Teambuilding: Cores in XY Little Cup

Goddess Briyella

Banned deucer.
(Approved by blarajan)

Teambuilding:
Cores in XY Little Cup

Note: This thread is an ongoing project that any user may contribute ideas to, and as such, it is updated regularly. Examples of cores are subject to change as the metagame does, to better maintain relevance. In addition, any user-submitted cores that are added and contain Pokemon that end up banned from Little Cup will be consequently removed for obvious reasons. Changes are always prone to happen here and should be expected. Links to threads that go into further detail on moves or playstyles mentioned here are included for convenience.

When building a new team for Little Cup, many players (especially newcomers) often wonder where to start or what to consider while putting together a team to use competitively. First of all, it's not a bad idea to try out something you find interesting at first, and then build around it by adding Pokemon that cover its weaknesses. As more teamslots are filled, more weak points are opened, which need to be covered by new mons, and so on, until you find that perfect team of six. It's very important that the Pokemon on your team "have each other's back", so to speak. It's also crucial to consider the main threats in the metagame and to be able to check or counter those reasonably well. When there are Pokemon that work together on a team, it creates a base of synergy among certain key team members, and this is what's called a "core".

There are many different kinds of cores. There are 18 different types, and many mons have two types, so the possibilities are quite extensive. Something else that is important to bear in mind is the Pokemon's ability, which can add something important to a core, such as a type immunity in the case of abilities such as Dry Skin and Levitate, which provide a Water immunity and Ground immunity, respectively. Let's have a more in-depth look at cores in XY Little Cup:




Basic Resistance Cores



The most basic kind of core is one where one Pokemon can reliably wall the weaknesses of a counterpart and vice-versa. Both of these Pokemon have their share of weak points, but you'll find that Ferroseed's weaknesses to Fire and Fighting are both resisted by Mantyke, and Mantyke's weaknesses to Electric and Rock are resisted by Ferroseed in exchange. This is an example of a perfect resistance core. Having these is a good idea if you want to have a team that can work well despite the defensive shortcomings of each individual team member!





Sometimes you might decide that by having resistance cores be totally perfect, where all weaknesses of two Pokemon are covered by each other, that your options become rather restricted. It's not always easy to build a resistance core if you try to have every weakness covered by only two Pokemon. In this example, you'll find that Chinchou resists Foongus's weaknesses to Fire, Ice, and Flying, while Foongus resists Grass-type moves that might be aimed at Chinchou. While these two Pokemon can work well together, you'll notice that Chinchou's Ground weakness is not covered, and nor is Foongus's weakness to Psychic; this is okay, as the counterpart for each weakness at least isn't weak to the type and has the bulk to take a neutral hit if it has to.




By adding Vullaby to the equation, the Ground and Psychic weaknesses the core has are now covered, with Vullaby's weaknesses to Ice and Electric already taken care of by Chinchou and its Fairy weakness already walled by Foongus. However, you'll notice that Vullaby brings in a Rock weakness as well, which is not covered by the other two. This can be remedied by adding a Ground- or Steel-type, and so on, until your team is designed to be able to deal with many kinds of threats. Always remember that adding team members may very well bring new weaknesses into the team; always think about the disadvantages as well the benefits of every teambuilding addition. Don't be afraid to experiment!



Cores With Synergized Functions




A few weaknesses of these three Pokemon are covered by their counterparts here, but what really adds reliability to this core in particular is Regenerator. All three Pokemon have access to it, and this basically allows them all to recover 33% of their maximum health upon switching out, which is what will be done reasonably often if three Pokemon are to cover each other's weaknesses. In addition, Foongus and Slowpoke have an arsenal of disruptive moves to assist in wearing down the opponent's team, while Mienfoo is more offensive and can check some of the things that hurt Foongus and Slowpoke. A core of three bulky Pokemon who share an ability like this is hard to break and can be very effective competitively in the long run.





One kind of core that has always been decently popular is VoltTurn (the use of Volt Switch and U-turn). These Pokemon are perfect for this kind of strategy, as they are all reasonably fast enough to U-turn or Volt Switch out to improve the situation and maintain momentum for their team. Larvesta resists Mienfoo's Fairy weakness and Chinchou's Grass weakness, while the weakness to Flying that Larvesta and Mienfoo share is covered by Chinchou. Larvesta offensively threatens the Psychic-types that Mienfoo fears, and Mienfoo resists Larvesta's 4x weakness to Rock in exchange. This is an example of a useful core that is supportive of itself and also has longevity, as Larvesta has access to Morning Sun, Mienfoo has its Regenerator ability, and Chinchou has access to Heal Bell to rid the entire group of troublesome status conditions if needed. The momentum this core works to maintain is a great part of keeping the battle in its favor and is quite effective, keeping itself strong while also applying constant offensive pressure on the opponent.



