Monotype Good Cores

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Vid

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Monotype Good Cores
Approved By scpinion
Welcome to the second iteration of the monotype good cores thread! A special thanks to Inscribe for getting this project started. For those of you that do not know, the word "core" refers a group of 2 or more Pokemon that work well together. Their combined utility allows each to excel beyond their individual effectiveness. The core's viability can derive from defensive synergy, attacking coverage or some combination of both.
What is a core?
Effective cores are very important in competitive Pokemon, and any good player uses them, intentionally or not. Defensive cores rely on covering a lot of attacking types and common threats within the core, while also offering team support, so that the core is useful even when walled. On the other hand, offensive cores still like having the common attacking types covered between its members, but offensive synergy is most important. Be it one member of the core attracting Pokemon that another member can easily switch into and force out, one member luring and weakening the checks and counters of another, or one member being able to beat the Pokemon that the other can't, those are the characteristics that are wanted from a good offensive core. Finally, there are mixed or balanced cores, as well as support and pivoting cores, which blend in into offensive and defensive cores. Support or pivoting elements in cores aim to either provide easier switch-in and set up chances to offensive Pokemon, or help to wall and stall out the opponent in the case of defensive cores. - alexwolf

The Monotype metagame presents a unique challenge for building viable cores because each Pokemon on the team must share a common type, which leads to shared weaknesses and STAB attacks.

Having a solid core is the starting point to building a top-notch team. The purpose of this thread is to discuss monotype cores and, more importantly, provide a database of good cores for players to begin building their teams around.

We have mostly completed our initial goal of having at least 2 cores for every type! However, if you have an awesome core we still want to see it!

Lets strive to have all the cores be in a similar format so each post is equally accessible!
That means taking 2 minutes to read the hide block below. ^_^
Make sure your sets can be copy/paste into the Pokemon Showdown! Teambuilder.
Up to 3 Pokemon can be used, 4 is pushing it, however, if the core is good enough it can be accepted

Please denote your core as Offensive, Defensive or Balanced when posting.

Also, please utilize sprites (or another similar graphic) to add some aesthetic appeal!
go to this link: http://play.pokemonshowdown.com/sprites/xyani/

Click on the animated sprite link of interest.
Copy the URL from your address bar.
(or just right click and "copy link address")

For example, the link for based god monotyke is: http://play.pokemonshowdown.com/sprites/xyani/mantyke.gif

In the post editor click on the image button (beside the smiley face)

Paste your link and click "insert"

<an image of the Pokemon (sprites preferred)>
Pokemon @ Item
Ability:
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, SAtk, SDef, Spd]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

<an image of the Pokemon (sprites preferred)>
Pokemon @ Item
Ability:
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, SAtk, SDef, Spd]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

In a paragraph, describe how the core works

In a paragraph, describe threats to the core. Please place this section inside hide tags to make it easier to navigate the thread. (thanks AFD)
(all cores have weaknesses, don't forget this section!)

In a paragraph, describe what Pokemon support the core well
(this can be a specific list or something generic like "hazard control")

If you have Replays of this core in action we would love to see them! However, replays are certainly not a requirement.

Key
Green:
we have at least 1 core of this type(feel free to add more though!)
Red: we need a core of this type

This hide block will be updated from time to time although the sprite gallery is a priority

Links will be added as the cores are moved over to this thread.
Normal: Offensive, Defensive, Balanced
Fighting: Offensive, Defensive, Balanced
Flying: Offensive, Defensive ,Balanced
Poison: Offensive, Defensive, Balanced
Ground: Offensive, Defensive, Balanced
Rock: Offensive, Defensive, Balanced
Bug: Offensive,Defensive,Balanced
Ghost: Offensive,Defensive, Balanced
Steel: Offensive, Defensive, Balanced
Fire: Offensive, Defensive, Balanced
Water: Offensive, Defensive, Balanced
Grass: Offensive, Defensive, Balanced
Electric: Offensive, Defensive, Balanced
Psychic: Offensive, Defensive, Balanced
Ice: Offensive, Defensive, Balanced
Dragon: Offensive, Defensive, Balanced
Dark: Offensive, Defensive , Balanced
Fairy: Offensive, Defensive, Balanced
Lets try to get this entire board green!


Some Cores are outdated from the the other thread or are important cores that are not in the sprite gallery here is an idea of some cores that should be done.
Mega Pinsir Bug
Mega Heracross Bug-Complete
Mega Heracross Bug (2)-Complete
Hoopa-U Psychic-Complete
Hoopa-U Dark-Complete
Mega Scizor Bug-Complete
Mega Manectric Electric-Complete
Mega Ampharos Electric-Complete

Mega Alakazam Psychic
Defensive and Balanced Ground Cores need updating Smooth Rock R.I.P
Mega Sableye Ghost Defensive-Complete
Ice Cores are outdated most of them have Kyurem-W-Complete

*Note Some Cores from the other thread are not on here because some of them are outdated
 
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Vid

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Balanced Core Sprite Gallery
OrAndOr
(contributed by Freeroamer)

(contributed by DolphinDude14)

(contributed by All Falls Down)

(contributed by All Falls Down)

(contributed by scpinion)

(contributed by RZL)

w/ optional additions
Or
(contributed by Anttya)

(contributed by Tyke)

(contributed by Nani Man)

(contributed by n64lord)

(contributed by Arifeen)

(contributed by Arifeen)

(contributed by scpinion)

(contributed by Anttya)

(contributed by Firnen)

(contributed by Slurmz)

(contributed by Redenstien)

(contributed by Ed Wins)

(contributed by Tylacto)

(contributed by Stunfisk The Great)

(contributed by iVid)
 
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Vid

Our life is what our thoughts make it
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Offensive Core Sprite Gallery

(contributed by Clearly)

(contributed by The Songbird)

(contributed by Tyke)

(contributed by Zarif)

(contributed by scpinion)

(contributed by Articuno I/Death on Wings)

(contributed by Inscribe)
or
(contributed by Inscribe)

(contributed by SirSkit)

(contributed by Clearly)

(contributed by Monotip)

(contributed by Ed Wins)

(contributed by Death God Anubis)

(contributed by Vanderlylic)

(contributed by Ed Wins)

(contributed by Freeroamer)

(contributed by Cell) Dual Mega Core

(contributed by Stunfisk The Great)

(contributed by Sabella)

(contributed by iWanka)

(contributed by Tylacto)

(contributed by Tylacto)

(contributed by AV8/Exhaust)

(contributed by Septicus)


(contributed by Stunfisk The Great)
or
(contributed by Stunfisk The Great)

(contributed by iVid)

(contributed by Inwhale)

(contributed by scpinion)
or
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(contributed by iVid)

(contributed by madman404
 
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Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Defensive Core Sprite Gallery

(contributed by All Falls Down)

(contributed by All Falls Down)

(contributed by All Falls Down)

(contributed by All Falls Down)


(contributed by Tyke)
or
(contributed by Vinnesia Bossman)

(contributed by Clearly)

(contributed by E-Series 1B)

(contributed by Ghast)
or
(contributed by Floe)

(contributed by Arash)

(contributed by Inscribe)

(contributed by n64lord)

(contributed by n64lord)

(contributed by WildGortex)

(contributed by Clearly)

(contributed by ArVaDa)

(contributed by ads20000)

(contributed by Death God Anubis)

(contributed by SirSkit)
and/or
(contributed by ThimoTheUltimateBOBO)

(contributed by Lax)

(contributed by Ads2000)

 
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OFFENSIVE STEEL CORE




Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Spikes
- Brave Bird
- Taunt
- Stealth Rock

Ever since custap berry was released, skarmory could take on a different roll, sturdy guarantees atleast one layer of spikes or stealth rocks, along with custap now you can get extra layers or apply big damage with a max attack brave bird. Taunt is used as the last slot to keep hazards up against defoggers such as the lati twins, opposing skarmory, or Mandibuzz.





Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Sacred Sword
- Shadow Sneak
- Shadow Claw

Well if we are building a hazard stack team you need a spin blocker. and doublabe fills this role to the tee, being a steel/ghost type allows it to spin block the hazards you set up as well as absorbing fighting type attacks. swords dance allows you to wallbreak cores such as normal's porygon/chansey and psychic teams once mew is gone. Sacred Sword is used to not get walled by normal and dark pokemon switch ins, shadow sneak to pick off weakened pokemon and shadow claw is used as a powerful ghost stab.





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

Now that we have our spinner, we need something to block defog and bisharp is the best defiant user steel has, giving this monster a life orb and stab knock off means almost nothing appreciates switchining in. lum berry is another item you can use if you want to beat mega sableye 1v1. Iron head is used to not be walled by opposing dark types and in general great stab.

Pokemon That Works with this core
Heatran
: Absorbs Fire Attacks, can also break sableye with magma storm
Magnezone: Sturdy or magnet pull is great for this core, magnet pull is great for trapping skarmory and sturdy is good for taking out that one annoying mon that breaks your team
Mega Scizor: Bulky late game sweeper, also works well with magnet pull magnezone


Threat List
Infernape Strong fighting and fire stab tear through this core in general, heatran can take one close combat from a standard lead nape set.
Landorus Incarnate Strong Ground Stab in Earth power, also has focus blast for skarmory and balloon tran, skarm can take one focus blast and put landorus in sucker punch range for bisharp.
 

Cell

Birth By Sleep
MPL Champion
Offensive Core (Ground)

Landorus (M) @ Choice Band
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off



Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earthquake
- Stone Edge
- Fire Blast
- Draco Meteor



Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Fire Blast
- Earth Power
- Rock Slide
- Substitute / Hidden Power [Ice]

I built this core mid ORAS (around when Hoopa was released) as a means to profit off the Psychic spam at the time but, I believe it can still be nearly as effective in the current meta-game. The Landorus set gives the team momentum against various types but especially Psychic while at the same time surprising most of the common switchins to it, Garchomp provides excellent wallbreaking and excellent coverage while still holding the team together against common threats, Camerupt absorbs willos, forces switches, helps bluff the chomp set, and makes up for the lost special wallbreaking provided by Landorus and the pressure it offered against the common types.



Hippowdon provides the best support available for Ground teams in the form of Stealth Rocks, Sand Stream, and a much needed physical wall.



Mamoswine gives appreciated powerful STAB priority, allows Ground to easily break through the Flying core, and gives Ground a much better match-up against Dragon due to being able to 2HKO everything on it except Kyurem-Black.

Keldeo: Can run different sets that screw the core over but can be played around.
Gliscor: Walls the entire core but Cam can force a switch if healthy
Gyarados-Mega: Sweeps after a few ddances but can be checked by mchomp if healthy
 
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Before Vid copy paste everything, I did post a similar-ish ground core to what Cell did, although it isn't dual mega. It was never posted since the thread was pretty dead, so I'm just gonna copy/paste it onto here.

Offensive Ground Core for ORAS!


Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature / Rash Nature
- Fire Blast
- Earth Power
- Ancient Power / Rock Slide
- Will-O-Wisp


Seismitoad @ Assault Vest / Choice Specs
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Earth Power
- Grass Knot
- Sludge Bomb


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

How it works: Camerupt is a great special wallbreaker for ground teams, with a very powerful Fire STAB, and its attacks being sheer force boosted. It also makes to be a great lure for threatening physical attackers, tempting mons such are Garchomp, Gyarados, Azumarill, ect, to switch in or even go as far as set up on it. That's where WoW becomes a viable option. Seismitoad is a staple as it can absorb the water attacks that Mega Camel is 4x weak to (as well as being a good general switch in for the rest of the team). It's also a good offensive means to check most water mons with Grass Knot. Choice Specs is also a viable option, but I have it with Assault Vest so it can better tank Ice attacks especially for Landorus. Landorus-T is a great means for speed, as well as a pretty good switch in to physical attackers that threaten Camerupt. Since it's part flying type, it's completely immune to Earthquake, and in return Camerupt acts as a nice burn absorber for Landorus, so you don't have to get Seismitoad statused.

Gyarados is a pretty hefty threat, especially due to the fact Water Absorb is useless because of Mold Breaker. It can easily set up on this core if your not careful.

Bullet Seed can do numbers to this core, and Spore can be pretty hard to get around, especially rendering someone useless. I usually lead with Landorus, take a U-Turn, sack someone to Spore, and come back out, so it's attack will be way down, and after sandstorm damage (if you run that), you can 2KO it.

Another mon that can easily set up. If it carries Energy Ball, it'll be quite a roadblock to get around--its not easy to revenge kill either because of its great bulk.

Like Manaphy, also has great bulk, and can rip holes into the core if your not on your toes. You need to do prior damage to it before Landorus can revenge kill it.

Venusaur can 2KO everyone on this core. Camerupt can also 2KO, or at least get a burn on it for slow consistent damage, but you just need to be careful around it.

There are more minor threats, but these are the major ones you should worry about most when integrating this core onto your team.




In the sand, it is a great sweeper, as well as a very powerful attacker in general if you run LO or choice band. Landorus is a great swicthin to incoming fighting attacks for it, while in return you have another means of speed.

Mamoswine is one of the best partners for this core. It's resistant to ice thanks to Thick Fat, it has great priority, and it provides great coverage all around with it's Ice STABs, along with the Fire and Water STABs you already have.

Hippo is all around a great physical wall, providing sandstorm to double exca's speed, and includes some nice residual damage to anything not rock, ground, or steel. It's also one of the best Stealth Rock setters for a ground team to have.


Replays will be included later.
 
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MZ

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Before Vid copy paste everything, I did post a similar-ish ground core to what Cell did, although it isn't dual mega. It was never posted since the thread was pretty dead, so I'm just gonna copy/paste it onto here.

Offensive Ground Core for ORAS!


Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp


Seismitoad @ Assault Vest / Choice Specs
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Earth Power
- Grass Knot
- Sludge Bomb


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

How it works: Camerupt is a great special wallbreaker for ground teams, with a very powerful Fire STAB, and its attacks being sheer force boosted. It also makes to be a great lure for threatening physical attackers, tempting mons such are Garchomp, Gyarados, Azumarill, ect, to switch in or even go as far as set up on it. That's where WoW becomes a viable option. Seismitoad is a staple as it can absorb the water attacks that Mega Camel is 4x weak to (as well as being a good general switch in for the rest of the team). It's also a good offensive means to check most water mons with Grass Knot. Choice Specs is also a viable option, but I have it with Assault Vest so it can better tank Ice attacks especially for Landorus. Landorus-T is a great means for speed, as well as a pretty good switch in to physical attackers that threaten Camerupt. Since it's part flying type, it's completely immune to Earthquake, and in return Camerupt acts as a nice burn absorber for Landorus, so you don't have to get Seismitoad statused.

