs: 248 HP / 252 Atk / 8 SpD
    Adamant Nature
    - Liquidation
    - Leech Life
    - Sticky Web
    - Magic Coat

    Necrozma @ Weakness Policy / Lum Berry
    Ability: Prism Armor
    EVs: 252 Atk / 4 SpA / 252 Spe
    Naughty Nature
    - Dragon Dance
    - Photon Geyser
    - X-Scissor
    - Heat Wave
    See above for the Ribombee and Araquanid explanations. Dragon Dance Necrozma is a fearsome mixed sweeper that is normally held back by its low Speed, which Sticky Web alleviates. After a Dragon Dance boost, Necrozma becomes threatening, but having its Weakness Policy activated makes it truly deadly, and Necrozma makes excellent use of the item thanks to Prism Armor reducing damage from super effective hits by 25%. Lum Berry is an alternative to allow Necrozma to not have its sweep halted by status.
    Fits on: Sticky Web teams.
Balance Cores
  1. +

    Jirachi @ Leftovers
    Ability: Serene Grace
    EVs: 252 HP / 40 SpD / 216 Spe
    Jolly Nature
    - Iron Head
    - U-turn
    - Stealth Rock
    - Wish / Thunder Wave

    Salamence @ Heavy-Duty Boots
    Ability: Moxie
    EVs: 252 Atk / 4 SpA / 252 Spe
    Jolly Nature
    - Dragon Dance
    - Outrage
    - Dual Wingbeat
    - Earthquake
    Jirachi pairs excellently with Dragon-types. Here, Jirachi resists the Ice-, Fairy-, and Rock-type attacks that Salamence is weak to, and provides great utility for its team with Stealth Rock, U-Turn pivot support, and healing from Wish or paralysis from Thunder Wave. Jirachi is also able to beat some of Salamence's checks on its own, such as Nihilego, Hatterene, Lycanroc-Dusk, and Togekiss. In return, Dragon Dance Salamence provides a great win condition for the teams it is found on, and can threaten the Ground-, Dark-, and Fire-types that Jirachi cannot handle, such as Excadrill, Zarude, and Moltres. Other Jirachi/Salamence set combinations are also possible, such as Choice Scarf Jirachi and Special Attacker Salamence.
    Fits on: Balance and Bulky Offense teams.

  2. +

    Jirachi @ Leftovers
    Ability: Serene Grace
    EVs: 252 HP / 40 SpD / 216 Spe
    Jolly Nature
    - Iron Head
    - U-turn
    - Stealth Rock
    - Wish / Thunder Wave

    Hydreigon @ Choice Scarf
    Ability: Levitate
    EVs: 4 HP / 252 SpA / 252 Spe
    Modest Nature
    - Draco Meteor
    - Dark Pulse
    - U-turn
    - Roost
    Like with Salamence, Jirachi makes an excellent partner for Hydreigon, resisting the Ice- and Fairy-type attacks aimed at it, while Hydreigon is immune to Ground-type attacks and resists Fire-, Ghost-, and Dark-type attacks. Jirachi checks the Hatterene, Tapu Bulu, Lycanroc-Dusk, and Togekiss that threaten Hydreigon, while Hydreigon checks threats to Jirachi such as Aegislash, Chandelure, and Moltres. Again as with Salamence, other set combinations are possible, such as Choice Scarf Jirachi and Life Orb Hydreigon.
    Fits on: Balance and Bulky Offense teams.

  3. +

    Keldeo @ Leftovers
    Ability: Justified
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Calm Mind
    - Scald
    - Secret Sword
    - Substitute / Air Slash

    Slowbro-Galar @ Assault Vest
    Ability: Regenerator
    EVs: 252 HP / 4 SpA / 252 SpD
    Sassy Nature
    - Future Sight / Psychic / Psyshock
    - Flamethrower / Fire Blast
    - Shell Side Arm / Sludge Bomb
    - Scald / Ice Beam
    Keldeo's most important check is Primarina, who is a a giant metagame presence at the moment. Assault Vest Galarian Slowbro makes an excellent Primarina counter/check (depending on the Primarina set), forcing Primarina out, allowing pivoting around the Choice Specs set, or KOing it to allow Keldeo to set up and sweep the opposing team. Galarian Slowbro also helps deal with other Keldeo checks such as Azumarill, Amoonguss, Tangrowth, Tapu Bulu, Azelf, Salamence, and Tentacruel. In return, Keldeo pressures the Ground-, Dark-, and Steel-types that give Galarian Slowbro trouble, like Excadrill, Zarude, Krookodile, Crawdaunt, Hydreigon, and Mamoswine. Keldeo can also use the Choice Specs set for this pairing.
    Fits on: Balance and Bulky Offense teams.