Weather-Based Cores




This is a very powerful weather-based core. Vulpix's Drought ability summons harsh sunlight, which all of these Pokemon benefit from; Vulpix's Fire type moves become obscenely strong right off the bat, and Bulbasaur/Bellsprout/Oddish's Speed is doubled so that it can have a speed advantage over foes, dealing considerable damage with its STAB Grass- and Poison-type attacks. The Grass types here resist Water, one of Vulpix's weaknesses, and Vulpix resists the Fire, and Ice type attacks that its Grass-type partner(s) is weak to. In addition to the defensive advantages of this core, Bulbasaur/Bellsprout/Oddish annihilates almost everything that resists Vulpix's STAB. Players will have to use caution when trying to play against this. Bulbasaur is generally the most practical option for a Chlorophyll partner for Vulpix, but Bellsprout can be used for its exclusive access to Weather Ball (Bulbasaur gets it too but not with Chlorophyll), which does considerably more damage than HP Fire in Sun, and Sucker Punch. Oddish has decent bulk and an interesting attacking option in Dazzling Gleam. To read more about this kind of playstyle or to get involved in discussion regarding it, have a look at DTC's Sun in LC thread.





These Pokemon form quite an effective weather-based core that is designed to not only make use of Sand, but also to additionally combat Sun offense. Specially defensive Hippopotas counters Vulpix just about entirely, and by extension, auto-Sun (Drought). Drilbur serves as the almost obligatory weather sweeper with its powerful STAB Earthquake, well-rounded coverage options, and the Sand Rush ability doubling its Speed while Sand is active. Lileep gains a welcome automatic Special Defense boost in Sand, makes use of Storm Drain to heal itself with the Water-type attacks aimed at Hippopotas and Drilbur, and is particularly useful when it comes to defending Drilbur from the likes of strong priority users it's weak to such as Carvanha and Tirtouga. Vullaby provides Knock Off support and is immune to Sand's residual damage thanks to Overcoat, while maintaining a comfortable offensive and defensive advantage against Chlorophyll sweepers. Both Lileep and Overcoat Vullaby are additionally immune to Sleep Powder and other powder-based moves. This core does its job incredibly well, but comes at a cost, as it carries a compounded weakness to Ice, which will need patching up by teammates that resist this type of attack. To get involved in discussion on Sand in Little Cup or to just see what the community has to say about it, be sure to visit Chesnaught's Sand in LC thread.





Cores Submitted By the XY LC Community






With a Focus Sash equipped, Spinarak can comfortably set up Sticky Web (for more information on this new entry hazard, be sure to check out Chieliee's Sticky Web thread) against anything not carrying Fake Out or Rock Blast. It also has Toxic Spikes to soften up the opposing team, and also a surprisingly strong STAB Megahorn this generation. After Sticky Web is set up, Mienfoo's 16 Speed becomes enough to clean house, and with the sheer power of its STAB High Jump Kick, it is able to outpace and OHKO most of the metagame fairly easily. Knock Off is also amazing to hit Ghost-types this generation; they can't really check Mienfoo this generation like they could in the past. Submitted by Raseri.





Pawniard and Spritzee form a solid resistance core that functions well both offensively and in longevity even if the opponent has Sticky Web in play. Spritzee soaks up the 4x super-effective Fighting type attacks aimed at Pawniard, and Pawniard walls both of Spritzee's weaknesses in exchange. Both are also capable of setting up and delivering painful hits with their respective STAB attacks. Spritzee's commendable bulk and access to Wish provides itself and Pawniard security throughout battles, as well as benefiting the rest of the team. Spritzee is so slow that it doesn't mind Sticky Web; Pawniard not only doesn't mind it, but it also gains +2 Attack (practically a free Swords Dance boost) when it comes in on it due to its Defiant ability activating on the Speed drop. While this does slow Pawniard down, it can override its lowered Speed with a chaotically strong +2 STAB Sucker Punch. This is one of the more creative cores in this thread that functions well on many levels, using Pokemon that don't often get the spotlight. Submitted by Cherub Agent.





These two form an unexpectedly well-functioning resistance core. Koffing easily resists the Fighting- and Fairy-type attacks aimed at Scraggy, while Scraggy is totally immune to Koffing's sole weakness to Psychic. Koffing's access to Clear Smog and Will-O-Wisp allows it to also fight back against setup sweepers and Baton Pass chains, two prominent threats that swarm throughout the current Little Cup metagame, while Scraggy can further soften up opponents via STAB Knock Off, while also having the capability to set up with Dragon Dance and restore its own health while hitting hard with Drain Punch or demolishing the opposition with High Jump Kick. Very brilliant core. Submitted by blizzardy.





This group of three performs well together by using a mix of the ever-prominent VoltTurn strategy and Wish/Aromatherapy support, while also playing somewhat well as a resistance core. All three have a means of self-sustaining themselves: Larvesta has Morning Sun, Magnemite has Berry Juice with Recycle, and Spritzee has Wish, which has the added advantage of healing the other two if necessary. Spritzee's weakness to Steel is resisted by both Larvesta and Magnemite, while Magnemite is also handily immune to Spritzee's Poison weakness. Both Larvesta and Spritzee resist Magnemite's Fighting weakness, while Magnemite resists Larvesta's weaknesses to Flying and Rock. This is an example of a potent core that makes excellent use of many different approaches and combines them into one while not taking away from the overall effectiveness of it. Submitted by Expulso.