Gyarados is a pretty hefty threat, especially due to the fact Water Absorb is useless because of Mold Breaker. It can easily set up on this core if your not careful.

Bullet Seed can do numbers to this core, and Spore can be pretty hard to get around, especially rendering someone useless. I usually lead with Landorus, take a U-Turn, sack someone to Spore, and come back out, so it's attack will be way down, and after sandstorm damage (if you run that), you can 2KO it.

Another mon that can easily set up. If it carries Energy Ball, it'll be quite a roadblock to get around--its not easy to revenge kill either because of its great bulk.

Like Manaphy, also has great bulk, and can rip holes into the core if your not on your toes. You need to do prior damage to it before Landorus can revenge kill it.

Venusaur can 2KO everyone on this core. Camerupt can also 2KO, or at least get a burn on it for slow consistent damage, but you just need to be careful around it.

There are more minor threats, but these are the major ones you should worry about most when integrating this core onto your team.




In the sand, it is a great sweeper, as well as a very powerful attacker in general if you run LO or choice band. Landorus is a great swicthin to incoming fighting attacks for it, while in return you have another means of speed.

Mamoswine is one of the best partners for this core. It's resistant to ice thanks to Thick Fat, it has great priority, and it provides great coverage all around with it's Ice STABs, along with the Fire and Water STABs you already have.

Hippo is all around a great physical wall, providing sandstorm to double exca's speed, and includes some nice residual damage to anything not rock, ground, or steel. It's also one of the best Stealth Rock setters for a ground team to have.


Replays will be included later.
Is it really a defensive core if it's 3 offensive Pokemon specifically put together for covering each others' weaknesses?
Also Cell, how does one fit Mega Garchomp and Mega Camerupt on the same team? edit: also why not just put hippo with the core, it's pretty damn clear that you're gonna use it with sand force lando, chomp or no chomp
 
Is it really a defensive core if it's 3 offensive Pokemon specifically put together for covering each others' weaknesses?
Also Cell, how does one fit Mega Garchomp and Mega Camerupt on the same team? edit: also why not just put hippo with the core, it's pretty damn clear that you're gonna use it with sand force lando, chomp or no chomp
It's a dual mega core, its great for situational matches, where 1 mega would be better than the other, at the cost of usually the slot where Mamoswine sits.
As for quoting my thing, I'm not sure if your asking if my core would be better off defense. This is a Bulky Offensive Core, or just for the catagory Offensive, which usually means the mons are able to easily take damage, and dish it back rather easily. For example, say Terrakion is in against Excadrill. Landorus can easily switch in, intimidate it, and absorb an incoming Close Combat, or avoid an Earthquake. From there, you can either go for Earthquake to hit it back, or U-Turn to gain some momentum if you think its about to switch, and select the appropriate mon for the given scenario.
 

MZ

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Yeah I mean I just agree with the classification of offensive core, it's 3 pokemon that, while offensive, still have notable bulk and are chosen for defensive synergy rather than offensive synergy. Still I guess defensive core sounds awkward there. Was more posting for the dual mega stuff
Also didn't realize it was dual mega core which honestly sounds terrible since why would you ever not want to mega evolve camerupt, in that situation you're basically saying "I have no way to win without the extra power of mega garchomp so I'll make my camel useless for this wallbreaking situation" (more power than CB sand force lando and modest Mega Camerupt already provide) when you could just, you know, run regular garchomp. Or something else. Or no camerupt. Yes that's 100% theorymon, if it's been proven good then my bad.
edit: Also his description of the core heavily implies that you're using both megas at the same time, maybe that's just me

edit @ below: still doesnt really counter my concerns, your agreement with how mega evolving chomp leaves camel useless is more significant than just a ladder peak.
 
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Yeah I mean I just agree with the classification of offensive core, it's 3 pokemon that, while offensive, still have notable bulk and are chosen for defensive synergy rather than offensive synergy. Still I guess defensive core sounds awkward there. Was more posting for the dual mega stuff
Also didn't realize it was dual mega core which honestly sounds terrible since why would you ever not want to mega evolve camerupt, in that situation you're basically saying "I have no way to win without the extra power of mega garchomp so I'll make my camel useless for this wallbreaking situation" (more power than CB sand force lando and modest Mega Camerupt already provide) when you could just, you know, run regular garchomp. Or something else. Or no camerupt. Yes that's 100% theorymon, if it's been proven good then my bad.
I've tried a dual mega team as well, surprisingly it does work very well once you get the firm grasp on which types to use what mega, ect. Cell managed to reach #1 on the ladder on an alt with that core, so it does definatley work. The cool thing is though, even if either of them (chomp mostly) isn't mega'd, they aren't a dead slot. Chomp is still a fast attacker, and can clean in a match if you wanted. As for Camel not mega'd, yea, I can kinda agree it'll more than likely be a sack the match your not using it.
 

lax

cloutimus maximus
is a Community Leader Alumnusis a Top Tiering Contributor Alumnuswon the 10th Official Ladder Tournamentis a Past SPL Championis a Past WCoP Champion
RBTT Champion
I'd like to update an old core or have it added on to defensive for Dark types. (AFD posted it earlier but that was pre-ORAS)


Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Calm Mind
- Recover
- Dark Pulse
- Will-O-Wisp


Tyranitar @ Leftovers/Chople Berry
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stone Edge
- Stealth Rocks
- Fire Blast
- Pursuit/Thunder Wave


billy n' mandibuzz (Mandibuzz) @ Leftovers/Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Defog
- Foul Play
- Roost
- Toxic/Taunt/Brave Bird


The notorious, fat dark core. I'm sure everyone has heard of this or seen it so I'll keep this description short xd

Mega Sab bounces back status, bounces back hazards, cripples most physical attackers, and can set up for a potential sweep. Tyranitar switches in on special moves if sableye doesn't have enough plusses yet and sets up rocks. Mandibuzz switches in on strong physical moves if sableye hasn't burned it and needs to switch out.
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion
Reserving this post for an updated mega Heracross bug core.


Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed


Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Energy Ball / Hidden Power Ice
- Bug Buzz
- Sticky Web


Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Hidden Power [Ground]
- Fiery Dance
- Giga Drain

Aight so I've befriended Mega Heracross on my bug teams for a good while now because of its sheer power and coverage it provides for bug along with webs support. You can mess up some balance builds with webs + the coverage and its just an overall really fun and effective mon to use. I added volc to the core as well because This set is extremely deadly. One screw up on ur opponents part and this set can fuck over a lot of builds after a +1. I made it initially to be anti steel but it does well vses a lot of other types like water and ground as well.


if you fail to get up webs, doom just bops everything and pressures armaldo to stay healthy.

and other scarf fire types

scarf variants are annoying to play around. as long as volc can get a safe set up with webs, it can be dealt with.


scarf sets are really difficult to switch into and hera gives it a free switch



Galv is usually a lead but you have to preserv it to check zard or else it will just trainwreck everything.


gg.



gotta pressure it with webs and scizor.


As far as good teammates for this core, I always like running a Bulky armaldo to control hazards. It can eat an emergency hit pretty well to get off a last ditch spin and it can deploy pebbles as well. Forretress can fit the bill just as good as well. SD scizor compliments the core nicely because it adds a secondary win con and provides much needed priority. A hard hitting special attacker goes nicely as well to compliment Volc. Something like a yanmega works nicely.