  4. +
    +

    Primarina @ Leftovers
    Ability: Torrent
    EVs: 252 HP / 132 Def / 124 SpD
    Calm Nature
    - Moonblast
    - Scald
    - Rest
    - Sleep Talk

    Zarude @ Choice Scarf
    Ability: Leaf Guard
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Power Whip
    - Darkest Lariat
    - Jungle Healing
    - U-turn

    Thundurus-Therian (M) @ Heavy-Duty Boots
    Ability: Volt Absorb
    EVs: 244 SpA / 12 SpD / 252 Spe
    Timid Nature
    - Volt Switch
    - Knock Off
    - Psychic
    - Focus Blast
    Probably the best core of this entire post and one that has seen a ton of usage. You can also use any combination of 2 of these and they will work well together (i.e. Primarina + Zarude, Primarina + Thundurus-Therian, or Zarude + Thundurus-Therian are all good pairings). These can all run any of their viable sets together and still function well: Primarina can run RestTalk, Choice Specs, Substitute + Calm Mind, or offensive Calm Mind; Zarude can run Choice Scarf or Heavy-Duty Boots; and Thundurus-Therian can run the pivot set or the Nasty Plot sweeper. Their roles will depend on what sets they choose, but all 3 Pokemon are amazing in the current metagame and can function independently, while complementing each other when put together. For example, Primarina checks a variety of threats, Zarude provides fast pivot support or late-game cleaning, and Thundurus-Therian provides heavy offensive pressure, offensive pivoting, or sweeping potential.
    Fits on: Balance, Bulky Offense, and Offense teams.

  5. +

    Moltres @ Heavy-Duty Boots
    Ability: Flame Body
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Flamethrower
    - Hurricane
    - U-turn
    - Roost

    Swampert @ Leftovers
    Ability: Damp
    EVs: 252 HP / 252 Def / 4 SpD
    Relaxed Nature
    - Earthquake
    - Flip Turn
    - Yawn / Toxic
    - Stealth Rock
    Swampert and Moltres cover each other's weaknesses nicely while pressuring Pokemon the other cannot damage. Moltres threatens Grass- and Steel-types for Swampert, while Swampert deals with Rock-types and is immune to Electric. Moltres and Swampert also both bring utility to their team: Moltres offers offensive pivoting with U-Turn, while Swampert brings defensive pivoting with Flip Turn, status spreading with Yawn / Toxic, and Stealth Rocks.
    Fits on: Balance and Bulky Offense teams.

  6. +

    Moltres @ Heavy-Duty Boots
    Ability: Flame Body
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Flamethrower
    - Hurricane
    - U-turn
    - Roost

    Zarude @ Choice Scarf
    Ability: Leaf Guard
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Power Whip
    - Darkest Lariat
    - Jungle Healing
    - U-turn
    Similar to the above core except more offensively inclined - Moltres and Zarude serve to offensively check each others' checks. Moltres threatens Steel- and Fighting-types like Aegislash, Jirachi, Celesteela, Skarmory, Excadrill, Cobalion, and Conkeldurr, while Zarude threatens Water- and Rock-types, such as Primarina, Azumarill, Crawdaunt, Slowking, Swampert, Starmie, Keldeo, Rotom-Wash, Diancie, Nihilego, and Lycanroc-Dusk.
    Fits on: Bulky Offense teams.

  7. +

    Zygarde-10% @ Choice Band
    Ability: Aura Break
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Thousand Arrows
    - Extreme Speed
    - Outrage
    - Toxic / Skitter Smack

    Amoonguss @ Rocky Helmet / Black Sludge / Eject Button
    Ability: Regenerator
    EVs: 252 HP / 220 Def / 36 SpD
    Bold Nature
    - Spore
    - Giga Drain / Synthesis
    - Sludge Bomb
    - Foul Play
    Zygarde-10% is an offensive terror, spamming Choice Band Thousand Arrows on pretty much everything for a strong hit. Grass-types are commonly used to check it, however. Amoonguss is able to switch into other Grass-types and force them out with Sludge Bombs. It also provides a Fairy-type check and a defensive pivot to get Zygarde-10% in more safely, especially if it opts to use Eject Button. Synthesis can be used over Giga Drain for increased recovery, notably making Amoonguss better vs. other Amoonguss (valuable since Amoonguss is often the safest switch-in to opposing Amoonguss and since it helps to offset hazard damage).
    Fits on: Balance, Bulky Offense and Offense teams.