These are only a few examples! Do you have an idea for a good core? Have you used a core that you find to work well and would like to share? Discuss! ♥

(If you'd like to share an idea for a core in a post below, I may include it with the ones above. You'll be credited, of course.)

Have fun teambuilding!
 
Last edited:
Growlithe / Slowpoke / Snover: so yeah this a cool core that I use. Basic fwg core. Growlithe has intimidate and can burn shit, slowpoke can burn and paralyse while being bulky af, while snover adds residual damage and checks random shit like Berry Juice Tirt.

Sneasel / Meditite: best offensive core right now. Pretty much muscles its way through everything not named like Spritzee.

Gligar / Growlithe: good defensive core because of their synergy, you basically can tank physical mons for days.

Ferrothorn / Tentacool / Mantyke: part of this core is in the OP, but I added Tenta to make the point of this core to keep Ferro healthy to set up hazards, so you now have two switch to fighting / fire moves while being able to spin and set up toxic spikes / deal with swirlix.
 
Snubbul+Chinchou is amazing, as it checks and counters an amazing number of mons, while just taking up two slots on your team.

the variant i'm using is:

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SAtk / 224 Spd
Modest Nature
- Hydro Pump
- Volt Switch
- Hidden Power [Fire]
- Heal Bell

Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 196 HP / 196 Def / 116 SDef
Impish Nature
- Play Rough
- Earthquake
- Rest
- Sleep Talk

obviously this set doesn't beat everything (gligar, tangela) but it does provide a really solid base to build around. Chinchou is quite bulky on both side with a great typing which allows it to switch in really often, after which it can proceed to dish out some damage with hpump, or use volt switch. Snubbul on the other hand is a pretty solid counter to most physical sweepers and has great longevity with RestTalk
 
Last edited:

Sage

From the River To the Sea
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Creds to Briyella for starting this great thread for new LC players. She's done a great job showing defensive and balanced cores to the new players. Here I'm going too add an offensive core that can put a lot of pressure on the opponent!

An offensive core wants to be able to have pokemon that have the ability to take out threats to the other members of the core. Mienfoo, Staryu, and Murkrow. These 3 pokemon synergize very well together and can wreck common cores in LC. Mienfoo is the first head of our hydra, and has one of the strongest Stabs in the game. Even dedicated physical walls like hippopotas are 2koed after stealth rocks by life orb max attack Hi-Jump-Kick. Basically ghosts and bulky resists like Foongus and Slowpoke can switch into this Fighter's STAB. And when that wall comes in its time to u-turn out to another member of your team that can deal with the new threat. Knock off provides great utility even on offensive foo's due to the BP buffed to 65 and being able to strike ghosts. After that wall comes in, it's time for the next mon to come in. Murkrow is a wall breaker like no other. It's immense coverage lets LO krow basically 2ko almost everything. You don't even need to run brave bird if the recoil is unappealing. Drill peck gets most of the important KO's except an OHKO on Foongus. Then you have 3 slots for moves like heat wave, dark pulse, sucker punch, HP Ground or HP grass. Due to the need for priority, sucker punch is almost always one only picks because of how it lets Murkrow eliminate scarfers that otherwise would easily revenge it. There are very few safe switch Ins to Krow with good prediction, but it's downfall is that if you mispredict, then our gangsta bird will have to flee since lots of its coverage moves only 2hko. Also that Stealth rock weakness is pretty nasty for a pokemon that has such recoil issues. This is where Staryu comes in. It's spin support is crucial for allowing Murkrow to get repeated switch ins. Power special attacks can also be launched. Hydro pump, Psychic, Thunderbolt, and ice beam give it the coverage it needs. It's speed tier is a nice 19, outspending most offensive threats without a choice scarf. These 3 pokemon complement each other very well. The final draw to using this core is that all of them have some form of recovery. Murkrow has roost, Staryu gets recover, and mienfoo has the ability regenerator. Through the use of eviolite this core can be made more suited to a bulky offensive team. Whether it's an all out attacking core, or a bulkier playstyle, StarFooKrow will get the job done!

P.S. Briyella feel free to use this, not sure if my analysis was good though
 
I great core I've been using for a while has been tangela growlithe and vullaby. At first this core seems pretty defensive, but once they take out what they must (tangela,all physical attackers and chinchou) it can go very offensive due to the nature of how they wall. Vullaby is there to eliminate hazards, take out tangela which is a huge issue if tangela gets hit with hp fire on the switch-in, and walls most special attackers and cripples switch-ins. Tangela walls every physical attacker in the metagame bar sneasel and meditite both of which are handled nicely by growlithe. It can also go really offensive at times due to its great coverage and sleep powder. Lastly growlithe is my utility check, as with the very bulky core, it has WoW and toxic packing, which allows it to try to stall out dangerous mons or cripples one that normally run through me. It is also a special attacker to help me deal with weakened tangela with flamethrower. As most defensive cores, they all have reliable recovery, and have decent synergy. Nothing else to say, except I've been using this core on a team for a while now and it handles most things you'll see on the ladder
 
Shellder/Magnemite/Gligar form a perfect core with separate niches:
SA invested Magnemite can OHKO Sneasel.
Gligar can Earthquake until it loses its Berry Juice, then wreck the game with Acrobatics.
Shellder has moves with essentially 125 BP due to Skill Link and uses them well for good coverage.
Overall, used with Hazard Setter and two walls/revenge killers, this core can wreck most LC threats, such as Mienfoo, Meditite, Sneasel, and other Gligars.
 
