Resource SM Monotype Good Cores

AbrarWasee

formerly Train All
Don't see it listed anywhere, so gonna add a core I've been using.

Offensive Poison Core

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Thunderbolt

Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Flamethrower
- Ice Beam


This is a pretty simple wallbreaker+cleaner core with Choice Scarf Nihilego and Life Orb Nidoking. Nihilego is a great revenge killer and sweeper as it has high base Special Attack and Speed. With Beast Boost, it can snowball past foes easily. However, it is pretty much walled by Steel-types. This is solved by Nidoking, as they have good offensive synergy with Nidoking handling Steel-types with Earth Power and Flamethrower and Ground-types with Ice Beam. The power of Nidoking helps as it softens up the opposing team prior to Nihilego cleaning it. It can also provide Stealth Rock so that Nihilego get some crucial KOes. This core is weak to Psychic teams, so having something like Alolan Muk can help.
 

iLlama

Nothing personal, I protect my people
Offensive Grass Core
or
Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Stone Edge
- Superpower
- Zen Headbutt / Megahorn

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance / Rock Tomb

Serperior @ Leftovers / Miracle Seed
Ability: Contrary
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed / Dragon Pulse
- Substitute

or

Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Earth Power
- Nasty Plot
- Giga Drain / Hidden Power [Fire]
This is a simple offensive core utilizing a strong physical scarf, a priority sweeper and cleanerr, and a special attacker / wallbreaker.

Tapu Bulu
is our physical scarf and blanket offensive check to threats in the metagame, able to force threats out and deal heavy damage with it's monstrously strong terrain-boosted woodhammers. Bulu offers grass a unique blend of power and coverage as a scarf, with access to excellent moves such as Stone Edge and superpower to force out Bug/Flying/Fire/Steel/Ice type threats. The final move can either be Zen headbutt if you want to get chip on Mega-Venusaur, or Megahorn if you wanna hit Lati@s.

Breloom
is our physical sweeper, utilizing a combination of strong priority and Spore Utility to sweep teams after checks have been downed by Bulu and Serp/Celebi. Spore is your primary utility that can disable a threat, Swords Dance is for raising Attack, Mach Punch is your Fighting STAB and priority, Bullet Seed is your most powerful STAB both of which are boosted by Technician.

Serperior
is our first option for this core's special attacker and sweeper who can make great use of grassy terrain to boost Leaf Storms, which in turn boost SpA through Contrary. Substitute + Leech Seed allow Serperior to pester opponents throughout the match, while Dragon Pulse gives you coverage to hit Dragon types like Dragonite or Lati@s.

Celebi
is our second option for special attacker / sweeper, and brings strong coverage and Psychic STAB to the table. Psychic is your primary STAB, while Earth Power grants you useful ground coverage to hit Steel and Fire types. Nasty Plot lets Celebi boost Special Attack and bolster her offensive presence. From there you can run Giga Drain as powerful secondary STAB that is boosted by Bulu's Grassy Terrain or use Hidden Power [Fire] for nailing Steel types Earth Power can't hit like Mega-Scizor, Skarmory, and Ferrothorn.


Good Teammates
- Mega-Venusaur is a staple of grass teams and is part of the strong defensive core these Pokemon can lean on. It should be on every Grass Monotype.
- Cradily is another staple of the grass defensive core, and offers both a fire sponge and Stealth Rock hazards to support these sweepers.
- Ferrothorn is the last pillar of the grass defensive core, and alongside Cradily offers Grass substantial hazard stacking potential. Spikes support make it a lot easier for this offensive core to break down teams.

Threats:
- Fire Types are difficult for this core to pressure offensively. While Scarf Bulu can force out Slower threats like Charizard-Y or Heatran, you will have to rely on teammates to manage common threats like Scarf Victini or Infernape.
- Flying Types will give this core a lot of trouble, as many of them are too bulky to be threatened by scarf Bulu and can easily wall Serperior and Breloom. Again, you'll have to rely on your defensive core.
- Poison teams will be a problem, as Mega-Venusaur and Alola Muk can collective wall the entire core. Celebi can KO Muk-A with some chip, and threaten the rest of the core, but it will be a struggle.
- Speedy threats will force this core on the defensive. While Serperior occupies a nice speed tier, it's poor coverage requires clever positioning to make use of, and won't stop you from being vulnerable to fast, strong threats like Greninja, common scarves like Nihilego, Victini, Kyurem-B, Latios, etc.

Other Options
- Z-Hyper Beam is an option for Serperior if you want something to better hazard Poison and Flying teams. It sounds terrible, but since Grass is terrible offensive coverage and Serperior's movepool is shallow, Z-Hyper Beam offers a tremendous 200 BP nuke for hitting tanky targets neutrally. At +2 it deals 70% minimum to Mega-Saur at and KOs Zapdos after Stealth Rocks.
- Rock Tomb can be run on Breloom over either Swords Dance or Bullet Seed if you want to hit Bug / Fire / Flying types more efficiently. This also offers stronger neutral coverage for hitting Poison types like Mega-Venusaur if your defensive core be too worn down to handle it. However, you will definitely miss the power of Bullet Seed or the ability to boost with Swords Dance should you run it.
- Recover is an option over Nasty Plot on Celebi if you want to trade sweeping potential for sustain. However, this will hinder your ability to threaten Poison teams, particularly Alola-Muk.

Approved.
Offensive Grass Core

Tapu Bulu @ Rockium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Horn Leech
- Superpower

OR

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer/Horn leech
- Stone Edge
- Superpower
- Zen headbutt

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Tomb
- Spore
- Mach Punch
- Bullet Seed

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Hidden Power [Ice]
- Trick/Thunderbolt

Overview:
This core is straight from my team for which I also did a rmt,I used this core in my team for laddering and it has given me decent success with it. In this core, bulu servers as a powerful wallbreaker that opens up holes in the opposing team and deals with slower bulky mons. Both the sets either choice band or sword dance set make tapu bulu very effecient at breaking opposing walls that give other members of the core trouble.Breloom helps as a soft check to charizard y/volcarona and so on with its focus sash and rocktomb, not only that breloom is very good in this core in match ups like steel where it can cripple opposing pokemon with spore and clean up late game with mach punch. Lastly scarf rotom mow provides the core with a immediate speed and a way to deal with mega pinsir,scarf moxie heracross and pivoting with volt switch to keep up the momentum.

Tapu bulu with its high attack stat a good typing helps a lot as a wall breaker in this core.Both sets the rockium z set(s/o to The Excadrill for this set) and choice banded set are equally good and both sets have their own pros and cons. Sword dance allows tapu bulu to be a huge threat for opposing team capable of denting even the bulkiest of pokemon. whereas the choice banded set gives it immediate power as it may not get to set up sword dance in some match ups.Looking at the Sword dance set, Rockium z[stone edge] with sword dance allows tapu bulu to cover grass weakness more such as flying and fire and with sword dance and rockium z it can severely weaken toxapex and mega venasaur.Horn leech is its stab move and hits hard thanks to grassy terrain, wood hammer is an option here if you dont mind the recoil damage it takes. Stone edge along with rockium z allows bulu to better deal with fire and flying mons. Lastly superpower rounds off the coverage as it allows bulu to hit troublesome steel types such as heatran and ferrothorn for super effective damage.
For the banded set, it allows bulu to dish out some major damage without setting up sword dance however since it is choice band it requires prediction to use. Horn leech along with band and grassy terrain hits very hard capable of 2hko even targets that resist it, again wood hammer is an option if you dont mind recoil damage and for more power. zen headbutt deals with mega venusaur and toxapex as it can 2hko both with it. Other than that the set is the same as superpower and stone edge are used for the same reason mentioned in the sword dance set.

Standard Breloom Grass set, spore is for obvious crippling a member of the opposing team and spore is the selling point of breloom. Rock tomb along with focus sash allows breloom to 1v1 charizard x and y,volcaorna and mega pinsir to an extent as well. Mach punch is its priority move that is boosted by technician ability and allows it to clean up/revenge kill weakened team late game.Bullet seed is its strong stab move as boosted by technician. Breloom helps in making steel match up for the team a little easier.

Rotom mow adds speed to the core to deal and weaken faster threats to grass. Volt switch allows it to pivot in to a teammate without losing momentum for the team. Leaf storm is its strong stab move that helps in taking out neutral targets. Hidden power ice is used for landorous and dragon types like dragonite and garchomp.lastly, trick allows it to cripple a wall or set up sweeper.Thunderbolt is an option in place of trick if you need a strong electric stab move.

Some important calculations:
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 232 HP / 180+ Def Venusaur-Mega: 283-333 (78.8 - 92.7%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252+ Atk Tapu Bulu Wood Hammer vs. 252 HP / 232+ Def Toxapex in Grassy Terrain: 348-411 (114.4 - 135.1%) -- guaranteed OHKO
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 244-288 (73 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 252 HP / 252+ Def Celesteela: 303-357 (76.1 - 89.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tapu Bulu Zen Headbutt vs. 232 HP / 180+ Def Venusaur: 250-296 (69.6 - 82.4%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Tapu Bulu Wood Hammer vs. 252 HP / 232+ Def Toxapex in Grassy Terrain: 262-310 (86.1 - 101.9%) -- 12.5% chance to OHKO
252 SpA Rotom-Mow Volt Switch vs. 0 HP / 4 SpD Charizard-Mega-Y: 176-210 (59.2 - 70.7%) -- guaranteed 2HKO
252 SpA Rotom-Mow Thunderbolt vs. 0 HP / 4 SpD Charizard-Mega-Y: 224-266 (75.4 - 89.5%) -- guaranteed 2HKO
252 SpA Rotom-Mow Volt Switch vs. 0 HP / 4 SpD Pinsir-Mega: 216-254 (79.7 - 93.7%) -- guaranteed 2HKO

There a lot of threats to grass mono in general and this grass core is no exception to that!:
: fire types like charizardy/x and victini are threats to this core. Charizard y and x can be handled with sash breloom as breloom can 1v1 both IF sash is intact, victini is a worse problem for grass core as victini is usually scarf and either it can go uturn or vcreate the whole team/core as it outspeeds everything on this grass core.
: Mega pinsir is a threat if breloom has its sash broken or rotom mow is weakened as then it is time to simply click the x in most cases.volcnarona is handled by breloom if it decides to stay in and scizor is a huge problem as it can live at least one hit from each member from core.
The list is long but these are some crucial ones.

Put Swords Dance as a slash after Rock Tomb on Breloom. Otherwise you're good.
Don't see it listed anywhere, so gonna add a core I've been using.

Offensive Poison Core

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Power Gem
- Hidden Power [Ice]
- Thunderbolt

Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Flamethrower
- Ice Beam


This is a pretty simple wallbreaker+cleaner core with Choice Scarf Nihilego and Life Orb Nidoking. Nihilego is a great revenge killer and sweeper as it has high base Special Attack and Speed. With Beast Boost, it can snowball past foes easily. However, it is pretty much walled by Steel-types. This is solved by Nidoking, as they have good offensive synergy with Nidoking handling Steel-types with Earth Power and Flamethrower and Ground-types with Ice Beam. The power of Nidoking helps as it softens up the opposing team prior to Nihilego cleaning it. It can also provide Stealth Rock so that Nihilego get some crucial KOes. This core is weak to Psychic teams, so having something like Alolan Muk can help.
Approved.
 
Bulky Offensive Fire Core
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Defog
- Roost / Focus Blast / Tailwind

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Shadow Bone
- Flare Blitz
- Bonemerang
- Stealth Rock / Swords Dance / Knock Off
This is a bulky offensive core for Fire teams using Charizard-Y that makes use of Alola-Wak's electric immunity.

Mega-Charizard Y
is our Special Attacker and Sun setter, one of the most potent wallbreakers on Fire. Zard is capable of breaking down defensive cores with powerful sun-boosted Fire Blasts and handy Grass coverage with Solarbeam. Access to defog helps support the team should Torkoal be unable to spin. Roost can be run to give Zard more sustain or Focus Blast to hit Heatran and Tyranitar, while Tailwind can act as a surprise to give other threats the speed to clean.

Marowak-Alola
is our physical tank and wallbreaker, and offers an electric immunity to cover Mega-Zard Y (and the rest of the fire team's) weakness to Electric attacks, denying threats like Tapu Koko or Zapdos from generating momentum with Volt Switch to bring in dangerous threats like Lando-T or Alola-Golem. Shadow Bone also provides potent secondary Ghost STAB to nuke targets with, namely Mega-Slowbro. Flare Blitz is your Fire STAB of choice, capable of 2HKOing almost anything in the sun, including Mandibuzz and Porygon-2. Bonemerang hits threats like Tyranitar and Toxapex,

Good Teammates
- Torkoal is an excellent sun setter, stealth rock setter, and most important, Rapid Spinner, and is a staple of any Fire monotype.
- Volcanion is an excellent teammates for this core with it's water immunity and strong coverage options. Bloom Doom does an excellent job of busting peevesome Water-type threats.
- Victini and Infernape are good scarves who can clean up after Marowak and Mega-Zard Y after they've broken defensive cores.

Threats:
- Strong Set up is going to be a huge threat to Fire teams, such as Double Dance Lando-T, Salamence, or Azumarill. Having a sashed pokemon or effective immunities/resists is important.
- Stealth Rocks are going to give this core a lot of trouble, and Mega-Zard Y can't always be relied upon to remove them. Rapid Spin Torkoal can take a lot of pressure off.
- Bulky Water teams can be a pain for this core, as Charizard Y can't break threats like Mantine and Toxapex while Alola-Wak struggles with Swampert and is checked by far more Water types than Zard Y.

---

Balanced Water Core
Gyarados @ Leftovers / Flyium Z
Ability: Intimidate / Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Substitute
- Waterfall

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Protect / Scald
- Stealth Rock
- Toxic / Roar

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Recover
- Scald
- Haze
This is a balance core utilizing a defensive hazard setter, and specially defensive T-Spikes setter, and an offensive win/con turn staller. Sub-bounce + Toxic Spikes is the main draw of this core.

Gyarados
is the star of this core, utilizing Sub-Bounce to stall turns and put out meaty offensive pressure. Dragon Dance is how you boost, Waterfall and Bounce are your STABs, and Substitute protects you from status and unnecessary damage. Bounce, combined with Substitute, can prove an incredible nuisance when abusing Toxic Spikes support from Toxapex.

Swampert
is our physically defensive tank and stealth rock setter, as well as electric immunity. Earthquake is your primary STAB, Stealth Rock is your main utility, and Toxic and Roar can both be used to Stall out and cripple / phaze threats. Protect is good for stalling out Toxic damage, lefties recovery, and scouting threats like Tapu Koko, Magearna, and so on.

Toxapex
is the last piece of this balanced core, utilizing a specially defensive spread to sponge Grass-type attacks and check special attackers from Magearna to Greninja. Scald is for spreading burns, Recover is your recovery, Haze keeps you from becoming set up bait, while Toxic Spikes supports the other two members of the core.

Good Teammates
- Greninja is an excellent cleaner and special attacker for breaking threats this core can't touch, namely bulky grass and poison types.
- Mantine or Tapu Fini can support this core with defog, as Gyarados hates switching in on Stealth Rocks.
- A secondary win-condition like Mega-Slowbro or Mega-Sharpedo can clean once this core has whittled down opposing teams.

Threats:
- Grass Types, especially Ferrothorn, will be difficult for this core to wear down, even with Bounce Gyarados.
- Electric Teams are obviously going to be extremely hazardous for this core, as Swampert struggles to check threats like Tapu Koko, Xurkitee, and Alola Raichu (all of which can run Grass coverage).
- Strong Set Up can trample this core if you aren't careful. Toxapex lacks the offensive presence to check boosting threats beyond just hazing them, and Swampert can be difficult to sustain.

---​

Bulky Offensive Ghost Core
Hoopa @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Nasty Plot

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
This is a bulky offensive core utilizing a special tank and physical tank to supply sustained offensive and defensive presence on Ghost.

Hoopa
is our special attacker and special tank, hitting extremely hard off of 150 SpA and sponging hits well with 80/130 Special Bulk. The combination of Psychic and Ghost STAB, along with Fighting coverage in Focus Blast, is extremely difficult to wall or switch into. And with the exception of Dark-type attacks, Hoopa takes special attacks like Scald or Thunderbolt very well. Nasty Plot let's you boost and break defensive threats easily.

Doublade
is our physical attacker and physically defensive tank, with high natural bulk bolstered by Eviolite and excellent defensive typing. A pretty standard set, Swords Dance and Shadow Sneak let you clean weakened teams while Iron Head offer Steel STAB and Sacred Sword rounds out your coverage to hit Normal, Dark, and Steel types.