  8. +

    Zygarde-10% @ Choice Band
    Ability: Aura Break
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Thousand Arrows
    - Extreme Speed
    - Outrage
    - Toxic / Skitter Smack

    Chansey (F) @ Eviolite
    Ability: Natural Cure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    - Seismic Toss
    - Soft-Boiled
    - Teleport / Toxic / Stealth Rock / Thunder Wave
    - Toxic / Teleport / Stealth Rock / Thunder Wave
    Similar to the above core. Chansey's purpose is to get Zygarde-10% in safely with Teleport, so make sure Teleport is one of the slashed utility moves. Chansey also provides a check to some of Zygarde-10%'s checks in Primarina and Hatterene.
    Fits on: Balance, Bulky Offense, and Offense teams.

  9. +

    Chansey (F) @ EvioliteAbility: Natural Cure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    - Seismic Toss
    - Soft-Boiled
    - Teleport / Toxic / Stealth Rock / Thunder Wave
    - Toxic / Teleport / Stealth Rock / Thunder Wave

    Conkeldurr @ Flame Orb
    Ability: Guts
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Close Combat / Drain Punch
    - Facade
    - Knock Off
    - Mach Punch
    Similar to the above Chansey + Zygarde-10% core in that Chansey's Teleport is used to get a powerful wallbreaker in safely, in this case Conkeldurr. Conkeldurr, like Zygarde-10%, is incredibly difficult to wall between its Guts-boosted Facades, Fighting STAB, and Knock Off, and even has priority Mach Punch to make up for its low Speed. The choice of Fighting STAB will depend on team and preference; Close Combat hits much harder, even 2HKOing Celesteela, while Drain Punch allows Conk to stick around longer at the cost of some power.
    Fits on: Balance, Bulky Offense, and Offense teams.

  10. +

    Celesteela @ Leftovers
    Ability: Beast Boost
    EVs: 252 HP / 4 Def / 252 SpD
    Sassy Nature
    - Heavy Slam
    - Flamethrower
    - Leech Seed
    - Protect

    Nihilego @ Black Sludge
    Ability: Beast Boost
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Power Gem
    - Sludge Bomb
    - Knock Off
    - Stealth Rock
    Celesteela's main checks come in the form of Fire-types and Electric-types (such as Moltres, Rotom-Heat, and Thundurus-Therian), and Nihilego does a great job of offensively pressuring both of these, while also bringing valuable utility to its team with Knock Off and Stealth Rock. In return, Celesteela provides a Ground immunity and beats the majority of UU's Ground-types (barring Nidoking and Zygarde-10%) 1v1, all of which heavily threaten Nihilego. Celesteela also pressures Steel-types and passive walls that Nihilego cannot hurt much like Chansey and Umbreon.
    Fits on: Balance and Bulky Offense teams.

Defensive Cores
  1. +

    Amoonguss @ Rocky Helmet / Black Sludge
    Ability: Regenerator
    EVs: 252 HP / 220 Def / 36 SpD
    Bold Nature
    - Spore
    - Giga Drain / Synthesis
    - Sludge Bomb
    - Foul Play

    Mandibuzz @ Heavy-Duty Boots
    Ability: Overcoat
    EVs: 248 HP / 164 Def / 96 Spe
    Impish Nature
    - Foul Play / Toxic / Brave Bird / Defog
    - Knock Off
    - U-turn
    - Roost
    Amoonguss and Mandibuzz form a synergistic defensive core capable of handling many threats, with Amoonguss spreading Sleep and Mandibuzz providing Knock Off support. Amoonguss can check several Pokemon that threaten or take advantage of Mandibuzz, including Azumarill, Crawdaunt, Keldeo, Lycanroc-Dusk, Primarina, Rotom-Wash, Swampert, and Tapu Bulu. In return, Mandibuzz can take on the following: Aegislash, Azelf, Chandelure, Galarian Slowbro, Hydreigon, Jirachi, Moltres, Salamence, Slowking, and Zygarde-10%. Mandibuzz's bulk can also be adjusted to be more robust on the special side if needed.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  2. +

