UU Cores V2

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Shoutout waivv for the artwork [:
Approved by Sam.​

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

The most effective cores consist of a group of Pokemon (usually 2-3) that work together toward a specific goal. Common types of cores include offensive, defensive, or balanced. Offensive cores typically are designed to break through opposing teams with Pokemon that wear down each others' checks and counters, often combining wallbreakers and sweepers to perform well. Defensive cores are built around Pokemon that cover each others' weaknesses and provide a team with a solid set of resistances, checks to common metagame threats, and general utility. Balanced, or mixed, cores are made up of a combination of defensive and offensive components and are able to check important threats while still performing well offensively. All types of cores are welcome in this thread :]

A few guidelines:

1. Make sure to test out your core before posting it here to ensure that it performs well in the metagame. Try to keep slashes to a minimum.
2. Include a short (just a few sentences is enough) description/explanation of how your core works and how it is to be used.
3. You can use these sprites.

Here's an example of a well-known UU core, with the Pokemon stolen from the OP of the old thread:

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar


Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 44 Def / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

These two Pokemon cover each other's weaknesses well. Crobat handles Grass-types, Heracross, and other threats to Swampert while Swampert takes care of Electric-, Rock-, and Steel-types that trouble Crobat. Swampert is EVd to be as physically bulky as possible to take hits from Pokemon such as Mega Aerodactyl and Entei. Crobat is EV'd to outspeed Adamant Feraligatr after one Dragon Dance, while still retaining enough bulk to check threats such as Mega Beedrill and Heracross. They provide their team with good hazard and hazard-clearing support and together, check many relevant threats in the metagame.
 
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Reserved for Offense cores.

Blastoise (F) @ Blastoisinite
Ability: Rain Dish
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: NaN Atk
- Hydro Pump
- Dark Pulse
- Rapid Spin
- Ice Beam

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: NaN Atk
- Earth Power
- Sludge Wave
- Stealth Rock
- Ice Beam

bulky offense core that controls hazards, lays rocks, absorbs toxic spikes, and wallbreaks decently while providing a nice set of resistances. no need for blastoise to run around 220 speed anymore since victini is gone. i guess it could help for defensive roserade but most people run speedy now so its pointless. Core originally run by user Ernesto.

Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: null Atk
- Stealth Rock
- Earth Power
- Sludge Wave
- Ice Beam

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Roost

Nidoqueen and Hydreigon make a great offensive core due to having almost perfect type synergy and wearing down each others checks and counters. Hydreigon is eaten alive by Fairy-types, which are generally a free switch in for Nidoqueen to set up Stealth Rock to support the team or fire off a powerful Sludge Wave / Earth Power. Nidoqueen has trouble with Water-, Psychic-, and Ground-types which Hydreigon can all easily switch into by virtue of its typing, while it Nidoqueen can switch into Fighting and Bug type attacks aimed at Hydreigon. Nidoqueen, while it has very good special attack, it has trouble breaking through specially bulky pokemon such as Umbreon, Blissey, and Snorlax. All 3 of those will be smacked on the switch with a powerful superpower from Hydreigon. The Speed on Nidoqueen is just a bit of creep, but it can be dropped down. You can also use more attack EVs on Hydreigon to ensure the 2HKO on Blissey after rocks, but I generally prefer having max special attack. Steel types make good partners for this core, as it is quite weak to Ice-type attacks.
Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 20 HP / 252 Atk / 236 Spe
Jolly Nature
- Rock Polish
- Head Smash
- Dragon Claw
- Earthquake

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Hydro Pump
- Flamethrower
- Iron Tail

Heracross @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Facade

Rock Polish Tyrantrum is awesome, you basically HAVE to have a bulky Steel- or Ground-type to wall it (none of the Fighting-types in UU are even close to bulky enough to take a Dragon Claw, or even a Head Smash if they try to switch in), and Salamence and Heracross are two of UU's best wallbreakers.

The Salamence set is something I'm really really proud of, because Jesus Christ nobody ever expects it. Hippowdon, Arcanine, Krookodile, PDef Nidoqueen; I've seen them all come in on turn one, stay in, and summarily get OHKO'd by Hydro Pump. It is SO SATISFYING. Draco is obligatory STAB and your best shot against beating bulky waters that want to come in. I used to have Fire Blast, but then I realized that all the Steel-types that Salamence can really mess up get 2HKO'd by Flamethrower anyway and this lets me not have to fuck with missing Fire Blast. Once they realize they can just switch in Florges on my many special attacks, that's when I reveal Iron Tail.

This is basic Status Orb Heracross. The power of Choice Band with the freedom to switch moves, as well as Facade to snipe Crobat on the switch. It also lets you use Heracross as something of a switch-in on bulky waters, since Close Combat and Megahorn will 2HKO even 252/252+ Alomomola, as well as a Knock Off switch-in.
Tornadus (M) @ Damp Rock
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Taunt
- U-turn / Tailwind / Focus Blast
- Hurricane

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch / Rain Dance

This core not only pairs well offensively, but defensively as well, with Torn resisting Mega Swampert's only weakness and Mega Swampert is immune to Electric type attacks while resisting Rock- type moves and being neutral to Ice- type moves. Tornadus has one of the best utility abilities in Prankster, allowing it to guarantee Rain is set up for Pert before it dies or guarantee hazards aren't set up so it works as a good anti-lead as well. U-turn allows you to bring in Swampert to wreak havoc on the opposing team. Tailwind is another option to support the team as a whole that doesn't benefit from rain. Focus Blast can be used if you want to hit mons that resist its STAB. Hurricane is amazing as it gains 100% accuracy in the rain and hits very hard.

Swampert is an amazing mon, being viable in its non-Mega and its Mega form. Mega Swampert is an amazing bulky attacker with a base 150 Attack and 100 / 110 / 110 defenses, hitting hard while tanking hits. Waterfall and Earthquake are obligatory STAB moves. Ice Punch is standard for Mega Swampert to hit Dragon- types such as Hydreigon that wall Mega Swampert. Power-Up Punch is a good move in the last slot, nabbing a free +1 off a weakened Pokemon allowing Mega Swampert to hit even harder. Rain Dance can be used however in case the rain runs out before Mega Swampert has finished sweeping through the opponent's team.
Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Slack Off
- Scald
- Psyshock

Abomasnow @ Abomasite
Ability: Soundproof
EVs: 92 Atk / 252 SpA / 164 Spe
Mild Nature
- Blizzard
- Giga Drain
- Earthquake
- Ice Shard

Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Earthquake

Cool BO core here that I like to call "Never Enough Suicune Checks". CM Slowking is a great Pokemon to use in this tier as it sets up on a bunch of passive balance cores with stuff like Vaporeon, Gligar, Suicune, Cresselia, etc. It has fantastic synergy with Mega Abomasnow as it's able to take on the Fire- and Steel-types that give Mega Abomasnow trouble, in addition to the Fighting-types (minus opposing Heracross, but at least they don't get a free switch-in on Slowking like they do against other bulky Waters) that can check/revenge kill Mega Abomasnow. Heracross rounds out the core nicely by absorbing status that the other two 'mons hate and putting heavy pressure on dedicated walls. This core answers really well to most of the top threats in the metagame, particularly having solid answers to all the current S-rank mons (Suicune, Mega Aero, and Salamence), as well as being very threatening on its own. Alternatively, you could choose to run Offensive Trick Room Slowking and adjust Mega Abomasnow's EVs accordingly.

