Good Cores in SM NU

Status
Not open for further replies.
Approved by rozes
Banner made by blazenix


Welcome to the NU Good Cores thread, where you can post, discuss, and debate about an essential part of teambuilding: Cores, and the synergy between certain Pokemon.

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.

The point of the project is to help teambuilders, newcomers, and other battlers to assist them in helping building their teams. Therefore, please don't post bad examples. Post cores that truly work and be ready to defend why. For example, Sneasel + Machamp is a good offensive core because they break down each other's counters so that the other one can sweep. However, Necrozma + Uxie is not such a good defensive core because their roles overlap and they stack weaknesses with one another. If you wish to post a core, please make sure to explain how each member of the core works to help each other out. There has to be a reason why the Pokemon is there and not simply tacking on two random Pokemon!

+

Persian-Alola @ Darkinium Z
Ability: Fur Coat
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Foul Play
- Taunt
- Parting Shot
- Toxic

Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch


This is a fun offensive core, Machamp is one of the best wallbreakers in the tier with it's incredible Atk stat and combined with the Burn nerf and guts are there only a few mons that can come in safely on this monster. The flaw that Machamp has is that it's fairly slow and most of the time has to take a hit before it can do some massive damage, there is where Persian-Alola comes into play. With fast Parting Shot and ability to threaten both psychic- and Ghost types decently well is it the perfect partner for Machamp, with fast Parting Shot you lower the opponant his atk and spA by 1 which makes Machamp come in easier and deal some massive damage to the opponants team. Persian-Alola Darknium Z Parting Shot makes this duo so good, when Machamp is low it most of the time just sack material since it can't come in anymore and most things outspeed it and kill it before it can do anything anymore. With Z-Parting Shot you are able to bring Machamp back up to 100% and do like the whole process with this core again but instead of doing this once you can use Machamp twice! Last thing to note Darknium Z Foul Play does more damage then you expect it to do so you have a little nuke there as well for psychic types if it's needed.


Let's go! I'll be picking out the ones I like and archiving it here. When posting cores, please provide an explaination of why the core works, an importable, a replay is recommended (not needed), and preferably sprites, which can be retrieved here. Note: I reserve the right to make minor changes to cores posted if I feel like they improve the core.

Core Archive:
 
Last edited:
Not sure what you'd classify this as. Obviously more on the offensive side of things, maybe support tho on account of all the utility they can bring.



Everyone should know about this if they don't already. The synergy is just plain stupid. You've got the obvious typing synergy, Garb being weak to Psychic attacks, Spiritomb finally gaining a weakness in Fairy type attacks. Then theres the ridiculous utility they bring to a team. Spin blocker, Pursuit trapping, dicking over most Fighting types (which are aplenty), Garb absorbing TSpikes/Toxics being thrown at Tomb which seriously limits its longevity. I'm probably actually forgetting a bunch of small perks honestly. Also the fact that you can tailor their sets and probably run them on literally every play style. I'ma iust go with some generic ass sets, but keep in mind stuff like Z-moves for Garb and going more offensive (special lure still GOAT), Crotomb is an excellent wincon, Black Glasses let you run more utility moves and bluff band if you wanna go that route.

Special mention to AV Slowking w/ dtail to help pivot in n out, take Scalds, phaze out mons to accrue hazard damage/deter sweepers and help take hits on the special side of things. I like using it with these guys. It helps a bit with Steelix/sometimes Rhydon which can give these guys a lil trouble if they're played right.

Garbodor (M) @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Gunk Shot
- Haze

Spiritomb @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Pursuit
- Sucker Punch
- Shadow Sneak
- Trick
 
Last edited:

Shadestep

volition immanent
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
Offensive Core:
+

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Stone Edge
- Rapid Spin

this core is really good at breaking down eachothers checks and counters, and having one or the other sweep eventually. they both break down the same pokemon and are checked by bulky poisons, steelix, but on the other hand sneasel can pursuit trap ghost types that prevent Hitmonlee from clicking high jump kick carelessly, like rotom, mismagius, and a weakened cofagrigus.
 