Good Teammates
- Mega-Sableye sponges the Ghost and Dark type attacks this core cannot.
- Mimikyu supports this core as a blanket offensive check for threats this core cannot address, such as strong Dark types or other sweepers and wallbreakers.
- Marowak-Alola is an excellent rocks setter and physical wallbreaker to help support this core.

Threats:
- Dark types are going to be a problem for any ghost team, and this core will have to rely on teammates to manage them both defensively and offensively.
- Physical Fire / Ground attackers can be a problem, as they cannot be checked effectively by Doublade and are generally difficult for the entire Ghost defensive cores to deal with.

---​

Offensive Momentum Steel Core
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
This is an offensive core utilizing a strong physical attacker / cleaner and their ability to pivot into a Special Attacker and trapper to remove checks for the former.

Scizor-Mega
is our physical attacker and pivot, utilizing strong priority and U-turn to hazard opposing types. Scizor-M's excellent typing and bulk allow it to check many offensive threats whilst having an imposing offensive presence itself. While walled by Steel types, U-turn allows Mega-Scizor to pivot into the second member of this core (or other appropriate threats). 92 Speed allows Mega-Scizor to outrun uninvested (and lightly invested) base 80s like Mega-Venusaur or Mandibuzz while also avoiding getting trapped by Magnet Pull Magnezone.

Magnezone
is our Special Attacker and Steel trapper who can trap and dispose of threats that wall Mega-Scizor. These threats include Skarmory, Ferrothorn, and Celesteela. Outside of trapping, Magnezone offers an offensive check to Water and Flying type threats and generates momentum with Volt Switch, completing a Voltturn core with Mega-Scizor.

Good Teammates
- Celesteela or Skarmory should be on any Steel team, as they check huge a wide breadth of offensive threats and offer Steel an essential ground immunity.
- Heatran is mandatory on any steel team for it's Fire immunity, but also serves as an excellent special attacker and tank.
- Ferrothorn helps support this core with Spikes Stack and whittling teams down with Leech Seed whilst scouting dangerous moves with Protect.

Threats:
- Fire types will obviously hazard this team, especially Alola-Marowak who can switch into Magnezone and consistently steal momentum from you.
- Bulky Water teams can be a hassle, as Magnezone is easily switched into by every Electric immunity on Water, forcing you to predict, double switch, or sacrifice momentum.
 
Last edited:
I get the format of the OP is based on official tiers' versions of this resource. However, this is Monotype. I think it would be much more useful to separate the cores by type so that when someone is looking for, say, an offensive Flying core, they can open the "Flying" hide tag and find it easily rather than open "Offensive Cores".

Going to make some comments on cores that I think need to be updated from long, long time ago.
New Meta Normal Cancer

+
+
(shoutouts pokemondb and deviantart for the sprites)

Chansey @ Eviolite
Ability: Natural Cure
EVs: 136 HP / 252 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Heal Bell/ Thunder Wave
- Soft-Boiled

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Foul Play
- Recover
- Hidden Power [Fire]/Discharge/Thunder Wave/Toxic
- Ice Beam

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 248 HP / 156 Def / 104 SpD
Careful Nature
- Rest
- Sleep Talk/Roar
- Return/Frustration/ U-Turn
- Toxic/Roar


In its neweset rendition the normal cancer core is back with a surprising new addition: Eviolite type null. Acknowledging that everyone in monotype knows what chansey and porygon 2 do I will instead focus on their movesets and explain type null in more detail.

Chansey: Chansey is the same old fat bitch who absorbs attacks it shouldn't and the only option of choice here is twave over heal bell but I personally feel that bell is better because of tspike spam and allowance supporting type null with its rest. Another option is toxic but I find it redundant in the current steel spam meta.

Porygon -2: A must need wall since there has been an insane physical power creep this generation with threats like mega metagross and mega mawile returning, normal needs the trusty physical wall. Foulplay is mandatory so that you can actually touch mmeta and the like as otherwise regular bolt beam/bolt wave are all bad sets. Ice beam is overall the best coverage as it hits grounds + flying which can always help normal as p2 can ko lando I which is otherwise a nuisance.

Type Null: At first glance this thing is negligible, but with eviolite and 95/95/95 bulk it is more bulky than jirachi/mew and the like! To mitigate its awesomeness trollfreak gave it shit moves but fortunately it has recovery in the form of rest talk which allows this thing to check act as an amazing status absorber and act as a blanket check to many things such as The Excadrill , Landorus - I, Doge (rip zydoge), kartana (it lives neutral hits for days). The moves are self explanatory as return hits hard (95 attack) and toxic wears things down. Roar is an interesting option over either sleep talk with heal bell chansey or toxic if set up sweepers are a concern.

Pair these 3 with bulkraptor and diggersby/ditto/meloetta/alolan raticate/ dodrio to form a formidable core.
Type: Null is terrible. Also, Toxic / Thunder Wave should be the 3rd move for Chansey.

Balanced Flying Core
With Celesteela being added to the Flying type, Balanced Flying has a new and improved Skarmory as the teams physically defensive backbone. While Celesteela can't cover the field with rocks teammates such as Landorus-I can and bring the team a nice Electric immunity. Lastly and most importantly the teams specially defensive defogging wall, Zapdos is introduced to the core. Without further ado, here is the core!


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Heavy Slam
- Toxic
- Leech Seed
- Protect

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 192 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Toxic
- Defog
- Roost

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Rock Slide
- Stealth Rock

Celesteela is the teams premiere Ice and Rock type switchin. This allows Flying to take neutral damage to those supereffective types. Celesteela also provides great team support with Leech Seed and Toxic which allows it to widdle down the opponent's health and simultaneously recover health back through Leech Seed for itslef or the team. Protect is a great move on Celesteela as it allows it not only to scout moves from the opponent such as Choice locked recovery but also its great passive recovery and allows Celesteela to chip down the opposibg team. Finally Heavy Slam is mainly to hit annoying Ice and Rock types that threaten the team while also providing great coverage for fairy types.
Zapdos provides the team with a decent defensive pivot while also having the ability to clear hazards such as Stealth Rocks from your side of the field. Zapdos can stall out Electric teams due to its great typing allowing it to take neutral damage to electric types. Since most of Electric is Specially oriented Zapdos has an easy time switching into most electric type attacks. Volt Switch helps the team slowly gain momentum and pivot into an appropriate teammate to take on the foe. Zapdos then has the option of using Toxic to wear down the foe further and or to use heat wave to wear down steel and ice types further.
Landorus-I is the core offensive presence and stealth rock setter. Due to Celesteela effectively replacing Skarmory there us no obvious Stealth Rocks and Landorus-I brings an offensive presence allowing it to setup rocks on the switch out. Earth Power is Landorus-I's main stab and helps Flying deal with annoying electric and rocks types while taking care of Fire, Steel and Poison type pokemon. Rock Slide was the second move I decided to use was to help me cover Ice and Flying types while hittong Ground resistant Fire types for Supereffective damage like Charizard-Y and Rotom-Heat. Lastly Focus Blast was practically mandatory as it helps the team take down pokemon such as Heatran, Kyurem-Black, Lapras, and bulky normal types such as Porygon2 and some other annoying threatning pokemon to the flying monotype.

Good Teammates
- Charizard Y is a great wallbreaker with Drought and Fire Blast it can tear through any unresisted specially defensive wall. Charizard-Y can also stop sand and rain which severely threaten flying. Focus Blast hits again bulky normal types, ice, steel, rock and dark types. Defog can provide the team with a secondary pokemon to helo clear Stealth Rocks off the field or Roost can preserve Charizard-Y to help it wallbreak longer into the battle.

- This also can help deal with annoying threats such as Paralyzing any nondark type setup sweeper and can cover many different types with coverage. It can also offer strong late game setup sweeper and cleaner with Nasty Plot. Coverage moves it can run are Thunderbolt, HP [Ice], Grass Knot and Focus Blast.

- Dragonite can work as a teams setup sweeper or Choice Banded cleaner. Outrage is strong stab that can help the team break through opposing teams. Extreme Speed is Dragonite's most reliable move that allows it to work as a great late game setup sweeper. Superpower, Fire Punch, and Earthquake are all viable options on banded dragonite. Dragon Dance prefers Outrage, Extreme Speed and Earthquake. Dragonite can also break special walls down for Landorus-I and Charizard-Y.

- Assault Vest Tornadus can form a nice core with Zapdos making a voltturn core. Hurricane can cover Flying, Grass and Bug types and confuse opposing pokemon. Tornadus-Therian's moveset can be customized around the teams need with options of Superpower, U-turn, Knock Off and Heat Wave.

- Togekiss aka the teams rely on hax mon. With access to moves such as Thunder Wave, Roost, Nasty Plot and Air Slash; Togekiss can fully shut down slower teams by flinching them to death, acting as a cleric pokemon or simply outspeed most of the unboosted metagame with a choice scarf.

- In gen 7 mantine was blessed with the 2 utility moves in Defog and Roost. Mantine can provide the team with another toxic user, can provide the team with another defog user or can haxs the opposing team with 100% 30% chance to scald burn. Mantine overall is another great Special wall that flying has access to. Water Absorb can also help the team take on annoying water types and no longer makes the keldeo+terrakion core a pain for flying as Celesteela is a tech for Stone Edge from Terrakion and Mantine can absorb any scald or hydro pump keldeo can throw.
The Celesteela set should not have Toxic. Flamethrower or Earthquake are better. Also, replacing Skarmory on Flying is a recipe for disaster, so I'd honestly revisit this core and think about how to change it. I'm also not sure how Landorus is particularly a good teammate for these two Pokemon? Shouldn't this core be changed to Skarmory + Zapdos + Mantine and put in Defensive Cores?

Also, why do we have a Tyranitar + Mandibuzz + Alolan Muk core and also a Tyranitar + Mandibuzz core? The Tyranitar + Mandibuzz core is pointless. Isn't the Tyranitar + Mandibuzz + Alolan Muk core a Defensive Core anyway? It shouldn't be a Balance Core.
 

iLlama

Nothing personal, I protect my people
Bulky Offensive Fire Core
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Defog
- Roost / Focus Blast / Tailwind

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Shadow Bone
- Flare Blitz
- Bonemerang
- Stealth Rock / Swords Dance / Knock Off
This is a bulky offensive core for Fire teams using Charizard-Y that makes use of Alola-Wak's electric immunity.

Mega-Charizard Y
is our Special Attacker and Sun setter, one of the most potent wallbreakers on Fire. Zard is capable of breaking down defensive cores with powerful sun-boosted Fire Blasts and handy Grass coverage with Solarbeam. Access to defog helps support the team should Torkoal be unable to spin. Roost can be run to give Zard more sustain or Focus Blast to hit Heatran and Tyranitar, while Tailwind can act as a surprise to give other threats the speed to clean.

Marowak-Alola
is our physical tank and wallbreaker, and offers an electric immunity to cover Mega-Zard Y (and the rest of the fire team's) weakness to Electric attacks, denying threats like Tapu Koko or Zapdos from generating momentum with Volt Switch to bring in dangerous threats like Lando-T or Alola-Golem. Shadow Bone also provides potent secondary Ghost STAB to nuke targets with, namely Mega-Slowbro. Flare Blitz is your Fire STAB of choice, capable of 2HKOing almost anything in the sun, including Mandibuzz and Porygon-2. Bonemerang hits threats like Tyranitar and Toxapex,


Good Teammates
- Torkoal is an excellent sun setter, stealth rock setter, and most important, Rapid Spinner, and is a staple of any Fire monotype.
- Volcanion is an excellent teammates for this core with it's water immunity and strong coverage options. Bloom Doom does an excellent job of busting peevesome Water-type threats.
- Victini and Infernape are good scarves who can clean up after Marowak and Mega-Zard Y after they've broken defensive cores.

Threats:
- Strong Set up is going to be a huge threat to Fire teams, such as Double Dance Lando-T, Salamence, or Azumarill. Having a sashed pokemon or effective immunities/resists is important.
- Stealth Rocks are going to give this core a lot of trouble, and Mega-Zard Y can't always be relied upon to remove them. Rapid Spin Torkoal can take a lot of pressure off.
- Bulky Water teams can be a pain for this core, as Charizard Y can't break threats like Mantine and Toxapex while Alola-Wak struggles with Swampert and is checked by far more Water types than Zard Y.

---

Balanced Water Core
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Substitute
- Waterfall

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Protect / Scald
- Stealth Rock
- Toxic / Roar

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Recover
- Scald
- Haze
This is a balance core utilizing a defensive hazard setter, and specially defensive T-Spikes setter, and an offensive win/con turn staller. Sub-bounce + Toxic Spikes is the main draw of this core.

Gyarados
is the star of this core, utilizing Sub-Bounce to stall turns and put out meaty offensive pressure. Dragon Dance is how you boost, Waterfall and Bounce are your STABs, and Substitute protects you from status and unnecessary damage. Bounce, combined with Substitute, can prove an incredible nuisance when abusing Toxic Spikes support from Toxapex.

Swampert
is our physically defensive tank and stealth rock setter, as well as electric immunity. Earthquake is your primary STAB, Stealth Rock is your main utility, and Toxic and Roar can both be used to Stall out and cripple / phaze threats. Protect is good for stalling out Toxic damage, lefties recovery, and scouting threats like Tapu Koko, Magearna, and so on.

Toxapex
is the last piece of this balanced core, utilizing a specially defensive spread to sponge Grass-type attacks and check special attackers from Magearna to Greninja. Scald is for spreading burns, Recover is your recovery, Haze keeps you from becoming set up bait, while Toxic Spikes supports the other two members of the core.


Good Teammates
- Greninja is an excellent cleaner and special attacker for breaking threats this core can't touch, namely bulky grass and poison types.
- Mantine or Tapu Fini can support this core with defog, as Gyarados hates switching in on Stealth Rocks.
- A secondary win-condition like Mega-Slowbro or Mega-Sharpedo can clean once this core has whittled down opposing teams.

Threats:
- Grass Types, especially Ferrothorn, will be difficult for this core to wear down, even with Bounce Gyarados.
- Electric Teams are obviously going to be extremely hazardous for this core, as Swampert struggles to check threats like Tapu Koko, Xurkitee, and Alola Raichu (all of which can run Grass coverage).
- Strong Set Up can trample this core if you aren't careful. Toxapex lacks the offensive presence to check boosting threats beyond just hazing them, and Swampert can be difficult to sustain.

---​

Bulky Offensive Ghost Core
Hoopa @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Nasty Plot

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
This is a bulky offensive core utilizing a special tank and physical tank to supply sustained offensive and defensive presence on Ghost.

Hoopa
is our special attacker and special tank, hitting extremely hard off of 150 SpA and sponging hits well with 80/130 Special Bulk. The combination of Psychic and Ghost STAB, along with Fighting coverage in Focus Blast, is extremely difficult to wall or switch into. And with the exception of Dark-type attacks, Hoopa takes special attacks like Scald or Thunderbolt very well. Nasty Plot let's you boost and break defensive threats easily.

Doublade
is our physical attacker and physically defensive tank, with high natural bulk bolstered by Eviolite and excellent defensive typing. A pretty standard set, Swords Dance and Shadow Sneak let you clean weakened teams while Iron Head offer Steel STAB and Sacred Sword rounds out your coverage to hit Normal, Dark, and Steel types.


Good Teammates
- Mega-Sableye sponges the Ghost and Dark type attacks this core cannot.
- Mimikyu supports this core as a blanket offensive check for threats this core cannot address, such as strong Dark types or other sweepers and wallbreakers.
- Marowak-Alola is an excellent rocks setter and physical wallbreaker to help support this core.

Threats:
- Dark types are going to be a problem for any ghost team, and this core will have to rely on teammates to manage them both defensively and offensively.
- Physical Fire / Ground attackers can be a problem, as they cannot be checked effectively by Doublade and are generally difficult for the entire Ghost defensive cores to deal with.

---​

Offensive Momentum Steel Core
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
This is an offensive core utilizing a strong physical attacker / cleaner and their ability to pivot into a Special Attacker and trapper to remove checks for the former.

Scizor-Mega
is our physical attacker and pivot, utilizing strong priority and U-turn to hazard opposing types. Scizor-M's excellent typing and bulk allow it to check many offensive threats whilst having an imposing offensive presence itself. While walled by Steel types, U-turn allows Mega-Scizor to pivot into the second member of this core (or other appropriate threats).

Magnezone
is our Special Attacker and Steel trapper who can trap and dispose of threats that wall Mega-Scizor. These threats include Skarmory, Ferrothorn, and Celesteela. Outside of trapping, Magnezone offers an offensive check to Water and Flying type threats and generates momentum with Volt Switch, completing a Voltturn core with Mega-Scizor.