    Tangrowth @ Rocky Helmet
    Ability: Regenerator
    EVs: 252 HP / 252 Def / 4 SpD
    Relaxed Nature
    - Giga Drain
    - Knock Off
    - Sludge Bomb
    - Synthesis / Sleep Power / Earthquake

    Slowking @ Colbur Berry
    Ability: Regenerator
    EVs: 252 HP / 240 Def / 16 SpD
    Sassy Nature
    IVs: 0 Atk
    - Scald
    - Psychic / Psyshock / Future Sight
    - Slack Off
    - Teleport
    Tangrowth takes on the following threats for Slowking: Azumarill, Crawdaunt, Diggersby, Excadrill, Gyarados, Krookodile, Lycanroc-Dusk, Rotom-Wash, Swampert, Tapu Bulu, Zarude, and Zygarde-10%. It also provides Knock Off support. Slowking aids in dealing with Amoonguss, Darmanitan, Galarian Slowbro, Keldeo, Moltres, Nidoking, Nihilego, Tentacruel, and Volcanion.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  3. +

    Jirachi @ Leftovers
    Ability: Serene Grace
    EVs: 252 HP / 40 SpD / 216 Spe
    Jolly Nature
    - Iron Head
    - U-turn
    - Stealth Rock
    - Wish / Thunder Wave

    Salamence @ Heavy-Duty Boots
    Ability: Intimidate
    EVs: 252 HP / 4 Def / 252 Spe
    Timid Nature
    - Hurricane
    - Flamethrower
    - Defog
    - Roost
    Similar to the Jirachi + Salamence Balance/Bulky Offense core, except Salamence takes on its defensive set and acts as a Defogger/Fighting-type check in this core. Jirachi takes on all of the same Pokemon as in the above post, while Salamence helps deal with Aegislash, Amoonguss, Conkeldurr (a huge threat to slower/bulkier teams), Crawdaunt, Darmanitan, Diggersby, Excadrill, opposing Jirachi, Keldeo, Moltres, Skarmory, Tangrowth, Tapu Bulu, Volcanion, and Zarude. Salamence's Intimidate in particular is very valuable for bulkier teams in handling opposing physical threats, and its STAB Hurricane still hits respectably hard even when uninvested.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  4. +

    Chansey (F) @ Eviolite
    Ability: Natural Cure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    - Seismic Toss
    - Soft-Boiled
    - Teleport / Toxic / Stealth Rock / Thunder Wave
    - Toxic / Teleport / Stealth Rock / Thunder Wave

    Salamence @ Heavy-Duty Boots
    Ability: Intimidate
    EVs: 252 HP / 4 Def / 252 Spe
    Timid Nature
    - Hurricane
    - Flamethrower
    - Defog
    - Roost
    With this pairing, Chansey provides utility for its team in the form of hazards and status, and Salamence provides Intimidate and Defog support. Chansey helps to handle specially offensive threats in Azelf, Galarian Slowbro, Hydreigon, both Moltres formes, Nidoking, Nihilego, Primarina, Starmie, Thundurus-Therian, and Venusaur. Salamence helps to handle threats on the physical side and certain Pokemon Chansey can't touch, including Aegislash, Amoonguss, Conkeldurr, Crawdaunt, Darmanitan, Diggersby, Excadrill, Jirachi, Keldeo, Moltres, Skarmory, Tangrowth, Tapu Bulu, Volcanion, and Zarude. Unlike the following two physical threat-checking Chansey partners, Salamence is susceptible to Toxic wearing it down, and really hates taking a Knock Off, so consider Heal Bell support and a Knock Off absorber for partners.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  5. +

    Chansey (F) @ Eviolite
    Ability: Natural Cure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    - Seismic Toss
    - Soft-Boiled
    - Teleport / Toxic / Stealth Rock / Thunder Wave
    - Toxic / Teleport / Stealth Rock / Thunder Wave