Defensive Core


This core between Golbat and Steelix has great type synergy, as Golbat takes on Steelix's fighting and ground type weaknesses and Steelix takes Golbat's psychic, electric and rock weaknesses. This core also brings great defog support from Golbat and a stealth rocker in Steelix. Aswell, you can choose to make make Steelix a more Spdef Tank or a complete physical wall, while Golbat can also be a wall on both sides of the spectrum. The import here is my prefered option of Steelix being more specially invested and Golbat being Phys Def.

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 64 Def / 192 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

Golbat @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 216 Def / 44 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn

 

poh

<?>
is a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Forum Moderator Alumnus
Defensive core



This is probably one of the most standard balancecores right now. Steelix and Vaporeon have decent defensive synergy as Vaporeon resists Fire and Water while Steelix has a useful Eletric immunity. Now I know that Steelix + any bulky water works but Vape can support Steelix with Wish to keep it healthy throughout the game.

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Toxic
- Stealth Rock

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Heal Bell
 
upload_2017-6-21_14-20-47.png
upload_2017-6-21_14-21-1.png

Accelgor @ Choice Specs
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 Atk
- Bug Buzz
- Focus Blast
- Hidden Power [Rock]
- U-turn

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

Offensive Core
This core has crazy good offensive synergy – not only are both blisteringly fast and strong which puts serious pressure on opposing offensive teams, but together help to wallbreak like crazy for any number of the crazy physical sweepers in the tier rn (Sneasel, Toxicroak, Tyrantrum, etc...). Accelgor basically decimates all grass types which are pretty much the only existing solid checks to Rotom-C at all, while Rotom can easily pressure and wear down rock / flying mons that would want to switch in on Accelgor.

upload_2017-6-21_14-47-5.png
upload_2017-6-21_14-47-17.png

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Calm Mind
- Moonblast
- Rest
- Sleep Talk

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Gyro Ball
- Earthquake
- Toxic
- Stealth Rock

Balance / Defensive (if you run wish aroma) Core
You could probably run Wish Aromatisse + SpDef Steelix and get even better results as a defensive backbone to a team, but I personally was looking at this core for balance as a support system for CroMatisse. RestTalk Aroma is seriously fucking underrated cause its super bulky and it sets up on a shit ton of the meta, and is actually really really strong. The main things that check it are Steel / Poisons and opposing CM Psychics bc it sucks at the CM War, so Steelix pretty much checks all of that ezpz and opens up a sweep for it.


Braviary (M) @ Leftovers
Ability: Defiant
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Bulk Up / Superpower
- Substitute / Defog
- Roost

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Scald / Hex
- Will-O-Wisp
- Taunt
- Recover

Balance Core
Last but most certainly not least (probably my favorite core to be running atm) SpDef Braviary + PhysDef Jelli (interchangeable with slowbro tbh). This checks so much of the meta just because of the crazy amounts of special grasses / specs accelgors running around rn that otherwise trash jelli but Braviary can easily shut down, while Jelli just spreads wisp and checks the strong Rock types that braviary has a hard time setting up on, as well as if running taunt-hex beating a lot of CM Psychics that otherwise might scare brav 1 on 1 as well. Its electric weak so run a ground type (prob steelix lol) but other than that p much cover each others checks defensively 100%.
 
Last edited:

offensive core
click the pokemon
hitmonlee + samurott is a frightening offensive core which work together to break down defensive builds. samurott struggles versus bulky water-types, such as vaporeon and slowking, which hitmonlee can take on with ease, and it also struggles with grass-types, like virizion. hitmonlee in return struggles with resisting pokemon, such as garbodor and spiritomb, and with psychic-types in general if it doesn't get the knock off predict correct. while both aren't exactly fast, both pack priority to pick off weakened opponents, and somewhat makes up for the lower speed. some good partners include spiritomb, to ease the psychic-type match up; garbodor, to set up spikes and pressure the opponent and also beat togetic, which threatens the core; and scarved pokemon / pokemon which can take virizion on, like braviary and whimsicott, will help the core a lot. the two provide excellent offensive pressure and are very threatening to face. i chose this samurott set over splash plate / life orb because hydro vortex is so insanely strong and makes facing necrozma a bit easier, though spiritomb also eases the matchup. hitmonlee's not scarf since i needed entry hazard removal and i have another scarfer on the team, so i chose life orb since it's scarier in my opinion. really fun core, i encourage you to try it out! keep in mind that the core does help each other break down checks, but it's not so one or the other can sweep, it's more about overwhelming the opponent with the core than anything.
 