One of the best cores, well arguably the most consistently powerful core throughout gen 4-6 has been Munchlax + Gligar.

Gligar's weaknesses: Special Attacks and Ice-type attacks.
Munchlax excels at tanking: Special Attacks and Ice-type attacks.
Munchlax's weakness: Physical fighting-type attacks.
Gligar excels at tanking: Physical fighting-type attacks.

Munchlax is a severely forgotten threat in this metagame and this core dismantles a lot of teams. Obviously for current Gen 6 with Sneasel, you will want to throw in a better Sneasel switch-in than Munchlax (thought he does actually beat Sneasel).
 
Last edited:

GlassGlaceon

My heart has now been set on love
One of the best cores, well arguably the most consistently powerful core throughout gen 4-6 has been Munchlax + Gligar.

Gligar's weaknesses: Special Attacks and Ice-type attacks.
Munchlax excels at tanking: Special Attacks and Ice-type attacks.
Munchlax's weakness: Physical fighting-type attacks.
Gligar excels at tanking: Physical fighting-type attacks.

Munchlax is a severely forgotten threat in this metagame and this core dismantles a lot of teams. Obviously for current Gen 6 with Sneasel, you will want to throw in a better Sneasel switch-in than Munchlax (thought he does actually beat Sneasel).
I've been raving on about munchgar before gen six in #littlecup and in the showdown LC chat, and it has not disappointed. It's nice to see the fat lard get a nice partner in x/y I second this core as it beats/potentially beats many threats like gligar, yanma, sneasel, carvanha, and basically every other unbanned mon bar meditite, but choice-locked tite loses to this core. It's very solid, and I'm glad to see I'm not the only one who thought of it
 
Spinarak @ Focus Sash
Ability: Insomnia
Level: 5
EVs: 196 Spd / 44 HP / 196 Atk / 36 Def / 36 SDef
Adamant Nature
- Megahorn
- Sticky Web
- Toxic Spikes
- Baton Pass

Mienfoo @ Life Orb
Ability: Regenerator
Level: 5
EVs: 236 Spd / 236 Atk / 36 SDef
Naughty Nature
IVs: 30 Atk / 30 Def / 0 HP
- Hidden Power [Ice]
- High Jump Kick
- U-turn
- Knock Off

The basis of this core is pretty simple. Spinarak sets up Sticky Web against everything without Fake Out / Rock Blast Dwebble. After Sticky Web is set up, Mienfoo's 16 Speed suddenly becomes really good, it can outrun Sneasel after the speed drop, and OHKO most of the metagame really easily. The only things that can really wall this set are Snubbull and physically defensive Poison-types. HP Ice hits Gligar, HJK hits everything, U-turn to GTFO :). Knock Off is also amazing to hit Ghost-types now. You can't really check this set with Missy at all anymore.

This is my favourite offensive core right now. Though a lot of Pokemon can be used in Mienfoo's place. Pawniard is an excellent example. Any super strong threat with at least 16 Speed is great with Sticky Web support :)
 
Spinarak @ Focus Sash
Ability: Insomnia
Level: 5
EVs: 196 Spd / 44 HP / 196 Atk / 36 Def / 36 SDef
Adamant Nature
- Megahorn
- Sticky Web
- Toxic Spikes
- Baton Pass

Mienfoo @ Life Orb
Ability: Regenerator
Level: 5
EVs: 236 Spd / 236 Atk / 36 SDef
Naughty Nature
IVs: 30 Atk / 30 Def / 0 HP
- Hidden Power [Ice]
- High Jump Kick
- U-turn
- Knock Off

The basis of this core is pretty simple. Spinarak sets up Sticky Web against everything without Fake Out / Rock Blast Dwebble. After Sticky Web is set up, Mienfoo's 16 Speed suddenly becomes really good, it can outrun Sneasel after the speed drop, and OHKO most of the metagame really easily. The only things that can really wall this set are Snubbull and physically defensive Poison-types. HP Ice hits Gligar, HJK hits everything, U-turn to GTFO :). Knock Off is also amazing to hit Ghost-types now. You can't really check this set with Missy at all anymore.

This is my favourite offensive core right now. Though a lot of Pokemon can be used in Mienfoo's place. Pawniard is an excellent example. Any super strong threat with at least 16 Speed is great with Sticky Web support :)
I saw someone use Machop. Slower but Sticky Web remedies most things and it can still take on Sneasel with DynamicPunch/Bullet Punch/Ice Punch/whatever and really screws with a lot of Pokemon that Mienfoo can't because of confusion hax.
 