For people looking to participate in the Dark Horse Project, this is a cool starting point if you're stuck (Slowking and Abomasnow each fell well under 4% usage for last month), although you'd probably have to replace Heracross with something like Pangoro, Toxicroak, or Machamp.

Enjoy! [:
Offensive core:

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk

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

Pretty simple. As a bunch of people have noticed, Curselax is pretty incredible right now. These two, while sharing a fighting weakness (probably should add Cress or someone for that), can work together to set up a sweep. In this case, because Snorlax isn't carrying Crunch (which, with Sleep Talk, he has better ability to beat Chesnaught), you use Krook to pursuit trap ghosts leading the way for Lax to Curse-up on pretty much any special attacker.

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]

Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Frustration
- Drain Punch

Nothing fancy; just a straightforward VoltTurn core with Beedrill and Specs Magneton with the goal of weakening teams for a Slurpuff sweep. Mega-Bee and Magneton are great partners, with Beedrill able to scare off the few Special walls that can wall Specs Magneton, and Magneton completely shredding common switch-ins to Beedrill, especially Crobat, Mega-Aggron, Forretress, and non-EQ Aerodactyl, while also threatening bulky waters like Suicune and Empoleon. Beedrill lures these threats out while Magneton traps them or gets solid damage off with Volt Switch. HP Grass is there primarily for Swampert, who resists Flash Cannon and loves coming in to block your Volt Switch.

Slurpuff is an excellent partner to these two, able to set up on things like Salamence and Scarf Hydreigon (both potentially major threats to the Bee/Mag core), and benefiting greatly from Magneton trapping things like Forretress and MAggron. +6 Play Rough does a minimum of 68.5% to 252/252+ Suicune, meaning that after rocks damage and a single U-turn from Beedrill, Suicune cannot wall Slurpuff. EVs ensure that you outspeed Adamant Stoutland and scarfed base 108s.

For other teammates, you'll obviously want hazard support, since hazards destroy this team, while your own hazards will help bring things into Slurpuff's KO range. You'll also want a way of dealing with EQ M-Aero, who is a serious pain to your VoltTurn core. I've had good success with building out the VoltTurn even further using things like Hydreigon, Crobat or Forretress. That said, this is a fairly simple core to build around, so play with it and see what works for you.
(Heracross) @ Choice Band/flame orb/toxic orb
Ability: Guts
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature/jolly (jolly is recommended for orb sets)
- Close Combat
- Megahorn/swords dance (Swords dance for the orb sets)
- Stone Edge/facade(facade for the orb sets)
- Knock Off

(Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- ExtremeSpeed
- Flare Blitz

Ok so this is a core I've been using for a decent bit since the drops came down. It's a double wall breaking core with entei and hera obvi. These two powerful ass mons compliment each other really nicely. Entei really benefits from Hera coming down as the really only switch ins entei has are bulky waters like vaporeon, cune etc. which dont even like the burn chance tbh, but that is where heracross comes in. Hera doesn't mind switching into waters at all because of guts. in the event you get burned on a choice banded set you are pretty much sitting at a +2 CC and something dies. And the common mon (not as common anymore but still relevant) that is being used as of late to keep hera in check is doublade, which by no means 1. takes a knock off and 2. wants to take a sacred fire from entei. Also any fairy that hera doesn't really handle, entei can handle. Also with the SD orb sets idk how many times of SD'd on an empoleon and then okhod the incoming florges the next turn with facade. I've really never used an offensive core that synergizes as well as these two do. They put fear in opposing cores no doubt at all. And cleaners really benefit from these mons as well due to their hole punching ability. *cough cough* scarf mence *cough cough.*

Ik I have some slashes but the orb sets are becoming more and more common so I thought i might as well include them. But the core works the same either way
Dragalge @ Draco Plate / Black Sludge
Ability: Adaptability
EVs: 248 HP / 8 Atk / 252 SpA
Modest Nature
- Draco Meteor
- Sludge Wave
- Dragon Tail
- Toxic Spikes

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Protect
- Waterfall
- Crunch
- Ice Fang

Dragalge is an incredibly underrated mon that can bring bulky offensive teams a great set of resistances, utility, and power. It's great for wearing down Mega Sharpedo's checks early game with Toxic Spikes, shuffling things with Dragon Tail, and just doing incredible damage with its STABs. Things like Mega Aggron, Forretress, and sometimes even Fairies are forced to switch in a lot of the time, weakening them enough for Shark to finish them off late-game. Dragalge also resists Mega Sharpedo's weaknesses which can be nice to fall back on if you need to pull back from your sweep in a pinch. Standard Sharpedo set, but I'd like to point out that Protect works very well with TSpikes to wear stuff down, one example off the top of my head is Protecting vs. Mienshao to get it into Waterfall range after a round of poison.
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hyper Voice
- Grass Knot/surf

Cobalion @ Leftovers / lum berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock/volt switch/stone edge

Heliolisk and cobalion make a strong offensive core that can dismantle balance and offense teams. There is only a few mons that beats both of these pokemon at full health (eq aero is annoying but cobal lives, same goes for drill run bee.) Heliolisk in its self is a very hard mon to deal with for some teams, coming in easily on bulky waters and getting a free volt switch, especially when its coverage means that there is n ground type in the tier that can come in on it other than nidoqueen (this has to be at absolute full tho)
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Ice Punch
- Crunch


Salamence @ Life Orb
Ability: Intimidate/Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Outrage
- Dragon Dance
- Earthquake
- Fire Blast/Iron Tail

Fairly standard sets, the last slot on Mence comes down to whether your team is more concerned about weakening Mega Aggro or taking down Florges. Outrage is preferable to Dragon Claw in this case since it does a lot more to Suicune and other bulky Waters that Gatr detests. Don't be afraid to set up early with this core, the whole point is to just punch holes with the first Dancer then sweep with the second one. SD Gatr is also not a bad alternative here if you're worried about stall, though I personally wouldn't recommend it. This core pairs well with something that doesnt mind absorbing Scald or Scald burns, like Heliolisk and Rotom-Mow, as well as a reliable hazard setter, like Krookodile or Nidoqueen. Offensive Nidoqueen in particular is great for smacking Steels and Fairies that trouble Mence and it also does a chunk to Suicune. Mence also really wants a good way to remove hazards, as otherwise Life Orb + Rocks will severely limit it's longevity.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Stone Edge
- Knock Off
- U-turn