Good Teammates
- Celesteela or Skarmory should be on any Steel team, as they check huge a wide breadth of offensive threats and offer Steel an essential ground immunity.
- Heatran is mandatory on any steel team for it's Fire immunity, but also serves as an excellent special attacker and tank.
- Ferrothorn helps support this core with Spikes Stack and whittling teams down with Leech Seed whilst scouting dangerous moves with Protect.

Threats:
- Fire types will obviously hazard this team, especially Alola-Marowak who can switch into Magnezone and consistently steal momentum from you.
- Bulky Water teams can be a hassle, as Magnezone is easily switched into by every Electric immunity on Water, forcing you to predict, double switch, or sacrifice momentum.
  • Fire: Approved.
  • Water: Add Flynium Z and Moxie as slashes for Gyarados, otherwise approved.
  • Ghost: Approved.
  • Steel: Are the Scizor's HP EVs for anything specific? If so please say what they're for in the descriptions. Otherwise apporved.
I get the format of the OP is based on official tiers' versions of this resource. However, this is Monotype. I think it would be much more useful to separate the cores by type so that when someone is looking for, say, an offensive Flying core, they can open the "Flying" hide tag and find it easily rather than open "Offensive Cores".

Going to make some comments on cores that I think need to be updated from long, long time ago.

Type: Null is terrible. Also, Toxic / Thunder Wave should be the 3rd move for Chansey.


The Celesteela set should not have Toxic. Flamethrower or Earthquake are better. Also, replacing Skarmory on Flying is a recipe for disaster, so I'd honestly revisit this core and think about how to change it. I'm also not sure how Landorus is particularly a good teammate for these two Pokemon? Shouldn't this core be changed to Skarmory + Zapdos + Mantine and put in Defensive Cores?

Also, why do we have a Tyranitar + Mandibuzz + Alolan Muk core and also a Tyranitar + Mandibuzz core? The Tyranitar + Mandibuzz core is pointless. Isn't the Tyranitar + Mandibuzz + Alolan Muk core a Defensive Core anyway? It shouldn't be a Balance Core.
The defensive Normal-type core has been removed, but you may feel free to resubmit one truedrew. The Excadrill, feel free to make changes to your Flying core and resubmit it as it's been removed. Dark cores fixed.

On a side note, the general OP and such has been updated quite a bit and cores are now separated not only by playstyle, but also by type as well. If any links don't seem to be working for you feel free to let me know and I'll check it out. We've still got a good amount of empty slots to fill so don't be shy in submitting more cores.
 

Harpp

No rain, no flowers.
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Offensive Normal Core

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Spore
- Whirlwind/Taunt

Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Double-Edge
- U-turn

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic/Psyshock
- Hyper Voice
- Focus Blast
- Shadow Ball/Energy ball

This is an offensive normal core that is very common on hyper offensive normal teams, the idea behind the core is to pressure the opponent through sticky web, stealth rock and strong attackers in staraptor and meloetta.Staraptor and meloetta are great offenive partners dealing with each others check efficiently. Staraptor helps in revenge killing where as meloetta wall breaks for staraptor, making it easier to clean.
smeargle provides the core with much needed support in the form of sticky web and stealth rock to pressure the opponent. Spore is to cripple a pokemon for few turns and whirlwind allows smeargle to phaze out opposing pokemon, taunt can be used in the last slot as well as it allows smeargle to stop opposing hazard setters. Sticky web+stealth rock support is greatly appreciated by the offensive core as it makes it easier to clean/sweep.
staraptor with its reckless ability and high powered stab moves can do serious damage to opposing team denting most pokemon. Brave bird is its main stab move that is boosted by its ability reckless,close comabat deals with grounded steel types such as ferrothorn,heatran and so on. Double edge helps vs electric types that resist its brave bird and lastly uturn allows to maintaining momentum for the team and bringing a team mate safely on a predicted switch.
Choice specs meloetta is an awesome wall breaker that makes it very hard to switch into outside of dedicated special walls. Choice specs and modest nature is used to maximize the damage potential. Hyper voice is the main stab move that has all around good neutral coverage being only resisted by rock,steel,ghost(immunity). Focus blast deals with steel and rock types such as heatran,ferrothorn,empoleon,tyranitar,cradily and so on. Psychic helps to take out fighting and poison types such as breloom and mega venusaur,toxapex etc. Psyshock can also be used to do good damage vs pokemon such as chansey,quiver dance volcorona and such. Energy ball can also be used in the last slot to hit water types such as azumarill,rotom wash for super effective damage.

Team options
-Porygon2 with its z conversion set can effectively clean once staraptor + meloetta have weakened the opposing team.
-Diggersby with its huge power ability and ground typing can be a great wall breaker on the team that will also be useful vs steel types, it also has access to priority in quick attack.
-Ditto can be a good teammate as well as it deters the opposing team from setting up to win as ditto can simply copy the boost and wreak havoc on the opponents team.

Threats
-Since the team lacks its own hazard control outside of taunt smeargle which is not reliable, hazard stacking teams can be a problem for this core as staraptor will be worn down gradually from switching around.
-Fast taunt users will stop smeargle in its track and it will not be able to set sticky web and stealth rock which is very important for the team/core to effectiveky function.
-scarf terrakion is a problem as to take it out you need sticky web and scarf staraptor.


Balanced Ground Core

Garchomp @ Rocky Helmet
AbiliGty: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Dragon Tail
- Stealth Rock
- Fire Blast/Toxic
- Earthquake

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Superpower
- Earthquake
- Icicle Crash

This is a balanced core from my sand less ground team that is very decent. Here we have Defensive garchomp to set up stealth rock and punish physical attackers with rocky helmet+ rough skin, seismitoad as a water check and a sponge to special attacks with an AV set and lastly mamoswine fills in the core as a threatening wall breaker with a choice banded set.

Since I built a sand less ground team i wanted something to punish/switch in to most physical attackers for the team and also a reliable stealth rock user so garchomp is the ideal one here as it sets up stealth rock as garchomp forces switches, dragon tail is to phaze out and rack up residual damage. Fire blast is for steel types such as ferrothorm,skarmory,celessteela. fire blast can be replaced by toxic however the ability to hit bulky steel types like skarmory and ferrothorn is always appreciated. Earthquake even when uninvested hits decently hard thanks to its high attack stat. As for the item, rocky helmet is used to punish physical attackers as rocky helmet+rough skin punishes physical attackers for 30% hp every time a contact move is made. The given speed ev let it outspeed jolly base 70 pokemon and the rest of the evs are dumped in hp and defensive for maximizing physical bulk.

Seismitoad helps out on the core as water check and a special attack sponge since it is immune to water moves thanks to its ability and with AV it can sponge most special attacks for the team. scald is the water stab move with a nifty chance to burn the opponent. Earthpower being its ground stab helps vs pokemon such as magearna which are very threatening. Sludge wave helps out vs fairy and grass types such as azumarill,tapu bulu,tapu fini and so on.Lastly knock off is used to cripple item reliant pokemon such as porygon2 and chansey. Knock off is a great utility move on seismitoad that helps it remove items from aforementioned pokemon. The speed evs on seismitoad lets it outspeed adamant invested tapu bulu and deal with it with slude wave.

Mamoswine fills in the role of wall breaker on the core with a choice banded set. Mamoswine with its ability thick fat is also an answer to ice type moves for the team. With a choice band and a typing that covers many types offensively mamoswine easily threatens most teams. Ice shard is its priority move that helps in revenge killing or taking out dragon types. Icicle crash is its stronger ice stab move capable of denting most pokemon. Superpower helps vs air balloon heatran,ferrothorn and the cancer normal core of chansey+porygon2 as it is difficult to switch into superpower. Adamant nature is used for more power.

Team Options
1.Landorous therian- Ideal teammate with intimidate and ground immunity, its double dance set makes it an asset vs both defensive and offensive teams.
2.Nidoking- Fearsome wall breaker for the team with amazing coverage.
3.Excadrill- scarf mold breaker excadrill can be used to mitigate the problem of immediate speed. Its stab steel move also helps vs fairy types such as tapu bulu,which is a threat to ground teams.
4.Krookodile-Scarf moxie krookodile can be used as well as it will steam roll with moxie boosts late game.
5.Dugtrio- It can be used along side nidoking to trap and kill a special wall/threat for the team.

Threats
water types like greninja pose a threat to this core as it can wreck havoc with its life orb set and protean boosted attack however seismitoad checks greninja as long as seismitoad is healthy. Life orb variants can also be revenge killed by excadrill, easier said than done though :/

Grass types like tapu bulu,breloom and pose a problem to this core however adamant invested bulu is handled by seismitoad as it speed creeps it, choice scarf variants of bulu however 2hko defensive garchomp. Breloom is a problem due to its spore shenanigans.
-charizard y can be a problem as well but it is checked by scarf excadrill or other scarf user with a rock move.

 
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Wouldn't it be easier to separate the cores by type and then playstyle, rather than the other way around?

That way all the cores for a single type would be grouped together and it'd be easier to navigate.

Maybe something like this?
Defensive Cores


(Contributed by HNBL)


Offensive Cores


(Contributed by Tyke)


(Contributed by Tyke)




Balance Cores

None Available! Feel free to post one!
 
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iLlama

Nothing personal, I protect my people
Offensive Normal Core

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Sticky Web
- Spore
- Whirlwind/Taunt

Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Double-Edge
- U-turn

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic/Psyshock
- Hyper Voice
- Focus Blast
- Shadow Ball/Energy ball

This is an offensive normal core that is very common on hyper offensive normal teams, the idea behind the core is to pressure the opponent through sticky web, stealth rock and strong attackers in staraptor and meloetta.Staraptor and meloetta are great offenive partners dealing with each others check efficiently. Staraptor helps in revenge killing where as meloetta wall breaks for staraptor, making it easier to clean.
smeargle provides the core with much needed support in the form of sticky web and stealth rock to pressure the opponent. Spore is to cripple a pokemon for few turns and whirlwind allows smeargle to phaze out opposing pokemon, taunt can be used in the last slot as well as it allows smeargle to stop opposing hazard setters. Sticky web+stealth rock support is greatly appreciated by the offensive core as it makes it easier to clean/sweep.
staraptor with its reckless ability and high powered stab moves can do serious damage to opposing team denting most pokemon. Brave bird is its main stab move that is boosted by its ability reckless,close comabat deals with grounded steel types such as ferrothorn,heatran and so on. Double edge helps vs electric types that resist its brave bird and lastly uturn allows to maintaining momentum for the team and bringing a team mate safely on a predicted switch.
Choice specs meloetta is an awesome wall breaker that makes it very hard to switch into outside of dedicated special walls. Choice specs and modest nature is used to maximize the damage potential. Hyper voice is the main stab move that has all around good neutral coverage being only resisted by rock,steel,ghost(immunity). Focus blast deals with steel and rock types such as heatran,ferrothorn,empoleon,tyranitar,cradily and so on. Psychic helps to take out fighting and poison types such as breloom and mega venusaur,toxapex etc. Psyshock can also be used to do good damage vs pokemon such as chansey,quiver dance volcorona and such. Energy ball can also be used in the last slot to hit water types such as azumarill,rotom wash for super effective damage.

Team options
-Porygon2 with its z conversion set can effectively clean once staraptor + meloetta have weakened the opposing team.
-Diggersby with its huge power ability and ground typing can be a great wall breaker on the team that will also be useful vs steel types, it also has access to priority in quick attack.
-Ditto can be a good teammate as well as it deters the opposing team from setting up to win as ditto can simply copy the boost and wreak havoc on the opponents team.

Threats
-Since the team lacks its own hazard control outside of taunt smeargle which is not reliable, hazard stacking teams can be a problem for this core as staraptor will be worn down gradually from switching around.
-Fast taunt users will stop smeargle in its track and it will not be able to set sticky web and stealth rock which is very important for the team/core to effectiveky function.
-scarf terrakion is a problem as to take it out you need sticky web and scarf staraptor.


Balanced Ground Core

Garchomp @ Rocky Helmet
AbiliGty: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Dragon Tail
- Stealth Rock
- Fire Blast/Toxic
- Earthquake

Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Scald
- Earth Power
- Sludge Wave
- Knock Off

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Superpower
- Earthquake
- Icicle Crash

This is a balanced core from my sand less ground team that is very decent. Here we have Defensive garchomp to set up stealth rock and punish physical attackers with rocky helmet+ rough skin, seismitoad as a water check and a sponge to special attacks with an AV set and lastly mamoswine fills in the core as a threatening wall breaker with a choice banded set.

Since I built a sand less ground team i wanted something to punish/switch in to most physical attackers for the team and also a reliable stealth rock user so garchomp is the ideal one here as it sets up stealth rock as garchomp forces switches, dragon tail is to phaze out and rack up residual damage. Fire blast is for steel types such as ferrothorm,skarmory,celessteela. fire blast can be replaced by toxic however the ability to hit bulky steel types like skarmory and ferrothorn is always appreciated. Earthquake even when uninvested hits decently hard thanks to its high attack stat. As for the item, rocky helmet is used to punish physical attackers as rocky helmet+rough skin punishes physical attackers for 30% hp every time a contact move is made. The given speed ev let it outspeed jolly base 70 pokemon and the rest of the evs are dumped in hp and defensive for maximizing physical bulk.

Seismitoad helps out on the core as water check and a special attack sponge since it is immune to water moves thanks to its ability and with AV it can sponge most special attacks for the team. scald is the water stab move with a nifty chance to burn the opponent. Earthpower being its ground stab helps vs pokemon such as magearna which are very threatening. Sludge wave helps out vs fairy and grass types such as azumarill,tapu bulu,tapu fini and so on.Lastly knock off is used to cripple item reliant pokemon such as porygon2 and chansey. Knock off is a great utility move on seismitoad that helps it remove items from aforementioned pokemon. The speed evs on seismitoad lets it outspeed adamant invested tapu bulu and deal with it with slude wave.

Mamoswine fills in the role of wall breaker on the core with a choice banded set. Mamoswine with its ability thick fat is also an answer to ice type moves for the team. With a choice band and a typing that covers many types offensively mamoswine easily threatens most teams. Ice shard is its priority move that helps in revenge killing or taking out dragon types. Icicle crash is its stronger ice stab move capable of denting most pokemon. Superpower helps vs air balloon heatran,ferrothorn and the cancer normal core of chansey+porygon2 as it is difficult to switch into superpower. Adamant nature is used for more power.

Team Options
1.Landorous therian- Ideal teammate with intimidate and ground immunity, its double dance set makes it an asset vs both defensive and offensive teams.
2.Nidoking- Fearsome wall breaker for the team with amazing coverage.
3.Excadrill- scarf mold breaker excadrill can be used to mitigate the problem of immediate speed. Its stab steel move also helps vs fairy types such as tapu bulu,which is a threat to ground teams.
4.Krookodile-Scarf moxie krookodile can be used as well as it will steam roll with moxie boosts late game.
5.Dugtrio- It can be used along side nidoking to trap and kill a special wall/threat for the team.

Threats
water types like greninja pose a threat to this core as it can wreck havoc with its life orb set and protean boosted attack however seismitoad checks greninja as long as seismitoad is healthy. Life orb variants can also be revenge killed by excadrill, easier said than done though :/

Grass types like tapu bulu,breloom and pose a problem to this core however adamant invested bulu is handled by seismitoad as it speed creeps it, choice scarf variants of bulu however 2hko defensive garchomp. Breloom is a problem due to its spore shenanigans.
-charizard y can be a problem as well but it is checked by scarf excadrill or other scarf user with a rock move.

Change the 4 HP on Meloetta to either Def or SpD and the Ground core is fine.
Wouldn't it be easier to separate the cores by type and then playstyle, rather than the other way around?

That way all the cores for a single type would be grouped together and it'd be easier to navigate.

Maybe something like this?
Defensive Cores


(Contributed by HNBL)

Offensive Cores


(Contributed by Tyke)


(Contributed by Tyke)




Balance Cores

None Available! Feel free to post one!
Realistically, both ways are simple to navigate. One way you look for the type in a list of tabs, click on the tab, and find your playstyle. The current way you look at what playstyle you want, click on its tab, and then find the type you want. I don't see a reason to change it.
 
Offensive Dark Core
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 48 HP / 252 Atk / 4 Def / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn / Flash Cannon

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hydro Pump
- Gunk Shot
- U-turn / Rock Slide
This is an offensive core for more offensively oriented Dark Teams.

Tyranitar
is our physical wallbreaker, sporting excellent Dual Rock/Dark STABs to break defensive cores. Banded Pursuit is also able to trap and KO threats effectively, even more so abusing U-turn support from other members of the core or teammates. The speed investment is to let Tyranitar outspeed common threats like Rotom-Wash, Mega-Venusaur, and Skarmory.