PrinceLucian

Banned deucer.
+
or

Incineroar @ Assault Vest
Ability: Blaze
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- U-turn
- Fake Out
- Flare Blitz
- Darkest Lariat

+

Slowbro @ Waterium Z/Colbur Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock
- Slack Off

or

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Toxic


Balance cores that Ive been using past few days, AV incineroar is underrated and should be tried more because of how much utility it typing with that bulk provides (ghost,psychic,fire,ice,dark,grass check). It has great sinergy with slowbro since clearly slowbro is weak to most of these, while providing fighting and water check for it.
Despite slowbro and Toad being fire resistant they cant reliable take on any fire mon in tier, as well as ice types because of freeze dry, so incineroar comes in play.
Dont choose slowking over slowbro bcz its a special+phys wall core so slowking would be very redundant, while not walling fighting types that well. jellicent would make decent option too.
 


Here's a pretty cool offensive core, most of Virizion's checks are either grass- or psychic-types, which are both easily threatened by Drapion, but as an addition, Drapion can also attract poison type such as Garbodor and can Earthquake them or just Knock Off to weaken them to allow Virizion to clean later in the game, while also attracting ground-type which mean it can let Virizion an opportunity to setup when it'll be needed. On the other hand, if the matchup looks too hard to win with Virizion, it can also setup to weaken opposing team to allow Scarf Drapion to clean in lategame.

Virizion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Leaf Blade
- Stone Edge
- Swords Dance

Drapion @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Offensive Core


This core applies heavy offensive pressure towards opponents. Most people's checks to SD Drapion consist of bulky Grounds or the occasional Hitmontop, which are usually their response to Tyrantrum as well. Shuca Drapion does a marvelous job at softening up or outright KOing bulky Grounds (or Hitmontop) to allow Scarf Tyrantrum to clean unopposed. Drapion can also take advantage of more passive Pokemon such as Bronzor and Sableye that Tyrantrum does not want to deal with. As for Tyrantrum, well we know the kind of weight it pulls so there's little need for elaboration. (note: you should have something for Quagsire)
Drapion @ Shuca Berry
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Superpower
- Dragon Claw
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Moonblast

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Heal Bell
- Protect
- Knock Off
It may seem a little weird to have two Pokemon with near-identical movesets in a core, but this dual-cleric core is very, very solid on stall teams for its ability to seriously take pressure off of one another when it comes to doing their jobs consistently. In addition, Aromatisse is very capable of helping with Audino's Fighting-type weakness in exchange for having its low SpD stat accounted for by Audino's deceptively good special bulk. Not only are they able to take pressure off of each other as clerics, but one of the big things that this core has going for it is the fact that they can actually pass wishes to each other, which can very easily leave them in a position where they are able to check things consistently, and this is particularly useful for Aromatisse, which lacks access to Regenerator and, as such, is put under much more pressure to pass itself wishes repeatedly throughout the match to stay healthy. Finally, double the number of opportunities to pass wishes/heal status and double the Heal Bell PP is nothing to pass up on an archetype which is so dependent on the support which these two things provide. Good partners include Pokemon which appreciate Wish support, such as Bronzor, Steelix, setup sweepers like CroTomb, Clefairy etc., unaware users (Pyuku; Quag just lacks the bulk to keep both sides of the spectrum in check consistently, but it doesn't have the same issues w/ Electrics w/o Grass coverage that Pyuku does, which is a huge boon), Ditto (a more aggressive way of screwing with setup 'mons), and other general stallmons.