Rotom-Mow @ Choice Specs / Magnet
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick / HP Ice

Probably one of the most agitating VoltTurn duos I've used in UU, Rotom-Mow is a fantastic soft or hard check to almost every bulky Ground, Flying, or Water type that keeps Mienshao from spamming HJK and winning late game. The great thing about this core is that a lot of the stuff that can tank a hit from Specs Rotom-C gets maimed by Mienshao. Blissey, Hydreigon, Porygon-2, Goodra, Abomasnow, Shaymin, Sceptile, Magneton, etc.
But what really makes Rotom-Mow so irritating to deal with is that it's very hard to keep it from maintaining momentum with Volt Switch because no Ground type can really switch into it for fear of catching a Leaf Storm, and the price for mispredicting a Volt Switch with a bulky Ground type is too much to risk when considering Rotom's partner.
Trick is also a fantastic asset at Rotom's disposal to cripple certain walls that cause trouble for this core.
(Hydreigon) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Draco Meteor
- Dark Pulse
- Roost
- Taunt

(Cobalion) @ Leftovers/Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stealth Rock
- Swords Dance

This is an offensive core of Hydreigon and Cobalion. These two have pretty OK type synergy I guess, but they really help beat each others checks/counters. This Hydreigon set struggles with Florges, Mamoswine, Snorlax, and Blissey. Cobalion can beat all these Pokemon set up Stealth Rock to help Hydreigon break other members of the opponents team. SD helps Cobalion not be bait for hazard removers like Mandibuzz and Crobat and truly damage them. Hydreigon helps Cobalion by beating Swampert, Bulky Waters, Fire-Types, Krookodile (Can't OHKO at -1), Nidoqueen, and Doublade. Draco Meteor does a fuckton to these Pokemon and Dark Pulse OHKOs Doublade easily. These two are both weak to Fighting so you can add a Crobat to deal with Fighting-Types.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Roost
- Taunt


Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature / Brave Nature
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Iron Head / Gyro Ball

After messing around with the core provided by Dad's Dad I felt like at times the core could easily be exploited by Fairy-type attacks on the Cobalion switch. So to tighten up the core I replaced Cob with Doublade which creates perfect defensive synergy between the two, covering one another's weaknesses and Doublade also brings along a STAB priority move. You can run Adamant or Brave based on the final move slot, I preferably have been running Iron Head since this is mainly a Florges killer which doesn't have great speed.

Slowking @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Scald
- Nasty Plot/Ice Beam
- Trick Room


Dragalge @ Draco Plate/Life Orb
Ability: Adaptability
EVs: 208 HP / 248 SpA / 52 Spe
Modest Nature
- Draco Meteor
- Sludge Wave
- Dragon Tail/Haze
- Toxic Spikes/Focus Blast

I thought an offensive Slowking set would be fit me fine, because idk, I like Slowking a lot in UU meta. so I tried a fav one set: TR NP Colbur Berry Slowking. It setup in front of every knock off user in the game and OHKO them all back (idk if i rly do but u get the points). The problem is Slowking usually won't take more than 2-3 hits before going down, so I figured I could bring some other mon that could benefit from TR after King has done his job. Dragalge came perfectly, since STAB Dragon/Poison does tons even to things like Forretress, that love to try to predict a switch on Sludge Wave. Luring fat Steel types to catch a STAB Adaptability Draco Meteor is the best thing I could ask for a Slurpuff sweep n_n

what got me surprise is that those two itself could break entire offensive teams if played right. they have a cool offensive type synergy, and under Trick Room it can break most Offensive cores that were used over the suspect, especially those relying in setup mons like Slurpuff, Salamence, Mega Swampert or Lucario.

Some set explanation: you bring Slowking in, safely if possible, and setup TR, simple as that. I slashed Ice Beam on NP just because Hydreigon, that counters Slowking hard. besides that, NP usually makes Slowking a good wallbreaker against fat stuff like Reuniclus or Snorlax, while giving some strong backup for a sweep. Dragalge also handles Hydreigon well under TR, so you are not in a bad position if Slowking happens to die. About Dragalge, personally I like Dtail/Tspikes as filler options: Tspikes for some residual damage for setup mons like Feraligatr, while Dtail phaze them out, thinking that they could setup in from a -2 mon. But Haze and Focus Blast are some options that I guess could work too.
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Ice Fang
- Protect

Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Ice Beam
- Stealth Rock

Heracross @ Choice Band
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge

An offensive core which has good type synergy and can wallbreak.Mega Sharpedo is a fantastic late game cleaner however it needs some prior weakening & hazards on the opposing team.Nidoqueen sets up stealth rocks & serves as a fighting,electric & fairy check.Both Nidoqueen & Sharpedeo dislike fat water types so Heracross which is known to slay water types in the tier does its job.Mega Sharpedo hates bulky steel & water type mons and faster fighting types such as Cobalion so Heracross & Nidoqueen cover that up for sharpedo respectively.For teammates a flying & fire check is recommended.
Pangoro @ Lum Berry
Ability: Iron Fist
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword

These two compliment each other almost perfectly. Doublade helps Pangoro by beating Fighting types and Flying types ( and Fairy Types too!), while Pangoro beats Dark types and to an extent, Steel types, and destroys Stall. There are some things that beat this core, like Infernape, and this core is pretty slow, so it may need paralysis support or faster teammates to help it. But overall, it's a pretty nice core, and Pangoro needs more love, so yeah.
 
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Reserved for Defensive cores.


Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy


Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 136 Def / 120 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Roar


Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Defog
- Dragon Tail
- Toxic
- Roost



a defensive core i find out these days: Defensive Florges, Fatmence and Mega Aggron making a Fairy-Steel-Dragon core, which is nice. M-Aggron offer you a check to mons like M-Aero and Crobat, while setuping on both. Fatmence takes care of huge portion of the meta, checking on both physical and special sides thanks to his great stats and defensive typing. It also provide Defog, phasing and residual damage. Finally, Florges who check great portion of the meta, while providing Cleric support. Pretty effective rn and might be even better when Serp goes out.
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Wish
- Protect
- Aromatherapy

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Wish
- Protect / Soft-Boiled
- Stealth Rock / Toxic

This core basically single handedly checks every mon in the tier without attack investment or a boosting move and more, making it an excellent addition for most stall teams. Blissey is already a god at walling the good majority of the tiers special attackers, but struggles a lot with Physical Fighting-type, which Aromatisse handles the majority of in the tier. It also handles most mixed Hydreigon aimed at destroying Blissey and other Dragon and Dark-types. In return Blissey walls a lot of Poison-types that give Aromatisse problems. The core also gives a lot support in 2 giant wish passers to keep themselves and the team healthy way into the late game as well as good status control in Aromatherapy and Natural Cure and even SR if Blissey chooses to run it, meaning the only thing really needed to add is hazard removal and the rest of the team is free to be pretty much whatever. There are still quite a few threats though that give this core lots of trouble, notably CM Chande and Reun as well as others which the team will have to deal with, but there are still 4 team slots remaining that make this core really easy to build defensive teams with.
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Softboiled
- Seismic Toss
- Heal Bell/Stealth Rock/Toxic


Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Taunt
- Defog
- Roost

This is a stall core I have seen a lot of people use and I use it on many of my own teams. Blissey and Suicune get great synergy together due to their immense special and physical bulk, respectively. Crobat checks the fighting types the other two struggle against and breaks down opposing stall teams, while also providing hazard removal. The best thing about this core is how flexible it can be and how easy it is to put on teams. Blissey's movepool means she can provide either hazards or cleric support in addition to wish support, and likewise Bat has plenty of other options like Taunt + Toxic or Taunt + U-turn.
 