How about a Pawniard/Gastly/Mantyke core? They each cover each other's weaknesses and supply a good amount of offense, with Mantyke acting as a solid mixed wall. It just needs a spinner and another pokemon to status the opponent and it could be a pretty good team IMO
 
First, on my earlier set- Magnemite is still valid, but does not kill Sneasel due to bans.
But now, another core- Surskit/Onix/Yanma
Surskit has Sticky Web and powerful STABs.
Onix is a physical wall resisting the others' weaknesses.
Yanma outspeeds everything after 1 boost, even with Choice Scarf, and resists Onix's Grass weakness.
 

Ray Jay

"Jump first, ask questions later, oui oui!"
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Here's one I'm really fond of, even post Sneasel's ban.

Growlithe @ Eviolite
Ability: Intimidate
Level: 5
EVs: 76 HP / 156 Def / 36 SAtk / 196 SDef / 36 Spd
Bold Nature
- Flamethrower
- Toxic
- Will-O-Wisp
- Morning Sun

Meditite @ Eviolite
Ability: Pure Power
Level: 5
EVs: 36 HP / 196 Atk / 76 Def / 200 Spd
Adamant Nature
- Bullet Punch
- Drain Punch
- Ice Punch
- Fake Out

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
Shiny: Yes
EVs: 196 Atk / 60 SAtk / 236 Spd
Naughty Nature
- Protect
- Waterfall
- Crunch
- Ice Beam

The synergy is pretty simple. Carvanha needs two things in order to effectively sweep late: something to handle opposing Fighting-types and priority and something to dent the opponent's walls early. Growlithe is a great Pokemon in this meta to handle physical threats due to intimidate and Will-O-Wisp. Meditite is great for breaking stuff early due to Pure Power, and can stay healthy even if it comes in early in the match due to its strong Drain Punch. Furthermore, Growlithe handles opposing Tangela. This core allows Carvanha to be effective late game when its checks have been sufficiently weakened.
 
something I've been toying around with as an offensive core:

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 156 SAtk / 156 Spd
Naughty Nature
- Crunch
- Waterfall
- Ice Beam
- Protect

Swirlix @ Berry Juice
Ability: Unburden
Level: 5
EVs: 204 SAtk / 204 Spd / 100 HP
Modest Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Flamethrower
- Surf

So this core is an offensive core, with Swirlix doing its thing either mid- or late-game by just sweeping with CM, and being a dangerous sweeper(fires are annoying af so i put in surf). Carvanha smashes through fire-types and has lots of trouble with fighting types, which(surprise, surprise) are destroyed by cotton candy. This core pairs well with hazard setters such as Dwebble and Ferroseed(i personally use the latter).
 
Pawniard (M) @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 196 SDef / 116 Def / 40 Spd
Adamant Nature
- Sucker Punch
- Knock Off
- Swords Dance
- Iron Head


Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 16 Spd / 84 SDef
Bold Nature
- Wish
- Protect
- Calm Mind
- Moonblast

I've only begun playing little cup, but i find that these two are a really cool little combination. pawniard resists both of spritzees weaknesses and so can easily come in on its wish, and thus REALLY capitalize on its great bulk and many resistances. meanwhile, spritzee can cheerfully come in on pawniards fighting-type weakness, and also resists a lot of the coverage moves that accompany it (like knock off and u-turn on mienfoo). both are obviously not only used for their defensive prowess, but also for their ability to set up and sweep, depending on the oponents team. its also worth nothing that neither of them are really concerned about sticky web (pawniard a bit more so, but once the way SW affects defiant is corrected on PS it will benefit immensely from it, and in the meantime it still has priority to nullify it), and spritzee is so slow that it doesnt really care anyway.
 
Last edited:
Slowpoke @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 HP / 156 Def / 36 SAtk / 116 SDef
Bold Nature
- Scald
- Ice Beam/Psychic
- Thunder Wave
- Slack Off

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 116 HP / 236 SDef / 76 Atk / 76 Def
Impish Nature
- Roost
- Defog
- U-turn/Brave Bird
- Knock Off

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SAtk / 224 Spd
Modest Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Hydro Pump
- Volt Switch
- Thunderbolt
- Heal Bell

defensive core that together checks a huge portion of the metagame.

With Regenerator and Slack Off, Slowpoke is a solid consistent counter to Gligar, probably the biggest threat in the current meta. Slowpoke also deals with non-thunderbolt Swirlix (tbolt is pretty rare these days, afaik), and can thunder wave it, making it heaps easier to deal with. It can easily spam Thunder Wave, since most Ground-types don't like switching into Slowpoke. Scald is there for reliable STAB+burn chance, which is cool. Ice Beam is there to nail things like Tangela. It doesn't do a whole lot, but it's usually a clean 2hko ( 36 SpA Slowpoke Ice Beam vs. 76 HP / 0 SpD Eviolite Tangela: 10-14 (41.6 - 58.3%) -- 88.7% chance to 2HKO (10, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 14)) this is especially useful when considering mindgames, since there aren't a whole lot of Tangela who will use a grass move against Slowpoke, when you have, for example, a Yanma. it also just gives more coverage in general. You could use Psychic but i haven't tried that. It mostly depends on your team's needs.

Vullaby deals with the things Slowpoke can't deal with. Ghost types such as Honedge and Misdreavus get easily dealt with by Vullaby (unless misdreavus runs tbolt but fuck that). Vullaby is also a full-stop counter to most Tangela, and is a pretty good check to Yanma. defog, a slow u-turn and knock off make it an amazing support Pokémon.