    Celesteela @ Leftovers
    Ability: Beast Boost
    EVs: 252 HP / 4 Def / 252 SpD
    Sassy Nature
    - Heavy Slam
    - Flamethrower
    - Leech Seed
    - Protect
    Similar to the above core in that Chansey helps deal with special threats while Celesteela helps handle mostly physical ones. Chansey helps deal with Azelf, Galarian Slowbro, Hydreigon, both Moltres formes, Nidoking, Nihilego, Primarina, Starmie, Thundurus-Therian, and Venusaur. Celesteela helps to handle Aegislash, Amoonguss, Diancie, Diggersby, Excadrill, Hatterene, Jirachi, Lycanroc-Dusk, Mamoswine, Nihilego, Salamence, Skarmory, Tangrowth, Tapu Bulu, Togekiss, and Zarude. Chansey again provides lots of utility to its team through Stealth Rock, status, and/or Teleport, while Celesteela gets many free turns with Protect to aid in scouting the opposing team and wearing them down with passive damage, including its own Leech Seed.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  6. +

    Chansey (F) @ Eviolite
    Ability: Natural Cure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    - Seismic Toss
    - Soft-Boiled
    - Teleport / Toxic / Stealth Rock / Thunder Wave
    - Toxic / Teleport / Stealth Rock / Thunder Wave

    Skarmory @ Leftovers / Safety Goggles / Rocky Helmet
    Ability: Sturdy
    EVs: 252 HP / 156 Def / 100 Spe
    Impish Nature
    - Brave Bird / Body Press
    - Whirlwind
    - Stealth Rock / Spikes / Toxic
    - Roost
    The classic SkarmChans combination is good in UU! Much like the above two cores, Chansey helps to handle special threats in Azelf, Galarian Slowbro, Hydreigon, both Moltres formes, Nidoking, Nihilego, Primarina, Starmie, Thundurus-Therian, and Venusaur, while Skarmory helps to handle mostly physical threats along with some bulkier Pokemon in Amoonguss, Azumarill, opposing Chansey, Conkeldurr, Crawdaunt, Diggersby, Excadrill, Gyarados, Jirachi, Krookodile, Mamoswine, Mandibuzz, Salamence, Swampert, Umbreon, and Zarude. Skarmory differentiates itself from the other physical Chansey partners in that it doesn't mind taking a Knock Off nearly as much, can viably run Safety Goggles to absorb Spore from Amoonguss, has some ambiguity in its attacking move, can Whirlwind out setup sweepers, and is capable of setting up hazards. However, it is also different in that it is much more specially frail, and is forced to run a fair amount of speed to outspeed Azumarill and Conkeldurr, so it isn't quite as bulky as it would like. When using this core, you should pack a secondary check to Conkeldurr, Crawdaunt (especially if you aren't outspeeding it), and Mamoswine, as Skarmory isn't good at taking repeated hits from these.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  7. +

    Slowking @ Colbur Berry
    Ability: Regenerator
    EVs: 252 HP / 240 Def / 16 SpD
    Sassy Nature
    IVs: 0 Atk
    - Scald
    - Psychic / Psyshock / Future Sight
    - Slack Off
    - Teleport

    Skarmory @ Leftovers / Safety Goggles / Rocky Helmet
    Ability: Sturdy
    EVs: 252 HP / 156 Def / 100 Spe
    Impish Nature
    - Brave Bird / Body Press
    - Whirlwind
    - Stealth Rock / Spikes / Toxic
    - Roost
    These two pair to defesively check a variety of threats. Slowking helps to deal with Amoonguss, Darmanitan, Galarian Slowbro, Keldeo, Moltres, Nidoking, Nihilego, Tentacruel, and Volcanion, while Skarmory helps to deal with Amoonguss, Azumarill, Chansey, Conkeldurr, Crawdaunt, Diggersby, Excadrill, Gyarados, Jirachi, Krookodile, Mamoswine, Mandibuzz, Salamence, Swampert, Umbreon, and Zarude. Skarmory and Slowking can both sometimes be overwhelmed when trying to check threats, particularly because they often cannot run as much bulk as they would like on the special side, so you should bring secondary checks to the following: Conkeldurr, Crawdaunt, Nidoking, and Nihilego.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  8. +

    Nihilego @ Black Sludge
    Ability: Beast Boost
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Power Gem
    - Sludge Bomb
    - Knock Off
    - Stealth Rock