Hope you guys like it!





Sabella hit up that scizor core imo
 
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Sabella

formerly Booty
is a Tournament Directoris a Forum Moderatoris a Tiering Contributoris a Past WCoP Champion
Offensive Bug Core. This is a core I used to peak ladder with and the team is currently on the website. The idea of this core is that each of these pokemon can break through and beat each others checks. Scizor struggles with Bulky waters and Bulky walls like Garchomp which Yanmega can rip through with its coverage of moves. Scizor can breakthrough zapdos if you can catch an SD superpower is used to hit things like keldeo and ohko at +2. This set can also break through skarmory. Scizor breaks through steel pokemon pretty easily and fairy pokemon which Yanmega likes.



Wanker (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Superpower

and


Cnorth<3 (Yanmega) @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Giga Drain
- Hidden Power [Ice]
- Protect
 
(Balanced Electric Core)



Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Volt Switch
- Dragon Pulse
- Power Gem
- Toxic

(Good alternate options depends on the rest of your team is Heal Bell, Discharge is an option over Volt Switch, Focus Miss Blast if your team has something for Volcarona, and if your team also already has an answer to Mega Sableye, Rest Talk can be implemented over toxic for recovery.)


Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Volt Switch
- Flash Cannon
- Thunder Wave
- Hidden Power [Fire]

(Alternate options here being that more Defensive investment is optional, and other status moves are also viable such as Toxic, or even Reflect/Light Screen. HP Grass if Gastrodon/Seismitoad/Swampert are large problems.)

What's nice about Magnezone and Mega Ampharos working together is that their typings are very complementary. Magnezone here resists the Fairy and Ice weaknesses of Ampharos, and in this case also provides a (temporary) Ground immunity. Ampharos also resists Magnezone's Fire Weakness, and can 1v1 the majority of Fighting type pokemon of which Magnezone is weak to.

Another point is that these two can maintain momentum together, utilizing their access to Volt Switch, and often something that holds back Mega Ampharos from doing large amounts of damage on more than one occasion in a game, is it's unhealthy Speed stat. However with this Magnezone set, Thunder Wave can be uses to slow down mons that would be threats to Ampharos, allowing it to be around far longer in a match.

(Offensive Electric Core)


Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
- Thunderbolt

(Good alternate options include that Protect is viable over Thunderbolt, helping with scouting and gaining a safe speed boost. HP Grass is also an option over Ice if your team is lacking the coverage, and finally Overheat is optional over Flamethrower, which effectively comes down to preference.)


Luxray @ Choice Band
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Wild Charge
- Crunch
- Quick Attack
- Superpower

(Options here to replace Quick Attack, depending on your team, are Ice Fang or Volt Switch, both being helpful in the right situation.)

Two arguably underused mons on Electric, one attacking on the Physical side, the other on the Special. Despite having the direct same weaknesses, Luxray and Manectric compliment each other very nicely on the offensive side of things. With it's large attack stat and helpful coverage, Luxray can heavily threaten many of the mons that would wall Manectric from the match. Mons such as Mew, Chansey, Tyranitar, Mega Sableye, Umbreon, Cradily, Lanturn, and many more. Manectric carrying a coverage move for ground types helps cover their weakness, which itself is easily covered up by numerous potential teammates with Ground immunity. The abundance of Volt Switching from Manectric also gives Luxray a large amount of safe switch ins, which is key to taking out the threats that prevent Manectric from doing large amounts of damage.
 
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(Offensive Electric Core)


Thundurus @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave
- Knock Off
- Taunt
- Superpower

OR

Thundurus @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- Wild Charge
- Superpower

(Unsurprisingly the better set here depends on your team. The Band set allows you to really threaten Psychic Monotypes, and also do large amounts of damage, where as the LO set is valuable for stopping set up sweepers and stall. Mixed is also an option for this.)



Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Extrasensory
- Hidden Power [Ice]

(The Item here is also up for debate, Life Orb and Assault Vest both being viable depending on what your team needs. Sub Calm Mind is also viable. Thunderbolt is optional over Shadow Ball, and if your team requires the coverage, HP Grass can be ran over Ice.)

A more popular Electric Core, these type might not have hugely complementary typings, but they do a great job of checking many of the threats to Electric. They both hit hard and fast with speed tiers that allow you to often simply outgun an opponent if you stay on the offence. Thundurus grants a ground immunity, helping cover Raikous weakness, and being a physical attacker in this core lets Thundurus scare out many of the special spongers that would would Raikou. (Chansey etc.)
 

Entei

TIMMEHHHHHHHHHHHHhHhhhh
is a Tiering Contributor
Offensive Fire Core

Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature/Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp/Taunt
--
Jolly - Makes you faster than base non-scarved 85Speed pokemon, best example would be: Pinsir(on its Mega turn), your Acrobatics(thanks to Gale Wings) will be faster than Pinsir's Quick Attack, which does over half to Fletchinder, or stuff like Sucker Punch Toxicroak/Nidoking, ETC.
Adamant - While making you more powerful, you will be outsped by Pokemon like: Absol,Pinsir(Same case as on the "Jolly" explanation, only this time you are slower, and very vulnerable to a STAB & Aerilate boosted Priority move), ETC.

Choosing between the two usually comes down to the user's preferential decision. I would recommend using Jolly, from experience.
If anyone could expand on this matter, you are more than welcome.
--


Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume(For Burns+Accuracy)/Fire Blast(Power)/Flamethrower(Accuracy)/Overheat(Power)/Add one of the moves slashed where Move 4 is, if you feel a Fire STAB is redundant on a fire team.
- Flash Cannon
- Earth Power(for Heatrans mainly, Omastars, Other Steel types if you decide to give up on a Fire STAB)
- Hidden Power Ice(Hits Dragon/Ground/Certain Flying types-mainly used for a combination of Dragon/Ground--Dragon/Flying--Flying/Dragon Pokemon)/Hidden Power Grass(Gastrodon,Quagsire,revenge kill a weakened Physically Defensive Slowbro,Seismitoad,ETC.)/Ancient Power/Dragon Pulse(if you want to hit dragons a bit harder, personally, still go for HP Ice, just thought this deserves a mention).
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume/Fire Blast/Flamethrower/Overheat
- Flash Cannon
- Earth Power
- Hidden Power Ice/Hidden Power Grass/Ancient Power/Dragon Pulse


Fletchinder & Heatran, pseudo-cover each other's weaknesses. Fletchinder, can(most of the time) switch in on a Fighting move, even boosted by STAB, and take it pretty well(for its bulk & defensive stats), and retaliate with a very powerful STAB move itself(Acrobatics), to deal a high amount of damage to the opponent[especially if moves such as: Close Combat/Superpower have been used(which will make the opponent's physical defense to drop), it will deal even greater damage], even Roost predicting a switch-out of the opponent, or if you want to be really gutsy, just go ahead and SD!
It also helps a lot against Dragon teams, if you get to set a Single Swords Dance, you are (usually)guaranteed to get at least 2 kills, unless the opponent has a Tank-Chomp(Max Physically Defensive Garchomp), or Multiscale intact on Dragonite, those are the only things that I imagine can stop Fletchinder from sweeping.
It can also protect Heatran from incoming Ground attacks, because of its Flying-Typing(Immunity to Ground), and Heatran's part Steel-Typing lets it take Rock-Type moves well, to keep Fletchinder safe, which is probably the most important factor to benifit this core, and really what makes it an actual core.
While Fletch deals with Fighting really well, and has an important role facing Dragon, Heatran, with its own typing, helps deal with some of Fire's most fearsome threats, such as: Diancie, Terrakion, Tyrantrum, an opposing Heatran and some others, as you can see, mainly Rock Types, and yeah well its always nice to have an extra immunity(Poison).