Chinchou is here to patch up the obvious weakness to Electric, add utility with Volt Switch and Heal Bell, and be a safe switch into the likes of Magnemite, Staryu, and opposing Chinchou

edit:rayjay mad @me for stealing 'his' core lel fuck him imo!!!! (we both discovered it separately so yeah idk :o )
 
Last edited:

Ray Jay

"Jump first, ask questions later, oui oui!"
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
The fact that chieliee claims the above core as his own and apparently with the genius idea of pairing it with Chinchou is absolutely criminal and should be moderated.

Anyways chieliee is long winded, the core is good for 4 reasons:
1. Slowpoke is a monster in this meta, there are so many physical threats and it repeatedly switches into like almost all of the common ones barring Pawniard due to Regenerator.
2. People's first response to Slowpoke tends to be a Grass-type such as Tangela or Foongus or something and Vullaby stomps those guys. I guess this goes for Yanma too
3. Thunder Wave is like ridiculous right now due to how much things are relying on their Speed to make up for their frailty
4. Vullaby takes hits that it just honestly shouldn't be able to, allowing it to check even a lot of threats that it doesn't have a resistance to. Also use Air Slash instead of Brave Bird or U-turn.
 

chimp

Go Bananas
is an official Team Rateris a Contributor to Smogonis a Site Content Manager Alumnusis a Forum Moderator Alumnus
Koffing and Scraggy
Its not, by any stretch of imagination, an amazing core, by its a good start.
Both pokemon are fairly bulky and cover each others weaknesses. Koffing can handle fighting/fairy types aimed at Scraggy, while Scraggy has an immunity to Koffing's only weakness, Psychic. Koffing can handle the two best physical walls, Gligar (by virtue of levitate and WoW) and Tangela (Sludge Bomb/Wave hits incredibly hard)
 

Torchic @ Eviolite
Ability: Speed Boost
Level: 5
EVs: 236 HP / 196 Def / 36 SAtk / 36 SDef
Bold Nature
- Overheat / Flamethrower
- Protect
- Focus Energy
- Baton Pass


Remoraid @ Scope Lens
Ability: Sniper
EVs: 240 SpA / 236 Spd
Rash Nature (+SAtk, -SpDef)
- Hydro Pump / Surf
- Fire Blast / Flamethrower
- Seed Bomb / Hidden Power Grass
- Charge Beam / Focus Energy / Surf

Torchic and Remoraid have decent type synergy, as Remoraid can take water hits for it. Remoraid hits 32 speed with a neutral nature at +2, enough to outspeed every scarfer in Little Cup. Sniper + Scope Lens + Focus Energy = permanent x2.25 Atk and SpA bonus that goes through attack drops and defense boosts.

Standard Torchic set, but with Focus Energy over Swords Dance and the option of Overheat. Crits work through attack drops, which means that Remoraid won't be bothered by passing -2 SpA. Overheat does more damage over two turns than Flamethrower and has a 50% chance to ignore stat drops and strike at full power, which is scary. Even with minimal investment, STAB Overheat can wreck.

Hydro Pump's power is necessary to get a lot of OHKOs on sturdy walls, Seed Bomb destroys Chinchou and other bulky waters that don't resist it after Stealth Rock, Fire Blast murders Grass-types. Focus Energy can be used if you don't want to be reliant on Torchic to sweep, as Remoraid gets perfect neutral coverage outside of Dratini / Axew with Water / Fire / Grass. Rash nature lets you take priority hits better, although Mild might be better to switch into Water-type moves off a Torchic Baton Pass. Charge Beam OHKOs Mantyke and Skrelp and OHKOs Tentacool after Steath Rock, but the accuracy is a little shaky, so you might want to run HP Electric. Surf is to avoid Hydro Pump misses, and still wrecks most pokemon.

The important thing about the calcs is that Remoraid OHKOs everything after Stealth Rock except Lileep and Mantyke / Tentacool / Skrelp if you don't have Charge Beam.

Which is awesome.

It's also not weak to any priority, which is also awesome.