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Reserved for Balanced cores.

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Rest
- Calm Mind

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Protect
- Wish
- Heal Bell

Crobat @ Black Sludge
Ability: Inner Focus
EVs: 128 HP / 172 Atk / 4 SpD / 204 Spe
Jolly Nature
- Brave Bird
- Taunt
- Roost
- Defog

an old core i used to use a lot on balance teams, but it still works wonders. suicune gives you a strong wincon and defensive pivot, crobat gives you hazard control and an answer to the myriad of fighting types in uu (even with hera gone, mienshao and machamp are huge threats) and umbreon marries them perfectly by providing heal bell and wish support and having fantastic defensive synergy with the two. pair this core with a wallbreaking stealth rock user, a scarfer, and a set up sweeper that can break stall, and you have a pretty strong balanced team right there.
Ampharos @ Ampharosite
Ability: Static
EVs: 192 HP / 252 SpA / 44 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Dragon Pulse
- Heal Bell

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 112 Def / 148 SpD (I run a lot of SpDef cause scary Nidos but tbh you're kinda weak to a well-played Krook with this spread so it's up to you)
Calm Nature
- Scald
- Wish
- Protect
- Baton Pass

Gligar @ Eviolite
Ability: Immunity / Hyper Cutter
EVs: 252 HP / 4 Atk / 252 SpD (jk run a lot of creep imo)
Careful Nature
- Stealth Rock / Defog
- Earthquake
- U-turn
- Roost


Basically this is a 3-mon pivot core that has been popping up a lot on the ladder recently (variants are PhDef M-Amph + SpDef Gligar / PhDef Vap + SpDef Gligar on more offensive teams) that gives BO / Semi Stall / VoltTurn a flexible defensive core adapted to the rather offensive nature of the meta rn. All three pokemons have teh momentum moves and between them cover a lot of the usual utility (basically you still need SR OR hazard removal - I personally find myself using Defog Gligar on these cores a lot more because the only spinner / defogger you really synergize with are Blasters and Empoleon), including a reliable Volt Switch switch-in which I find über important currently, while providing checks to a good portion of the meta. Keep in mind you can play this defensive core very aggressively with teh momentum moves so apparent big threats like LO Shao, the increasingly popular Kyurem, SubCM HP Ice Kou, DD Haxorus, etc can't just whack you around like they normally would.
I find this kind of dynamic core sweet because of the advantageous match-up against both offense and those switch-heavy pink teams ala Bob the bro, very nice to ladder consistently with :)

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Rapid Spin
- Toxic Spikes
- Scald
- Acid Spray


Chandelure @ Leftovers
Ability: Flash Fire
EVs: 192 HP / 64 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Flamethrower
- Calm Mind
- Substitute


Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Roost
- Taunt

This is a very nice balance/bulky offense core that helps take care of each others checks and has overall nice synergy. With Starmie and Raikou gone Tentas viability has shot up it fits well on a good amount of team arches and is very reliable in doing it job, getting rid of and setting up hazards. T spikes and Sub CMers like Suicune etc. love each other, I opted to go with Chandy for this bc it helps beat Forre and gets rid of unneeded type stacking that I could of had if I went with cune. This core of these two mons can take care of stall extremely well. I rounded it out with Hydrei, one can run a scarf or lo set depending on what their team needs. Hydrei and Chandy have beautiful synergy same with Hydrei and Tenta. The taunt set is very good against wishers or rock setters like Krook and Pert that you already wall. Its good to run things that fuck up offense like Entei Lucario etc. since this core really takes a dump on balance well enough. Try it out see what u think.

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Slowking is a quite effective 'mon in the current meta; with Mega Ampharos dropping to an all-time low in viability (excluding the period of time where the tier was ruled by Mega Altaria and the sort), Raikou and Celebi gone, and people resorting to things like Heliolisk to check Suicune, something that beats both Suicune and the tier's influx of fighting-types barring Heracross is welcome to any balanced team. This is a defensive CM set which sets up on Suicune and beats a lot of stuff with Scald + Psyshock. Regenerator + Wish + Slack Off means it never dies, but florges is here mostly to keep it status-healthy, meaning it aromatherapy's away any Toxic or Burn that may be present on Slowking to stop a CM sweep. In addition, Florges takes Knock Offs and strong Bug-type attacks for Slowking, as well as beating every Electric-type in the tier and including electric types used from lower tiers (Rotom-C, Heliolisk, Jolteon.) It also beats the majority of the grass types in the tier barring Roserade and Shaymin with Seed Flare drops. Slowking beats nearly everything Florges struggles with, setting up on the Nidos, beating every Steel-type in the tier, as well as getting free CMs on Crobat. This core is very weak to Roserade and Shaymin and physical Grass-types, so a Steel-type like Mega Aggron or a bulky Flying-type like Crobat is welcome (I am using Crobat on my team, but with no item Acrobatics to deal with Beedrill-M better, which this core also struggles with.) However, I think you will find that with proper team support, this core can form a strong foundation for a good balance team in the current metagame. Keep you eye on Slowking, it's truly a brilliant 'mon in this meta. Especially if Serperior is banned as a result of the suspect test, which is another thing that this core struggles with, esp. Slowking, and the permanent removal of Serperior will make Slowking much better than ever before.

Forretress (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Volt Switch
- Spikes / Toxic Spikes
- Rapid Spin


Krookodile (M) @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Pursuit

another balance/bulky offense hazard control core that has been pretty popular recently, usually paired w/ florges due to defensive synergy w/ these two. forry has a hard time spinning against any team w/ a ghost and doesn't really want to run both spin and rocks because it hardly gets a chance to do both against more offensive teams, so a pokemon w/ pursuit and rocks makes perfect sense as a partner. pretty cool, just needs a solid answer to fires.
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Ice Shard
- Swords Dance
- Seed Bomb
- Earthquake

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Roar / Toxic

Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Moonblast / Psyshock
- Moonlight
- Substitute
  • Two potential win conditions
  • Bulky mons, so allow for a lot of switchins
  • All three mons can run different, yet still viable sets, allowing for you to surprised your opponent
  • Capitalize on the popularity of current top tier threats
Both MSnow and Cress are win conditions, with teams constantly having to keep to flow in their favor in order to avoid a setup sweep. One notable lacking of this core is the decreased healing in Moonlight, however.