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

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Pursuit
Sneasel+Passimian is a pretty generic Fighting/Dark core, but the one big thing that it has going for it over other, similar cores is Passimian's access to U-turn, which allows it to completely turn the tables on Psychic- and Ghost-types which attempt to switch into it for Sneasel to force into a 50:50 between Pursuit and KOff. U-turn hitting Psychic-types super effectively helps too 'cause it is capable of helping vs. random Psychium 'mons which can circumvent the KOff/Pursuit 50:50. I recommend pairing this with a teammate which can help remove Colbur Berries from stuff 'cause hitting into a Psychic- or Ghost-type's Colbur can very easily mark the end for Sneasel due to how frail and dependent on both its Speed and Attack stats (which can be easily crippled by Will-O-Wisp and Thunder Wave, respectively, which are often seen on Dark-weak Pokemon like Uxie, Slowbro/Slowking, Jellicent, Mismagius, and Rotom), and pivots like Uxie, Steelix, Slowbro/Slowking, Golbat etc. are helpful for getting the two in safely. VoltTurners in general are nice, so Rotom/Rotom-C are nice in addition to Uxie and U-turn Bat. Outside of this, just build like you would any offensive team.

Edit: updated Passimian set for USUM but not description 'cuz I don't fancy re-writing the whole thing
 
Last edited:
+
+


A Defensive Core which cover weaknesses well. Mawile is able to beat Sneasel / Toxicroak / Absol (And Dark Types in general) which are both major threats to Jellicent + Vileplume. Mawile struggles against strong Special Pokemon (Mainly fire/water types) so for that reason I added Jellicent to take on the likes of Charizard / Samurott / Pyroar / etc and is able to beat more defensive Pokemon due to a combo off Will-O + Taunt which Mawile struggles against. Jellicent is also able to spinblock Mawile's rocks. In return, Mawile is able to take Knock Offs well which threaten Jellicent. Finally, the check to sleep sweepers / ground types / fighting types / electric types was a bit shaky, so I added Vileplume. It's able to switch into things such as Hitmonlee / Rhydon / Malamar all which would pose big threats to this team if it wasn't for Vileplume. Both Vileplume and Jellicent have reliable recovery options so they don't get worn down throughout the game. The main thing the Core struggles with is Houndoom so, if you're planning to use this core add some sort of houndoom Check / Counter. Wacan Berry Jellicent is also an option to Lure Electric Types and ease some pressure off of Vileplume though Leftovers is recommended.

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Play Rough
- Super Fang
- Knock Off / Pain Split

Jellicent @ Leftovers / Wacan Berry
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Will-O-Wisp
- Scald / Hex
- Taunt

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Moonlight
- Sleep Powder


I'll add replays later
 

poh

<?>
is a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Forum Moderator Alumnus



This is the typical webcore right now and consists of 3 essential components:
1. Websetter
2. Spinblocker
3. Defiant 'abuser'

Shuckle is the only viable websetter in the tier and also gives you rocks which is great for Braviary to net some 2HKOs. Tomb is probably the best spinblocker we have due to the fact it can Pursuit the spinners since they'll probably switch out. If the spinner uses Foresight, burn it. Tomb also gives you priority which is always a positive. Braviary punishes defoggers like Golbat and Togetic by grabbing the boost and KOing them in the process. Make sure you add mons to your team that beat Rocks and Steels more easily.

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Sticky Web
- Encore
- Infestation
- Stealth Rock

Braviary @ Life Orb
Ability: Defiant
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Superpower
- Brave Bird
- Roost
- U-turn

Spiritomb @ Dread Plate
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak / Foul Play
- Will-O-Wisp
 
Last edited:
upload_2017-6-22_13-20-9.png
+
upload_2017-6-22_13-20-35.png

This is an offensive core whose specific niche is on hazard stacking teams. Haunter is the offensive spinblocker, capable of keeping most hitmontops and lees from spinning with substitute+disable. Its dual STAB allows it to hit almost the entire tier for neutral damage, and there isn't much that avoids a 2hko. Primeape is the offensive defiant mon of the core. The beauty of this core is that primeape has access to u-turn, which allows it to pivot out on predicted switches. Since Haunter's poison and ghost stabs threaten fairy and psychic types respectively, it is amazingly simple to set up a substitute 2-3 times throughout the match if played properly. Overall this core is great at keeping the pressure on the opposing side for hazard stack teams, and its synergy is great. If you choose to use this core, I recommend that you find a good partner to handle skuntank and drapion, and play smart when against them because pursuit is disrespectful to haunter.

Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Bomb
- Substitute
- Disable

Primeape (M) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Earthquake
- Stone Edge
 
View attachment 83833View attachment 83834
Accelgor @ Choice Specs
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 30 Atk
- Bug Buzz
- Focus Blast
- Hidden Power [Rock]
- U-turn

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

Offensive Core
This core has crazy good offensive synergy – not only are both blisteringly fast and strong which puts serious pressure on opposing offensive teams, but together help to wallbreak like crazy for any number of the crazy physical sweepers in the tier rn (Sneasel, Toxicroak, Tyrantrum, etc...). Accelgor basically decimates all grass types which are pretty much the only existing solid checks to Rotom-C at all, while Rotom can easily pressure and wear down rock / flying mons that would want to switch in on Accelgor.

View attachment 83835View attachment 83836
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Calm Mind
- Moonblast
- Rest
- Sleep Talk

Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Gyro Ball
- Earthquake
- Toxic
- Stealth Rock

Balance / Defensive (if you run wish aroma) Core
You could probably run Wish Aromatisse + SpDef Steelix and get even better results as a defensive backbone to a team, but I personally was looking at this core for balance as a support system for CroMatisse. RestTalk Aroma is seriously fucking underrated cause its super bulky and it sets up on a shit ton of the meta, and is actually really really strong. The main things that check it are Steel / Poisons and opposing CM Psychics bc it sucks at the CM War, so Steelix pretty much checks all of that ezpz and opens up a sweep for it.


Braviary (M) @ Leftovers
Ability: Defiant
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Bulk Up / Superpower
- Substitute / Defog
- Roost

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Scald / Hex
- Will-O-Wisp
- Taunt
- Recover

Balance Core
Last but most certainly not least (probably my favorite core to be running atm) SpDef Braviary + PhysDef Jelli (interchangeable with slowbro tbh). This checks so much of the meta just because of the crazy amounts of special grasses / specs accelgors running around rn that otherwise trash jelli but Braviary can easily shut down, while Jelli just spreads wisp and checks the strong Rock types that braviary has a hard time setting up on, as well as if running taunt-hex beating a lot of CM Psychics that otherwise might scare brav 1 on 1 as well. Its electric weak so run a ground type (prob steelix lol) but other than that p much cover each others checks defensively 100%.
I have used this core before, and I love adding a drampa to counter the electric types. I use the colbur berry Jellicent to help defeat fighting types. (Drampa is good at stopping Rotom-Mow.)
 
Ofensive core
+


Fantastic offensive core since ORAS UU.
Houndoom + Toxicroak have almost perfect coverage to beat neutral in almost all PKMN. Their typing has many resistances and immunities that help maintain offensive pressure even with exchanges.
Its base speeds are good for the Tier, and have good setup moves (Nasty Plot and Swords Dance).
The weakness of this core is the difficulty of dealing with bulky ground types, which can be solved with flying types or other resistances like bulky grass types and levitate.

Some good partners:
Rotom-C, Xatu and Whimsicott.

Some threats:
Seismitoad, Golbat and fast pokemon with ample coverage.

Toxicroak @ Darkinium Z
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Will-o-Wisp
 
Last edited:

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Moonblast

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Heal Bell
- Protect
- Knock Off
It may seem a little weird to have two Pokemon with near-identical movesets in a core, but this dual-cleric core is very, very solid on stall teams for its ability to seriously take pressure off of one another when it comes to doing their jobs consistently. In addition, Aromatisse is very capable of helping with Audino's Fighting-type weakness in exchange for having its low SpD stat accounted for by Audino's deceptively good special bulk. Not only are they able to take pressure off of each other as clerics, but one of the big things that this core has going for it is the fact that they can actually pass wishes to each other, which can very easily leave them in a position where they are able to check things consistently, and this is particularly useful for Aromatisse, which lacks access to Regenerator and, as such, is put under much more pressure to pass itself wishes repeatedly throughout the match to stay healthy. Finally, double the number of opportunities to pass wishes/heal status and double the Heal Bell PP is nothing to pass up on an archetype which is so dependent on the support which these two things provide. Good partners include Pokemon which appreciate Wish support, such as Bronzor, Steelix, setup sweepers like CroTomb, Clefairy etc., unaware users (Pyuku; Quag just lacks the bulk to keep both sides of the spectrum in check consistently, but it doesn't have the same issues w/ Electrics w/o Grass coverage that Pyuku does, which is a huge boon), Ditto (a more aggressive way of screwing with setup 'mons), and other general stallmons.
Double wish pass has always been an incredibly strong stall archetype, esp with the synergy aroma and audino have, but honestly is double heal bell all that necessary? I just feel like especially for stall if the cleric role has been lifted off Audino's shoulders (a pokemon with an abysmally low offensive presence), it should opt for moves such as Encore / Toxic to deter setup against it or help it win 1v1s it otherwise cannot with solely knock off. Aroma should definitely be the one holding the heal bell though just cause its taunt-proofed / has decent offensive presence with a surprisingly strong moonblast.

