Resource USUM UU Cores v2

#1
Co-hosted by Accelgor
Shoutouts to Euphonos and Amaroq for most of the original OP, as well as dodmen and Calloflochie for hosting last generation's thread.
Approved by Kink and Hogg



Welcome to the USUM edition of the UU Cores thread! The purpose of this thread is for the community to post and discuss various cores that work well in the metagame.

As you all know, a core is a group of usually 2 or 3 Pokemon in the team that work together toward a specific goal. These goals include breaking through opposing teams (Offensive), covering each other's weaknesses while providing the team with a solid set of resistances (Defensive), and checking important threats in the UU metagame while exerting offensive pressure upon the opposing team (Balanced).

All cores are welcome in this thread, as long as they meet the following guidelines:

1. Cores posted here must be tested to ensure that they perform well in the metagame. Therefore, including replays is recommended to further support the validity of your core. Try to keep slashes to a minimum.

2. Include a short, concise description or explanation of the core, which should contain the following information:
- How the core functions
- How to use the core itself

Please follow the following format when presenting a core:

1. Provide the sprites and names of the Pokemon that make up your core.

2. Include the sets for your Pokemon (preferably in hide tags).

3. Write up a short description of how the core functions.

Here's an example of what a proper submission should look like:

Scizor @ Choice Band
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Pursuit

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Grass] / Toxic


This is the most basic voltturn core there is. These two pokemon have great synergy with one another because of their ability to endlessly pivot between each other, tearing apart teams without much thought. Mega Manectric also lures Latias in, and as Manectric volt switches out into Scizor, it pursuit traps Latias. With Gliscor rising to OU, Mega Manectric has a lot more breathing room to use something other than HP Ice in the filler slot. Hp Grass, Toxic, and even Signal Beam are viable options to irritate defensive cores and common Mega Manectric answers a lot. Mega Manectric struggles with dragons, Scizor is a pretty good way of dealing with them, Scizor struggles with steels, which Mega Manectric can deal with pretty well.

 
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#2
rhyperior.gif
venusaur-mega.gif


Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Stone Edge
- Earthquake
- Fire Punch
- Stealth Rock

This core is pretty self-explanatory. Venusaur is a good mon, but one of the things it hates most is Flying types. What takes care of said Flying types? Rhyperior. It also provides rocks support to help wear down most Venu answers (Moltres, Latias, Crobat, etc) down faster. Most sets on Venu work here, but I decided on 3 attacks + Synth since that's my favorite set to use atm. Rhyperior set's pretty standard except for Fire Punch > Ice Punch due to Scizor (never found myself clicking Ice Punch with Gliscor gone tbh)
 

Freeroamer

The greatest story of them all.
#3

Crobat @ Flyinium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Taunt
- Roost

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Facade
- Knock Off
- Swords Dance


2 pokemon that benefited big time from the recent shifts and from Diancie's recent ban, this is a pretty simple offensive core. Virtually everything that wants to come into Crobat is Heracross food, mostly Steels and Rocks but stuff like Alomomola can be taken advantage of too. I'm not going to elaborate huge amounts because this should be simple to understand and use, but stuff for good team partners would be hazards+removal, Pursuit and of course your usual checks to the big metagame threats. There isn't really much variety in the sets to run, Super Fang bat isn't needed here because Heracross is huge vs stall anyway and you want U-Turn to maximise opportunities for Heracross to come in. Megahorn over Knock Off might be good on Hera if Mega Slowbro stall becomes popular but Knock Off is definitely better in most matchups.
 
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#4


This core is something that's been appealing to me ever since Gliscor left. These two mons offensively cover each other pretty well. The common Blissey/Quag/Alo stall core folds to these two mons, and Terrakion handles Flying mons like Togekiss and Moltres (though Terrak can't exactly switch into Moltres) while Mega Venusaur handles things like Quag, Suicune, Alomomola, Scizor and a bunch of other mons for Terrak since it walls half the tier. With a Choice Band Terrakion isn't as reliant on Venu to handle said mons since they are 2HKOed by CB CC w Stealth Rock up, Venu is still a nice pair for it by virtue of it's typing and utility it provides. They're still very susceptible to mons like Latias as Starmie as they can't switch in and share a type weakness, but overall I feel these two form a very strong core and is one I'm very excited for.

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Synthesis

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Quick Attack
- Earthquake
 
#5
A M-Venusaur Empoleon Moltres core

It’s a balanced core that takes advantage of the basic fire water grass core weakness coverage but adds more diversity with the additional flying steel and poison making them hard to counter with one mon

moltres - to counter prominent threats like sciz and amoon with flamethrower and Flyinium Z hurricane and uturn to quickly escape unfavorable matchups

Empoleon - for hazard removal and knock off as great utility and Defog for the hazard removal moltres desperately needs

M-Venusaur - to deal some mega damage and take care of the less specially defensive mons in the tier

DoubleOG (Venusaur-Mega) (M) @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Queen Sophie II (Empoleon) (F) @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
- Scald
- Defog
- Roar
- Knock Off

Marco (Moltres) @ Flyinium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Flamethrower
- Roost
- U-Turn
 
#6


Kommo-o @ Dragonium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Close Combat
- Poison Jab

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Crunch

Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Fire Punch
- Stealth Rock
- Thunder Wave


This is a core I've been building with lately. Kommo-o acts as the sweeper using Dragonium Z to melt through teams. Kommo-o also runs Bullet Proof so if can easily set up on and take advantage of Mega Venusaur. Krookodile Pursuit traps Pokemon that revenge kill Kommo-o like Mega Pidgeot, Celebi, Latias, and more. Mega Aggron synergizes nicely with this core by walling many of the Pokemon that enjoy revenge killing Kommo- and Krookodile like Psychic, Grass, and Flying-types. Thunder Wave is also really nice for the offensive switch ins to Mega Aggron, works well with Gliscor gone. Kommo-o takes advantage of offensive threats being paralyzed.
 