Cobalion @ Leftovers / Shuca Berry
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Substitute / Stealth Rock / Magnet Rise

Jellicent @ Leftovers / Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 128 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Hex / Scald
- Will-O-Wisp
- Taunt

Jellicent can't really help Cobalion against powerful Ghost-types, but it can help it with almost everything else that checks Cobalion thanks to its incredibly diverse set of utility moves, typing, and utility. Taunt stops stall and bulky setup sweepers alike, while Will-O-Wisp allows Jellicent to wear down Pokemon and cripple offensive teams. If you choose Hex (which I recommend), bulky Psychic-types don't really stand a chance against you either. Jellicent also checks a few other Pokemon that are troublesome in general but don't necessarily scare Cobalion as much, including CurseLax and opposing Cobalion. Leftovers is a cool item for any defensive Pokemon to have, but Colbur Berry can sometimes be better to prevent you from being Pursuit-Trapped, while also giving you a chance to Will-O-Wisp Knock Off users like Krookodile, Mamoswine, Beedrill, etc. This Pokemon takes on a lot of different threats, and it brings lots of utility to the table on top of that.

This core is pretty effective against a large portion of the meta, but it still has a few roadblocks that can prevent it from being truly great. Ghost-types do severe damage to this core, and Chandelure in particular can singlehandedly destroy it, so a Ghost-check like Porygon2, Krookodile, or Hydreigon is helpful. Grass-types are also threatening, because neither Jellicent nor Cobalion can really damage them. Finally, despite Jellicent's Fire and Fighting-resistances, you should probably pack additional checks to Pokemon such as Entei, Heracross, Infernape, and Lucario, because Jellicent's physical bulk isn't the best. Florges works well as a teammate because it can absorb most Fighting attacks and heal these two whenever status gets them.
 
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Reserved for archived/outdated cores.

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast/HP Ice/Dazzling Gleam
- Psychic
- Shadow Ball
- Encore


Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball


Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Memento
- Pursuit
- Stone Edge

I love spikes + Alakazam. With its amazing special attack and speed, it is really able to abuse its powerful attacks and the constant damage that spikes puts out. Forretress is an excellent partner as it is easily able to get up hazards vs a lot of the tier, especially because SP Def Forre, and can volt-switch out on Empoleon who tries to defog. Trapping is probably my favorite strategy in UU and even though Jirachi has long left the tier, getting rid of pokemon that can remove hazards as well as prevent Alakazam from smacking is pretty nichze so that's why Duggy fits so well. I choose Pursuit over Sucker Punch just in-case my opponent brings in a Chandelure on a volt-switch. Since ghost types can no longer be trapped, I can "trap" them with pursuit and get rid of it, allowing for an easier spin as well as relieving pressure on the rest of my members. Memento is nice for an SD Luc with BP as it can deal with Aerodactyl which could otherwise cause problems for this core if Fore is low enough. Focus Blast/HP Ice/Dazzling Gleam all work on Zam. Gleam is good if you don't wanna miss vs Hydreigon as well as have a nice hit on dragons in general. Hp ice is good for catching spdef gligar on the switch 2hk0ing it and preventing it from getting rid of your hazards as well as checking a DD mence due to magic guard + focus Sash. Pretty solid core. Encore Zam is extremely underrated and very nice vs balance and fat teams.

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang/Rock Slide/Toxic


Stoutland @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 252 Spe
Adamant Nature
- Wild Charge
- Frustration
- Crunch
- Superpower


Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Roost
- Aerial Ace
- Pursuit/Earthquake/Aqua Tail

Probably the most played core in a sandstorm team and it's easy to understand why. Hippodown can set the Sandstorm easily thanks to it's great bulk and access to reliable recovery move, Slack Off. I like use Ice fang to check Salamence otherwise Rock Slide and Toxic are fine options too. With the sand Stoutland outspeeds the entire curent metagame barring rarely scarf like Crobat (lol) and got a great offensive power with the choice band so he can easily late game sweep. Aerodactyl is one of the greatest pokemon in the UU tier, although he is even more useful seeing as its special bulk roses on the sandstorm, allowing it to check the likes of Shaymin, Hydreigon and Pidgeot-M. Pursuit is a great option to trap chandelure that can be a huge pain for Stoutland's sweep.

For the teammates, these 3 mons really appreciate support given by scald spongers, such as Shaymin, Heracross and even Reuniclus. However, Roserade is also a nice one as it set ups spikes and makes Stoutland's work way easier.
 
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The following core I've used to some success in UU. My opinion on why it is a strong core of mons:

  • Two potential win conditions
  • Bulky mons, so allow for a lot of switchins
  • All three mons can run different, yet still viable sets, allowing for you to surprised your opponent
  • Capitalize on the popularity of current top tier threats

Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Ice Shard
- Swords Dance
- Seed Bomb
- Earthquake


Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Roar / Toxic


Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Moonblast / Psyshock
- Moonlight
- Substitute

Now for matchup against UU's current top threats -

    • Abomasnow - If it has prior damage, Abomasnow can beat it with priority Ice Shard. MAero can't switch in reliably at all to MSnow.
    • Rhyperior - If it lacks Aqua Tail, MAero can't do anything to it. Even if it has it, Rhyp can't be OHKOd and can OHKO in return, with Rock Blast or Stone Edge.
    • Cresselia - Can beat 1v1 usually, can lose to Taunt/Hone Claw varieties, but will usually scare out

    • Abomasnow - Can OHKO with Ice Shard
    • Rhyperior - Walls physical sets and will beat with STAB rock moves, but loses to Special sets
    • Cresselia - Can beat either set and potentially use as setup fodder

    • Abomasnow - Can beat 1v1, if you're feeling extra special you can use it to get up an SD on as well
    • Rhyperior - Loses
    • Cresselia - Can beat 1v1 if it has Psyshock, will often scare out if you avoid showing Moonblast as mono-attack due to possibility of letting a +6/+6 Cress behind a sub come to fruition

    • Abomasnow - Can pick off with Shard with prior damage
    • Rhyperior - Walls it, can set up rocks on it
    • Cresselia - Walls it completely, if it doesn't have taunt can use as fodder

    • Abomasnow - Loses, can EQ on the switch for great damage though
    • Rhyperior - Can take Fire moves extremely well, doesn't want to get burned but can still win 1v1 if it is
    • Cresselia - Can beat 1v1 as well, can Moonlight off any damage and PP stall Sacred Fire, often forcing a switch

These are just some examples of the S and A+ mons that this core can deal with relatively well. Of course, there may be some prediction/scouting involved (most notably there, Aqua Tail on MAero), but overall I think that these three deal with the current meta sufficiently.