Hydreigon
is our special wallbreaker, breaking defensive cores with strong STABs in Draco Meteor and Dark Pulse. Fire Blast coverage hits Steels, Grasses, and most Fairies. The last move can go to Flash Cannon to hit fairies reliably or U-turn to generate momentum.

Greninja
is our cleaner, hitting an ungodly speed tier with Choice Scarf and able to threaten out and clean teams with Protean boosted coverage. Hydro Pump is your strongest move, while Ice Beam is a reliable attack that covers flying, dragon, and ground threats. Gunk Shot hits Fairies and is also your strongest physical attack. The final slot be U-turn to generate momentum or Rock Slide to check Volcarona and punish Mantine for switching in.

Good Teammates
- Mandibuzz is an excellent blanket defensive check for Dark teams, and also the best hazard control. It also has U-turn to safely bring in these offensive threats.
- Krookadile / Bisharp make good Stealth Rock setters, since this Tyranitar is offensive. Krookadile is better IMO for Electric immunity and Intimidate.

Threats:
- Magearna, obviously, is going to set up and sweep this core (and dark) with little issue, so be careful to have a way of whittling it such as Alola-Muk.
- Opposing offense, namely Sand Ground and Swift Swim will be difficult to manage; threats like Excadrill and Kingdra will tear the team apart (although scarf ninja outspeeds both).
 
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Offensive Bug Core
Pinsir @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
- Quiver Dance
This is basic offensive sweeper Bug core that I was honestly baffled wasn't already posted.

Mega Pinsir
is a physical sweeper and wallbreaker, abusing aerilate-boosted STAB frustrations to break down balance builds. With a single Swords Dance Mega-Pinsir is capable of shattering bulky cores like Water's or Poison's. Quick Attack gives it priority to clean offensive types as well. Close Combat hits Steel- and Rock-types that resist Flying and is solid neutral coverage, and also peevesome Dark-type likes Tyranitar
Volcarona
is a special wallbreaker and sweeper, using Z-Fire Blast as a huge nuke to bust defensive checks to standard Lum / Lefties Volcarona sets. Giga Drain hits Ground, Rock, and Water types while Hidden Power Ground hits Fire types, most notably Heatran.

Good Teammates
- Armaldo / Forretress are near mandatory to ensure Stealth Rocks are off the field, as they cripple both sweeper's capacity to sweep.
- Galvantula's Sticky Webs offer great support for Mega-Pinsir, who is fairly slow, and Volcarona who can still be outsped by several common scarves even at +1.
- Scizor is a strong source of priority for Rock types that threaten both of these sweepers, and can also use U-turn to pivot into them safely.

Threats:
- Electric teams are very dangerous for this core, and Bug in general, and Volcarona will struggle to find opportunities to set up safely without being put into Alolan Raichu's kill range.
- Fire teams are obviously difficult to set up or sweep, and will put a lot of pressure on your teammates.
 
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Harpp

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Balanced Fairy Core

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play/Spikes

Clefable @ Babiri Berry/Leftovers
Ability: Magic Guard/Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Soft-Boiled/Moonlight
- Stealth Rock
- Fire Blast

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Overview
This is a pretty balanced core for fairy where klefki provides utility or support to the team in the form of dual screens, Clefable provides stealth rock utility to the team while also being a check to set up sweepers with its ability unaware. Lastly azumarill attempts to sweep aided by the support provided by klefki and clefable.
: Klefki provides the team with invaluable support in the form of dual screens and prankster thunderwave to stop threatening pokemon. Dual screen support from klefki allows the team to sponge hits better and harder to revenge kill, it also allows teammates to set up easily due to dual screen support. Foul play is used to punish physical set up sweepers such as mega scizor. Spikes is an option over foul play to set hazards and punish switch-ins.As for the item,light clay is used to increase the turns of reflect and light screen.
: The primary role of clefable on the core is to set up stealth rock to pressure types such as fire,bug,ice,flying etc while also being a check to threatening pokemon to fairy mono such as mega scizor. Moonblast is a stab move that hits somewhat decently even when uninvested. Fire blast is for steel types who otherwise completely wall this set. Softboiled is for sustain/recovery. As for the ability,one can run magic guard to be immune to hazards,status moves or weather damage or one can run unaware ability to check scizor for the team as the ev spread allows clefable to check even banded scizor at full
*252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 172 Def Clefable: 338-402 (85.7 - 102%) -- 12.5% chance to OHKO
*0 SpA Clefable Fire Blast vs. 248 HP / 136 SpD Scizor: 312-368 (90.9 - 107.2%) -- 43.8% chance to OHKO
If using magic guard ability, one has the option to run babiri berry to check mega scizor while using magic guard,however leftovers can be run as well for longetivity.
:Belly drum azumarill cleans up very effectively late game when the opposing team is worn down. Belly drum allows azumarill to be a huge threat which becomes almost difficult to wall out. Aqua jet is used here since it is stab move and a priority move letting it bypass azumarill's low speed and sweep. Play rough is the other obligatory stab move that hits very hard after a boost and helps in taking out types that resist aqua jet such as water types. Knock off is a great utility move that removes item from opposing pokemon and takes out some steel types as well:
+6 252 Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 314-370 (89.2 - 105.1%) -- 31.3% chance to OHKO
+6 252 Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Celesteela: 330-389 (82.9 - 97.7%) -- guaranteed 2HKO after Leftovers recovery
Maximum speed investment is used here to outspeed base 70 pokemon and bulky variants of mega scizor.Normalium z in tandem with belly drum ensures azumarill will always get a belly drum and leaves it with 51% hp, On the other hand sitrus berry can be run as well to allow some other teammate to use z move. However if sitrus berry is used one must make sure that azumarill has 4 evs into hp so that azumarill eats berry first before using belly drum.
Threats
Poison types such as Toxapex and mega venusaur wall the core and a trouble for mono fairy to take down.Offensively pokemon such as nidoking are trouble as well as it can take out klefki and clefable with its stab ground and poison moves.
Steel types such as Mega scizor,Magearna are also a threat to this core as mega scizor will be difficult to take out if klefki and clefable are at low health and Magearna will steam roll with appropriate moves once it takes down a pokemon.
Teammates
-Tapu bulu: Amazing wall breaker for the core that appreciates hazard and dual screen support from the core. Choice banded tapu bulu will be a good additon to this core as it hits extremely hard with grassy terrain boosted wood hammer.
-Tapu koko: Very good speed with awesome coverage lets it take out pokemom such as celessteela and skarmory for the team. Also pressuring water and flying types.
-Magearna: Above average bulk with a very good typing in steel/fairy lets it fill in variety of roles for the team such as shift gear sweeper,AV set to sponge special attacks for the team or be an choice specs user to hit hard right off the bat.
-Tapu fini: Tapu fini is a good partner/teammate as well as the defensive set with hp fire allows to check mega scizor and it can provide the team with defog support as well.
 
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iLlama

Nothing personal, I protect my people
Offensive Dark Core
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Flash Cannon

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hydro Pump
- Gunk Shot
- U-turn
This is an offensive core for more offensively oriented Dark Teams.

Tyranitar
is our physical wallbreaker, sporting excellent Dual Rock/Dark STABs to break defensive cores. Banded Pursuit is also able to trap and KO threats effectively, even more so abusing U-turn support from other members of the core or teammates. The speed investment is to let Tyranitar outspeed common threats like Rotom-Wash, Mega-Venusaur, and Skarmory.

Hydreigon
is our special wallbreaker, breaking defensive cores with strong STABs in Draco Meteor and Dark Pulse. Fire Blast coverage hits Steels, Grasses, and most Fairies. The last move can go to Flash Cannon to hit fairies reliably or U-turn to generate momentum.

Greninja
is our cleaner, hitting an ungodly speed tier with Choice Scarf and able to threaten out and clean teams with Protean boosted coverage. Hydro Pump is your strongest move, while Ice Beam is a reliable attack that covers flying, dragon, and ground threats. Gunk Shot hits Fairies and is also your strongest physical attack for other threats like Mantine. The final slot be U-turn to generate momentum or Rock Slide to check Volcarona and punish Mantine for switching in.

Good Teammates
- Mandibuzz is an excellent blanket defensive check for Dark teams, and also the best hazard control. It also has U-turn to safely bring in these offensive threats.
- Krookadile / Bisharp make good Stealth Rock setters, since this Tyranitar is offensive. Krookadile is better IMO for Electric immunity and Intimidate.

Threats:
- Magearna, obviously, is going to set up and sweep this core (and dark) with little issue, so be careful to have a way of whittling it such as Alola-Muk.
- Opposing offense, namely Sand Ground and Swift Swim will be difficult to manage; threats like Excadrill and Kingdra will tear the team apart (although scarf ninja outspeeds both).
200 Speed invest on Tyranitar does not let it outspeed Rotom-W, it ties with it, so either add more invest or remove that bit in the description. You mention U-turn as an option for Hydreigon over Flash Cannon so add that as a slash in the set. Same thing with Rock Slide on Greninja. I would choose a different example for what Gunk hits because without Life Orb and minimal invest, it's doing little to no damage to the standard Mantine spread. Please fix how Krookodile is spelled as well. Add these changes and I'll look again.
Offensive Bug Core
Pinsir @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
- Quiver Dance
This is basic offensive sweeper Bug core that I was honestly baffled wasn't already posted.

Mega Pinsir
is a physical sweeper and wallbreaker, abusing aerilate-boosted STAB frustrations to break down balance builds. With a single Swords Dance Mega-Pinsir is capable of shattering bulky cores like Water's or Poison's. Quick Attack gives it priority to clean offensive types as well. Close Combat hits Steel and Rock types that resist Flying and is solid neutral coverage.
Volcarona
is a special wallbreaker and sweeper, using Z-Fire Blast as a huge nuke to bust defensive checks to standard Lum / Lefties Volcarona sets. Giga Drain hits Ground, Rock, and Water types while Hidden Power Ground hits Fire types, most notably Heatran.

Good Teammates
- Armaldo / Forretress are near mandatory to ensure Stealth Rocks are off the field, as they cripple both sweeper's capacity to sweep.
- Galvantula's Sticky Webs offer great support for Mega-Pinsir, who is fairly slow, and Volcarona who can still be outsped by several common scarves even at +1.
- Scizor is a strong source of priority for Rock types that threaten both of these sweepers, and can also use U-turn to pivot into them safely.

Threats:
- Electric teams are very dangerous for this core, and Bug in general, and Volcarona will struggle to find opportunities to set up safely without being put into Alolan Raichu's kill range.
- Fire teams are obviously difficult to set up or sweep, and will put a lot of pressure on your teammates.
CC on Mega Pinsir is also for Dark-types like Tyranitar, which can run through Bug teams if you've lost your physical check. Otherwise it's approved.
Balanced Fairy Core

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play/Spikes

Clefable @ Leftovers
Ability: Magic Guard/Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Fire Blast

Azumarill @ Normalium Z
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Overview
This is a pretty balanced core for fairy where klefki provides utility or support to the team in the form of dual screens, Clefable provides stealth rock utility to the team while also being a check to set up sweepers with its ability unaware. Lastly azumarill attempts to sweep aided by the support provided by klefki and clefable.
: Klefki provides the team with invaluable support in the form of dual screens and prankster thunderwave to stop threatening pokemon. Dual screen support from klefki allows the team to sponge hits better and harder to revenge kill, it also allows teammates to set up easily due to dual screen support. Foul play is used to punish physical set up sweepers such as mega scizor. Spikes is an option over foul play to set hazards and punish switch-ins.As for the item,light clay is used to increase the turns of reflect and light screen.
: The primary role of clefable on the core is to set up stealth rock to pressure types such as fire,bug,ice,flying etc while also being a check to threatening pokemon to fairy mono such as mega scizor. Moonblast is a stab move that hits somewhat decently even when uninvested. Fire blast is for steel types who otherwise completely wall this set. Softboiled is for sustain/recovery. As for the ability,one can run magic guard to be immune to hazards,status moves or weather damage or one can run unaware ability to check scizor for the team as the ev spread allows clefable to check even banded scizor at full
*252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 172 Def Clefable: 338-402 (85.7 - 102%) -- 12.5% chance to OHKO
*0 SpA Clefable Fire Blast vs. 248 HP / 136 SpD Scizor: 312-368 (90.9 - 107.2%) -- 43.8% chance to OHKO
:Belly drum azumarill cleans up very effectively late game when the opposing team is worn down. Belly drum allows azumarill to be a huge threat which becomes almost difficult to wall out. Aqua jet is used here since it is stab move and a priority move letting it bypass azumarill's low speed and sweep. Play rough is the other obligatory stab move that hits very hard after a boost and helps in taking out types that resist aqua jet such as water types. Knock off is a great utility move that removes item from opposing pokemon and takes out some steel types as well:
+6 252 Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 314-370 (89.2 - 105.1%) -- 31.3% chance to OHKO
+6 252 Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Celesteela: 330-389 (82.9 - 97.7%) -- guaranteed 2HKO after Leftovers recovery
Maximum speed investment is used here to outspeed base 70 pokemon and bulky variants of mega scizor.Normalium z in tandem with belly drum ensures azumarill will always get a belly drum and leaves it with 51% hp, On the other hand sitrus berry can be run as well to allow some other teammate to use z move. However if sitrus berry is used one must make sure that azumarill has 4 evs into hp so that azumarill eats berry first before using belly drum.
Threats
Poison types such as Toxapex and mega venusaur wall the core and a trouble for mono fairy to take down.Offensively pokemon such as nidoking are trouble as well as it can take out klefki and clefable with its stab ground and poison moves.
Steel types such as Mega scizor,Magearna are also a threat to this core as mega scizor will be difficult to take out if klefki and clefable are at low health and Magearna will steam roll with appropriate moves once it takes down a pokemon.
Teammates
-Tapu bulu: Amazing wall breaker for the core that appreciates hazard and dual screen support from the core. Choice banded tapu bulu will be a good additon to this core as it hits extremely hard with grassy terrain boosted wood hammer.
-Tapu koko: Very good speed with awesome coverage lets it take out pokemom such as celessteela and skarmory for the team. Also pressuring water and flying types.
-Magearna: Above average bulk with a very good typing in steel/fairy lets it fill in variety of roles for the team such as shift gear sweeper,AV set to sponge special attacks for the team or be an choice specs user to hit hard right off the bat.
-Tapu fini: Tapu fini is a good partner/teammate as well as the defensive set with hp fire allows to check mega scizor and it can provide the team with defog support as well.
Put Moonlight as a slash after Soft-Boiled on Clefable since you have Unaware slashed in the set. Also, slash Babiri Berry before Leftovers on Clefable as well. Note that Babiri is for Magic Guard sets since there isn't too much of a reason to run it on MG sets. Adamant Max Speed Azumarill still outspeeds bulky Mega Scizor so either put Adamant first, or remove the bit about Mega Scizor and slash Adamant after Jolly. Let me know when it's changed.
 

Harpp

No rain, no flowers.
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Offensive Psychic Core

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Thunder Punch

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Def
- Counter
- Psychic
- Shadow Ball
- Focus Blast

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Overview
This core works as mega medicham being an insanely powerful wall breaker and victini being a speed control with scarf set to revenge kill and alakazam with sash counter set works as a check to threatening pokemon for mono psychic teams such as mega sharpedo,bisharp,double dance landorous and many other threatening physical attackers. This core has a good offensive synergy as it covers each other checks/weakens pokemon on opposing team.
Thanks to pure power, mega medicham is a potent wall breaker that shreds apart defensive and balanced builds. As for the moveset, High jump kick is its main stab move that hits insanely hard,hitting most pokemon that are not immune to it for a sizable amount of damage. Fake out allows mega medicham to safely mega evolve while also helping to pick off weakened pokemon.Thunder punch to hit water types like mega slowbro for good damage as mega slowbro is one of the few switchins to mega medicham.Zen headbutt is used to better deal with mega venusaur,toxapex core that can give mega medicham some trouble. Bullet punch and ice punch are decent options to run as well as Bullet punch in tandem with fake out allows mega medicham to abuse double priority which makes mega medicham harder to get revenge killed,helps in revenge killing opposing pokemon and works very well vs offensive teams. Where as Ice punch allows mega medicham more coverage as it can take out flying types with it such as zapdos with fake out+ice punch and dragonite.Adamant nature is an option to run over jolly if more power is desired. However jolly nature is useful to speed tie with the crowded 100 base speed tier.
Alakazam on the core acts as a general check to sweepers with its sash counter set, it can check pokemon like mega sharpedo,bisharp,mega gyarados etc which are threatening for mono psychic teams. It has the ability magic guard which makes it immune to status,hazards,weather damage and guarantees focus sash use.Psychic is the main stab move while focus blast is used for pokemon that resist psychic or are immune to hit such as heatran,tyranitar,hydreigon,ferrothorn etc. Shadow ball is used for ghost types such as alolan marowak.
Vicitni is a very good partner for alakazam as it clears out bug types with its strong fire stab move in vcreate and makes steel match up a lot more easier. Standard Victini set,Vcreate allows for wall breaking and takes out most offensive targets. Bolt strike is for water types that resist its stab move such as gyarados. U-turn is to keep up the momentum while doing chip damage on potential switchins and bringing a teammate in safely. Blueflare allows victini to take out bug types without having the stat drop of vcreate which makes victini easier to get revenge killed.
Team Options
-Latios: Great offensive defogger and specia wall breaker for the team. With amazing speed and sp.atk makes up for an ideal teammate.
-Slowbro: Good physical wall for the team to sponge physical hits for the team and to spread paralysis with thunder wave.
-Jirachi: Specially defensive wall with stealth rock support,healing wish,uturn etc is an ideal teammate for the core.
-Deoxys speed: Fast dual screen setter or suicide lead with hazards is a good teammate as well if one is building Hyper offense team around the core.
-Mew: Great sweeper/cleaner with its nasty plot mewnium z set.