The main threats are basically the standard Fire weaknesses, removing pokemon like Keldeo and Diancie that get Checked by the Pokemon that are a part of the core.
Choice Scarf Terrakion: still does incredible against this, and really any other Fire team there is.. However, if its weakened a bit, Fletchinder can take it out.
Tyranitar: Great Speically Defensive bulk, (disregarding its Physical Defense, since it hard walls Fletchinder anyway, but still is really good too), making it harder for Heatran to take it out, especially with SandStream ability that boosts its Special Defense even higher.
Hazards(Mainly Stealth Rock): Sadly Fire has a Rock weakness, which makes it x2 weak to Stealth Rock, surely hurts Fletchinder a lot but Heatran's typing help it here, and it takes neutral damage from hazards, but still, make sure to have a hazard remover, cause the rest of your team will need it too.
And yeah as mentioned earlier, anything that is Super-Effective on Fire (special mention to Water for being Super-Effective against both of these Pokemon).

Sun, to reduce what both of these pokemon are weak to - Water (Which means you should run a Mega-Charizard-Y)
Victini also supports the core nicely, also for taking Fighting moves(Thanks to its really great overall bulk 100/100/100, and Psychic-Typing), incase they are too powerful for Fletchinder to take, and because it has a really great coverage-pool that helps Fire to a great extent.
And well this can end with: Hazard Control. Either Defog on Charizard or Rapid Spin on Torkoal, heck even both, just MAKE SURE YOU HAVE IT!

Some replays (kind of)showcasing the core:
http://replay.pokemonshowdown.com/monotype-243701883 - Versing Water.
http://replay.pokemonshowdown.com/monotype-243941516 - Versing Fighting.
http://replay.pokemonshowdown.com/monotype-243920525 - Versing Fire.
Credit to iVid for all of the replays.
 
Got a few cores to offer this time around.



Abomasnow-Mega @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 SpA / 8 SpD
Rash Nature
- Blizzard
- Giga Drain
- Earthquake / Hidden Power Fire
- Ice Shard


Walrein @ Choice Specs
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Surf
- Frost Breath
- Hidden Power [Fire]
- Signal Beam


Mamoswine @ Life Orb / Focus Sash / Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Spear / Stealth Rock
- Ice Shard
- Superpower / Stone Edge

Abomasnow is a great mega in the fact that it can provide Hail, allowing it to fire perfect accuracy Blizzards, and dealing residual damage (so your not forced to run SR unless you really care about your fire match up). Walrein is awesome in the fact that 1, it has Thick Fat, allowing it to be resistant to fire attacks (1 reason why it's a good partner to Abomasnow), and it is 1 of 3 viable checks to Scizor. The speed evs allow it to creep 8 speed invested Mega Scizor. In return, Abomasnow is a great offensive force against water, something majority of the time Walrein can't do much against. Mamoswine is a fantastic physical attacker for ice teams, and it can fill a variety of roles, whether it'd be an offensive SR setter, an all-out attacker, or a revenge killer (depending what best suits your needs). I added it here given Walrein and Abomasnow can easily get walled by common special walls, most of which Mamoswine has no problem breaking.

A lot of ice teams share the same threats, being Fighting Teams, Steel Teams, and less so (surprisingly) Fire Teams. This core also performs exceptionally against rock, which would otherwise be a bit of a tough battle.



Slowking @ Assault Vest
Ability: Regenerator
EVs: 160 HP / 252 SpA / 96 SpD
Modest Nature
- Psychic
- Scald
- Fire Blast
- Power Gem


Swampert @ Rocky Helmet
Ability: Damp
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Earthquake
- Stealth Rock
- Yawn / Roar / Toxic
- Scald


Keldeo-Resolute @ Life Orb / Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Calm Mind / Hidden Power Electric / Hidden Power Grass

Slowking is an extremely underrated mon for water teams (special shout out to ThimoTheUltimateBOBO for showing me how great this mon really is). It's an outstanding special defensive tank, and it has the ability to handle some of grass' most gruesome threats, including Mega Venusaur (who is majority of the times a nightmare to face). From a +252 Modest Mega Venusaur's Giga Drain (Note: Majority are actually ran Defensive according to the stats), it is only a 3KO. In return, Psychic is a guaranteed 2KO (Also Note: It's better to run Psychic over Psyshock because Mega Venu is very very rarely ran special defensive). It also gets a fantastic ability in Regenerator, which allows it to heal health upon switchout. Swampert is a great defensive partner, as it can absorb incoming electric attacks, and be able to set hazards/provide additional support. Keldeo is the 3rd mon I added given it has a good speed tier, and makes for a great special sweeper/wallbreaker. It helps quite a bit against Dark, as that is 1 of Slowking's major weaknesses.



Whimsicott @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Encore / Taunt / Nature Power
- Stun Spore


Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Leaf Blade
- Rock Slide


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

OR


Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Curse
- Rock Slide
- Earthquake
- Recover

This is a core I've been having fun with lately. Whimsicott is a great addition to grass teams, as it sits at a pretty high speed tier, it's part fairy type (allowing you to sweep Dragons and Dark, Mega Sableye especially), and it's blessed with the amazing ability Prankster, allowing it's status moves (including Nature Power) to gain +1 priority. It's pretty fun to encore some set up sweepers, or leads, bidding you some time to stop them. Shiftry is a great offensive sweeper, allowing you to threaten Psychic teams, and even Fire teams under the sun if your lucky. The priority Dark attack, as well as Knock Off makes it a nice offensive threat, and allows you to take advantage of the Fairy-Dark coverage core. The 3rd mon is up to you, I like rotom because it can outspeed most flying mons, including Scarf Togekiss, which murders almost every grass team unprepared, but, Cradily is great against Fire given you can set it up. Either of them are fantastic options.
 
Offensive Fire Core

Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature/Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp/Taunt
--
Jolly - Makes you faster than base non-scarved 85Speed pokemon, best example would be: Pinsir(on its Mega turn), your Acrobatics(thanks to Gale Wings) will be faster than Pinsir's Quick Attack, which does over half to Fletchinder, or stuff like Sucker Punch Toxicroak/Nidoking, ETC.
Adamant - While making you more powerful, you will be outsped by Pokemon like: Absol,Pinsir(Same case as on the "Jolly" explanation, only this time you are slower, and very vulnerable to a STAB & Aerilate boosted Priority move), ETC.