Both MSnow and Cress are win conditions, with teams constantly having to keep to flow in their favor in order to avoid a setup sweep. One notable lacking of this core is the decreased healing in Moonlight, however.
 

kokoloko

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Forretress (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Volt Switch
- Spikes / Toxic Spikes
- Rapid Spin

Krookodile (M) @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Pursuit

another balance/bulky offense hazard control core that has been pretty popular recently, usually paired w/ florges due to defensive synergy w/ these two. forry has a hard time spinning against any team w/ a ghost and doesn't really want to run both spin and rocks because it hardly gets a chance to do both against more offensive teams, so a pokemon w/ pursuit and rocks makes perfect sense as a partner. pretty cool, just needs a solid answer to fires.
 
Offensive core:


Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk


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

Pretty simple. As a bunch of people have noticed, Curselax is pretty incredible right now. These two, while sharing a fighting weakness (probably should add Cress or someone for that), can work together to set up a sweep. In this case, because Snorlax isn't carrying Crunch (which, with Sleep Talk, he has better ability to beat Chesnaught), you use Krook to pursuit trap ghosts leading the way for Lax to Curse-up on pretty much any special attacker.
 

Lucipurrr

Banned deucer.
Offensive core:


Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk


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

Pretty simple. As a bunch of people have noticed, Curselax is pretty incredible right now. These two, while sharing a fighting weakness (probably should add Cress or someone for that), can work together to set up a sweep. In this case, because Snorlax isn't carrying Crunch (which, with Sleep Talk, he has better ability to beat Chesnaught), you use Krook to pursuit trap ghosts leading the way for Lax to Curse-up on pretty much any special attacker.
I would add Azelf over Cress tbh. Run something like

Azelf @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Reflect
- Light Screen
- Explosion
 

aim

pokeaimMD
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Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast/HP Ice/Dazzling Gleam
- Psychic
- Shadow Ball
- Encore



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball



Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Memento
- Pursuit
- Stone Edge

I love spikes + Alakazam. With its amazing special attack and speed, it is really able to abuse its powerful attacks and the constant damage that spikes puts out. Forretress is an excellent partner as it is easily able to get up hazards vs a lot of the tier, especially because SP Def Forre, and can volt-switch out on Empoleon who tries to defog. Trapping is probably my favorite strategy in UU and even though Jirachi has long left the tier, getting rid of pokemon that can remove hazards as well as prevent Alakazam from smacking is pretty nichze so that's why Duggy fits so well. I choose Pursuit over Sucker Punch just in-case my opponent brings in a Chandelure on a volt-switch. Since ghost types can no longer be trapped, I can "trap" them with pursuit and get rid of it, allowing for an easier spin as well as relieving pressure on the rest of my members. Memento is nice for an SD Luc with BP as it can deal with Aerodactyl which could otherwise cause problems for this core if Fore is low enough. Focus Blast/HP Ice/Dazzling Gleam all work on Zam. Gleam is good if you don't wanna miss vs Hydreigon as well as have a nice hit on dragons in general. Hp ice is good for catching spdef gligar on the switch 2hk0ing it and preventing it from getting rid of your hazards as well as checking a DD mence due to magic guard + focus Sash. Pretty solid core. Encore Zam is extremely underrated and very nice vs balance and fat teams.
 
I love it how one of the most competent players favourite strategy is arguably the least competitive one smh.
Use CTC's teams if you want to challenge yourself on the ladder, use aim's cores if you want easy wins. -_-
A win is a win is a win. Who cares how it happens. If aim has managed to find an effective strategy and he's willing to share it try and learn from it instead of dismissing it as "easy".
 

nv

The Lost Age
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Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast/HP Ice/Dazzling Gleam
- Psychic
- Shadow Ball
- Encore



Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball



Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Memento
- Pursuit
- Stone Edge

I love spikes + Alakazam. With its amazing special attack and speed, it is really able to abuse its powerful attacks and the constant damage that spikes puts out. Forretress is an excellent partner as it is easily able to get up hazards vs a lot of the tier, especially because SP Def Forre, and can volt-switch out on Empoleon who tries to defog. Trapping is probably my favorite strategy in UU and even though Jirachi has long left the tier, getting rid of pokemon that can remove hazards as well as prevent Alakazam from smacking is pretty nichze so that's why Duggy fits so well. I choose Pursuit over Sucker Punch just in-case my opponent brings in a Chandelure on a volt-switch. Since ghost types can no longer be trapped, I can "trap" them with pursuit and get rid of it, allowing for an easier spin as well as relieving pressure on the rest of my members. Memento is nice for an SD Luc with BP as it can deal with Aerodactyl which could otherwise cause problems for this core if Fore is low enough. Focus Blast/HP Ice/Dazzling Gleam all work on Zam. Gleam is good if you don't wanna miss vs Hydreigon as well as have a nice hit on dragons in general. Hp ice is good for catching spdef gligar on the switch 2hk0ing it and preventing it from getting rid of your hazards as well as checking a DD mence due to magic guard + focus Sash. Pretty solid core. Encore Zam is extremely underrated and very nice vs balance and fat teams.
That Alakazam sprite doe. Anyways I can heed to the effectiveness of this core, although I used Dread Plate Krookodile > Dugtrio but it still worked the same. Alakazam is a huge fkin threat atm.
 

aim

pokeaimMD
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That Alakazam sprite doe. Anyways I can heed to the effectiveness of this core, although I used Dread Plate Krookodile > Dugtrio but it still worked the same. Alakazam is a huge fkin threat atm.
I like dread plate krook as it forces switches and gets chip damage with pursuit. Definitely a good fit for the team. Also if you happen to run taunt it works well vs stuff like umbre and fat stuff
 
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I don't even think trapping is that easy, lol. You not only have to make sure that after you trap, there is something you can switch out to save Dugtrio, but you also have to make sure to bait in what you want to kill to make it worth it. And there are a lot of defoggers in the tier he can't trap, and spinners he can't beat (Crobat, PDef Forry).

That said I think SashZam is incredible right now because he stops my +1 Salamence from clicking outrage a lot :(
 

Hogg

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Here's a fairly straightforward VoltTurn core that is pretty easy to build around (sorry, BenzMafia - it's another trapper core):


Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect


Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]


Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 28 HP / 252 Atk / 228 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Frustration
- Drain Punch

Nothing fancy; just a straightforward VoltTurn core with Beedrill and Specs Magneton with the goal of weakening teams for a Slurpuff sweep. Mega-Bee and Magneton are great partners, with Beedrill able to scare off the few Special walls that can wall Specs Magneton, and Magneton completely shredding common switch-ins to Beedrill, especially Crobat, Mega-Aggron, Forretress, and non-EQ Aerodactyl, while also threatening bulky waters like Suicune and Empoleon. Beedrill lures these threats out while Magneton traps them or gets solid damage off with Volt Switch. HP Grass is there primarily for Swampert, who resists Flash Cannon and loves coming in to block your Volt Switch.