EDIT: WHAT IS WITH THE HIDE TAGS

240+ SpA Sniper Remoraid Hydro Pump vs. 220 HP / 0 SpD Bronzor on a critical hit: 28-36 (112 - 144%) -- guaranteed OHKO
240 Atk Sniper Remoraid Seed Bomb vs. 76 HP / 132+ Def Eviolite Chinchou on a critical hit: 24-30 (96 - 120%) -- 68.8% chance to OHKO
240+ SpA Sniper Remoraid Fire Blast vs. 212 HP / 116 SpD Eviolite Dry Skin Croagunk on a critical hit: 22-27 (91.6 - 112.5%) -- 75% chance to OHKO
240+ SpA Sniper Remoraid Fire Blast vs. 36 HP / 48+ SpD Eviolite Ferroseed on a critical hit: 60-72 (285.7 - 342.8%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 36 HP / 48 SpD Eviolite Gligar on a critical hit: 48-57 (208.6 - 247.8%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 0 HP / 0 SpD Eviolite Gligar on a critical hit: 48-57 (208.6 - 247.8%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 0 HP / 236 SpD Tyrunt in Sand on a critical hit: 24-28 (109 - 127.2%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Fire Blast vs. 84 HP / 12 SpD Helioptile on a critical hit: 27-33 (122.7 - 150%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Surf vs. 0 HP / 220 SpD Honedge on a critical hit: 28-36 (133.3 - 171.4%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 36 HP / 236 SpD Eviolite Koffing on a critical hit: 24-28 (114.2 - 133.3%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Fire Blast vs. 228 HP / 220 SpD Eviolite Lileep on a critical hit: 12-15 (46.1 - 57.6%) -- 51.2% chance to 2HKO
240+ SpA Sniper Remoraid Fire Blast vs. 228 HP / 220 SpD Eviolite Lileep in Sand on a critical hit: 7-10 (26.9 - 38.4%) -- 84.5% chance to 3HKO
0 Atk Sniper Remoraid Seed Bomb vs. 228 HP / 68+ Def Eviolite Lileep on a critical hit: 7-10 (26.9 - 38.4%) -- 84.5% chance to 3HKO
240+ SpA Sniper Remoraid Charge Beam vs. 76 HP / 0 SpD Mantyke on a critical hit: 30-42 (136.3 - 190.9%) -- guaranteed OHKO

0 Atk Sniper Remoraid Seed Bomb vs. 76 HP / 68 Def Mantyke on a critical hit: 15-18 (68.1 - 81.8%) -- guaranteed 2HKO
240+ SpA Sniper Remoraid Surf vs. 76 HP / 0 SpD Eviolite Mienfoo on a critical hit: 24-28 (109 - 127.2%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 116 HP / 76 SpD Eviolite Misdreavus on a critical hit: 22-27 (91.6 - 112.5%) -- 56.3% chance to OHKO
240+ SpA Sniper Remoraid Charge Beam vs. 0 HP / 196 SpD Skrelp on a critical hit: 21-27 (100 - 128.5%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 0 HP / 196 SpD Skrelp on a critical hit: 13-18 (61.9 - 85.7%) -- guaranteed 2HKO
0 Atk Sniper Remoraid Seed Bomb vs. 0 HP / 116 Def Skrelp on a critical hit: 12-15 (57.1 - 71.4%) -- guaranteed 2HKO
240+ SpA Sniper Remoraid Hydro Pump vs. 212 HP / 76 SpD Eviolite Spritzee on a critical hit: 24-28 (88.8 - 103.7%) -- 50% chance to OHKO
240+ SpA Sniper Remoraid Fire Blast vs. 80 HP / 196 SpD Eviolite Tangela on a critical hit: 33-39 (137.5 - 162.5%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Charge Beam vs. 196 HP / 0 SpD Tentacool on a critical hit: 21-27 (91.3 - 117.3%) -- 75% chance to OHKO
0 Atk Sniper Remoraid Seed Bomb vs. 196 HP / 236 Def Tentacool on a critical hit: 15-18 (65.2 - 78.2%) -- guaranteed 2HKO
240+ SpA Sniper Remoraid Hydro Pump vs. 0 HP / 236 SpD Eviolite Timburr on a critical hit: 24-28 (100 - 116.6%) -- guaranteed OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 196 HP / 76 SpD Eviolite Vullaby on a critical hit: 24-28 (92.3 - 107.6%) -- 50% chance to OHKO
240+ SpA Sniper Remoraid Hydro Pump vs. 52 HP / 176 SpD Eviolite Vulpix in Sun on a critical hit: 21-27 (100 - 128.5%) -- guaranteed OHKO


28 Atk Croagunk Fake Out vs. 0 HP / 0 Def Remoraid: 5-6 (25 - 30%) -- guaranteed 4HKO
28 Atk Croagunk Sucker Punch vs. 0 HP / 0 Def Remoraid: 8-10 (40 - 50%) -- 0.4% chance to 2HKO
108+ SpA Croagunk Vacuum Wave vs. 0 HP / 0- SpD Remoraid: 7-10 (35 - 50%) -- 0.4% chance to 2HKO
 
Last edited:
Cool offensive core that I've been toying with!

Bunnelby @ Life Orb
Ability: Huge Power
EVs: 228 Atk / 60 Def / 220 Spe
Jolly Nature
- Return
- Quick Attack
- U-turn
- Earthquake

Yanma @ Berry Juice
Ability: Compound Eyes
EVs: 236 SpA / 236 Spe
Timid Nature
- Hypnosis
- U-turn
- Air Slash
- Bug Buzz