Edit: Updated post
 
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iLlama

Nothing personal, I protect my people
Offensive Psychic Core

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature/Adamant Nature
- High Jump Kick
- Fake Out
- Bullet Punch/Thunder Punch
- Ice Punch/Zen Headbutt

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Counter
- Shadow Ball
- Focus Blast

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare

Overview
This core works as mega medicham being an insanely powerful wall breaker and victini being a speed control with scarf set to revenge kill and alakazam with sash counter set works as a check to threatening pokemon for mono psychic teams such as mega sharpedo,bisharp,double dance landorous and many other threatening physical attackers. This core has a good offensive synergy as it covers each other checks/weakens pokemon on opposing team.
Thanks to pure power, mega medicham is a potent wall breaker that shreds apart defensive and balanced builds. As for the moveset, High jump kick is its main stab move that hits insanely hard hitting most pokemon that are not immune to it for a sizable amount of damage. Fake out allows mega medicham to safely mega evolve while also helping to pick of weakened pokemon. Bullet punch in tandem with fake out allows mega medicham to abuse double priority which makes mega medicham harder to get revenge killed,helps in revenge killing opposing pokemon and works very well vs offensive teams. Bullet punch can be replaced by thunder punch to hit water types like mega slowbro for good damage as mega slowbro if one of the few switchins to mega medicham.Ice punch provides the core/team with good coverage as mega medicham can take out zapdos with fake out+ice punch. Ice punch may be replaced by zen headbutt to better deal with mega venusaur,toxapex core that can give mega medicham some trouble. Adamant nature is an option to run over jolly if more power is desired. However jolly nature is useful to speed tie with the crowded 100 base speed tier.
Alakazam on the core acts as a general check to sweepers with its sash counter set, it can check pokemon like mega sharpedo,bisharp,mega gyarados etc which are threatening for mono psychic teams. It has the ability magic guard which makes it immune to status,hazards,weather damage and guarantees focus sash use.Psychic is the main stab move while focus blast is used for pokemon that resist psychic or are immune to hit such as heatran,tyranitar,hydreigon,ferrothorn etc. Shadow ball is used for ghost types such as alolan marowak.
Vicitni is a very good partner for alakazam as it clears out bug types with its strong fire stab move in vcreate and makes steel match up a lot more easier. Standard Victini set,Vcreate allows for wall breaking and takes out most offensive targets. Bolt strike is for water types that resist its stab move such as gyarados. U-turn is to keep up the momentum while doing chip damage on potential switchins and bringing a teammate in safely. Blueflare allows victini to take out bug types without having the stat drop of vcreate which makes victini easier to get revenge killed.
Team Options
-Latios: Great offensive defogger and specia wall breaker for the team. With amazing speed and sp.atk makes up for an ideal teammate.
-Slowbro: Good physical wall for the team to sponge physical hits for the team and to spread paralysis with thunder wave.
-Jirachi: Specially defensive wall with stealth rock support,healing wish,uturn etc is an ideal teammate for the core.
-Deoxys speed: Fast dual screen setter or suicide lead with hazards is a good teammate as well if one is building Hyper offense team around the core.
-Mew: Great sweeper/cleaner with its nasty plot mewnium z set.
Rearrange Medicham like so: Fake/HJK/Zen/T Punch. Mention Bullet Punch and Ice Punch are also good options in the description and explain what they're for. Change Alakazam to Hasty with 0 IVs in Defense to maximize the physical damage it takes. Let me know when this is changed.
Defensive Fairy Core

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 208 SpD / 52 Spe OR 248 HP / 252 SpD / 8 SpA
Calm Nature
IVs: 0 Atk
- Defog
- Surf
- Nature's Madness
- Taunt

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Foul Play
- Spikes

Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 172 Def / 4 SpA / 80 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Fire Blast

General description:
This core works as Tapu fini being a status negater and sweeper blocker, klefki being a prankster screener and setter, and clefable for taking steel hits and punishing common threats and setup mons as well as a rock setter. This core overall does well with helping the offensive part of fairy deal with common threats like M-sciz, excadrill, nidoking, and magearna. It also helps block status and also gets rid of unwanted hazards.

Klefki:
Utilizing its ability Prankster, Klefki is able to put up dual screens while defending itself against common threats. These screens help make physical threats like excadrill and mega-scizor a little easier to handle on the defensive end and nidoking, magearna, and magnezone on the special end. Due to its typing, klefki can switch into a lot of poison sweepers and is often used to save Bulu or other non-steel fairies from certain death. Spikes also helps with breaking grounded sash users and helps pressure opposing teams that don't have a defogger or hazard removal. Foul play is used to punish setup sweepers as well, most notably M-scizor.

Clefable:
Utilizing its ability Magic Guard, Clefable becomes a great switch in for many mons when risking klefki or tapu lele is not an option. Along with this, it can also dish out damage that threatens most sweepers as well as set up rocks while forcing many sweepers to switch out. Soft-boiled can help annoy the opposing team if they cannot dish out enough damage fast enough, and also helps clefable survive when forcing a switch on the opposing team. Fire blast helps take care of most offensive steel types as well as being a rather decent coverage move. This move helps 2HKO most steel sweepers unboosted with no investment, which can help pressure those types of teams quite a bit. Moonblast is a nice STAB move that can help get rid of those weak to fairy-type moves. It also does decent neutral damage to Bisharp, who threatens fairy quite a bit. Babiri berry assures that when clef gets hit by a steel move, that it will survive it and allow clef to either setup rocks or apply some decent damage or even heal.

Tapu Fini:
With Misty Terrain, Tapu Fini becomes a great cleric for fairy, and helps its physical sweepers from getting burned in tandem with klefki's dual screens allowing them to sweep easier. Tapu Fini uses leftovers as some passive recovery in order to heal some of the damage it may take as a result from a weakened hit from some of its opponent's as its typing alone helps fairy very much against steel and fighting. Nature's madness allows fini to take a lot of health away from opposing tanks and sweepers, which works in favor for its sweepers. Hydro pump / Surf helps fairy with ground and fire quite a bit, as in tandem with Nature's Madness and taunt, fini can potentially take down Hippowdon all by itself AND prevent it from setting up rocks, which would put sand ground teams at a huge disadvantage. Speaking of taunt, fini can cancel slow hazard setup mons and speed creep others with an alternative EV set shown in the importable. Defog also rids of hazards and helps make switchins less stressful for the team.

Team Options:
- Tapu Koko: Great Special attacker with an amazing speed tier.
- Tapu Bulu: Great Physical attacker that can use scarf to make some good revenge kills and be assisted by tapu fini.
- Magearna: Almost a requirement on all fairy teams, amazing coverage and SpA.
- Azumarill: Great Physical attacker that utilizes priority very well.
Slash Scald after Surf. What does the speed invest help Fini creep? Why the random 4 EVs in SpA for Clefable? Just put it somewhere that has invest already. Slash Thunder Wave with Foul Play on Klefki.
 

Harpp

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Offensive Hazard Stack Core

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Taunt
- Ice Beam/Icy Wind
- Destiny Bond/Will-O-Wisp/Thunder Wave

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Bone
- Bonemerang/Earthquake/Knock off
- Flare Blitz /Fire Punch
- Stealth Rock

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick/Desinty Bond

Overview
This core revolves around pressuring the opposing teams through hazard stacking and pressuring the team offensively with Marowak-alola and gengar. Froslass lead spikes set is used here to set spikes and pressure grounded pokemon.Marowak-Alola is the offensive stealth rock user of the team and an excellent wall breaker thanks to thick club,it also acts as a switch into tapu koko due to lightning rod.While Gengar helps in cleaning with a scarf set as it has very good special attack and speed.
: Froslass has good speed and access to spikes and utility moves which makes it an ideal dedicated lead. As for the moveset, taunt is to stop other slower pokemon from setting up, laying hazards etc. Spikes helps in punishing switch ins and pressuring the opponent.Icy wind is used here for utility purpose as it lowers the speed by 1 stage which can help a teammate. Ice beam can be used over icy wind if you desire power over utility. Lastly destiny bond is used to take out a pokemon once froslass has set spikes or if a pokemon is threatening to the team.Will-O-Wisp is an option as well to cripple physical attackers while thunder wave helps in slowing down faster threats and spreading paralysis.
: Marowak Alola is the utility wall breaker of the team with stealth rock and it has good wall breaking potential thanks to thick club. Shadow bone is a great stab move with no drawbacks. Flare blitz allows marowak-A to break through mega venusar, clefable,mandibuzz etc however the recoil damage is not appealing as Marowak-A is slow and it may have to take a hit before attacking and so fire punch is an option over flare blitz however the power drop is noticeable as it fails to 2hko the above mentioned pokemon. Earthquake is used for rock and fire such as tyranitar and heatran. Earthquake also helps vs toxapex which can be hard to kill.Knock off can be run over earthquake for utility purposes and crippling item reliant pokemon.For the ability,lightning rod is used to help vs tapu koko and electric teams, helping to break momentum.Max speed and Max attack evs so marowak-alola is fast as possible and can hit hard as well.
: Gengar with its high base speed and a good special attack is an ideal cleaner for the team utilizing a choice scarf. Shadow ball and sludge wave being the main stab moves helping vs opposing ghost,psychic and fairy types respectively. Focus blast helps to deal with threats such as hydreigon and it deals with steel types such as heatran and ferrothorn as well. Trick can be used to cripple a set up sweeper or a wall.Destiny Bond can be run over trick to take out a threat which gengar cannot kill with its moves such as +1 volcarona.
Team Options:
:Mega Sableye is a good teammmate because it can check threatening physical attackers such as scizor with will-o-wisp and foul play. It is also a good dark type switch in for the team and can provide utility support with knock off and keeping hazards away thanks to magic bounce.
: Jellicent with its good special bulk can sponge special attacks for the team and cripple walls and stall with toxic and recover. Jellicent helps to deal with fire types that threaten ghost teams and it can also check water types with its ability water absorb. Jellicent can be used as a wincon with acid armor set.
: With its ability disguise mimikyu acts as a blanket check to sweepers for the team.Its part fairy typing helps vs dark types such as mandibuzz,hydreigon,tyranitar and sableye. It can utilize z moves along with swords dance to break through walls with fairiumz or ghostiumz.
Threats:
Dark types: Dark types such as hydreigon, bisharp,tyranitar,Mega Sharpedo,Muk-alola are obvious threats to the team as sableye cannot check physical dark types reliably since dark types are immune to prankster moves this gen. Pokemon such as hydreigon and mega sharpedo have almost guranteed kill vs a ghost team.
Flying types: Flying type core such as zapdos,mantine,celesteela/skarmory core can be hard to break for the team. Which results in team getting worn out and taken advantage by a cleaner like lando-T and Mega charizard Y.
Ghost types: Mirror ghost match ups are pain as well as it all comes down to mimikyu, gengar and sableye.


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Thought I'd post a bunch of the standard cores that aren't here for some reason. But first, I'll start with one of my own.

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Offensive Normal Core
Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Tailwind
- Heat Wave

Diggersby @ Choice Band / Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Quick Attack
- Fire Punch / Swords Dance
This is a small offensive core for normal meant to work alongside both offensive and balanced builds that makes use of tailwind to bolster the offensive presence of a fierce wallbreaker.

Mega-Pidgeot
is our Special Attacker, pivot, and tailwind user. Spammable hurricane is really nice and Bird Jesus hits a nice speed tier for Normal teams which are typically pretty slow unboosted. Tailwind alongside U-turn allows normal teams to generate a lot more offensive pressure than typically, and Mega-Pidgeot has plenty of opportunities to set it with how often it forces switches and how safe it is to wall. U-turn lets you pivot into Diggersby, while the last slot can go to Roost or Heat Wave.

Diggersby
is our physical wallbreaker, and benefits immensely from both tailwind and u-turn momentum, and can cover mega-pidgeot with electric immunity and rock resist. Diggersby hits extremely hard with dual stabs, and can clean weakened teams with Quick Attack. Choice Band gives you the most power, but Life Orb eases prediction, particularly against Steel, while freeing you to use Swords Dance which is a very potent cleaner.

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Defensive Normal Core
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Toxic

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Ice Beam
- Recover
- Foul Play

Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Close Combat / U-turn
This is a standard normal defensive core.

Chansey
is the blob, the premiere special wall with absurd HP and bulk. Normal's blanket special sponge, rocks setter, and status absorber, Chansey is as standard as it gets. Max physical defensive allows Chansey to be as bulky as possible against a broader range of threats, since it's special defense is plenty adequate unboosted.

Porygon2
is the core's physical wall, making use of great eviolite-boosted bulk. Thunder Wave lets you cripple threats, while Ice Beam hits peevesome Ground-, Flying-, and Dragon-type threats to Normal teams such as Dragonite or Lando-T. Foul Play hits physical attackers of all kinds hard, especially SD sweepers.

Staraptor
is the last part of the holy normal trinity, sporting a valuable neutrality to fighting-type attacks, access to defog, and the amazing ability intimidate. Close Combat or U-turn can make up the last moveslot, the former checking annoying threats like Excadrill more easily and the latter creating opportunities for wallbreakers such as Diggersby and Meloetta to come in

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Defensive Flying Core
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Roost
- Brave Bird
- Whirlwind
- Stealth Rock

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 180 SpD / 76 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Toxic
- Substitute
- Roost

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 244 Def / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze
This is a standard defensive flying core.

Skarmory
is standard skarmory, making use of a physically defensive spread to tank hits as well as possible, Whirlwind lets you phaze, while Brave Bird keeps you from being too passive.

Zapdos
is the peevesome Sub-Toxic set which is an incredible pain to many teams in the meta and does a good job of stalling down Electric-type threats and other dangerous special attackers. Discharge is reliable STAB, while Sub + Roost maximizes the PP stall while protecting Zapdos from status.

Mantine
is our second special wall and the cores defogger and offers an excellent water immunity and ice neutrality to the team. Scald is amazing, as always, while Haze keeps Mantine from becoming set up bait while checking certain threats such as Z-Move Mew.

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Defensive Rock Core
Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Stealth Rock / Mirror Coat / Earth Power

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stone Edge
- Earthquake
- Fire Punch
- Ice Punch / Avalanche
This is a defensive rock core for teams looking for a bulkier backbone.

Cradily
is our ground / grass neutrality and water immunity, a physically defensive spread is used to make Cradily a great sponge for Earthquakes and check to water attacks. Giga Drain is reliable STAB to hit Ground and Water types, while recover is recovery. Cradily can run Stealth Rock if you don't have it elsewhere, Toxic to pester defensive mons and / or Mirror Coat to lure and dispatch special attackers such as Lando-I. Earthquake can be used to pester Steel types like Heatran and Magearna.

Rhypherior
is our physical tank and blanket check for sweepers and wallbreakers such as Lando-T, Mega Scizor, and Heracross. Dual STABs is for reliable power, while Fire Punch hits Scizor-Mega and Ferrothorn. Ice Punch hits Lando-T and Garchomp, although avalanche is an option. Swords Dance can be used with more speed investment to break through bulky water teams.

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Steelbreaker Offensive Rock Core
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack

Golem-Alola @ Firium Z
Ability: Magnet Pull
EVs: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- Wild Charge
- Fire Blast
- Earthquake
- Stone Edge
This is an offensive core for rock tailored to take down Steel utilizing a strong physical wallbreaker and a trapper to remove checks for the former.

Terrakion
is our physical wallbreaker, 2/1HKOing everything on Steel with banded Close Combat. Stone Edge serves as our other STAB, while Earthquake rounds out coverage. Quick Attack is for cleaning off weakened threats, particularly those with priority such as Azumarill and Breloom.