Slurpuff is an excellent partner to these two, able to set up on things like Salamence and Scarf Hydreigon (both potentially major threats to the Bee/Mag core), and benefiting greatly from Magneton trapping things like Forretress and MAggron. +6 Play Rough does a minimum of 68.5% to 252/252+ Suicune, meaning that after rocks damage and a single U-turn from Beedrill, Suicune cannot wall Slurpuff. EVs ensure that you outspeed Adamant Stoutland and scarfed base 108s.

For other teammates, you'll obviously want hazard support, since hazards destroy this team, while your own hazards will help bring things into Slurpuff's KO range. You'll also want a way of dealing with EQ M-Aero, who is a serious pain to your VoltTurn core. I've had good success with building out the VoltTurn even further using things like Hydreigon, Crobat or Forretress. That said, this is a fairly simple core to build around, so play with it and see what works for you.
 

Wanka

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UUPL Champion
(Heracross) @ Choice Band/flame orb/toxic orb
Ability: Guts
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature/jolly (jolly is recommended for orb sets)
- Close Combat
- Megahorn/swords dance (Swords dance for the orb sets)
- Stone Edge/facade(facade for the orb sets)
- Knock Off

(Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- ExtremeSpeed
- Flare Blitz

Ok so this is a core I've been using for a decent bit since the drops came down. It's a double wall breaking core with entei and hera obvi. These two powerful ass mons compliment each other really nicely. Entei really benefits from Hera coming down as the really only switch ins entei has are bulky waters like vaporeon, cune etc. which dont even like the burn chance tbh, but that is where heracross comes in. Hera doesn't mind switching into waters at all because of guts. in the event you get burned on a choice banded set you are pretty much sitting at a +2 CC and something dies. And the common mon (not as common anymore but still relevant) that is being used as of late to keep hera in check is doublade, which by no means 1. takes a knock off and 2. wants to take a sacred fire from entei. Also any fairy that hera doesn't really handle, entei can handle. Also with the SD orb sets idk how many times of SD'd on an empoleon and then okhod the incoming florges the next turn with facade. I've really never used an offensive core that synergizes as well as these two do. They put fear in opposing cores no doubt at all. And cleaners really benefit from these mons as well due to their hole punching ability. *cough cough* scarf mence *cough cough.*

Ik I have some slashes but the orb sets are becoming more and more common so I thought i might as well include them. But the core works the same either way
 
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Sacri'

the end is here
is a Community Contributor Alumnusis a Top Tiering Contributor Alumnus
Here's a balanced core that works around the sandstorm during the whole match.



Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang/Rock Slide/Toxic



Stoutland @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 252 Spe
Adamant Nature
- Wild Charge
- Frustration
- Crunch
- Superpower



Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Roost
- Aerial Ace
- Pursuit/Earthquake/Aqua Tail

Probably the most played core in a sandstorm team and it's easy to understand why. Hippodown can set the Sandstorm easily thanks to it's great bulk and access to reliable recovery move, Slack Off. I like use Ice fang to check Salamence otherwise Rock Slide and Toxic are fine options too. With the sand Stoutland outspeeds the entire curent metagame barring rarely scarf like Crobat (lol) and got a great offensive power with the choice band so he can easily late game sweep. Aerodactyl is one of the greatest pokemon in the UU tier, although he is even more useful seeing as its special bulk roses on the sandstorm, allowing it to check the likes of Shaymin, Hydreigon and Pidgeot-M. Pursuit is a great option to trap chandelure that can be a huge pain for Stoutland's sweep.

For the teammates, these 3 mons really appreciate support given by scald spongers, such as Shaymin, Heracross and even Reuniclus. However, Roserade is also a nice one as it set ups spikes and makes Stoutland's work way easier.
 
These cores are lookin great and every one has been up to par so far, thanks to everyone who's contributed! I've been updating the OP every couple days so all the cores posted so far are in the first few comments of this thread, along with some of the cores from the old thread that are still relevant and usable.

^In regards to that Sand one, I love using Facade on Stoutland over a coverage move to let it act as a pseudo-status absorber, surprising stuff with Will-o-Wisp, Scald, or Toxic Spikes teams. It's even better with Healing Wish Shaymin, which can restore Stoutland late-game and let it clean up with Frustration without getting worn down by status (and Synthesis in the sand doesn't work well anyway so HW is a great 4th slot).

Here's a fun offensive one:


Dragalge @ Draco Plate / Black Sludge
Ability: Adaptability
EVs: 248 HP / 8 Atk / 252 SpA
Modest Nature
- Draco Meteor
- Sludge Wave
- Dragon Tail
- Toxic Spikes


Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Protect
- Waterfall
- Crunch
- Ice Fang

Dragalge is an incredibly underrated mon that can bring bulky offensive teams a great set of resistances, utility, and power. It's great for wearing down Mega Sharpedo's checks early game with Toxic Spikes, shuffling things with Dragon Tail, and just doing incredible damage with its STABs. Things like Mega Aggron, Forretress, and sometimes even Fairies are forced to switch in a lot of the time, weakening them enough for Shark to finish them off late-game. Dragalge also resists Mega Sharpedo's weaknesses which can be nice to fall back on if you need to pull back from your sweep in a pinch. Standard Sharpedo set, but I'd like to point out that Protect works very well with TSpikes to wear stuff down, one example off the top of my head is Protecting vs. Mienshao to get it into Waterfall range after a round of poison.
 
Yolo Swag everybody! I have a nice balanced trapper core for you guys!

ThemSouls (Dugtrio) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Toxic/ Memento
- Sucker Punch

Canada (Pidgeot-Mega) @ Pidgeotite
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Defog
- U-turn

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Scald
- Baton Pass
- Wish
- Protect

We have a Dugtrio, Mega-Pidgeot, and a Vaporeon. Now I know vaporeon is for the most part outclassed by Alalalalalalalalmola, but vaporeons small niche in baton pass now makes it more valuable in this core. The idea around it is to catch an electric type on a U-turn or Baton pass. If its a grass type that is threatening the core, then pidgeot can potentially switch in take the grass move and proceed to go for hurricane or u-turn. My favorite part of this core is getting the u-turn on the Empoleon. Now the giant metal penguin is duggy bait! Getting the baton pass on MegaAmphy is also very satisfying. Of coarse this core can not stand alone. There are some errors in my madness.

