Resource PU Good Cores

dibs

double iron bashes
is a Tiering Contributor Alumnus
Offensive Core
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Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam
- Destiny Bond

Lilligant @ Normalium Z
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Hyper Beam
- Sleep Powder
- Quiver Dance

I initially used the core to punish slower, bulkier teams that relied on Skuntank to check both Haunter and Lilligant in 1 slot. The idea of the core is for Haunter to lure in and kill Skuntank with destiny bond so that it can't be used as an offensive check to Lilligant, letting it preserve the normalium-z hyper beam for other checks such as Magmortar or Drampa. Equally, Lilligant can hyper beam the Skuntank so that it can't be used to pursuit trap Haunter. The core struggles with both mons sharing an average speed stat for offensive mons, meaning faster mons such as Archeops, Pyroar and Floatzel can easily pressure it.

Offensive Core
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Combusken @ Fightinium Z
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Fire Blast
- Hidden Power [Electric]
- Protect

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Scald
- Toxic
- Substitute

This was another core that I used in the PU unOpen which was built around pressuring bulky water types such as Qwilfish, Gastrodon and Lanturn so that Combusken can break through with fightinium-z and clean up late game. It utilizes an uncommon set being special subtoxic Poliwrath which proved more reliable and versatile than the sub focus punch set, being able to chunk the incoming bulky waters with strong focus blasts without requiring a sub. The core got worse with Mesprit and Archeops dropping and the overall metagame speeding up to be more offensive, but it still puts in work against balance and slower offensive teams.
 
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Balanced Core

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Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Toxic

This is a neat little core I have fallen in love lately, because these 2 mons just have perfect chemistry between each other. Ferroseed quad-resists Gastros only weakness and Gastro resists fire type moves for Ferro. Also Gastro tanks special hits and Ferro physical ones. The only problem with this core are physical fighting types like Hitmonchan or Primeape. That's why you should always pair this core with a fighting resist like Mesprit or smth like Weezing, if you enjoy bulkier builds. I personally love how Oricorio-Sensu pairs with that core. Gastro eats electric moves and both of them rock type attacks. With Protect on Ferroseed, you can scout for fighting moves from mons like scarfed Primeape and therefore generate a free switchin into your ghost type. Also the booming Drampa couples well with Gastrodon, because of the extra grass immunity. Down below is a fun team you can try out.

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Fire Blast
- Focus Blast

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- Toxic

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Revelation Dance
- Calm Mind
- Roost

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 32 SpD / 224 Spe
Adamant Nature
- Defog
- Pursuit
- Poison Jab
- Sucker Punch

Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Stone Edge
 

Twix

jicama
is a Contributor Alumnus
balance core

mesprit and qwilfish make the best hazard setting core in the entire tier and can fit on a variety of different teams, They also work very well in taking on physical attackers, especially annoying stuff like primeape. all you have to do is pair them up with a skuntank answer and you have a good team!!
(sick gif right!)
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Psychic
- Healing Wish
- U-turn
- Stealth Rock

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Spikes
- Taunt
- Scald
- Toxic Spikes
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Here are some effective cores I've been using lately:

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This core is incredibly easy to pull off, with Silvally-Ghost bringing in Zangoose off of Parting Shots, so that Toxic Orb activates as soon as Zangoose switches in. Zangoose can sometimes struggle with Ghost-types, especially physically bulky ones that use Colbur Berry to mitigate damage from Dark-type attacks, like Gourgeist-XL and Palossand. Silvally-Ghost checks these, and 2HKOes both of them with STAB Shadow Ball. Silvally-Ghost also blocks incoming Mach Punches for Zangoose, as well as Primeape's Close Combat. In return, Zangoose just rips through any specially defensive wall that would give Silvally-Ghost a hard time, like Clefairy or Audino. Keep in mind however, Primeape needs to be chipped down to 50% before it can be KOed by Quick Attack, so be careful of when you use Parting Shot so as to not activate Primeape's Defiant.

Silvally-Fairy also pairs well with Zangoose, but for slightly different reasons. It does a better job at switching into Fighting-types for Zangoose, while acting as a Knock Off absorb at the same time. Basically, choose which type Zangoose needs to break past: Fighting-types or bulky Ghost-types, and then build accordingly. I've provided SD Silvally-Fairy below, but a bulkier RestTalk version can be used just as easily (as posted by galbia, here). These cores can be built with on VoltTurn balance, Webs HO, or on plain offensive teams.

In any case, Zangoose is a huge threat right now; I've seen a lot of teams posted recently by veteran players who don't bother to build with Normal resists, so capitalize on that meta trend with this core. If Silvally isn't your thing, Mesprit with Healing Wish and U-Turn support is also a terrific partner to Zangoose (as posted by Taskr, here).
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Close Combat
- Knock Off

Silvally-Ghost @ Ghost Memory
Ability: RKS System
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Ice Beam
- Flamethrower
- Shadow Ball

or

Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Parting Shot / U-Turn
- Swords Dance
- Multi Attack
- Rock Slide / Flame Charge

http://replay.pokemonshowdown.com/gen7pu-630948346 vs PTF
http://replay.pokemonshowdown.com/gen7pu-648718993 vs ladder using sample

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This core is brutal to play against, as it easily wears down opposing teams with a combination of Spikes, Toxic Spikes, and Hail in just two slots. Weather-reliant healing options (i.e. Moonlight, Morning Sun, and Synthesis) all have their effectiveness reduced by Abomasnow's Hail, meaning that it's harder to mitigate the entry hazard damage inflicted by Qwilfish. Water immune Pokemon that don't really care about Qwilfish, like Gastrodon for example, are forced out by Abomasnow. Likewise, Fighting-types that force Abomasnow out can be used by Qwilfish to setup entry hazards (with Primeape as an exception, so Poison Point can be used instead in order to avoid activating Defiant). The two synergize well with each other, with Abomasnow eating Electric- and Ground-type attacks for Qwilfish, while Qwilfish can field Bug-, Fighting-, Fire-, Poison-, and Steel-type moves for Abomasnow.