Might as well top this post off and add another core.
balance

Scrafty @ Fightinium Z / Ironium Z
Ability: Shed Skin / Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick / Iron Tail
- Drain Punch
- Knock Off
- Dragon Dance

Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Taunt
- Toxic Spikes / Pain Split

Scrafty is still a really underrated mon who can put a lot of pressure on both offense and stall, but its biggest issue is it often has a difficulty setting up due to the sheer amount of opposing fighting types as well as flying / fairy types in the tier. Weezing effectively eliminates all of those threats, as well as spreading wisp (which makes it even easier on scrafty's part to set up) and/or toxic spikes which greatly support scrafty's sweeping capabilities against bulky teams as with a +1 drain punch it can easily outlast / wear them down alongside a set of TSpikes. Ironium Z iron tail is more common now but tbh I much prefer fightinium HJK because oftentimes at +1 drain punch will miss vital kills so HJK gives you a more sound sweeping move, while HJK All Out Pummeling at +1 will pretty much even ohko resists lol.
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Double wish pass has always been an incredibly strong stall archetype, esp with the synergy aroma and audino have, but honestly is double heal bell all that necessary? I just feel like especially for stall if the cleric role has been lifted off Audino's shoulders (a pokemon with an abysmally low offensive presence), it should opt for moves such as Encore / Toxic to deter setup against it or help it win 1v1s it otherwise cannot with solely knock off. Aroma should definitely be the one holding the heal bell though just cause its taunt-proofed / has decent offensive presence with a surprisingly strong moonblast.
yeah it probably isn't *needed* per se; that said, when using teams w/ the core I have found that it takes a lot of pressure off of Aroma if it isn't always the one which is forced to use Heal Bell given that it already gets very pressured into a position where it can't afford to take a hit to use Heal Bell (hell, I reckon I end up HBelling w/ Audino prolly as much as I do w/ Aroma), and considering that basically every stall team has one of Pyuku, Quag, or Ditto (mostly Pyuku) the setup thing isn't that big a deal short of stuff like Taunt+NP Missy (doesn't really fear Audino 'cause it can just Taunt all utility attempts and takes jack all from KOff due to Ghostium) or boosting Electrics (i.e. Raichu/Alolan Raichu)/Grasses (Lilligant), which versus Pyuku teams aren't going to really be trying to set up in front of Audino a lot of the time as opposed to pressuring Pyuku in to use it for setup.

Toxic can be nice if your only user is Pyuku, but most of the time I feel that it doesn't really need to use the slot on it and I probably click Heal Bell more anyway, and Encore is only rlly useful for Sub users given that most setup 'mons don't pose that big of a threat to stall provided u don't play like a dunce and sack Pyuku before you need to.
 
Balance Core
Trick Room Core
+

Exeggutor-Alola @ Life Orb
Ability: Frisk
EVs: 232 HP / 252 Atk / 24 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Wood Hammer
- Dragon Hammer
- Earthquake

Cofagrigus @ Leftovers
Ability: Mummy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
Classic Trick Room core . Exeggutor-A main's counters are Cofagrigus and Poison Types , Cofagrigus resist poison attacks and can easily kill the opponent Cofagrigus after a Trick Room .

Cofagrigus can also tank Fighting Types like Machamp , who OHKO Exeggutor-A with an Ice Punch .
 