Golem-A
is a great steel trapper for rock able to dispatch Ferrothorn, Mega Scizor, Skarmory, and Celesteela with it's ability Magnet Pull. Firium Z is to guarantee a OHKO on SpD Mega-Scizor with Rocks, while the other moves are STAB and Earthquake for Magearna.

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Defensive Electric Core
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Zapdos @ Leftovers
Ability: Pressure
Happiness: 0
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost
This is a standard defensive electric core.

Zapdos
is our specially defensive wall and pivot and supports the entire electric team with defog. The speed EVs allow Zapdos to outrun pos-nature 70s such as Bisharp and Breloom and the remaining EVs go to maximize bulk. Heat Wave offers the team Fire coverage for hitting threats such as Excadrill, Magearna, and Ferrothorn.

Rotom-W is the physically defensive pivot sporting an excellenting typing and ground immunity that allow it to manage dangerous threats such as Mamoswine and Excadrill. Hydro Pump is reliable STAB, Volt Switch lets you pivot, Wisp cripples physical sweepers and Pain Split grants Rotom-W some kind of recovery.

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Offensive Ground Core
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Excadrill @ Life Orb
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Landorus (M) @ Life Orb
Ability: Sand Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Focus Blast
- Rock Slide
This is a standard offensive ground sand core.

Hippowdon
is the team's hazard and weather setter, summoning sand for Excadrill to go to town. The physically defensive spread is pretty standard, as is the moveset: Earthquake for reliable STAB, Stealth Rocks for hazards, Whirlwind to phaze threats and Slack off for Recovery. Toxic could be used one of these in a pinch, but isn't advisable.

Excadrill
is our physical wallbreaker and sweepers, abusing the weather with Sand Rush. Life Orb allows Excadrill to moveswitch freely, and Swords Dance lets it plow through slow bulkier teams even outside of sand. Choice Band is an option if you want Excadrill to have more of a sustained presence during matches.

Landorus-I
is the core's special wallbreaker, and one of the best wallbreakers in the entire mono tier. Earth Power is your bread and butter STAB, while Sludge Wave and Focus Blast round out the coverage by hitting Grass, Fairy, Normal, etc. Rock Slide hits a couple peevesome threats such as Zard-Y, Zapdos, and Mantine, but can be replaced with Calm Mind or Gravity.
 
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Harpp

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Psy-Killer Offensive Steel core:

Skarmory @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
IVs: 0 HP / 0 Def / 0 SpD
- Stealth Rock
- Spikes
- Taunt
- Brave Bird

Doublade (M) @ Eviolite
Ability: No Guard
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Sacred Sword
- Swords Dance
- Shadow Sneak
- Shadow Claw/Iron Head

Bisharp (M) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

This is an offensive steel core revolving around hazard stacking with skarmory and pressuring the opposing team with doublade and bisharp to block rapid spin and punish defog respectively.This core is called psy killer because combination of hazards,doublade and bisharp easily dismantles mono psychic teams.
: Suicide lead skarmory set is used here, stealth rock + spikes helps in pressuring the opposing teams by punishing switch ins and racking up residual damage which allows a teammate to clear off the team easily or secure KOs. Taunt puts a stop to opposing hazard setter/sweeper. Brave bird hits hard since it is invested in attack and it can take a pokemon down or weaken it. Sturdy+salac berry allows skarmorly to lay an extra set of hazard or take something out with brave bird.
: Doublade on the core blocks rapid spin and provides an invaluable immunity to the steel team thanks to its part ghost typing. With eviolite it has great physical bulk letting it set up swords dance vs a physical pokemon. Shadow sneak being a priority moves helps to overcome its awful speed to an extent. Shadow claw+sacred sword has perfect neutral coverage.Iron head is an option over shadow claw to run on the set.36 speed evs lets it outspeed gastrodon. 252 attack evs with adamant nature for maximum damage output,rest ev in hp to improve its overall bulk.
: Due to its ability in defiant,bisharp is a great addition to any hazard stacking core as using defog against it will give it a +2 attack boost which is enough to sweep a team or for denting holes. Life orb is used to power up the damage of its move. Swords dance allows it to turn into a threatening sweeper, sucker punch helps vs faster threats. Knock off is its strongest move also removing item from pokemon so it has utility purpose as well. Iron head helps vs fairy types which resists its other attacks.
Teammates:
: Excadrill is a great teammate as with scarf set it patches up the problem of immediate speed and it can also take out fire types for the team with earthquake+rock slide.
: Heatran is a must to have since it is immune to fire moves thanks to its ability flash fire, can take out charizard y with stone edge and pressure fire teams with earth power.
: Mega scizor is yet another great teammate as it has a very good typing and good bulk which helps it in filling the role of set up sweeper. Swords dance+ bullet punch can clean the team easily especially if hazards are up.
: Magearna can steam roll the team with its soul heart ability. Magearna can also fulfill the role of set up sweeper with shift gear set or it can run choice specs to nuke opposing team.


Balanced Water Core:

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 44 HP / 252 Def / 212 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Toxic /Thunder Wave
- Heal Bell

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Defog
- Scald
- Roar

Gyarados @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Waterfall
- Bounce

Overview
This is a balanced core where, lanturn provides invaluable electric immunity to the team and slow pivot via volt switch.Empoleon fills in several roles in the team as it provides stealth rock, hazard control in defog and phasing with roar. It has great special bulk and neutrality to grass moves which is an asset to the team. Gyarados fills in the core as it can take on threatening grass types for the core/team such as mega venusaur,breloom and tapu bulu. Gyarados also provides a ground immunity which is very much appreciated as both lanturn and empoleon are weak to ground moves.
Sets in detail
: scald helps to fish for burns and is a good stab move to spam. Volt switch helps in keeping momentum and bringing a teammate safely in the battle. Toxic allows lanturn to cripple walls or sweepers and put them on a timer. Toxic can be replaced by thunder wave to slow down faster threats which can be taken advantage by having slow and hard hitters in the team.Heal bell allows lanturn to be a cleric and remove status from plaguing the team.
:Thanks to its part steel typing empoleon has a great deal of resistances that allows it to set up stealth rock to pressure the team or deal residual damage. Defog allows it to clear off hazards. Scald is used here to fish for burns and torrent boosted scald hits hard. Roar allows empoleon to phase out a set up sweeper or to rack up residual damage on potential switch ins.
: Gyarados acts as a check to grass types with its flyinium z set. with intimidate it can set up dragon dance or force a switch and make substitute,which makes gyarados harder to get revenge killed. Waterfall is the stab move with nifty chance to flinch the opponent. Bounce and flyiniumZ allows for supersonic sky strike that takes out grass types or helps in denting walls. Standard ev spread.
Teammates
: Mega sharpedo is a great teammate as it can clean late up while being a secondary check to mega venusaur and toxapex by running psychic fangs. Mega sharpedo appreciates electric immunity, hazard to secure KO and breaking down of walls by gyarados to clean up late game.
: Protean boosted attacks and a wide movepool along with high speed makes greninja a very good teammate for the core. It can run all out attacker set since it has a very good coverage to take out threats for mono water teams.
: Keldeo is also a great teammate as specs keldeo hits very hard and has secret sword to deal with normal types/special walls as well. It has good speed at base 108 and impressive special attack at base 129 which when equipped with choice specs,becomes a great wall breaker.


Offensive Fighting Core

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Taunt/Flash Cannon
- Stealth Rock
- Thunder Wave

Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Close Combat

Heracross @ Choice Scarf
Ability: Guts/ Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Earthquake/Knock Off
- Stone Edge

This is an offensive fighting core where cobalion is the lead,setting stealth rock and providing utility to the core with taunt and thunderwave. Terrakion is the wallbreaker of the core utilizing double dance set with rockiumZ to break past walls such as celessteela,skarmory etc. Heracross is the cleaner and it also patches up the problem of speed since it is running a scarf set. So cobalion provides support,terrakion wall breaks and heracross cleans is the general idea of this core.
Set in detail
: Utility cobalion set here. Taunt helps to stop opposing hazard setters or set up sweepers. Taunt may be replaced by flash cannon to hit fairy types. stealth rock is to pressure types such as flying, bug,fire etc. Volt switch is to gain momentum while thunder wave helps to cripple a faster threat. Cobalion has great deal of resistances thanks to its part steel typing and good natural bulk which makes it invaluable lead providing utility for mono fighting teams.
: Double dance terrakion is the epitome of wall breaker. It can utilize rock polish to clean the team late game or set up swords dance to tear throguh slow defensive teams. Rock polish is ideal vs offensive teams and swords dance is best vs defensive builds. It has rockiumZ which allows it to break past walls. stone edge+close combat has very good coverage helping to deal with a lot of types.
: Heracross fills in the role of cleaner/revenge killer with a choice scarf set. Its ability guts allows it to deal massive damage if heracross gets inflicted with a status move such as will-o-wisp. Moxie is an option to run as well as the increasing moxie boost may be tempting however with guts heracross can take on status moves for the team and benefit from it.Mega horn is the obligatory stab move helping a lot vs psychic match up where psychic teams have no safe switch ins.Earthquake helps heracross deal with pesky poison types like toxapex and it has a great coverage in tandem with stone edge. Knock off is a great utility move, helping vs ghost types as well. Stone edge is for flying and fire types so that heracross can hit them reliably.
Good Teammates
: Keldeo can be the special wall breaker of the team with a choice specs set complimenting the wall breaking of terrakion in the core.Keldeo has good special attack at base 129 and a great typing in water/fighting.
: Breloom is an ideal teammate because it can deal with water teams well and it has spore which is one of its main selling points, as it can cripple a pokemon for few turns. It has priority move in mach punch which is boosted by technician which can be used for revenge killing as well.It can run swords dance set or spore+3 attack set.
: Infernape has a wide movepool and it can run multitude of sets such as physical,special,mixed,scarf etc.Hence it can fill any offensive role for the team.


Defensive Psychic Core

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Grass Knot
- Thunder Wave /Fire Blast
- Slack Off

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Iron Head
- Stealth Rock
- Toxic/Thunder Wave
- U-turn/Wish

This is a defensive core of slowrbo and jirachi for providing support to the team or checking threats:
: Slowbro with its high bulk, recovery move and regenerator has been a staple on mono psychic teams. Here the set used is colbur berry set meant to check threats such as mega sharpedo, mega gyarados with grass knot or it can cripple threats with thunder wave. Thunder wave can be replaced by fire blast to take care of ferrothorn. Scald is a very good move to spam and to fish for burns. Sustain in slack off and regenerator helps in keeping slowbro in good health to check threats or act as defensive wall.
Calculations:
*252+ Atk Strong Jaw Sharpedo-Mega Crunch vs. 252 HP / 232+ Def Colbur Berry Slowbro: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO
*0 SpA Slowbro Grass Knot (100 BP) vs. 0 HP / 4 SpD Sharpedo-Mega: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO
*+2 252 Atk Mold Breaker Gyarados-Mega Crunch vs. 252 HP / 232+ Def Colbur Berry Slowbro: 204-241 (51.7 - 61.1%) -- guaranteed 2HKO
*0 SpA Slowbro Grass Knot (120 BP) vs. 0 HP / 0 SpD Gyarados-Mega: 138-164 (41.6 - 49.5%) -- guaranteed 3HKO
*0 SpA Slowbro Grass Knot (80 BP) vs. 252 HP / 4 SpD Seismitoad: 292-344 (70.5 - 83%) -- guaranteed 2HKO after Leftovers recovery
: Jirachi provides invaluble support to the team as it has access to stealth rock to help vs bug,flying and fire match up. It has good overall bulk of 100/100/100.As for the set, the set used here is a specially defensive jirachi set.Iron head being a stab move helps in flinching the opponent thanks to serene grace. Toxic is used to cripple walls/set up sweepers.Toxic can be replaced by thunder wave to spread paralysis, it can stop volcarona with thunder wave which is very threatening to a psychic team,with thunderwave jirachi can para flinch the team. Lastly uturn is to gain momentum for the team and to bring in a teammate safely.Wish is also an option to run as a form of recovery and to pass wishes to teammates.
Good teammates
: Victini can be speed control for the team with a choice scarf set or it can take on the role of a wall breaker with choice band set. Vcreate from victini hits hard and scarf victini makes bug match up a lot easier.
: Latios can provide offensive defog support to the team. it has great speed and special attack, it can be a scarf user or wall breaker with life orb set.
: Mega Alakazam can the special sweeper or cleaner of the team since it has a very high speed and a gigantic special attack stat. Its ability trace helps vs weather teams as it can simply copy abilities like swift swim,sand rush and damage or take out foe.
: Mew with its double dance set(nasty plot+rock polish) is a force to be reckoned with as it straight away threatens to sweep the team as it has good bulk with 100/100/100.


Offensive Ground Core

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash/Icicle Spear
- Earthquake
- Ice Shard
- Superpower/Knock Off

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower/Fire Blast
- Ice Beam
- Earth Power
- Sludge Wave

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

This is a wall breaker + cleaner core that I have been using and the core works very well especially on sand less ground teams.
: Mamoswine is the physical wall breaker of the team, sporting a choice band and an adamant nature letting it hit very hard. It has an amazing offensive typing in ground and ice which helps to threaten a lot of types.As for the moveset,icicle crash and ice shard are its ice stab moves that helps in wall breaking bulky pokemon such as celesteela and to revenge kill/clean late game respectively.Earthquake hits very hard thanks to choice band and 2hkos slowbro after stealth rock
*252+ Atk Choice Band Mamoswine Earthquake vs. 252 HP / 232+ Def Slowbro: 184-217 (46.7 - 55%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
lastly superpower is for air balloon heatran and ice types.
Icicle crash can be replaced by Icicle spear,however icicle spear relies on high number of hits to do more damage. Superpower can be replaced by knock off for utility options and to cripple item reliant pokemon.
: Nidoking is the special wall breaker of the team taking care of bulky pokemon such as celesteela,skarmory,ferrothorn,scizor etc with its coverage moves. Flamethrower allows it to deal with aforementioned pokemon,fire blast may be used as well if you desire power over accuracy. Sludge wave helps vs fairy types such as tapu bulu which is a threat to ground teams.Ice beam is for flying types such as zapdos,gliscor,Mandibuzz etc. Earthpower deals with grounded steel types and has good coverage with sludge wave.Thunderbolt is an option to run as well on nidoking to help it take out water types like mantine which can otherwise wall it.
: The main star of the core. Double dance landorous-T set is very good in this meta and this set greatly appreciates the wall breaking capability of mamoswine and nidoking. It has intimidate that forces allows it to set up vs a physically oriented pokemon.Landorus-T with its double dance set helps vs both defensive and offensive teams. Against a defensive team landorus-T can wall break with a sword dance boost and vs an offensive team landorus-T can simply clean late game with rock polish. Stone edge in tandem with Rockium z allows landorous-T to get past walls such as skarmory,celesteela,gliscor and so on.Earthquake is used with stone edge as both have good coverage together.Adamant nature is used for more power.
Some calculations:
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 252 HP / 252+ Def Celesteela: 328-387 (82.4 - 97.2%) -- 62.5% chance to OHKO after Stealth Rock
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 265-312 (79.3 - 93.4%) -- 43.8% chance to OHKO after Stealth Rock
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 240 HP / 216+ Def Mandibuzz: 668-786 (158.6 - 186.6%) -- guaranteed OHKO
*+2 252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 244 HP / 8 Def Gliscor: 382-450 (108.5 - 127.8%) -- guaranteed OHKO
Teammates:
: Seismitoad is a very good partner for this core as it provides a crucial immunity to water types moves and it can also sponge special hits for the team decently with an AV set.Running 176 spe evs with a timid nature on it allows it outspeed and kill banded adamant tapu bulu with sludge wave which is a huge threat for mono ground teams.
: Garchomp can provide speed control to the team with a choice scarf set or it can run mixed sets to wall break.
: Can provide crucial speed control with choice scarf set+ check to fairy types. Also deals with levitate users such as rotom wash.
: Revenge killer for the team that can trap and kill threats such as greninja and alolan raichu. Memento can help landorus-T to set up easily.
: Providing utilty in stealth rock+roar and a check to tapu bulu with heavy slam.
Threats:
: Water types like greninja is a threat to the core as it can simply outspeed everything and kill with its water move. Seismitoad should be run on the team to avoid this to some extent. One can also run dugtrio to trap and kill greninja for the team. Similarly Swift Rain teams and swift swims users like kingdra are a threat as kingdra can nuke seimitoad with specs draco meteor and later sweep.
: Kyurem B is a threat as well as it can straight away 1hko everything on core. To remedy this a faster scarf user should be run such as scarf garchomp.