In configuration 1, Qwilfish can be used as an anti-lead with enough Speed to check Magmortar with Waterfall, and explodes in order to avoid Defog and Rapid Spin, while Abomasnow wallbreaks. In configuration 2, Qwilfish is used to pivot into Fighting-types and setup entry hazards, as well as to Taunt 240 Speed Skuntank out of Defog. Given this defensive variant of Qwilfish no longer outspeeds Magmortar, I built it together with Choice Scarf Abomasnow to avoid being pressured too badly by faster wallbreakers. Rocky Helmet is cool in general on entry hazard users, as it can prevent Rapid Spin from working properly if the Rapid Spin user is KOed by Rocky Helmet.

To use this core to its fullest potential, add SR, a spinblocker, and a Pokemon with Defiant / Contrary to pressure Defoggers. Pokemon like Golurk, Primeape, Kangaskhan, and Sableye all pair well with these two, for obvious reasons.
Configuration 1 (Offense):

Qwilfish @ Black Sludge / Focus Sash / Waterium Z
Ability: Intimidate / Poison Point
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes / Toxic Spikes
- Waterfall
- Taunt
- Explosion / Toxic Spikes

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Ice Shard / Focus Blast
- Earthquake
- Giga Drain
- Blizzard

Configuration 2 (Utility):

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 120 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Spikes
- Taunt

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blizzard
- Focus Blast
- Earthquake
- Energy Ball

http://replay.pokemonshowdown.com/gen7pu-632834858
http://replay.pokemonshowdown.com/gen7pu-632820546
http://replay.pokemonshowdown.com/gen7pu-632804208
http://replay.pokemonshowdown.com/gen7pu-632818993

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What makes this core so potent is how easily Eelektross brings in and pressures many of Swanna's checks. For example, the offensive pressure that Eelektross exerts with Volt Switch often forces Lanturn to come in, whether it's ready to or not, which provides Eelektross the opportunity to wear Lanturn down with a combination of Knock Off and Giga Drain. Eelektross's enhanced bulk allows it to pivot into many of the specially offensive threats that usually scare Swanna out, especially Electric-types, and then gain momentum via a slow Volt Switch. This allows Swanna a free turn to setup a Substitute and then blow something away with Supersonic Skystrike on the following turn. In return, Swanna can beat some of Eelektross's checks, like Mold Breaker Pinsir and AV Hitmonchan. This combo is also done well by Oricorio-Sensu over Swanna, as well as other similarly powerful Substitute users.

I like to add to this core with other attackers that pressure Lanturn, like variants of Magmortar and Abomasnow with Earthquake. Additionally, Ferroseed is useful for walling bulky Lanturn and setting up entry hazards that will limit Lanturn's longevity, while its weaknesses are covered for by Swanna and vice versa.
Swanna @ Flyinium Z
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Hurricane
- Scald

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Knock Off
- Giga Drain
- Flamethrower
- Volt Switch

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The concept of this core is very similar to the one above: bring in Archeops off of a slower Volt Switch, and let it wreak havoc. The targets that the core weakens are different though, with Archeops mainly being used to pressure Grass-types for Lanturn, while Lanturn breaks down bulky Rock- and Water-types that threaten Archeops (Gastrodon via Hidden Power Grass, for example). Lanturn also checks specially offensive Floatzel and Zebstrika, which are commonly used right now for outspeeding and KOing Archeops. Adding this core to teams is quite easy; remove entry hazards with something like Skuntank or Hitmonchan so that Archeops is less likely to enter Defeatist and so that Lanturn isn't worn down prematurely during the turns that it uses Volt Switch. Additionally, a defensive answer to Alolan Dugtrio and Lycanroc is required, so that these two aren't overwhelmed by offensive pressure. It's also possible to run bulky pivot Lanturn in this setup, but doing so causes matchups against Ferroseed and Gastrodon to be more difficult.
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn / Taunt
- Acrobatics
- Earthquake
- Roost

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 88 SpD / 168 Spe
Modest Nature
IVs: 0 Atk
- Scald / Hydro Pump
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
 
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Offensive Core

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A rather simple idea - Oricorio for breaking, Ludicolo for cleaning. Oricorio can break though bulky grasses like Ferroseed and Tangela, while Ludicolo deals with Piloswine, Lanturn, and Regirock. Works best on rain teams obviously.

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Revelation Dance
- Hurricane

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance
 

yogi

I did not succumb...
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Defensive Core


Tangela and Tpye: Null, as a defensive core, are incredible together thanks to great synergy and high defensive stats, along with both getting access to Eviolite. Tangela and Type: Null blanket check most of the Physical and Special attackers in the tier, respectively, and either force them out or chip them, such as Archeops or Pyroar (yes after a Toxic, Tangela beats Archeops). Both get really neat abilities to use; Tangela gets access to Regenerator which is a fantastic ability for any defensive pivot to get and Type: Null gets Battle Armour meaning that it's unable to get critted. Type: Null also gets Swords Dance which gives this defensive core an extremely solid win condition too. PLEASE USE THIS LOL! (and no Gourg isn't better here for whoever is thinking that lelel)

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Leech Seed / Hidden Power Fire
- Giga Drain
- Synthesis

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 208 SpD / 48 Spe
Careful Nature
- Swords Dance
- Rest
- Sleep Talk
- Return


I have more cores, but I'll share those later n_n
 
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LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion
Ugly Mons Stall Core


Lurantis @ Leftovers
Ability: Contrary
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Leaf Storm
- Defog
- Hidden Power [Fire]
- Synthesis