Choosing between the two usually comes down to the user's preferential decision. I would recommend using Jolly, from experience.
If anyone could expand on this matter, you are more than welcome.
--


Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume(For Burns+Accuracy)/Fire Blast(Power)/Flamethrower(Accuracy)/Overheat(Power)/Add one of the moves slashed where Move 4 is, if you feel a Fire STAB is redundant on a fire team.
- Flash Cannon
- Earth Power(for Heatrans mainly, Omastars, Other Steel types if you decide to give up on a Fire STAB)
- Hidden Power Ice(Hits Dragon/Ground/Certain Flying types-mainly used for a combination of Dragon/Ground--Dragon/Flying--Flying/Dragon Pokemon)/Hidden Power Grass(Gastrodon,Quagsire,revenge kill a weakened Physically Defensive Slowbro,Seismitoad,ETC.)/Ancient Power/Dragon Pulse(if you want to hit dragons a bit harder, personally, still go for HP Ice, just thought this deserves a mention).
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume/Fire Blast/Flamethrower/Overheat
- Flash Cannon
- Earth Power
- Hidden Power Ice/Hidden Power Grass/Ancient Power/Dragon Pulse


Fletchinder & Heatran, pseudo-cover each other's weaknesses. Fletchinder, can(most of the time) switch in on a Fighting move, even boosted by STAB, and take it pretty well(for its bulk & defensive stats), and retaliate with a very powerful STAB move itself(Acrobatics), to deal a high amount of damage to the opponent[especially if moves such as: Close Combat/Superpower have been used(which will make the opponent's physical defense to drop), it will deal even greater damage], even Roost predicting a switch-out of the opponent, or if you want to be really gutsy, just go ahead and SD!
It also helps a lot against Dragon teams, if you get to set a Single Swords Dance, you are (usually)guaranteed to get at least 2 kills, unless the opponent has a Tank-Chomp(Max Physically Defensive Garchomp), or Multiscale intact on Dragonite, those are the only things that I imagine can stop Fletchinder from sweeping.
It can also protect Heatran from incoming Ground attacks, because of its Flying-Typing(Immunity to Ground), and Heatran's part Steel-Typing lets it take Rock-Type moves well, to keep Fletchinder safe, which is probably the most important factor to benifit this core, and really what makes it an actual core.
While Fletch deals with Fighting really well, and has an important role facing Dragon, Heatran, with its own typing, helps deal with some of Fire's most fearsome threats, such as: Diancie, Terrakion, Tyrantrum, an opposing Heatran and some others, as you can see, mainly Rock Types, and yeah well its always nice to have an extra immunity(Poison).

The main threats are basically the standard Fire weaknesses, removing pokemon like Keldeo and Diancie that get Checked by the Pokemon that are a part of the core.
Choice Scarf Terrakion: still does incredible against this, and really any other Fire team there is.. However, if its weakened a bit, Fletchinder can take it out.
Tyranitar: Great Speically Defensive bulk, (disregarding its Physical Defense, since it hard walls Fletchinder anyway, but still is really good too), making it harder for Heatran to take it out, especially with SandStream ability that boosts its Special Defense even higher.
Hazards(Mainly Stealth Rock): Sadly Fire has a Rock weakness, which makes it x2 weak to Stealth Rock, surely hurts Fletchinder a lot but Heatran's typing help it here, and it takes neutral damage from hazards, but still, make sure to have a hazard remover, cause the rest of your team will need it too.
And yeah as mentioned earlier, anything that is Super-Effective on Fire (special mention to Water for being Super-Effective against both of these Pokemon).

Sun, to reduce what both of these pokemon are weak to - Water (Which means you should run a Mega-Charizard-Y)
Victini also supports the core nicely, also for taking Fighting moves(Thanks to its really great overall bulk 100/100/100, and Psychic-Typing), incase they are too powerful for Fletchinder to take, and because it has a really great coverage-pool that helps Fire to a great extent.
And well this can end with: Hazard Control. Either Defog on Charizard or Rapid Spin on Torkoal, heck even both, just MAKE SURE YOU HAVE IT!

Some replays (kind of)showcasing the core:
http://replay.pokemonshowdown.com/monotype-243701883 - Versing Water.
http://replay.pokemonshowdown.com/monotype-243941516 - Versing Fighting.
http://replay.pokemonshowdown.com/monotype-243920525 - Versing Fire.
Credit to iVid for all of the replays.
If you wanted, you could add Tailwind over WoW/Taunt giving the rest of the team double the speed for the turns it lasts. Thanks to Gale Wings, this also gets priority, so if your lucky you can set that up before it goes down. I love that core though, I'm half tempted to try it out :)
 
Defensive Ghost Core

Utility
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Recover
- Will-O-Wisp
- Fake Out/Protect
- Knock Off/Foul Play

Calm Mind
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse/Snarl
- Recover
- Will-O-Wisp



Standard
Shedinja @ Safety Goggles/Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely
IVs: 0 Def / 21 SpD / 31 Spe
- Shadow Sneak
- Will-O-Wisp/Toxic
- Baton Pass
- Protect

Slow Shedinja
Shedinja @ Safety Goggles/Focus Sash
Ability: Wonder Guard
EVs: 252 Atk
Lonely Nature
IVs: 0 Def / 21 SpD / 0 Spe
- Shadow Sneak
- Will-O-Wisp/Toxic
- Baton Pass
- Protect

Fast Shedinja
Shedinja @ Safety Goggles/Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 Def / 21 SpD
- Shadow Sneak
- Will-O-Wisp/Toxic
- Baton Pass
- Protect


Swords Dance
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword

Mixed Weakness Policy
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 Atk / 240 SpA / 16 Spe
Lonely Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword

Specially Defensive
Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- King's Shield
- Substitute
- Toxic
- Flash Cannon/Shadow Ball

Hoopa-Unbound Trapper
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Atk
- King's Shield
- Shadow Sneak
- Sacred Sword/Iron Head
- Pursuit

Life Orb
Aegislash @ Life Orb
Ability: Stance Change
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Atk
- King's Shield
- Shadow Sneak
- Sacred Sword
- Iron Head


and/or

Acid Armor
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Acid Armor
- Recover
- Toxic

Utility
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Recover
- Toxic/Taunt
Standard Choice Scarf
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
- Shadow Ball
- Fire Blast/Flamethrower
- Trick/Psychic/Hidden Power [Ice]/Hidden Power [Rock]
- Energy Ball

SubCM
Chandelure @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast/Flamethrower
- Substitute
- Calm Mind


These pokémon go together like peanutbutter and jelly. Sableye has Magic Bounce, which is very useful against hazards and status. Shedinja has a whopping 13 immunities, being only weak to Rock, Fire, Flying, Ghost and Dark. Aegislash absorbs Rock and Flying, and can retaliate Fire, Ghost and Dark moves with Weakness Policy Sets. Jellicent and Chandelure helps absorb Fire attacks, something Mega Sableye, Shedinja and Aegislash can all benefit from.

Threatlist

Mega Ampharos has Mold Breaker and access to Toxic. Making it pretty difficult to defeat. Special Defensive Aegislash does check it but that set is not necessarily the first set you're gonna use on it.

Mega Charizard Y's wallbreaking capabilities are really good, and this core is weak to it. Hidden Power Rock Chandelure is able to defeat this, but it takes quite alot from Air Slash, which makes it pretty risky to switch it in.

Mega Houndoom is this core's nightmare, restiting all STABs from this core except Jellicent's, while Mega Houndoom's STABs hit everything on this core Super Effective. You need to have Focus Sash something to beat this, Golurk being the most obvious one.

Hard hitting Dark Type pokémon is this core's key weakness. Sableye is able to burn them, but it's quite hard to pull it off. Focus Sash Golurk is an excellent teammate to deal with them but it's a single use.