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Offensive Rock Core
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Fire Punch

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab


This core is pretty straight-forward, with 2 wallbreakers and a late-game cleaner. Tyranitar runs enough speed to outspeed most Mega Venusaur variants, as well as uninvested Rotom-Wash. Fire Punch is used to make sure it isn't setup bait for Mega Scizor, while also hitting Ferrothorn, Skarmory, and Celesteela. Earthquake is important for hitting Tapu Koko and Magearna. For Nihilego, I never considered Rock STAB all that mandatory on it when used on a Rock team. Sludge Wave with 3 coverage options is much better in my opinion, since it allows it to be more helpful in more matchups. Thunderbolt is essential to just about any Nihilego set, and it corresponds well with its other coverage moves. In tandem with Grass Knot, it proves to be rather devastating in the Water matchup. And with Hidden Power Ice, it does a great job at putting a large dent in Flying teams. I like Life Orb on this set thanks to having the freedom to switch up between moves, but Choice Specs is still a nice alternative. For Terrakion, Stone Edge, Close Combat, and Earthquake are moves that should be there no matter what. For the last move, I went with Poison Jab as a means of dealing with Choice Scarf Tapu Bulu, as well as other Fairy types like Tapu Fini, Clefable, and Azumarill. X-Scissor is still a decent alternative for hitting the Lati-twins and Slowbro.



Shuckle's Sticky Webs provide phenomenal support for this core, allowing Terrakion to outspeed Scarfers that either speed tie with it or are naturally faster such as Gengar, Infernape, and opposing Terrakion. It can also remove items with Knock Off and cripple setup sweepers with Encore.

or


Both of these Pokemon provide the mandatory role of checking Mega Scizor, which gives the core extreme problems. Rhyperior can also help check Choice Scarf Landorus-Therian, which Terrakion can't OHKO, and Excadrill in sand, which outspeeds the entire team. Alolan Golem can trap and remove Ferrothorn, which always gives Nihilego trouble, as well as trapping Skarmory and Celesteela, which get in Terrakion's way.



Omastar serves as a potent sweeper against Ground, one of the core's most difficult matchups. Having an alternate check to Pokemon like Gliscor and Landorus-Therian is always welcome to this core

or


Both Aerodactyl and Mega Aerodactyl prove to be helpful to this core. Aerodactyl does a great job as a Sashed suicide lead, stopping opposing hazards from coming up or setup sweepers with Taunt, putting up Stealth Rocks, and setting up Tailwind, which greatly benefits every Pokemon in the core. Mega Aerodactyl gives the team another check to the monster that is Choice Scarf Tapu Bulu, as well as checking Fighting types like Keldeo, Breloom, and Infernape, all of which give the core a hard time.




Getting the elephant in the room out of the way, Mega Scizor will always pose a large threat to any Rock team. Bulky variants can set up on everything except Tyranitar and then proceed to mow through with Bullet Punch.



Scarf sets can be checked by Terrakion, but sandy variants on Ground are a serious pain, outspeeding everything on the team and OHKOing everything with either Earthquake or Iron Head.



The Scarf sets in particular can be a major problem, since the only thing that can outspeed it is Terrakion, which doesn't OHKO with Stone Edge. Double Dancing variants can be a huge issue if it gets up a Rock Polish, so make sure Nihilego or another check can remove it before it spirals out of control.



If it ever gets up a Swords Dance, it basically wipes away the entire core. Luckily both of Breloom's types don't have good hazard removal, so you can rely on its Focus Sash being broken whenever Aerodactyl or Shuckle puts up hazards.



All 3 of these Pokemon are threats for the most part for the same reason. The only thing that can outspeed(or hope to speed tie if they're Scarfed) these Pokemon are Terrakion, which can't OHKO Keldeo from full. With access to Mach Punch, Infernape can be a devastating threat even without a Choice Scarf, and if the Terrakion is a Double Dancing set, it'll wipe away the core after a single Rock Polish.


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Balanced Dragon Core

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Draco Meteor
- Hidden Power [Fire]
- Toxic Spikes


This core revolves around hazard stacking between Garchomp's Stealth Rock and Dragalge's Toxic Spikes to pressure more balanced teams while also having Garchomp's Dragon Tail and Dragalge's generally strong wallbreaking to pressure more offensive teams. I preferred Fire Blast on Garchomp as a means of hitting Skarmory, but Toxic can also serve as a decent alternative. Dragalge is pretty standard, running just enough speed for Hippowdon, and having Hidden Power Fire as the coverage option to hit Ferrothorn and to make sure it can do something substantial to Magearna.



With the core's hazard stacking, it makes Dragonite's wallbreaking job a lot easier. Dragonite also helps get past Celesteela, which the core is usually at a stand-still against, and in return, the core helps Dragonite take on threats like Terrakion and Tapu Koko.



Again, thanks to the core's hazard stacking, it gives Latios an easier time with its late-game cleaning. The core also helps Latios get past threats like Alolan Muk and Tapu Fini.



Kyurem-Black definitely appreciates the core's hazard stacking, letting it wallbreak easier, while also beating threats like Terrakion and Tapu Koko. Kyurem-Black helps the core against Celesteela, as well as bulky Water types like Mantine and Jellicent.



Similarly to Kyurem-Black and Dragonite, Hydreigon is largely benefitted by the hazard stacking in order to wallbreak easier, as well as the core dealing with Fairy and Fighting types like Terrakion, Tapu Koko, and Tapu Fini. Hydreigon in return helps the core get past Mega Slowbro and Jellicent, which the core always appreciates.



Being the type's best setup sweeper with Dragon Dance, Salamence probably benefits from the core the most, with its hazard stacking and checking a wide range of troublesome Fairies like Klefki, Clefable, Tapu Fini, and Tapu Koko. Salamence in return can easily tear through Pokemon like Zapdos, Mantine, and Celesteela once it starts rolling with Moxie boosts.



The biggest threat comes first. If Magearna ever gets set up with Shift Gear, Calm Mind, or Trick Room, the core is gonna have a really rough time. With an Air Balloon, a single Shift Gear or Trick Room is guaranteed against Garchomp, and if it's carrying the Fairium Z, Dragalge won't stand a chance, especially when it isn't doing too much with Hidden Power Fire.



These 4 Ice types right here smash this core into the ground. The main reason I didn't include Alolan Ninetales or Cloyster is because Dragalge can beat any variant that isn't carrying Blizzard, and Cloyster can't set up safely in front of either of them. And at the very least, Garchomp will be outspeeding Alolan Sandslash outside of hail due to its speed investment. Alolan Sandslash in particular isn't even affected by Toxic Spikes



These 3 Dragons demolish the core with Draco Meteor and Outrage respectively. While none of them switch into Dragalge's Draco Meteor, the core will still be outsped and ripped to shreds(despite Banded Dragonite sets not outspeeding the Garchomp spread, Garchomp can't do anything substantial to it since Dragon Tail will always be striking last). It also doesn't help that none of them are affected by Toxic Spikes.



SubToxic Zapdos is a serious menace, outspeeding the Garchomp spread and living any 1 hit behind a Substitute. Toxic Spikes from Dragalge won't matter, and Mantine can easily Defog away the Stealth Rocks and beat Garchomp 1v1 even if it's carrying Toxic.


Balanced Ice Core

Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Roar
- Rapid Spin
- Recover

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Earthquake
- Ice Shard
- Roar
- Stealth Rock

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Surf
- Ice Beam
- Frost Breath
- Hidden Power [Fire]

This core revolves the defensive core of Avalugg and Piloswine, as well as one of the main Mega Scizor checks and special wallbreaker in Walrein. With Piloswine's Stealth Rock and both it and Avalugg having Roar, they can ensure that most setup sweepers can't take advantage of them, while also chipping away at the opponent with each phase. Earthquake can serve as a decent alternative to Roar in order to make sure Heatran can't just Stealth Rock in your face, while also hitting Excadrill, Infernape, Victini, and Terrakion, all of which the core can't really threaten otherwise. Piloswine has Ice Shard simply for the tiny niche of potential revenge killing. However, Rock Slide can serve as an alternative to remove Mega Charizard Y and Volcarona. Piloswine also functions as our only switch in to Nihilego and Tapu Koko, which have no issues getting past Avalugg and Walrein. The main reason I chose Walrein over Lapras for this core was because Walrein offered a Fire resistance, alongside slightly more speed and power. If you're really paranoid about max speed Scizors, you can run a Timid nature, and still hit almost as hard as Choice Specs Lapras.


Being the single most important Pokemon to any Ice team, it's only natural that Kyurem-Black should be mentioned first. Life Orb sets do an amazing job breaking past troublesome walls like Mantine and Chansey, and Scarf sets can revenge kill threatening Scarfers like Heracross and Excadrill.



Arguably being the second most important Pokemon to any Ice team, Alolan Ninetales greatly supports the core. Aurora Veil bolsters the core's bulk even further, allowing Piloswine and Avalugg to take even more hits and do their jobs of hazard setting and hazard removing respectively even better. It also checks scary Fighting types like Keldeo, Terrakion, and Buzzwole.



An extremely devastating late-game cleaner that really benefits from the core's hazard removal and Stealth Rocking.



Another solid late-game cleaner that benefits from the core's Stealth Rock. But with Avalugg having Rapid Spin, it opens the gate for Alolan Sandslash to run Swords Dance sets with either Life Orb or a Z Move, making it even more potent as a sweeper.



Overall nice revenge killer that can make Porygon2 easier to deal with thanks to Knock Off, as well as being able to Pursuit trap the likes of Victini and Jirachi, which can be a major problem.



Piloswine filling the Stealth Rocking role allows Mamoswine to become a Choice Scarf revenge killer, being able to outspeed a large portion of the unboosted metagame.




This should really come as no surprise. While the core prevents it from setting up for free, offensive variants with Superpower can decimate 2/3rds of the core. If you want to check this monster as soundly as possible, Timid Walrein will outspeed it even with maximum Speed investment.



Scarf sets aren't too difficult for Avalugg to handle, but sandy Choice Band variants will give the core a rough time, 2HKOing or outright OHKOing everything with Banded Iron Head. Even outside of sand, nothing on the core can outspeed it, not even Timid Walrein.



Fighting teams in general are tough, but these 3 are arguably the most threatening of them. The only real way the core has of beating Specs Keldeo is if Avalugg is carrying the very rare Mirror Coat. Scarf Terrakion sets can be rather difficult to switch into with Stealth Rock up, and Double Dancing sets can wipe away everything if it gets up a single Swords Dance prior(although nothing on the core lets it set up for free except Walrein if it's locked into anything but Surf). Kommo-o, whether it be Choice Specs or Life Orb, just easily clicks Focus Blast and tears through everything after Stealth Rock is up. If you can keep Avalugg at full health, you can deal with it using Avalanche, but it can be rather tough keeping hazards away vs Fighting.



These 3 Fire types in particular pose a major threat to the core for obvious reasons. If Piloswine is running Rock Slide, it could serve as a decent enough check, as does Mirror Coat Avalugg provided you keep it at full health. Scarf/Band Victini is a major issue if you predict wrong between V-Create and Bolt Strike. Volcanion, similarly to Mega Charizard Y, has the coverage to destroy everything on the team. However, just like Mega Charizard Y, Piloswine can survive a single hit from it, and Avalugg can take it on with Mirror Coat at full health.


Edit: Implemented changes
 
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Harpp

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Offensive Water Core:

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump
- Aura Sphere / Dark Pulse
- Ice Beam

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

This is a offensive water good consisting of mega blastoise and swampert. I have been using this core on hyper offense water teams. The reason mega blastoise is chosen because it is a very good offensive rapid spinner that can also eat a hit or two thanks to it good overall bulk. Swampert on the core provides valuable electric immunity, stealth rock support, Ability to sponge physical hits for the team. The support provided by swampert and mega blastoise helps teammates such as Flyinium z Gyarados to set up and clean/sweep easily.
Scald hits decently hard thanks to that special attack stat and has a nifty chance to burn the opponent. Hydro pump can be used for better wall breaking as it has more power but less accurate. Aura sphere allows it to deal with ferrothorn which can be a pain to water teams.Aura sphere can be replaced by dark pulse as it has good coverage along with water stab. Lastly ice beam is for dragon,and flying types such as dragonite and zapdos.
72 speed evs allows it to outspeed pokemon upto base 55. 252 special attack evs along with a modest nature is to make sure blastoise mega hits as hard as possible. Rest of the evs are put in its hp for more overall bulk.
Swampert has good bulk that allows it to effectively set up stealth rock most of the time. Scald is used for burns,earthquake is for electric types and it hits quite decently even when uninvested. Roar allows it to phaze out set up sweepers and racking up residual damage to the opposing team. Roar can be replaced by toxic to put walls on a timer. 240 hp evs hit a hp number that maximizes leftovers recovery. 252 def evs with relaxed nature makes swampert very bulky on the physical side,rest evs in spdef.
Threats
: Grass types like tapu bulu and Mega venusaur pose a obvious threat as it is a threat to most water teams. Tapu bulu is more threatening if it is running a scarf set. However gyarados with Z bounce can deal with mega venusaur and it can also deal with tapu bulu.
electric types carrying both electric and grass type moves are a threat and can be offensively pressured by other mons on the team.
Teammates:
: Gyarados is a very good teammate as it can be a check to mega venusaur,breloom and tapu bulu with Zbounce set. It also provides the team with a nice ground immunity.
: Protean boosted attacks, high speed and a great movepool makes greninja an ideal teammate as it can run gunk shot and extrasensory to deal with fairy types and poison types such as tapu bulu and toxapex.
: Specs keldeo is a good wall breaker to have in the team as it hits very hard with specs boosted hydro pump or secret sword.It also posses good speed that allows it to clean late game as well.
: Sword dance crawdaunt can be used as physical wall breaker as it demolishes walls thanks to adaptability boosted attacks and makes it harder to wall. Powerful priority in aqua jet as well.
: Can utilize a choice banded set to wall breaker. Dragon immunity as well.



Offensive Bug Core:

Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Giga Drain
- Hidden Power [Ice]
- Protect

Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Hidden Power [Ground]

Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite/U-turn

This offensive bug core aims at checking or weakening each others check which leads to a sweep by any one of the pokemon on the core.Yanmega is a very good partner for volcarona as it can run coverage moves while being able to weaken volcarona's checks.Scizor on the core acts as a cleaner and a check to pokemon that threaten yanmega and volcarona such as terrakion,heatran and in return volcarona and yanmega can clear way for scizor by taking out pokemon such as hippowdown,skarmory,celesteela etc.
: Yanmega on the core is a nice late game sweepe. It has Air slash as a stab move that is the main go-to-move on the set. Giga drain is for water,rock and ground types such as hippowdown,swampert,terrakion. Hp ice allows it to deal with flying and dragon types such as landorus and garchomp. Protect is to get a guaranteed speed boost. Life orb is used as an item to increase the power of its moves.
: Volcarona is the set up sweeper of the team and appreciates the shared coverage moves of yanmega such as giga drain. PsychiumZ allows volcarona to defeat toxapex easily at +1. As otherwise, toxapex is a pain for this core.Fire blast is its main stab move hitting very hard after a quiver dance. Hp ground is to deal with heatran which otherwise walls this set. Volcarona appreciates scizor taking out checks to volcarona such as chansey.
: This is an offensive scizor set. Bullet punch allows it to take out terrakion which threatens both yanmega and volcarona. Super power is used for heatran,ferrothorn and stuff. Bug bite hits for good damage as boosted by technician. Bug bite on the set can be replaced by U-turn to generate momentum on a predicted switch in and to bring in a teammate safely.Adamant nature is used for more power.
Threats:
: Fire types pose an obvious threat to the the core as Mega charizard X and Y can deal huge amount of damage to the core. Scarf victini is also a problem as it can kill all 3 pokemon on the core.
: Electric types like tapu koko and Raichu-alola pose a threat as well as electric terrain boosted attacks are hard for the core to sponge and retaliate against.
Teammates
: Galvantula is a must to have teammate as it provides the core with sticky web support which allows the pokemon on the core to sweep easily.It also has thunder that allows to deal with flying and water types for the core.
: Armaldo provides the core with stealth rock and rapid spin support which is invaluable as the pokemon on the core are easily wore down due to stealth rock damage.Armaldo can check Mega charizard Y 1v1 if needed.
: Buzzwole can be a good speed control utilizing a choice scarf set. It also has a very good physical bulk letting it survive +6 aqua jet from azumarill. Buzzwole can steam roll teams with its ability beast boost,especially late game. Scarf buzzwole checks Mega charizard X and Y as well.
: Scolipede utilizing a life orb set is a decent partner too as it has access to moves such as earthquake and rock slide which eases match ups such as fire.