Carbink @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock / Toxic
- Moonblast
- Power Gem
- Protect / Rest

Bronzor @ Eviolite
Ability: Levitate
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Reflect / Stealth Rock
- Toxic
- Psywave
- Rest


I initially made this core with memes in mind, but after some testing it actually puts in work. Lurantis is a pretty cool Defogger with a good matchup vs most of the common hazard setters in the tier (Ferroseed, Qwilfish, Regirock). It's biggest issue is that it can let in many threatening breakers easily such as Magmortar, Oricorio, or Drampa. Carbink has the unique ability of covering all of these threats quite well thanks to its typing and absurdly high spdef. Carbink can also setup rocks, hits Fires and Birds for good damage with Power Gem and deter things like Gurdurr from setting up with Moonblast. Protect helps Carbink maintain some longevity with Leftovers and scout vs choiced mons. Toxic and Rest are also options to wear down switch ins or get more reliable recovery if paired with a cleric. Bronzor fits well as a check to some mons that can trouble this core. Archeops, Abomasnow, Eggy-A, and strong normal breakers are checked by Bronzor. Bronzor is also free to run Reflect thanks to Carbink providing rocks, making it harder to Pursuit trap. Good partners for this core are Fighting type stops like Musharna or Weezing, a Skuntank check, and ways of dealing with Mold Breaker Pinsir.

Murder Burb Balance Core


Murkrow @ Flyinium Z
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Mirror Move
- Brave Bird
- Sucker Punch
- Protect

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Seismic Toss
- Toxic
- Whirlpool


Fagtron inspired me to make a Murkrow team and I found Trapping Kangaskhan to be a fantastic partner. Z Mirror Move Murkrow can run through just about everything if it finds the opportunity. The only defensive mons it tends to struggle with are the two defensive rock types: Defensive Carracosta and Regirock. Kangaskhan baits in these two nicely and traps them with Whirlpool and Toxic. With these stops successfully removed, Murkrow can destroy most teams given the chance. I'd recommend pairing good fighting resists with this core as well as SS Carracosta stops with this core.

Heres a replay of the strategy working perfectly: http://replay.pokemonshowdown.com/gen7pu-654576157

Murkrow @ Flyinium Z
Ability: Prankster
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Mirror Move
- Brave Bird
- Sucker Punch
- Protect

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Seismic Toss
- Toxic
- Whirlpool

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Psychic
- Stealth Rock
- Healing Wish
- U-turn

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 216 HP / 240 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Toxic
- Recover

Lycanroc @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Swords Dance
- Accelerock
- Fire Fang

Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Sludge Bomb
- Defog
- Fire Blast

Mesprit stops fighting types that threaten Kangaskhan and outspeed Murkrow(Ape). Gastrodon stops Archeops and Carracosta which can be quite threatening. Lycanroc acts as a soft fire check, a cleaner that benefits from Murkrow's breaking power, and a Ferroseed lure as Ferro can chip Murkrow down a ton ending a sweep prematurely. Skuntank covers Psychics, Lilligant, and yet another Seed lure.
 
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PTF

girl
is a Tiering Contributor
Some effective cores I've been really enjoying lately:

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This balanced core is incredibly reliable because it has the ability to check most of the meta while setting entry hazards, whittling the opponents team. Regirock is the Normal-, Flying-, and Fire-type check that provides Stealth Rocks and is able to dish out damage with Stone Edge and Counter. Qwilfish eats the Fighting and Water-type attacks that are directed at Regirock while setting Spikes and Toxic Spikes as it forces the opponent to switch out. Qwilfish's Rocky Helmet punishes common rapid spinners like Hitmonchan and it's access to Taunt and an excellent speed tier prevents mons like Togetic, Lurantis and Skuntank with 148 speed EVs and under from defogging. Finally, Eelektross takes on the Ground-type attacks directed at Regirock and the Electric-type attacks directed at Qwilfish while possessing great offensive pressure because of its excellent coverage. It also creates great momentum for the team with its slow Volt-Switch.

This core pairs well with wallbreakers and sweepers as they appreciate hazards, a strong backbone, and a slow Volt-Switch. Ghost-types fits well with the core as it acts as a spinblocker and a secondary fighting switch. Oricorio-Sensu specifically pairs well with the core as it appreciates Eelektross's bulk that allows it to pivot into the offensive threats that scare Oricoiro out and then gain momentum via a slow Volt-Switch as explained by 2xTheTap in his post above. A Psychic-type resist is also appreciated.
Regirock @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Counter
- Protect

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 120 Def / 140 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Spikes
- Taunt

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Knock Off
- Giga Drain
- Flamethrower
- Volt Switch


https://replay.pokemonshowdown.com/gen7pu-670935681 against ladder.
 
Balance Core:
Ferroseed + Palossand

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Sassy Nature
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Shore Up
- Shadow Ball
- Earth Power


This hazard stacking core provides a backbone for defensive teams, where palossand is a general phydef wall, checking fightings, normals, lycanroc, while also providing rocks. Ferroseed provides spikes, while checking water types, scrappy normals and non-hp fire lilligant. This core has nothing for offensive fires, so something like lanturn would work with it, as well as a defog deterrant.
 
Aggron squad

aggron.gif
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mesprit.gif
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eelektross.gif


Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Ice Punch
- Superpower

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Psychic
- U-turn
- Stealth Rock
- Healing Wish

Eelektross @ Assault Vest
Ability: Levitate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Volt Switch
- Giga Drain
- Flamethrower
- Knock Off


This Aggron focussed bulky offense core is built around one of the best physical wallbreakers. Mesprit and Eelektross give Aggron some safe switches. They both have Levitate to cover the quad ground weakness from Aggron, that is really usefull because some ground mons are tanking Aggron like Gastrodon, Palossand and Mudsdale. Mesprit also covers the quad fighting weakness from Aggron. Volt Switch and U-Turn give Aggron even more safety to bring it in. Especially Healing Wish is good because Aggron and Eelektross don't have recovery. However Magmortar and Mold Breaker Pinsir threaten this core. Speed control can be useful too.
 