    Mandibuzz @ Heavy-Duty Boots
    Ability: Overcoat
    EVs: 248 HP / 164 Def / 96 Spe
    Impish Nature
    - Foul Play / Toxic / Brave Bird / Defog
    - Knock Off
    - U-turn
    - Roost
    Nihilego mainly helps to deal with the special threats that can overwhelm Mandibuzz, including Chandelure, Hatterene, both Moltres formes, Rotom-Heat, special Salamence, and Thundurus-Therian. It also pressures some bulkier Pokemon that Mandibuzz can sometimes fail to do much against, such as Amoonguss, opposing Mandibuzz, Skarmory, Tangrowth, and Togekiss, while providing great utility in Knock Off and Stealth Rock. In return, Mandibuzz provides Nihilego's team with a much-appreciated Ground immunity, Knock Off support, Spore immunity, and defensive pivoting, along with checking Aegislash, Azelf, Chandelure, Galarian Slowbro, Hydreigon, Jirachi, Moltres, Salamence, Slowking, and Zygarde-10%. As before, Mandibuzz's bulk can be adjusted if needed to take some special hits like Hydreigon's Draco Meteor better.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  9. +

    Excadrill @ Leftovers
    Ability: Mold Breaker
    EVs: 4 HP / 252 SpD / 252 Spe
    Jolly Nature
    - Rapid Spin / Stealth Rock / Toxic / Swords Dance
    - Stealth Rock / Rapid Spin / Toxic / Swords Dance
    - Rock Tomb / Iron Head
    - Earthquake

    Slowking @ Colbur Berry
    Ability: Regenerator
    EVs: 252 HP / 240 Def / 16 SpD
    Sassy Nature
    IVs: 0 Atk
    - Scald
    - Psychic
    - Slack Off
    - Teleport
    Excadrill fits well on many teams, but Slowking in particular pairs nicely with it for a few reasons. Slowking usually runs Colbur Berry and thus takes hazard damage upon switching in, meaning Excadrill's consistent hazard removal is highly appreciated. The two also have good synergy in what they check; Excadrill helps to handle Aegislash, Chandelure, Chansey, Galarian Slowbro, Hatterene (if Excadrill carries Iron Head), Nidoking, Nihilego, both Rotom formes, and Volcanion, while Slowking helps to handle Amoonguss, Darmanitan, Keldeo, Moltres, and Tentacruel. Slowking also gives a secondary check to Galarian Slowbro, Nidoking, Nihilego, and Volcanion. Slowking can also use Teleport to get Excadrill in safely to spin hazards away or threaten damage with Earthquake.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.

  10. +

    Excadrill @ Leftovers
    Ability: Mold Breaker
    EVs: 4 HP / 252 SpD / 252 Spe
    Jolly Nature
    - Rapid Spin / Stealth Rock / Toxic / Swords Dance
    - Stealth Rock / Rapid Spin / Toxic / Swords Dance
    - Rock Tomb / Iron Head
    - Earthquake

    Salamence @ Heavy-Duty Boots
    Ability: Intimidate
    EVs: 252 HP / 4 Def / 252 Spe
    Timid Nature
    - Hurricane
    - Flamethrower
    - Defog / Toxic / Draco Meteor
    - Roost
    Excadrill and Salamence have good synergy - Excadrill can provide hazard support, being able to remove Stealth Rocks for Salamence to mitigate pressure on it if it gets Knocked Off, potentially setting Stealth Rocks itself, and threatening several checks to this Salamence set in Choice Specs/SubToxic Aegislash, Chansey, Diancie, Nidoking, Nihilego, both Rotom formes, and Togekiss. Additionally, if Excadrill opts to run Rapid Spin, Salamence is able to drop Defog for a utility move like Toxic or a coverage move like Draco Meteor. Salamence aids Excadrill by helping to deal with Aegislash, Amoonguss, Conkeldurr, Crawdaunt, Darmanitan, Diggersby, opposing Excadrill, Jirachi, Keldeo, Moltres, Skarmory, Tangrowth, Tapu Bulu, Volcanion, and Zarude.
    Fits on: Stall, Semi-Stall, Balance, and Bulky Offense teams.
 
Last edited:

romanji

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+

Azelf @ Heavy-Duty Boots
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Knock Off
- U-turn
- Flamethrower

Azumarill @ Choice Band / Assault Vest
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Play Rough
- Aqua Jet
- Knock Off

Azelf appreciates Azumarill busting through its counters such as Umbreon and Galarian Moltres. Azelf also breaks down Grass-types like Amoonguss, Tangrowth, and Roserade. Azumarill also provides some insurance with Aqua Jet against faster threats and priority for Azelf against Mamoswine and Zygarde-10%.
 

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