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Harpp

No rain, no flowers.
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Offensive Psychic Core:

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Bolt Strike
- Blue Flare
- U-turn

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Hidden Power [Ground]
- Trick

This is a very simple to use and effective offensive psychic core, here gothitelle performs the key task of taking out checks to victini such as heatran,mandibuzz,porygon2 etc. Which makes match ups such as normal,steel,dark a little easier. Gothielle can either take out checks to victini which helps victini to clean/sweep much easier or gothitelle can cripple a wall with trick rendering it useless for the rest of the match. Gothitelle with its amazing ability in shadow tag, makes up for an effective partner for victini as it takes out the usual checks to victini.
Set in detail:
: Standard scarf victini set, Vcreate is the go-to-stab move that hits very hard thanks to high base power. Bolt strike is for bulky water types such that resist vcreate. Blue flare is used to clean mono bug teams easily when weakened and blue flare can be used to revenge kill without the stat drops unlike vcreate.U-turn is to generate momentum while doing some chip damage.
: Gothitelle has psychic as its main stab move to take out neutral targets as it hits moderately hard with a choice specs. Thunderbolt is used to take out pokemon such as mandibuzz and bulky water types like mantine,rotom-wash which can wall victini. Hp ground is for heatran as gothitelle can effectively 2hko heatran with hp ground, moreover gothitelle can be brought in safely vs heatran via uturn from victini. Lastly trick is used to cripple a wall such as chansey,porygon2 etc which will make defeating opposing team much easier.
Threats:
: Dark types are a threat to this core as the core lacks any effective move to hit dark types with however this problem can be overcome by using teammates that can take out the mentioned dark types which is stated below in teammates section.
: Mimikyu is a threat to the core as well as it has the ability disguise which guarantees it a swords dance and it has access to shadow sneak and so it is threatening to the core.
Teamamtes:
: Scarf gardevoir is a very good teammate as it can put in a lot of work vs dragon and dark types with stab moonblast. It can also heal up a teammate with healing wish which is especially useful late game.
: Meloetta provides the core with an invaluble ghost immunity and also a special defense tank with AV set,tanking special hits for the team.It is no slouch offensively either.
: Alakazam-Mega is a good partner for the core as it appreciates faster pokemon being taken out by victini and walls crippled by gothitelle as this gives Alakazam-Mega much easier time to sweep or clean team. Alakazam-Mega can run substitute to dodge sucker punch from bisharp as well which is a threat.
: Providing offensive defog support and wall breaking capabilities due to draco meteor and psyshock is a good partner for the core as well.
: Much like Alakazam-Mega,Slowbro-Mega appreciates victini taking out faster threats and gothitelle crippling walls, that help Mega Slowbro in setting calm mind easier. Mega slowbro with its outstanding physical wall can sponge physical hits for the core very well.
: Sash counter alakazam is a very good teammate to the core as it can take out threats such as excadrill,Mega-Sharpedo,Mega-Gyarados etc with counter. Sash Alakazam set acts as a blanket check to plethora of physical pokemon.Alakazam has magic guard that makes it harder to revenge kill as it guarantees one attack with sash.
 

mushamu

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Defensive Psychic Core

Mew & Slowbro

I don't know how to do importables so I'll just paste it here instead.

sets:


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Will o Wisp
- Knock Off
- Soft-Boiled
- Taunt / Defog

Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave / Grass Knot
- Slack Off
- Flamethrower

Description


Mew - Mew is the specially defensive wall of the core. Reliable recovery in Softboiled and Will o Wisp makes it a good utility Pokémon, along with Defog / Taunt to suit your team's needs. Knock off removes items for cleaners like Mega Alakazam to finish off, and removes eviolites and lefties from annoyingly fat Pokémon. 16 EVs are invested in Defense so that Mew does not get absolutely hammered by Physical attacks if slowbro is knocked out.

Slowbro - Slowbro is the physical wall of the core, and does its job quite well. With an awesome defensive typing, Slowbro is able to take hits from threats such as Excadrill, Charizard X, and Victini and cripple them afterward. A colbur berry can be used in order to deal with dark types. Thunder wave is for speed checking setup sweepers that will become a dangerous threat to your Psychic team if not crippled.

edit: someone please teach me how to do importables
 
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mushamu

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http://prntscr.com/fegcj9
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
- Will o Wisp
- Knock Off
- Soft-Boiled
- Taunt / Defog

Slowbro @ Red Card
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave / Toxic
- Slack Off
- Ice Beam / Flamethrower / Calm Mind


also just a nitpick but you might wanna slash colbur berry on slowbro for dark types such as Mega Sharpedo, Mega Gyarados and Bisharp but up to you
thx bro
 
Defensive Fire Core


Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Light Screen
- Reflect


This core revolves around the defensive backbone of Torkoal and Rotom-Heat. The Heat Rock on Torkoal really helps with the extended duration of sun Stealth Rock does a great job at weakening the opponent, and Rapid Spin keeps Stealth Rock away and keeps the core from being chipped down. Yawn is nice for putting something to sleep. Rotom-Heat can switch into Ground type attacks for the core. Dual screens give the core better survivability. Rotom-Heat is also capable of Volt Switch pivoting to generate momentum for Torkoal.



With either of these being essential to Fire teams, it's only natural that I start with them. Both of them greatly appreciate Torkoal's hazard removal with Rapid Spin and its Stealth Rock to weaken the opponent's team, as well as the prolonged sun. Mega Charizard X also appreciates Rotom-Heat's screens allowing it to set up Dragon Dance safely, and Mega Charizard Y does a solid job with special wallbreaking and offering further hazard removal with Defog.



Infernape provides great speed control for the team, as well as checking the major threat that is Nihilego. It also forms a VoltTurn core with Rotom-Heat to generate momentum.



Heatran can also serve as a helpful check to Nihilego, while also doing some nice stallbreaking with Magma Storm+Taunt to beat annoyances like Chansey and Toxapex.



Volcanion can switch into Water type attacks from Pokemon like Kingdra and Greninja that prove to be a problem for the core. It also generally does a solid job at special wallbreaking alongside Volcarona.



Victini's physical wallbreaking helps the core a lot vs annoying special walls like Chansey and Mantine. It also forms a VoltTurn core with Rotom-Heat to generate momentum.




These 4 Rock types can destroy the core with their STAB Rock type moves. While Torkoal can at least survive 1 Stone Edge from Mega Aerodactyl, Terrakion, or Tyranitar and try to Lava Plume or Yawn back, it can't survive a Power Gem from Nihilego. Tyranitar can also remove the sun, chipping away at the core each turn.



These 2 Ground types can really give the core a hard time. With Earth Power+Rock Slide, nothing will want to take a hit from Landorus. And though Rotom-Heat survives a Rock Slide from full health, it can't OHKO back with an Overheat. If the Garchomp is the Swords Dance Dragonium Z set, the core could potentially easily get dismantled. However, it can't set up safely vs Torkoal due to Yawn.



These 2 Dragon types will be huge menaces if you don't manage to get up Stealth Rock with Torkoal. Choice Band Dragonite's Outrage can easily tear through the core if Torkoal has been substantially weakened. And if Salamence manages to get up a Dragon Dance, it can also tear through the core with the Dragonium Z set.However, Torkoal can also either fish for a burn with Lava Plume or Yawn them to put them to sleep.


Offensive Dark Core

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Sludge Bomb
- Nasty Plot

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


This core is built around 2 setup sweepers and a Scarfed pivoter for speed control. They also manage to find some defensive synergy, with Hydreigon switching into Ground type attacks for Bisharp and Mega Houndoom, and Hydreigon and Mega Houndoom switching into Fire type attacks for Bisharp. Bisharp can remove items with Knock Off, making Normal's Eviolite core a lot more tolerable, while also having priority in Sucker Punch in case Hydreigon can't outspeed something. Mega Houndoom with Fire Blast and Sludge Bomb, in conjunction with Nasty Plot, is capable of nailing nearly everything on Fairy teams. For Hydreigon, it outspeeds threats like Scarf Heracross and Excadrill which would otherwise be a major issue, as well as U-turn pivoting to give momentum to the core.



Greninja is yet another incredible answer to Fairy types like Clefable and Azumarill with Gunk Shot, while also helping the core immensely against Ground teams with Hydro Pump and Ice Beam.

or


The core greatly benefits from Stealth Rock, so either Tyranitar or Krookodile do great for the core. Tyranitar serves as a switch in against special threats like Tapu Koko, Magearna, and Volcarona. Krookodile provides an Electric immunity to prevent Volt Switch pivoting, as well as having Taunt to stop opposing hazard setters. In return, Bisharp helps them keep Stealth Rock up by pressuring Defoggers whenever it's in or out of the field.



Mandibuzz not only gives the team a switch in for threatening Fighting type attacks, but it also helps the team by removing hazards, checking physical setup sweepers like Mega Charizard X and Mega Scizor, and U-turn pivoting alongside Hydreigon to give the core momentum. In return, the core helps Mandibuzz with Fairy types like Clefable, Magearna, and Klefki.


Alolan Muk is another great check to Fairy types alongside Bisharp and Mega Houndoom, while also being able to switch into Tapu Koko. It can also remove items and Pursuit trap threats like Mega Alakazam and Alolan Raichu.




Despite Bisharp and Mega Houndoom checking quite a lot of things on Fairy, Tapu Koko and Azumarill will always be major problems. Nothing on the core wants to switch into Specs Tapu Koko's Thunderbolt/Dazzling Gleam, and Hydreigon doesn't OHKO with Fire Blast. Azumarill can easily set up a Belly Drum in front of Hydreigon, since none of its moves can even do any considerable damage, and Bisharp's Sucker Punch won't pick it off from half health. The only slight remedy the core has to these problems is potentially running Earth Power on Scarf Hydreigon to have a chance of OHKOing Tapu Koko and putting Azu within range of Bisharp, but even that would be niche at best.



These 2 Fighting types, when Scarfed, will be a major issue for the core due to outspeeding everything and OHKOing with Close Combat. Since they resist Sucker Punch, Bisharp can't even effectively revenge kill them. If the Terrakion is a double dancing set, it can easily set up in front of Mega Houndoom due to resisting all of its attacks, as well as setting up against Hydreigon if it's already fired off a Draco Meteor.



Scolipede after a single boost will outspeed the entire core and mow through them with Megahorn+Earthquake. What's worse is that Bisharp's Sucker Punch won't KO even after 2 rounds of Life Orb chip damage.


Edit: Implemented changes
 
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Harpp

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Offensive Ice Core:

Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Taunt
- Icy Wind/Ice Beam
- Will-O-Wisp/Destiny Bond/Thunder Wave

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Endeavor/Knock off/Icicle Crash
- Ice Shard

This is an offensive hazard stacking ice core that mainly aims at pressuring types like bug and fire,Hazard stacking punishes and discourges switch ins as it racks up residual damage which allows offensive teammates to clean/sweep easily, offensive teammates are also harder to wall due to hazard stacking nature of this core.
: Standard suicide lead froslass set here, taunt is to stop opposing hazard setters or set up sweepers. Icy wind has good utility as it slows down opposing foe which can help a teammate after froslass is out. Ice beam is an option over icy wind which is a good alternative as it is more powerful. Will-o-wisp is used to cripple physical attackers that may switch in and to rack up some residual damage. Destiny bond allows froslass to take down foe once it has done its job. Thunder wave can be used as well to cripple faster threats.Spikes is for obvious to rack up hazards and punish/deter switch ins.
: Sash lead Mamoswine set here, Sash gurantees mamoswine can set up stealth rocks which is crucial for ice mono teams to pressure teams that have advantage such as vs bug and fire.Earthquake in combination with ice shard helps to take out frailer threats. Laslty endeavor is used to as it allows mamoswine to take out offensive check such as keldeo. Knock off is a great utility move helping remove item of item reliant pokemon such as porygon2, or scarf users. Icicle crash is an option as well as it has good coverage alongside earthquake.
Teammates
: Ninetales alola is a great teammate as it can not only set aurora veil to let the team sponge hits better but it can also check fighting types like keldeo and terrakion with its good speed. Ninetales can run nastly plot or offensive utility set for the team.
: Sandslash Alola is a great teammate as well as it can secure ohkos easily due to the hazard stacking nature of the core, Sandslash-Alola can run swords dance and groundiumz set as well to take out key threats to ice and also sweep fire and steel a little easier under hail.
: Kyurem can run wall breaking set for the team to open holes for other members and it appreciates hazards as well. It can run babiri berry set with hp fire to soft check scizor as well.
: Good physical wall for the team and access to rapid spin to clear off hazards that plagues mono ice teams.
: great shell smash user that greatly appreciates hazards to net more ohkos, can run mixed hp fire set as well to have easier time vs steel
: Good speed and high attack stat makes weavile a good teammate as it can deal with troublesome mons like tyranitar and ferrothorn and has ice shard as priority and stab knock off.



Offensive Bug Core:

Galvantula @ Focus Sash /Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder / Volt Switch
- Energy Ball /Bug Buzz
- Hidden Power [Ice]
- Sticky Web

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pin Missile
- Rock Blast
- Close Combat
- Earthquake / Substitute / Swords Dance

Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz /Giga Drain
- Hidden Power [Ground]

This is a very simple and basic offensive core around mega heracross. Mega heracross is an amazing wall breake able to shred apart defensive teams and is hard to wall due to its high attack stat and multi link ability and moves. However it is let down by its poor speed stat which leaves much to be desired but this problem is patched up on the core through sticky web galvantula which allows mega heracross to outspeed non scarf pokemon and hit first. Volcarona on the core acts as a cleaner or set up sweeper that appreciates wall breaking by mega heracross to open up a way for sweep.Mega Heracross helps a ton in steel match up weakening team to the extent where volcarona can sweep and Mega heracross can take out heatran for volcarona as well.
: Standard offensive sticky web support set, life orb is an option to run over sash to hit a bit harder as life orb boosted hp ice takes out garchomp and landorus easily. Thunder is the go-to-move since it has accuracy boosted by compound eyes ability(91%) and hits decently hard,helps in taking out bulky water types like toxapex.Thunder can be replaced by volt switch to generate momentum and to bring teammates safely on predicted switch ins. Energy ball is used for water/ground types like swampert,seismitoad,gastradon. Lastly sticky web is to allow mega heracross to outspeed non scarf grounded pokemon. It also allows volcarona to outspeed scarf excadrill.
: Mega heracross has pin missile as the main stab move as it hits very hard thanks to high attack stat and multi link ability. Close combat severly dents neutral targets but the stat drop makes mega heracross easy to get revenge killed.Rock blast is for flying and fire types such as torkoal and zapdos. Lastly Earthquake is used for toxapex which can be a pain otherwise. Substitue is an option as well to protect itself from status moves,Substitute makes mega heracross harder to revenge kill.Swords dance can be run in the last slot as well as it makes mega heracross a terrifying wall breaker which is almost impossible to wall. Adamant nature is used for more power.
: Quiver dance is for the obvious stat boosting which allows to sweep. Firium Z allows volcarona to muscle through its check as +1 firium z hits very hard even denting pokemon that resist it.Bug buzz is used to sweep psychic teams better however giga drain can be run for ground,rock types and to heal itself. Hp ground is used to take out heatran once it has air balloon popped. Fire blast and hp ground helps vs steel match up a lot.
Threats:
: Flying types and fire types like Mega Charizard X/Y pose a huge threat to this core as it can severely dent or take out pokemon on the core easily. Mega Aerodactyl is a threat to as it can take out mega heracross and volcarona.
: Rock types like terrakion, Nihilego pose a huge threat as they can weaken the core to an extent where it is easily cleaned late game. Terrakion Double dance set is particularly threatening. This can be remedied by using scizor on the team.
: Mirror bug match ups that have mega pinsir are troublesome as Mega pinsir has the ability to take out both mega heracross and volcarona with its flying stab moves.
: Electric types pose a threat to as bug lacks any notable switch ins to electric moves and electric moves take a huge chunk on this core.
Teammates:
: Scizor is a great teammate as it can run banded set or swords dance set, which allows it to dent/ clean teams respectively. Scizor also has u-turn which helps in bringing in a teammate safely. Scizor can take out threats such as terrakion,nihilego for the core.
: Bug mono being plagued by stealth rock,armaldo is a great teammate as it has rapid spin support which helps to clear off stealth rock,in addition it can provide stealth rock support for the team as well which is highly appreciated by offensive teammates like Mega Heracross and volcarona.
: Scolipede can provide speed control out of sticky web thanks to its ability speed boost, it has earthquake and rock slide which helps vs fire and flying match ups. It is more flexible in use as well.
: Another good teammate, yanmega can free up a moveslot on volcarona and yanmega and volcarona can weaken each others check. Ability speed boost makes it more flexible outside of sticky web support too.


Edited
 
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