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I'm going to hate myself for posting this, but this defensive core is really strong when played well (and its weaknesses played around):

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sleep Powder / Leech Seed
- Knock Off / Giga Drain
- Synthesis
- Toxic

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Heal Bell
- Wish
- Protect / Toxic
- Knock Off

This core does an excellent job of stopping everything except dedicated wallbreakers (And even they have a hard time, sans Drampa - see calc below) from getting much of anything done and is very demoralizing to play against, as watching your opponent's walls recharge HP with every switch while toxic eats away at you is frustrating.

Tangela is a complete check to Primeape, but has a hard time switching in to Passimian because of Knock Off. This can be fixed by bringing a mon which doesn't mind eating Knock Offs and which can set up or threaten on Passi's switch-out. Even banded Aggron struggles to take Tangela down in a fair fight, only potentially 2HKOing after rocks with banded Head Smash.

Drampa is an issue, as it 2HKOs Audino with either form, but Audino can eat the Z-Draco and 2 Dracos later in the game, while something can come in on the -2 Specs Draco.

This replays shows how, despite my many misplays, the core held off the opponent's team and ultimately won me the game.
https://replay.pokemonshowdown.com/gen7pu-684595393

Wallbreakers that Beat The Core:

252+ Atk Choice Band Aggron Head Smash vs. 252 HP / 252+ Def Eviolite Tangela: 157-186 (47 - 55.6%) -- guaranteed 2HKO after Stealth Rock

Note that Aggron only has a 64% chance to hit both Head Smashes. This is still an impressive number against the strongest (raw power-wise) physical wallbreaker in the tier (sans Ramp?)

252+ SpA Drampa Devastating Drake (195 BP) vs. 248 HP / 252+ SpD Audino: 285-336 (69.6 - 82.1%)
252+ SpA Choice Specs Drampa Hyper Voice vs. 248 HP / 252+ SpD Audino: 196-232 (47.9 - 56.7%)

Drampa is a problem.

Success Stories:
252 Atk Primeape Close Combat vs. 252 HP / 252+ Def Eviolite Tangela: 75-88 (22.4 - 26.3%)
252 Atk Primeape U-turn vs. 252 HP / 252+ Def Eviolite Tangela: 58-70 (17.3 - 20.9%)

252+ SpA Magmortar Focus Blast vs. 252 HP / 252+ SpD Audino: 222-262 (54.1 - 63.9%)

This is outside of 2HKO range after Lefties recovery from Protect, and Focus Blast misses a lot anyways. Regenerator on the switch to something which takes the Focus Blast is also an option.

252+ SpA Magmortar Fire Blast vs. 252 HP / 252+ SpD Audino: 153-180 (37.3 - 43.9%)
 
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Defensive Core
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This is a basic Physical+Special wall core. Palossand's amazing physical bulk and typing complement Type:Null really well, stopping the main things that can break it like Fighting-types and physical wallbreakers in general. It also provides SR which helps wear down the opposition. Type:Null switches in on most special attackers that Palossand cannot handle, and can also act as a win condition.

This core needs something to be able to handle Physical water-types like Kingler, and can also struggle against boosting special attackers like NP Simipour. Additionally, ghost-types like Haunter and CM Oricorio-Sensu can come in for free on Silvally, and Palossand cannot really handle them. Hazard control is also a must, as while these pokemon have reliable(ish) recovery, they're both really slow so they'll likely be on the recieving end of some attacks. Heal Bell support is also nice, but not required.

Type: Null @ Eviolite
Ability: Battle Armor
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Swords Dance
- Rest
- Sleep Talk
- Return

Palossand @ Rocky Helmet / Colbur Berry
Ability: Water Compaction
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Earth Power
- Shore Up
- Stealth Rock
 

2xTheTap

YuGiOh main
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A new offensive core for the current meta!


Weezing @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Memento
- Sludge Bomb
- Will-O-Wisp

Spiritomb @ Choice Band / Black Glasses
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Pursuit
- Trick / Will-O-Wisp
- Shadow Sneak

Zangoose @ Normalium Z / Sitrus Berry
Ability: Immunity
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Belly Drum
- Quick Attack
- Knock Off
- Close Combat

This core is designed to allow Belly Drum Zangoose to sweep with ease: firstly, Memento Weezing functions as a check to annoying Fighting-types that would otherwise be problematic to the core, namely ones that threaten out Zangoose, even when affected by Memento (ex. Passimian, Primeape, Gurdurr, Hitmonchan, etc). Alternatively, if you predict Close Combat or Drain Punch and need to keep Weezing healthy to address other threats, Spiritomb can also pivot into them in some instances. If Zangoose boosts with Weezing's Toxic Spikes in play, it simply slices through bulky Ghost-types like Palossand and Gourgeist-XL: Gourgeist-XL needs 17% Toxic damage for +6 Knock Off to KO through Colbur Berry, while Palossand only requires 10%. Pyukumuku also no longer walls you via Unaware, and it only wastes your PP while Toxic Spikes wears it down gradually. As a side note, Weezing's Toxic Spikes is also especially effective now that there's one less grounded Poison-type to remove them (Qwilfish). Weezing finds additional use in weakening normal resists that are faster than Zangoose via Rocky Helmet and/or Will-O-Wisp - it can help place Togedemaru, Archeops, and Lycanroc in range of Zangoose's boosted Quick Attack. While this is not as critical, Weezing and Spiritomb happen to share great synergy, as Weezing takes on certain Fairy-types for Spiritomb while Spiritomb totally destroys Psychic-types for Weezing in return.