Last edited:
Balance core
upload_2017-6-27_21-41-9.png

Very simple, type synergie for defensive and offensive utility as well as giving you the ability to set up hazards, keep them up, pivot into a wall etc.
You pretty much have a check listed for any major pokemon currently in the game besides Virizion, Choice Band/Dragon Dance Tyrantrum or Barbaracle with this core, 2 of which have issues setting up on some of the mons in the core.
From here you can add All-Out-Attackers or take a bulkier route and add a hazard remover and/or a wish passer to ensure Incineroar stays healthy.
The Rhydon set is EV'd to always 1HKO Drapion with Earthquake and to always take a +2 Tectonic Rage after Stealth Rocks allowing you to be a reliable answere.
Besides this it beats Bulk Up Braviary, Minior etc. Earthquake on Incineroar just grants additional utility against Houndoom in particular, other pokemon such as Delphox also can't do as much as it wishes to. Sneasle also isn't too hapoy when it sees an Incineroar.
Rotom-C actually has nearly no downsides, it can manually be switched in on a couple of water types as well as some ground type pokemon thanks to the type, ability and reasonable defenses even uninvested. From there you can freely attack for a 2HKO, chip for a 1HKO at a later point or pivot into a core member.


Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 32 Atk / 56 Def / 160 SpD / 8 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Megahorn
- Stealth Rock

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

Incineroar @ Assault Vest
Ability: Blaze
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Flare Blitz
- Darkest Lariat
- Earthquake
- U-turn
 

Disjunction

Everything I waste gets recycled
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Cofagrigus @ Ghostium Z
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]

Drapion @ Choice Band
Ability: Battle Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Poison Jab
- Earthquake

This core is so good that I have to force myself not to use it. Works perfectly on spikes stack, all types of offense, and the two synergize so well with one another. It doesn't matter what drap set you use so you can use whatever fits your team best. Cofag covers for the fact drap is a poison that doesn't resist fighting while Drap offers an invaluable Dark resist that can fight back against the likes of Meloetta.

When you're building like 5 workshop teams and the option of running Drap + Cofag comes up in every one of them then it's a pretty good sign that it's an effective core.
 

Metal Sonic

Resurgence
is a Tutor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
I'm surprised nobody mentioned this core yet, because it's so intuitive, yet it's a very unorthodox pair that might not fit the traditional "definition" of a core. However, I'd like to share this duo with you.


Sandslash-Alola @ Light Clay
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aurora Veil
- Iron Head
- Earthquake
- Icicle Crash

Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Blizzard
- Stealth Rock
- Freeze-Dry
- Thunder Wave


I'm not sure what to classify this as, since it's strictly utility, but if I were to choose, this would be an Offensive Core. Despite them sharing the same typings and therefore similar defensive weaknesses, these weaknesses usually do not affect the efficacy and usability of the core, as I'll explain. An exception however, is facing Mach Punch users, in which case the core's user will have to play around.

Evidently, the core focuses on Lead Aurorus setting up Stealth Rocks, paralyzing the opponent with Thunder Wave, and Hail. Additionally, with a 100% accurate Blizzard coming off a respectable base 99 SpA, Aurorus may also opt to dent a couple of the opponent's Pokemon. Meanwhile, Sandslash-Alola benefits from Hail with Slush Rush, allowing it to outspeed the entirety of the metagame. This allows it to either set up a very fast Aurora Veil, one of the best utility moves in the game; Reflect and Light Screen at the same time, which remains in play even after Hail ends. Alternatively, Sandslash-Alola can immediately threaten the opponent with its physical moves with decent coverage coming off a good base 100 Attack; therefore both Aurorus and Sandslash deal damage from both sides of the spectrum, pressuring both the opponent's physical and special walls.

This core offers an extreme amount of utility due to the sheer brokenness of Aurora Veil, as well as setting up Stealth Rocks and some opponent's paralysis if possible. Therefore, this core is focused mainly on offensive teams who are able to set up and sweep the opponent in the 7 turns that Aurora Veil is up. Despite having weak defensive synergy, the fact that one is a suicide lead and another can outspeed all relevant threats keeps the core effective. This is definitely something that teams can consider for premium offensive support.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Core dump

Balanced Core

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double Edge
- Sucker Punch
- Earthquake / Aqua Tail

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Focus Blast
Classic KangaSpikes. Garbodor sets up Spikes and Toxic Spikes which, in turn, help wear down checks to Kangaskhan such as Steelix while putting bulky Pokemon on a timer. Kangaskhan can use Fake Out to easily net a little extra poison damage versus defensive Pokemon, which makes it that little easier to break through them with its powerful Double Edges. Helmet Garb is useful for helping to wear down dangerous Pokemon like Machamp. Good partners include Braviary, Spiritomb, Mismagius, Jellicent etc. that can help keep hazards up throughout the match. Focus Blast is a nice option because it puts a stronger dent onto Steelix that think they can style on Garbodor, which is useful for helping Kanga break it.