Hazard setters that threaten Mega Sableye can handle this core quite easily, as hazards beats the whole purpose of shedinja. This can be defeated, though it's really hard. Aegislash is able to defeat Clefable and Diancie, and Jellicent can handle Landorus-I.

Togekiss defeats Shedinja + Mega Sableye. Aegislash can wall some sets, but risks getting tricked a Choice Scarf. Cursed Body Jellicent can also deal with it. But the most threatening set is Nasty Plot and you have to rely on luck with both Aegislash and Jellicent.

Mold Breaker Stealth Rock is hard to deal with and requires Defog Drifblim to beat.

Teammates

Golurk deals with some Dark Type pokémon with the Focus Sash set and Stealth Rock is a really nice asset.

Gengar is an overall nice pokémon to have on ghost and helps a lot with threatening Fairy Type pokémon.

Drifblim can Defog entry hazards away, and can be a nice threat remover with Unburden + Destiny Bond.

Cofagrigus has access to Toxic Spikes and can make this team really annoying to deal with. It also has access to Destiny Bond and Curse.

Mismagius and Misdreavus have access to Heal Bell which can restore Scald or Lava Plume burns on Mega-Sableye, or if you happen to have catched a random Toxic with Shedinja on the Baton Pass.
 
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Vid

Our life is what our thoughts make it
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Offensive Psychic Core
I wanted to contribute a Core to the thread I brought back into the light. So I looked at the cores and found that one of the best cores in Monotype was not present due to the cores being inactive after Hoopa-U's release. Most people consider Hoopa-U "Mon that Psyshic needed" and I agree with that statement. This is one of the best Offensive Cores in Monotype if not the best Offensive Monotype Core. So after all that backstory here is the core.

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

Choice Band
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Trick/Zen Headbutt
- Bolt Strike
Special Choice Scarf/Assault Vest
Victini @ Choice Scarf/Assault Vest
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- Energy Ball
- Psyshock
- Focus Blast
Victini has other options but those are the most viable.


LO Wallbreaker
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Naive/Hasty Nature
- Hyperspace Fury/Knock Off
- Gunk Shot
- Drain Punch/Ice Punch/Fire Punch
- Energy Ball/Thunderbolt/Hyperspace Hole/Focus Blast/Substitute
*Note Hoopa has lots of moves to choose from
Choice Scarf or Choice Band
Hoopa-Unbound @ Choice Scarf/Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch/Ice Punch/Fire Punch
- Energy Ball/Thunderbolt/Hp Ice/Hyperspace Hole


Standard Gardevoir
Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast/Hidden Power (Ground)/(Fire)
- Protect/Taunt/Substitute/Wil-o-Wisp/Healing Wish

The core usually functions as Victini as the Scarf and Bug Killer with Blue Flare. This covers Hoopa's Weakness to Pokemon like Scizor and Pokemon with Powerful Bug type Moves. Victini can also run band for power although it makes the bug type matchup substantially harder for this core. Special Scarf also beats Bug with ease because of having a more powerful Blue Flare than what the physical one has. Assault Vest is also an Option to "Tank" special bug moves instead of overpowering them. Also Victini also provides momentum for the team making core a lot easier to use. Hoopa-U can serve several different purposes on this Core. The main option is a wallbreaker because Hoopa-U's massive offensive stats with the life orb item. With Hoopa's vast movepull it chooses its checks and counters. Choice Scarf can be run for Hoopa's low base 80 Speed this can also make the core run a Choice Band Victini. Hoopa-U can also run A Choice Band making it a very powerful physical attacker and a threat to deal with. Mega Gardevoir is the primary special attacker of this core with its powerful stab pixlate Hyper Voices it is powerful to say the least. Psyshock makes Mega Gardievor able to hit special walls on the physical side thus doing more damage and it also reduces the amount of counters and switchins it has. The last move is used for coverage Focus Blast is the best option overall although the hidden powers can be very useful. The core usually functions as Victini as the Scarfer and Bug type check which can cause trouble for the team. Hoopa-U is the wallbreaker helping by taking out Victini and Gardevoir's counters. It also serves as an excellent Ghost check demolishing Ghost teams with ease. Gardevoir is the hard hitting Special attacker also serving as a dark check to the team being able to deal with them with a STAB pixlate Hyper Voices and Focus Blasts. This Core is full of checks of Psychic's weakness but is powerful in almost any type matchup which makes it one of the best Offensive Core in Monotype.

Bisharp is a huge threat to this Core Powerful Sucker Punches and Knock Offs hurt the core. Iron Head Also threatens Gardevoir. Lures can be used to check it or simply predicting correctly and "playing around it"
Hoopa-U is a Huge threat to this Core with the seer Power of STAB Hyperspace Fury. Scarf Victini does a decent job checking it if it Scarf. Gardevoir can also check it if it is not Choiced Scarf
Aegislash especially SD can give this core problems but if the core is played correctly the issue is very minor
Fast Bug types can threaten this core if they get Sticky Webs up meaning Vicitini has a Tougher Time
Fast and Scarf Ghost Types can be a problem to this core. Victini and Hoopa-U usually make quick work of them

Slowbro is a good partner because of high defense and ability to paralyze threats to this core
Mew is a very good partner because its very bulky can burn some of biggest threats to this core and also can provide hazard control as well as supply hazards for the team
Latios is a good partner because it provides hazard control and hits very hard as well
Meloetta is a good partner because it provides a Ghost Immunity and also deal with SD Aegislash and Fast/Scarf Ghost types as well
Many Other Psychic Pokemon are wonderful teammates but the most viable teammates are listed above
 

Sabella

formerly Booty
is a Tournament Directoris a Forum Moderatoris a Tiering Contributoris a Past WCoP Champion
Offensive Psychic Core
I wanted to contribute a Core to the thread I brought back into the light. So I looked at the cores and found that one of the best cores in Monotype was not present due to the cores being inactive after Hoopa-U's release. Most people consider Hoopa-U "Mon that Psyshic needed" and I agree with that statement. This is one of the best Offensive Cores in Monotype if not the best Offensive Monotype Core. So after all that backstory here is the core.

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

Choice Band
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Trick/Zen Headbutt
- Bolt Strike
Special Choice Scarf/Assault Vest
Victini @ Choice Scarf/Assault Vest
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- Energy Ball
- Psyshock
- Focus Blast
Victini has other options but those are the most viable.