Spiritomb is here primarily to take on faster Ghost-types like Oricorio-Sensu, Haunter, and Silvally-Ghost with Pursuit or its STAB priority moves in order to prevent Zangoose from being revenge KOed. Sets with Black Glasses are considerably weaker than CB, especially if you're locking into Shadow Sneak, and so residual damage from sources like SR (or -25% HP when Haunter and Oricorio-Sensu use Substitute) is therefore helpful for KOing these Ghost-types when you opt to build with Black Glasses. For example, a Black Glasses-boosted Shadow Sneak doesn't OHKO Haunter 100% of the time, and it does about 52% min to Oricorio-Sensu. Spiritomb's Trick finds utility in disabling Pyukumuku lacking a Z-crystal, for when Weezing has been KOed early without setting Toxic Spikes successfully. Assuming Colbur Berry is still in tact, both Palossand and Gourgeist-XL can live through a +6 Knock Off, so ideally make sure they're forced to switch into Toxic Spikes. You can also remove Colbur Berry via Trick or Spiritomb's Dark-type moves before setting up with Zangoose.

Once normal resists have been weakened or KOed by Spiritomb and Weezing, it's time to Memento into Belly Drum Zangoose. Z-Belly Drum is a neat tech that lets you heal to 100% before using Belly Drum, ensuring either one use of Belly Drum or a full heal on a predicted switch during a sweep in case you need to live through something like Kangaskhan's Fake Out (which does a min of 36% to Zangoose).
 
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Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish

Togedemaru @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Spiky Shield
- Zing Zap
- U-turn

Mesprit's item: Colbur Berry, Leftovers, Rocky Helmet, Z Crystal
Mesprit's 4th move: Ice Beam, Energy Ball, Healing Wish, Thunder Wave, Dazzling Gleam, Toxic
Togedemaru's ability: Iron Barbs or Lightning Rod - I usually prefer Iron Barbs to hurt physical attackers and discourage them from hitting you.
Togedemaru's item: Rocky Helmet or Leftovers - Do you want 1/16 of your health back or 1/6 of attacker's health taken when they touch you?


This core has been a staple for me recently; I love synergy this core can produce. Defensive/Balance core. Great momentum grabber for any team.
Mesprit gets rocks up, checks fighting and ground types, and acts as a pivot.
Togedemaru is a surprisingly good special wall against resisted and neutral attacks. With the combination of Iron Barbs, Rocky Helmet and Spiky Shield, Togedemaru is even able to wear down Physical attackers that make contact with their moves. Togedemaru is a good Wish passer because of its access to U-Turn. Even without a Wish in the air Toge is an exceptional pivot. Also Togedemaru's typing lets it resist 11 different types!!

Working together Togedemaru is weak to Fighting, Fire and Ground. Mesprit takes on all of these types except certain strong fire types.
Mesprit is weak to lots of pokemon notably Dark types like Skuntank and strong special attackers like Drampa. Togedemaru can find its way into threats many times in game. Togedemaru counters Choice Specs Drampa so long as it doesn't go for Fire Blast, but Togedemaru can scout for fire moves with Spiky Shield if it is already in play. Togedemaru can switch into Skuntank but has to be wary of Crunch and Fire Blast. Usually Togedemaru can at least take a hit from Skuntank and pivot out or scare it out from Iron Barbs + Rocky Helmet damage.
Togedemaru is able to heal Mesprit as well as the rest of the party with Wish and U-Turn.

The biggest downside to this core is the counters like strong fire and water types, fast strong attackers, and stall teams.
Counters to this core:
Fire types: Magmortar, Pyroar
Water types: Lanturn, Specs Floatzel
Strong Pokemon: Ursaring, Aggron, Zangoose, Pinsir, etc.
Set up Pokemon: Can't think of any but be careful haha

Would recommend using a Pokemon with this core to resist Fire/Water like Altaria or Lanturn.
If you want to use this core I suggest using some strong attackers that love a free switch in, just pick your favorites :)
See this core in action here in this Recent Battle which was a PU room tournament final battle.
 

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
Offensive Core:

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Passimian @ Choice Band
Ability: Receiver
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Gunk Shot

Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Frost Breath
- Earth Power

Short post, but this is a pretty threatening offensive core with two really solid wallbreakers in the tier that I've been both using and liking a lot. Passimian is really good at baiting in physically defensive Pokemon such as Mesprit, Palossand, Weezing, Spiritomb, and the like, and it takes advantage of the switches it forces by U-turning out and bringing in Aurorus to either heavily damage, or even KO, those physically defensive Pokemon with ease. In return, Passimian is capable of beating some of the specially bulky Pokemon that give Aurorus issues, such as Audino, Clefairy, Miltank, and Type: Null.
 
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I am back with yet another core, this time, an annoying bulky core with a mon I find underrated in the tier Gloom!

DoomNGloom (Gloom) (F) @ Eviolite
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Strength Sap

Slugger (Gastrodon) (M) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic

Hothead (Magmortar) (M) @ Assault Vest
Ability: Vital Spirit
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Hidden Power [Grass]

Gloom is a fat special wall that can eat hits, put opponents to sleep etc. Gastrodon is the counterpart, eating big physical hits for Gloom, checking fire type hits, and appreciating the physical drops from Gloom's Strength Sap. However, checking these threats may become far too much for these two to handle, for example, Pyroar with Hidden Power Grass. In times like these, Magmortar is your friend. Magmortar is a good check to special Ice and Fire moves, and can dish out big damage to those who bother Gastro and Gloom. This core works best with bulky setup sweepers, like Gurdurr and Spiritomb. Spiritomb is more effective as it can also check psychic type hits. Silvally can also use defog and parting shot. Defog lessens stealth rock damage for Magmortar, allowing it to soak up more hits, and parting shot lessens the load for all three. Healing Wish or Wish support also comes in handy for Magmortar, as it has no recovery options on its own.
 