Balanced Core

Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Double Edge
- Sucker Punch
- Earthquake / Aqua Tail

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 160 Def / 100 Spe
Impish / Bold Nature
- Spikes
- Toxic Spikes
- Waterfall / Scald
- Taunt
Same deal as Garbodor, just checks a different set of 'mons (e.g. trades Viriz MU for better ability to take on phys attackers and the ability to spike in front of Golbat thanks to Taunt (listed EVs creep Bat variants that creep adamant Emboar)). Do I really need to list the concept behind this again?

Utility Core (can we make this a section and put Aurorus+Slash in it plz?)

Uxie @ Damp Rock
Ability: Levitate
EVs: 248 HP / 156 Def / 104 SpD OR 248 HP / 68 Def / 192 Spe OR 248 HP / 8 SpD / 252 Spe
Bold / Timid Nature
IVs: 0 Atk
- Rain Dance
- Stealth Rock
- Psychic
- U-turn / Memento

Liepard @ Damp Rock
Ability: Prankster
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Rain Dance
- Encore
- Knock Off
- U-turn
Nice core for rain teams; allows it to consistently set weather 2-3 times every game, which in turn allows dangerous Swift Swimmers to go ham wiout needing to sacrifice a moveslot for Rain Dance (nice 'cause it allows them to run other moves like Surf in its place, increasing their consistency). Good partners are rain attackers 'cause lol. First Uxie spread outruns jolly Emboar, second spread outruns jolly Garbodor.

Offensive / "Balanced" (?) Core

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

Cryogonal @ Nevermelt Ice / Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze Dry
- Recover
- Ice Beam / Toxic
- Rapid Spin
The concept is more "rain teams+Cryog" here so feel free to substitute Ludicolo for whatever Swift Swimmer is aplicable. Rain has a very hard time dealing with Vanilluxe due to the fact that it both overwrites the rain and threatens to KO every rain attacker with STAB Freeze Dry. This is where Cryogonal comes in, shutting it down defensively while also providing other utility like Rapid Spin and packing reliable recovery to keep doing so for as long as it needs to. Really nice for helping alleviate pressure from Vanill provided that you play more conservatively with your setters to allow them to keep setting up rain until Vanilluxe has been removed.
 
Last edited:

quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top CAP Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
Making a post to share a really fun core I've been messing around with:

Balanced Core:

Drampa @ Chople Berry
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Flamethrower
- Thunderbolt
- Roost

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Scald
- Toxic
- Stealth Rock


Ok, so basic idea is that most of the tier's grasses (Rotom-Cut/Sceptile/some Whimsicott) are choiced, and are forced to lock themselves into one of their grass moves, or volt switch/coverage, so you can really easily scout for that with protect Seismitoad, and then either go into Drampa, and completely nullify that attack, or go out to another mon. Drampa then has Chople berry to tank Focus Blast from Scept, and OHKO in return. Chople prolly ain't necessary, and Tbolt is definitely up for swapping out depending on team, but its just really solid, covers virtually every special threat except for Meloetta.

Necessary Teammates:

Some sort of Meloetta Answer: Pursuit, Spiritomb, or praying that you don't face it are all options

Primary Sneasel Answer: Seis can tank one hit from Sneasel, but anything more than that ain't preferable

Ice spam answer: Cryogonal, Rotom-F, Ice cream all give this core huge issues, and you're forced into running a fairly good answer to ice spam

Replay vs. Earth: http://replay.pokemonshowdown.com/gen7nubeta-610426037

not the greatest showcase, but it basically meant that his Rotom struggled to really contribute vs. my team, removing one of Seis's main negatives.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top