Spinarak @ Focus Sash
Ability: Swarm
EVs: 44 HP / 196 Atk / 36 Def / 36 SpD / 196 Spe
Adamant Nature
- Sticky Web
- Megahorn
- Shadow Sneak
- Baton Pass / Toxic Spikes

ok, so this is basically an offensive VoltTurn core (PassTurn? U-Pass?) that utilizes Sticky Web and the insane power of Bunnelby to fuck up the opponent's team. Spinarak obviously sets Sticky Web for the team and usually dies afterwards, but I always try to save it if the opponent has a Misdreavus or another Ghost-type because this core can struggle to break them. That's also why I'm using Shadow Sneak over Sucker Punch; if the opponent predicts that with a Misdreavus and uses Will-O-Wisp, I can't touch it. I prefer the reliable damage most of the time. I'm using Compound Eyes Yanma as well to function as an offensive pivot that can disrupt the opposing team with Hypnosis and U-turn. This gives me a free switch into Bunnelby almost every time, and from there, it can pretty much just go hog on the opponent. Obviously this core can't break everything, but a lot of standard offensive teams hate it. I'm using Berry Juice over Life Orb on Yanma because I find the added longevity is really important. It allows me to switch into Fake Out really, really easily and then begin to threaten the opponent immediately. Of course, you can use some bulky pivots alongside this core and use Life Orb on Yanma instead. At any rate, this was the best way I've found so far to support Bunnelby and allow it to completely wreck the opponent. :D
 



Great countercore for sun teams and the offensive pressure these two give is just amazing! at first glance you might think, two water types, wouldnt that have common weaknesses? But they dont, in fact, they work together really well. Ground attacks aimed at chinchou dont affect MANtyke, while electric attacks are absorbed by chinchou. Grass attacks aimed at chou are neutral to MANtyke, who has amazing special bulk. Rock attacks aimed at MANtyke is something chou doesnt really mind. Now why do they work together so wel? That's simple, MANtyke sets up rain, be incredibly fast thanks to swift swim, STAB surf/STAB air slash everything, toxic the incoming special walls and be amazing all around. I like my chou scarfed, volt switch/thunder/surf/ice beam. STAV surfs and thunders hurt, A LOT. MANtyke doesnt mind switching in on either vulpix or tangela and set up rain to counter sun.
 

Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Here's a good core I made recently:



Bunnelby @ Choice Scarf
Ability: Huge Power
Level: 5
EVs: 228 Atk / 220 Spd / 52 Def
Adamant Nature
IVs: 15 HP
- Return
- Earthquake
- Quick Attack / Stone Edge
- U-turn

Magnemite @ Eviolite
Ability: Magnet Pull
Level: 5
EVs: 240 SAtk / 240 Spd
Timid Nature
- Thunderbolt / Magnet Rise
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 236 Spd / 236 SAtk / 36 Def
Modest Nature
- Psychic
- Shadow Ball
- Hidden Power [Ice]
- Trick


This is incredibly simple to play with. Bunnelby can't sweep past Gligar, fighting-types, Ferroseed and Bronzor. But with this core, it can just U-turn as its counters switch in, only to be trapped by Magnemite or Gothita. Magnemite uses Hidden Power to get rid of Ferro+Bronzor, whilst Gothita can use Psychic to remove Timburr and Gunk or Hidden Power to get rid of Gligar. Then Bunnelby is free to wreak havoc on the opposing team. You can even add a Pursuit-trapper to get rid of Misdreavus to make this a mega-trapping team.
 

Goddess Briyella

Banned deucer.
Here's a good core I made recently:



Bunnelby @ Choice Scarf
Ability: Huge Power
Level: 5
EVs: 228 Atk / 220 Spd / 52 Def
Adamant Nature
IVs: 15 HP
- Return
- Earthquake
- Quick Attack / Stone Edge
- U-turn

Magnemite @ Eviolite
Ability: Magnet Pull
Level: 5
EVs: 240 SAtk / 240 Spd
Timid Nature
- Thunderbolt / Magnet Rise
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 236 Spd / 236 SAtk / 36 Def
Modest Nature
- Psychic
- Shadow Ball
- Hidden Power [Ice]
- Trick


This is incredibly simple to play with. Bunnelby can't sweep past Gligar, fighting-types, Ferroseed and Bronzor. But with this core, it can just U-turn as its counters switch in, only to be trapped by Magnemite or Gothita. Magnemite uses Hidden Power to get rid of Ferro+Bronzor, whilst Gothita can use Psychic to remove Timburr and Gunk or Hidden Power to get rid of Gligar. Then Bunnelby is free to wreak havoc on the opposing team. You can even add a Pursuit-trapper to get rid of Misdreavus to make this a mega-trapping team.
I absolutely love Gothita and Diglett, and that Gothita set is the exact same one I use, EVs and all. :)

Tricking a Scarf onto a setup mon like Swirlix is also hilarious. I'll add this in a bit.
 
This core works pretty well from my experience:


Amaura @ Berry Juice
Ability: Refrigerate
Level: 5
EVs: 232 Spd / 208 Atk / 60 HP
Lonely Nature
- Return
- Stone Edge
- Rock Polish
- Hidden Power [Fire]


Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 240 SDef / 28 SAtk / 240 Spd
Calm Nature
- Shadow Ball
- Will-O-Wisp
- Hidden Power [Fighting]
- Taunt

Misdreavus covers Amaura's weaknesses pretty well. Taunt keeps the hazards that Amaura hates off the field, while Will-O-Wisp softens the physical blows that Amaura also has problems with. Misdreavus also takes Honedge, which Amaura struggles with. Amaura, in return, can handle Murkrow. These two have been working pretty well together for me!
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top