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Darkinium

the mighty nuaguunibi
Offensive Core

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Lilligant @ Normalium Z / Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hyper Beam / HP Fire

Floatzel @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Return / Focus Punch
- Pursuit
- Ice Punch / Focus Punch


QD Lilligant alongside CB Floatzel. I was talking about the perks of Pursuit Floatzel in chat once (s/o to Many for this from Next Best Thing!), and I realized it would be the perfect partner for Quiver Dance Lilligant: it can remove Oricorio-Sensu with Pursuit (Sleep Powder it on the switch with Lilligant, switch into Floatzel, proceed to trap), as well as beat or weaken Archeops, non-Choice Scarf Pyroar, Eelektross (who will often switch into you - and be forced to eat a CB Waterfall) and Magmortar, all Pokemon that annoy Lilligant pre-setup, and some even after setup. In return, Lilligant takes advantage of Pokemon that Floatzel lure in, such as Lanturn and Gastrodon. Slashes are your options for Ferroseed lures, but I myself prefer to simply use another partner altogether to beat Ferroseed instead, such as Magmortar, Pyroar, or Drampa. This core definitely appreciates speed control, and of course a Ferroseed answer. This core could also theoretically work with other very interesting Pursuit users, such as Zangoose and Primeape; however, neither appreciate giving up a move. Anyways, I definitely think this core synergizes quite nicely, and features an unconventional set to boot. Try it out!
 
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Balance Core (click on sprites for importable)

Pretty solid core that synergizes really well with each other. Ferroseed is a fantastic spiker and defensive mon in general, but suffers from a weakness to fighting types, specifically Hitmonchan, which can also spin away the spikes Ferro sets. Psychic Spiritomb is a solid check to just about every fighting type in the meta, and can spinblock Hitmonchan with ease. Aguav berry prevents Spiritomb from being worn down too quickly, and Psychic allows it to check Gurdurr, which it can't otherwise due to Guts. Wallbreakers to abuse Spikes make fantastic partners, as well as mons that can check dangerous fire-types like Magmortar and Pyroar.

Offensive Core


Gurdurr needs no introduction as it's one of the most solid wallbreakers in the tier, but suffers from the popularity of special-attacking flying types like Swanna and Oricorio. Eelektross comes in to comfortably check these flying types, as its natural bulk with assault vest makes it take very little from the birds' secondary STABs. Eel can also knock some checks to Gurdurr like Clefairy and Mesprit, and can bring in Gurdurr safely via Volt Switch. In return, Gurdurr can break some of the special walls that beat the Eel, like Type: Null and Audino. Good partners for this core include a solid Archeops switch-in, a Pursuit trapper, and something to help pressure Clefairy.
 

MZ

And now for something completely different
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carracosta.gif
floatzel.gif

Carracosta @ Fightinium Z
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Aqua Jet
- Stone Edge
- Superpower

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Hidden Power [Grass]
- Focus Blast
- Taunt / Ice Beam
Waterspam is really cool because Magmortar and Archeops and Aurorus are all broken and weak to water. That was pretty much the entire thought process behind it, but they really do work well together and I would highly recommend the core to anyone trying to build something for the suspect. Carracosta is a really strong threat and Floatzel is really hard to stop now that the premier Water resists are Gastrodon and Ferroseed. It chips AV chan nicely for Costa to be able to pick it off with Jet and in general provides some sufficient breaking as long as you can hit those Hydros. Costa is just hard to counter in general and people should use more of it, Gurdurr is a real pain because it'll never want to take on Floatzel, but this core manhandles a lot of Costa's best checks.
 

Ktütverde

of course
is a Top Tiering Contributor Alumnusis a Former Smogon Metagame Tournament Circuit Champion
Offensive core

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Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Toxic

Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hyper Voice
- Fireblast
- Focus Blast

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Stealth Rock
- Psychic
- U-turn
- Healing Wish


Drampa is largely underrated, but it actually only needs a good core to function well. Togedemaru provides speed control, brings gastrodon, weezing, ferroseed, eelektross, and lanturn in, which are all food for drampa. Drampa can quickly get two kills thanks to toge's uturns. Lastly mesprit is the rocker, deals with ground and fighting types which bother the toge-drampa core, and heals drampa which is crucial vs bulky teams, against which drampa will quickly lose health by switching on rocks and scalds etc. The key point of the core is drampa's sapsipper, which turns your matchup vs ferroseed from bad/hard/leechseeded-as-usual, to an easy switch for drampa. Fireblast is preferred because of ferroseed protect, so you can use it as a strong stab (thx to specs) able to hit the switchin hard.
 

fanyfan

i once put 42 mcdonalds chicken nuggets in my anus
Defensive
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Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Moonblast
- Toxic

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Protect

Ferroclef is a very standard defensive core right now, and for good reason. Ferroseed blanket checks a ton of attackers and provides spikes while the clefairy set can be stealth rock to form a hazard stacking core or calm mind for a wincon. Clefairy blanket checks a ton of attackers as well and so they have great synergy. Threats are taunt Pyroar and strong fighting types like gurdurr. A hazard removed as well as checks to those threats like Carbink for Pyroar and spiritomb or Weezing for fighting types are good partners. Great core to slap on balance especially.

Balanced Core
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Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Earth Power
- Freeze-Dry
- Hidden Power [Rock]

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Psychic
- Stealth Rock
- U-turn
- Healing Wish

Aurorus is quite a powerful breaker, but it quite appreciates the fighting and ground check provided by Defensive mesprit, as well as its ability to set rocks, act as a slow pivot to get it in, and healing wish it back up to full health if it gets worn down. In return, Defensive mesprit appreciates the offensive pressure aurorus can apply and give it something to pivot into. Anti-offense mons like scarf togedemaru and hazard removers like hitmonchan pair well with this core.
 