1. You will be forced to go for the wish at one point! This makes your momentum game grow stale. Have a pokemon that will be able to take hits along side vaporeon like porygon 2 or cresselia.
2. Threats like Abamasnow and Miehshoa wreck the core. Having a fire type and something that can switch in on a fighting attack would be well suited. Once again, Cress does a good job at this role.
3. Guts Heracross takes a soul if not choiced. Some sort of fairy type to take on Heracross would good. Otherwise you have to let something die so you can bring in Mega-Pidgeot safely. You can try to predict the mega horn but thats dangerous waters. High risk High reward shit.
4. Snorlax sets up on this to an extent. Put a fighting type on, although switching in is dangerous with para.
5. The cores offensive abilities cannot break through all walls. Something that can set up on Umbreon and Florges would be beneficial. If you get the duggy vs florges scenario... 252 Atk Choice Band Dugtrio Earthquake vs. 252 HP / 232 Def Florges: 181-214 (50.2 - 59.4%) -- 81.6% chance to 2HKO after Leftovers recovery... you've got an 81.6 chance of coming out on top. I would rather switch to entei or snorlax imo.

Core works great with the right pokemates. I climbed 1400 to 1520 without losing a battle with a similar core. Props to Christo M8 for the brain storm.
 
Hey, guys. This core is one that I've seen a lot of different players use, and I've put it to good use as well. Though these Pokemon don't have great synergy from a typing perspective, they are both very good at dismantling common Balance/Stall cores. Without further ado, here it is.

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Earth Power
- Ice Beam
- Stealth Rock
- Sludge Wave



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


This core is incredibly effective because of its wallbreaking ability. Together, Nidoqueen and Krookodile are able to put the hurt on a variety of defensive Pokemon, including Florges, Mega Aggron, Cresselia, Nidoqueen, Bulky Salamence, Tentacruel, and Empoleon. They do also have some basic type synergy (Queen comes in on Fighting, Bug, and Fairy-type attacks without trouble), and they both benefit from the fact that they have decent bulk as well, allowing them to tank a few hits to KO threats that other Pokemon wouldn't.

It's also important to note that these sets aren't set in stone. You can really run a variety of spreads on these Pokemon (though the move choices are fairly limited), as well as a few different items. For example, you could run bulky SR Nidoqueen and/or Black Glasses Krookodile if you were so inclined. It just depends on the type of team.

As you'd expect, this core desperately needs the support of Pokemon that can switch into if not outright defeat the tier's Water-types. Though the core has no trouble muscling through some of the tier's Water-types, most of them still live their attacks and KO back. To a lesser extent, Grass and Ice-types must also be taken into consideration when building a team that utilizes this core.
 

Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus
Here's a pretty straightforward offensive core I've been using to some success:



This Dragon Dance core craps on the typical balance and balanced offense teams you tend to see on the UU ladder due to each of these sweeper's amazing power and ability to wear down or set up on the other's checks, overwhelming the opposition after securing hazards.

Sets:
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Ice Punch
- Crunch

Salamence @ Life Orb
Ability: Intimidate/Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Outrage
- Dragon Dance
- Earthquake
- Fire Blast/Iron Tail

Fairly standard sets, the last slot on Mence comes down to whether your team is more concerned about weakening Mega Aggro or taking down Florges. Outrage is preferable to Dragon Claw in this case since it does a lot more to Suicune and other bulky Waters that Gatr detests. Don't be afraid to set up early with this core, the whole point is to just punch holes with the first Dancer then sweep with the second one.
SD Gatr is also not a bad alternative here if you're worried about stall, though I personally wouldn't recommend it.


This core pairs well with something that doesnt mind absorbing Scald or Scald burns, like Heliolisk and Rotom-Mow, as well as a reliable hazard setter, like Krookodile or Nidoqueen. Offensive Nidoqueen in particular is great for smacking Steels and Fairies that trouble Mence and it also does a chunk to Suicune. Mence also really wants a good way to remove hazards, as otherwise Life Orb + Rocks will severely limit it's longevity.


EDIT: May as well include this one as well, I really really love this pair



Probably one of the most agitating VoltTurn duos I've used in UU, Rotom-Mow is a fantastic soft or hard check to almost every bulky Ground, Flying, or Water type that keeps Mienshao from spamming HJK and winning late game. The great thing about this core is that a lot of the stuff that can tank a hit from Specs Rotom-C gets maimed by Mienshao. Blissey, Hydreigon, Porygon-2, Goodra, Abomasnow, Shaymin, Sceptile, Magneton, etc.
But what really makes Rotom-Mow so irritating to deal with is that it's very hard to keep it from maintaining momentum with Volt Switch because no Ground type can really switch into it for fear of catching a Leaf Storm, and the price for mispredicting a Volt Switch with a bulky Ground type is too much to risk when considering Rotom's partner.
Trick is also a fantastic asset at Rotom's disposal to cripple certain walls that cause trouble for this core.

Of course, there are some things that can take on this core pretty well, like Florges, Cresselia, Whimsicott, and Chesnaught, so good partners for this core include bulky Fire types like Arcanine and Entei.
Sub CM Chandelure in particular is an excellent partner, since it handles defensive teams that tend to shrug off Choice users, as well as all the checks to this core listed above, and once again Rotom-C beats Water and Ground types for it while Chandelure can switch into Fire moves for it in return.

Steel types like Mega Aggron, Empoleon, Bronzong and Forretress are also good partners.
Empoleon and Forretress in particular make for excellent partners because, like all VoltTurn cores, this core loves having hazards to assist them and also having hazards off their field so they can VoltTurn at no cost.

Sets:

Rotom-Mow @ Choice Specs / Magnet
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick / HP Ice

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Stone Edge
- Knock Off
- U-turn
 
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Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus
Dont run Fireblast so Tangrowth can completely wall the core!

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Softboiled
- Seismic Toss
- Heal Bell/Stealth Rock/Toxic



Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Taunt
- Defog
- Roost

This is a stall core I have seen a lot of people use and I use it on many of my own teams. Blissey and Suicune get great synergy together due to their immense special and physical bulk, respectively. Crobat checks the fighting types the other two struggle against and breaks down opposing stall teams, while also providing hazard removal. The best thing about this core is how flexible it can be and how easy it is to put on teams. Blissey's movepool means she can provide either hazards or cleric support in addition to wish support, and likewise Bat has plenty of other options like Taunt + Toxic or Taunt + U-turn.
 
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Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar


Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Softboiled
- Seismic Toss
- Heal Bell/Stealth Rock/Toxic



Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Taunt
- Defog
- Roost

This is a stall core I have seen a lot of people use and I use it on many of my own teams. Blissey and Suicune get great synergy together due to their immense special and physical bulk, respectively. Crobat checks the fighting types the other two struggle against and breaks down opposing stall teams, while also providing hazard removal. The best thing about this core is how flexible it can be and how easy it is to put on teams. Blissey's movepool means she can provide either hazards or cleric support in addition to wish support, and likewise Bat has plenty of other options like Taunt + Toxic or Taunt + U-turn.
 
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