#7



Chandelure @ Leftovers
Ability: Flash Fire
EVs: 232 SpA / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Shadow Ball
- Flamethrower

Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Sludge Bomb
- Giga Drain
- Synthesis

Snorlax @ Leftovers
Ability: Thick Fat
Happiness: 0
EVs: 252 HP / 152 Def / 104 SpD
Careful Nature
- Curse
- Frustration
- Rest
- Sleep Talk

This is a thick fat core that ive been messing with lately. They cover each others weaknesses both defensively and offensively. The spdef investment on Chandelure prevents max spa Venusaur to break your sub +1. The rest are common sets of the mons. Both Chandelure and Snorlax act as win conditions late game. A good addition to this core can be a flying resist. I think this is a great core to work with on Balance/BO teams.
 
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#8

Primarina @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Rest
- Sleep Talk

Latias @ Dragonium Z / Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Recover
- Hidden Power [Fire] / Calm Mind

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge


This is a BO / Balance core that fits on a ton of teams, Krookodile is main speed control and Electric Immunity, providing Knock Off, Pursuit, and Intimidate support, Latias checks Mega Venusaur, and its set has a lot of flexibility, either able to run Soul Dew 3 atks or CM Dragonium Z which are my favorites rn. Defensive Primarina is able to check most all dragons, including Kommo-o which has been rising in popularity. This core isn't really something you would use to break the opponent's team, but it provides a shit ton of utility and is very flexible, able to be slapped onto most playstyles barring HO and Stall.
 
#9

Palossand+Stallbreaker Toge Balance
This is a balance core that I made with implementing Palossand as my first priority. It actually has a niche in the meta and both of these two mons cover their weaknesses very well. Togekiss stops Krookodile and Hydreigon while Palossand hard counters Terrakion, Rhyperior, and Cobalion which the Kiss benefits from. But here are the sets:

Castle of Ash (Palossand) @ Colbur Berry/Leftovers
Ability: Water Compaction
Shiny: Yes
EVs: 252 HP / 132 Def / 124 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Shore Up
- Earth Power
- Toxic

FlyIntoTheFuture (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Roost
- Heal Bell

Palossand is of course my rocker and has Toxic to cripple any mons just in case (as ironic as it is Hippo, Palossand’s main competitor, gets PP stalled by Palossand with Toxic). I also have a Colbur Berry on it to make it less susceptible to Scizor, Krookodile, other Pursuit users etc. Togekiss is of course the stallbreaker set which is the best set in the current meta imo. The set should be pretty self-explanatory.

But yeah the sand castle is a decent nicehmon. Paired with Toge it forms a decent core.

Edit: Blame faded love for making Palo viable lol.
 
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#10
terrakion.png
slowbro.png


Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Superpower / Earthquake / Rest
- Quick Attack / Sleep Talk

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Slack Off
- Future Sight

Terrakion + M-Slowbro
So Banded Terrak needs no intro, it basically 2hkoes everything bar a select few mons like Mega Slowbro, Doublade, and Pallosand, but other than Bro, the others pretty much don't exist at 1.67% and .19% respectively. It's a huge threat to all types of balance and stall, which is only amplified by the presence of Slowbro's Future Sight. Slowbro's attacks are chosen to maximise coverage, and max SpA for more offensive power and a stronger Future Sight.
Simple and fun offensive core that breaks things. Enjoy!

shamefully stealing this heat game from r1 of open
https://replay.pokemonshowdown.com/smogtours-gen7uu-386478
 
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#11

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Thunder Wave / Toxic / Magnet Rise / Hidden Power Fire
- Magnet Rise / Toxic / Thunder Wave / Hidden Power Fire
- Play Rough / Dazzling Gleam

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Crunch
- Psychic Fangs
- Ice Fang
- Protect

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Icicle Crash
- Earthquake
- Ice Shard


Thought I'd post a general template for spike stacking offense that I found useful. Klefki provides the team's obligatory Lati and Hydreigon switch-in, but be careful of stuff like Fire Blast, and provides spikes support that Shark appreciates chipping its checks such as Cobalion, Bulky Scizor, Fairies, and Krookodile. It also provides speed control for stuff with Prankster Thunder Wave and can chip walls if you opt for Toxic, generally I like Magnet Rise to give more opportunities to Spike up, as well as being able to Spike on prominent ground types like Mamo, Krook, Hippowdon, and Swampert. You can use Hidden Power Fire and Dazzling Gleam if the team is weak to Scizor, but remember if you choose not to use Toxic you forego the ability to pressure/beat CM Latias. Sharpedo is one of the premier cleaners in the tier, using the chip from the hazards and Mamoswine's wallbreaking ability to effectively break/clean common Offense and Balances. Sharpedo + Hazard Support can break a lot of common Stall archetypes, mainly pressure Quagsire and Alomomola with Spikes until they can no longer switch in. Mamoswine gives an Electric immunity and with it a Mega Manectric check, as well as a rocker that puts immense pressure on the opponent, and it can wallbreak effectively for Sharpedo to clean up. Note that this is an offense core, so the core itself is generally designed to have offensive synergy rather than defensive synergy. The rest of the team would need to cover the glaring weakness you can see in the core, such as a Fighting Resist. This type of team is best played utilizing hazards and pressuring hazard removers to wear it down until you can break it with one of your Pokemon.
 

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