Sup guys, I'm about to pull out a bunch of FatSensu cores I've been able to put in a bit of work with. I've been having vast amounts of fun with this mon, and have built loads a teams thus far!

Sensu + Ferroseed + Hitmonchan or Choice Scarf Kabutops
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or

Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Roost
- Taunt

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 128 Def / 132 SpD
Sassy Nature
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Hitmonchan @ Assault Vest
Ability: Iron Fist
EVs: 244 HP / 152 Atk / 112 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rapid Spin

or

Kabutops @ Choice Scarf
Ability: Swift Swim / Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Waterfall
- Superpower
- Rapid Spin

This is a bread and butter hazard-stacking cores that abuse Spikes with FatSensu, allowing it to help it break through the opposing team by weakening Pokemon it ends up forces out, as well as Pokemon that come in, making it that much more devastating as a wallbreaker. Ferroseed also offers a check to variants of Aggron, Regirock, and Lanturn, while Sensu easily capitalizes on the Grass- and Fighting-type Pokemon looking to take advantage of Ferroseed.

Hitmonchan and Choice Scarf Kabutops are top choices for sources of hazard removal that don't require the trade-off of having your own hazards being removed, with both members being good choices for different reasons. They both do well at checking bothersome Pokemon like Aurorus, but Hitmonchan's perk comes with being a good answer to Shiftry, Eelektross, and Pyroar while also offering strong priority. Kabutops offers a good revenge killer to fast threats that it can pivot into and threaten with its typing, and works thoroughly in revenge killing threats like Carracosta while both can also revenge kill Lycanroc. In return, they both appreciate Oricorio's ability to defeat their defensive answers such as Weezing, Spiritomb, Gurdurr, and Gastrodon.

This core is a pretty solid pick and play option for a lot of players picking up on this particular Oricorio set, as it takes advantage of its attributes extremely well and has partners that address its weaknesses solidly.

Sensu + Gurdurr + Spiritomb
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Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Roost
- Taunt

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Spiritomb @ Aguav Berry / Black Glasses
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Pursuit
- Psychic / Will-o-Wisp / Toxic
- Shadow Sneak

This core is more centered around facilitating a Gurdurr sweep, a Pokemon that is a prominent win con in the metagame and appreciate fast Ghost- and Psychic-types being checked and trapped by Spiritomb and defensive answers such as Tangela, Weezing, Clefairy (to some extent), and Gourgeist-XL being taken advantage of by Oricorio. Gurdurr also offers answers to Pokemon like Aggron, Regirock, and Normal-types like Kangaskhan that the rest of the cores members can have trouble with. Trapping Ghost-types is also an aspect that Oricorio itself really appreciates, as it functions a lot better without the likes of faster threats like Haunter or Silvally-Ghost threatening it. It also appreciates a lot of the same defensive Pokemon that Gurdurr struggles with being removed also.

In any case, this core does require some typing weaknesses to be addressed in other slots to fully structure a good team around it, but other than that, it does a great job of supporting each other's roles and setting up their respective win conditions!

Sensu + Alolan Sandslash + Poliwrath
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Oricorio-Sensu @ Flyinium Z / Rocky Helmet
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Roost
- Taunt

Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Knock Off / Toxic
- Rapid Spin / Earthquake

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Substitute
- Toxic

This is a more defensive and utility-based core that does a really nice job of addressing the typing weaknesses among its members while applying reasonable pressure to the opposing team with their offensive and support options. Specially Defensive Alolan Sandslash is a very solid check to Aurorus, while also offering Stealth Rock, Spin, and a potential Knock Off user which all gives it a variety of utility and role compression. Poliwrath is great for checking the offensive Rock-types like Kabutops, Lycanroc, and Aggron, and can lure and wear down switch ins like Lanturn and Eelektross with Toxic to potentially set Oricorio up to stall them out with the combination of Calm Mind boosts and Roosts. Both Sandslash and Oricorio are good for pressuring Clefairy and various Grass-types as well.

Shoutouts to dibs for being an avid user of this core, it's really unique and has a lot of utility. That having been said, slots will need to be fulfilled to accommodate for better answers to the likes of Lanturn, Eelektross, and Swanna, but otherwise, this works wonders!

Sensu + Absol + Weezing
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Oricorio-Sensu @ Flyinium Z / Rocky Helmet
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Roost
- Taunt

Absol @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Superpower

Weezing @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Will-O-Wisp
- Taunt
- Sludge Bomb

Absol is a pretty unique option for a win con, and I've always found it interesting to build with as its ability Justified can promote building in a way that attracts weak Dark-type moves/passive Darks like Sableye and Crotomb to punish the opposing team. It also tends to require support to remove other problematic Dark-types that can beat Absol such as Skuntank, a Pokemon that FatSensu typically does a great job of luring. This core does a great job of addressing both needs in a variety of ways; Weezing is also a fairly solid switch into most Shiftry and Skuntank sets while Toxic Spikes support can prove very useful for weakening checks to Absol and Oricorio such as Regirock and Lanturn. In return, Weezing appreciates the large amounts of pressure that Absol tends to put on Pokemon like Sableye, Crotomb, and Mesprit. Absol also likes the amount of pressure that both members are able to apply towards Pokemon like Gurdurr and Tangela.