LO Wallbreaker
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Naive/Hasty Nature
- Hyperspace Fury/Knock Off
- Gunk Shot
- Drain Punch/Ice Punch/Fire Punch
- Energy Ball/Thunderbolt/Hyperspace Hole/Focus Blast
*Note Hoopa has lots of moves to choose from
Choice Scarf or Choice Band
Hoopa-Unbound @ Choice Scarf/Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch/Ice Punch/Fire Punch
- Energy Ball/Thunderbolt/Hp Ice/Hyperspace Hole


Standard Gardevoir
Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast/Hidden Power (Ground)/(Fire)
- Protect/Taunt/Substitute/Wil-o-Wisp/Healing Wish

The core usually functions as Victini as the Scarf and Bug Killer with Blue Flare. This covers Hoopa's Weakness to Pokemon like Scizor and Pokemon with Powerful Bug type Moves. Victini can also run band for power although it makes the bug type matchup substantially harder for this core. Special Scarf also beats Bug with ease because of having a more powerful Blue Flare than what the physical one has. Assault Vest is also an Option to "Tank" special bug moves instead of overpowering them. Also Victini also provides momentum for the team making core a lot easier to use. Hoopa-U can serve several different purposes on this Core. The main option is a wallbreaker because Hoopa-U's massive offensive stats with the life orb item. With Hoopa's vast movepull it chooses its checks and counters. Choice Scarf can be run for Hoopa's low base 80 Speed this can also make the core run a Choice Band Victini. Hoopa-U can also run A Choice Band making it a very powerful physical attacker and a threat to deal with. Mega Gardevoir is the primary special attacker of this core with its powerful stab pixlate Hyper Voices it is powerful to say the least. Psyshock makes Mega Gardievor able to hit special walls on the physical side thus doing more damage and it also reduces the amount of counters and switchins it has. The last move is used for coverage Focus Blast is the best option overall although the hidden powers can be very useful. The core usually functions as Victini as the Scarfer and Bug type check which can cause trouble for the team. Hoopa-U is the wallbreaker helping by taking out Victini and Gardevoir's counters. It also serves as an excellent Ghost check demolishing Ghost teams with ease. Gardevoir is the hard hitting Special attacker also serving as a dark check to the team being able to deal with them with a STAB pixlate Hyper Voices and Focus Blasts. This Core is full of checks of Psychic's weakness but is powerful in almost any type matchup which makes it one of the best Offensive Core in Monotype.

Bisharp is a huge threat to this Core Powerful Sucker Punches and Knock Offs hurt the core. Iron Head Also threatens Gardevoir. Lures can be used to check it or simply predicting correctly and "playing around it"
Hoopa-U is a Huge threat to this Core with the seer Power of STAB Hyperspace Fury. Scarf Victini does a decent job checking it if it Scarf. Gardevoir can also check it if it is not Choiced Scarf
Aegislash especially SD can give this core problems but if the core is played correctly the issue is very minor
Fast Bug types can threaten this core if they get Sticky Webs up meaning Vicitini has a Tougher Time
Fast and Scarf Ghost Types can be a problem to this core. Victini and Hoopa-U usually make quick work of them

Slowbro is a good partner because of high defense and ability to paralyze threats to this core
Mew is a very good partner because its very bulky can burn some of biggest threats to this core and also can provide hazard control as well as supply hazards for the team
Latios is a good partner because it provides hazard control and hits very hard as well
Meloetta is a good partner because it provides a Ghost Immunity and also deal with SD Aegislash and Fast/Scarf Ghost types as well
Many Other Psychic Pokemon are wonderful teammates but the most viable teammates are listed above
Vid awesome core what about substitute as an option on hoopa to mitigate the sucker punch weakness
 
Sabella said:
Vid awesome core what about substitute as an option on hoopa to mitigate the sucker punch weakness
man dat core is like the most common psychic core in monotype, like 90% of psychics on ladder use it, no way u didnt see it before. iVid added the special scarf/assault vest victinis to the analysis so props to him for dat

Anyways you deals with bisharp usually with sub on megagarde or hoopa-u, or even wow megagarde too
 
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Due to the change in monotype's ruling philosophy, Genesect has been banned on bug, rendering a lot of the cores posted in the old thread outdated. I'm going to post a couple of cores that are still very efficient in the current meta, starting with what has for a long time been my bread and butter when laddering or partaking in tours.
The Strongest Wallbreaker (Offensive Bug)

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Earthquake


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Sticky Web
- Stealth Rock
- Encore
- Knock Off


Volcarona @ Leftovers
Ability: Flame Body
EVs: 248 HP / 236 Def / 24 Spe
Timid Nature
- Quiver Dance
- Substitute
- Fiery Dance
- Hidden Power [Ground]



Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Protect
- Air Slash
- Bug Buzz
- Hidden Power [Ice]

Simply put, bug has lost the ability to carry enough coverage across 3 pokemon, save when running sticky web galvantula. However, that specific iteration only works in certain types of teams, and this is not one of them. Sticky web galvantula teams have an incredibly hard time dealing with anything that can set up on it, mainly things that can avoid being paralized. Furthermore, running thunderwave and sticky web gives galvantula too few options to have enough coverage to be a viable part of most cores, i feel. This is why shuckle is the preferred hazard setter and a mandatory part of the core, without having any actual coverage. Heracross is the pokemon the team revolves around, therefore also mandatory, and no special attacker bar genesect has a movepool diverse enough to form a good enough core with. Having only either volcarona and yanmega in the core is unnecessary, as their movepools, typing and playstyle complement each other significantly better than any other combination of two special attackers bug has the option to choose from.


Against most matchups, lead with shuckle and try to get in hazards. Encore ONLY if you expect their lead to set up, however, most setup leads expect first turn encore and just attack on the first turn. If you don't like predicting, run red card over mental herb. If they have a common taunt defogger, lead with the appropriate counter. Don't expect to sweep with anything, the idea behind this team is to doubleswitch in heracross whenever possible to OHKO something, forcing most matchups to send in something you can resist with other pokes, or just lose. Earthquake over bullet seed on hera because water is rare, and most water pokes can't do much against hera anyway, bar scald burns. Also steel users have grown accustomed to not wanting to switch in skarm because it gets 2HKOed, and you don't want to get walled by doublade. On volcarona, everything except the sub is mandatory, feel free to switch it up for u-turn for free hera kills and popping air balloons, or roost for increased longevity. I prefer sub because that's the only viable way to win some matchups in the currently rather defensive metagame where status effects are prominent. Yanmega is there because monotype ruling doesn't want bug type to have special attackers that don't die to rocks + something breathing on them, and it's your best bet against 4x ice weakness pokes, since nothing else boasts high enough SpA to OHKO stuff like landorus or gliscor (besides volcarona). Due to this, keeping rocks off the field takes priority over having hazards down, at least against most matchups. However, all bug spinners and defoggers tend to get crippled or killed against most common rock setters of other types, so it usually isn't viable to lead with them. It's not very likely you can stop hazards going off on your side, but you can try to kill their setter first and bring in your removal at first opportunity.


The biggest problem bug has is the aforementioned stealth rocks, as bug has only one viable remover with recovery, and that dies to any fire move. As far as actual pokemon go, there's not much you need to worry about - there are very few cases where you can be set up against. that being said, you have to play carefully around prankster twave users, scarf victini, fire teams in general, and things that rely on scald burns to win. Also mega pinsir users, but most people try to win immediately after sending it out so you can outplay them.


Pick your poison between defog scizor, armaldo, or forretress for hazard removal, each has it's ups and downs, so you'll generally want to pick it in conjunction with the last pick, and decide what you want your autolose matchup to be. There are no teams that don't get one on bug, so just hope you won't run into it. if you don't want to autolose to HO fire, you take scolipede. If stall water, go for pivot galvantula. Another option is going for both defog scizor and either rapidspinner, that way fairies won't be as big of an issue and you'll have an easier time to bring in your special attackers.
 
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scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Just a suggestion, and something I never addressed in the old thread when it came to 4-mon cores, it is fine to post 2 cores with a 'mon that overlaps. Despite posting one in the old thread, I'm not a fan of a "core" being 2/3rds of a team. From a team building perspective, linking cores with common 'mons is often how it is approached anyways.

I'm not trying to pick on Thimo, but you can do something like m-sab + shedy and then m-sab + aegi + jelli. Both cores function nicely when separate, and can be joined to make the vast majority of a team.
 
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