Sensu + Lanturn
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Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 172 Def / 88 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Roost
- Taunt

Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 252 SpA / 72 SpD / 184 Spe or 252 SpA / 56 SpD / 200 Spe (to outspeed positive natured base 50s like Jolly Aggron)
Modest Nature
- Scald
- Volt Switch
- Ice Beam
- Whirlpool

Lanturn is a simple yet effective partner due to its typing that allows it to switch into threats to Oricorio, such as fast Electric-types like Togedemaru and Manectric, while also functioning as a solid offensive check to Pokemon like Aggron, Aurorus, and Regirock. Lanturn's Whirlpool is a pretty interesting option for trapping opposing Lanturn for solid chip, as well as the others aforementioned Electric-types. Lanturn in return appreciates a solid pivot to Pokemon like Lilligant and something that can do well in pivoting into Ground-type moves from the likes of Gastrodon, roles that Oricorio fulfills quite nicely. Overall, a core that's easy to build around and due to the nature of Volt Switch, has a lot of room for offensive teammates.

Have fun! also dibs i hope i made you proud senpai <3
 
I've got a really nice balance core that I find works better than the standard Primeape & Absol Core.

The way the core typically works is to have a fighting type lure in Psychics and Ghosts, and then switch out into Abosl, who can net a kill or set up an SD. Normally, Primeape would go for U-turn to get out of the field, but Primeape usually uses a Choice Scarf, making it more tough to predict switches without locking into the wrong move. Silvally-Fighting, however, has two main advantages over Primeape: Movepool and Bulk. Silvally is able to use Parting Shot, meaning that the enemy is weaker whenever you switch into Absol. This could reduce the damage of a mispredicted U-turn onto Absol, or allow Absol to set up on Pokemon that it would normally be afraid of, like Oricorio or a Specs Mesprit. Silvally also gets Defog, making it much more powerful than Primeape in the support area. It has better bulk, allowing Silvally to stay in and click Defog rather than switching immediately. Even though its attack is weaker, its Multi Attack still hits rather strong, and has very nice coverage when paired with Rock Slide. The sets I use on these two are below.

Silvally-Fighting @ Fighting Memory
Ability: RKS System
EVs: 184 HP / 68 Atk / 4 Def / 252 Spe
Jolly Nature
- Multi-Attack
- Rock Slide
- Defog
- Parting Shot

Absol @ Black Glasses
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Play Rough
 
Victreebel + Probopass (Balance)
So how this core works is that Probopass traps Steel-types and sets up Rocks to help Victreebel set up and sweep late game. Probopass can also provide a slow U-turn into Victreebel against faster offensive Pokemon. Once in, Victreebel can use Z Sleep Powder to get to +1 Speed and it can set up a SD and start to sweep.
Victreebel @ Grassium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sleep Powder
- Leaf Blade
- Swords Dance
- Poison Jab

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Taunt
- Volt Switch


Pyroar + Kingler + Lurantis (Offensive FWG Core)
In this core Pyroar acts as a speedy revenge killing Wallbreaker, Lurantis acts as another specially offensive slower Wallbreaker with Contrary and the ability to remove rocks to help Pyroar, and Kingler is a physically offensive Wallbreaker that can set up for late game sweeps.
Pyroar @ Firium Z
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hyper Voice
- Hidden Power [Grass]
- Taunt

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Agility
- Knock Off
- Swords Dance

Lurantis @ Leftovers
Ability: Contrary
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Leaf Storm
- Synthesis
- Superpower
- Defog
 

PTF

girl
is a Tiering Contributor
Just posting these two cores that have been very effective in this meta.

Offensive core

+


Alolan Raichu and Gurdurr
Raichu-Alola @ Aloraichium Z
Ability: Surge Surfer
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Thunderbolt
- Encore / Substitute / Grass Knot

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 192 Atk / 64 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

I've used this set with quite a lot of success. With Alolan Raichu's great speed and access to Nasty Plot, it acts as a really potent and strong set up sweeper/breaker. Although it has great speed to outspeed the majority of the metagame, it has weak defences that make it vulnerable to priority moves namely Sucker Punch from Skuntank, Absol and Kangaskhan and Accelrock from Lycanroc.

This is where Gurdurr acts as Alolan Raichu's destined partner. Gurdurr resists all the priority moves that are aimed for Raichu due to its good bulk and typing. Gurdurr also resists the weaknesses that Alolan Raichu suffers from including dark types, rock types and bug types. Gurdurr can switch into the mons that switch in on Alolan Raichu and use them as set-up fodder. These mons include Type Null, Skuntank and Lycanroc. Furthermore, Gurdurr directly counters Lycanroc which may use Alolan Raichu as set up fodder.

In return, Alolan can double switch on many mons that would give trouble to Gurdurr including Qwilfish, Oricorio and Weezing and either set up or attack.

This core would appreciate hazard setters and removal. It would also appreciate a check/counter for Scyther since it can destroy the core.

Offensive core

+

Scyther and Aurorus
Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Aerial Ace
- Swords Dance
- U-turn
- Roost
or
Scyther @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off
- Pursuit / Bug Bite

and

Aurorus @ Choice Specs
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blizzard
- Freeze-Dry
- Earth Power
- Hidden Power Rock
or
Aurorus @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blizzard
- Freeze-Dry
- Earth Power
- Hidden Power Rock

These two mons are monsters and threaten so much of the current metagame.

Aurorus is a threatening wallbreaker and packs a punch. It struggles against fighting types including Hitmonchan, Gurdurr and scarf Primeape. It also faces trouble trying to break special walls. Scyther mitigates Aurorus' struggles because it resists the fighting type moves namely Mach Punch and faster Close Combat. Scyther also resists faster ground and grass moves that could pose a threat to Aurorus. Furthermore, Scyther can u-turn out of Aurorus's checks/counters and bring Aurorus in again which can significantly weaken the opposing team and create strong momentum. Scyther can also use the special walls that eat Aurorus's moves as fodder to set up.

In return, Aurorus can weaken or ohko Scyther's checks/counters including Weezing, Aggron and Regirock (once weakened).

This core appreciates hazard removal and a way to deal with steel types including Togedemaru.
 

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