Project SV OU Good Cores

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art by Gaboswampert | op mostly copied from here | previously hosted by Milo, slainey, Foufakirby, AyushKr_PKMN


A strong core is one of the single most valuable things to form when creating a new team. Cores are typically made up of a group of Pokémon that, when used together, work excellently toward accomplishing a specific goal, and any good player uses them, intentionally or not. The majority of cores have varying characteristics that allow them to triumph in different areas, and depending on your team, cores can be built to succeed offensively or defensively. An offensive core is a group of Pokémon that are both focused towards and designed to enable the team to break through most other team styles while being balanced for general play. A defensive core is a group of Pokémon chosen to give a team a solid set of resistances and the ability to switch into many of the common and threatening attacks in the metagame, allowing it to stick around long enough to win the match. Overall, cores function as a fantastic base or starting point for a wide range of teams and they are commonly used while teambuilding to achieve a specific goal.

:Gholdengo: Posting Guidelines
  • Any person can post a core in this thread. The cores are broken down into the following categories: offensive cores, balanced cores, and defensive cores. When posting your core, please make sure to state which one of these categories your core falls under.
  • Although the way your core works may be obvious to you, this may not be the case for others. As such, when posting a core, please make sure to explain how the core operates and any other details you think are important to include. The explanations don't have to be essays; as long as your post has some substance and conveys the main idea behind the core, it's all good. Here are some things you may like to include when explaining your core:
    • Offensive Core: Should your core be an offensive one, such as Dragapult + Kingambit, you could explain how those two Pokemon work together to break down their similar checks and any other synergistic traits. You could also mention any weaknesses the core has and any partners you believe work well with the core.
      • Here is a good example of what we look for taken from the SS iteration.
    • Defensive Core: Should your core be defensive, such as Slowking-Galar + Ting-Lu, you could explain their typing synergy allows them to cover problematic Pokemon for one another, or any other synergistic attributes you feel are relevant. You could also mention any weaknesses the core has and any partners you believe work well with the core.
      • Here are a couple of example of what we look for taken from the current SM iteration.
  • This goes without saying, but do make sure your post includes the sets your core is using. In addition, please try to include an explanation of any EV spreads deviating from the standard 252 / 252. Replays are also very helpful and highly encouraged when posting cores.
  • Please do not post a core that has more than 3 Pokemon because cores bigger than this can restrict building immensely.
  • Please be respectful of the cores people post in this thread. If someone posts a core that you think is ineffective or just plain bad, there is no need to jump at their throats. With that said, constructive criticism is welcome and encouraged - simply be nice!
:Iron Valiant: Core Selection Process
  • This thread is being run by SetsuSetsuna with feedback from several contributors. We will carefully monitor the cores posted in this thread. When the time comes, we will discuss the posted cores together and decide which ones will be featured in the archive.
  • While the selection of good cores can often be subjective, we will take into consideration a variety of aspects before deciding which cores are featured in the archive. This includes quality of explanation, effectiveness of the core in the current metagame, and so on. We will carefully discuss everything and seek feedback from others to ensure the selected cores are of high quality.
  • When we decide which cores will be featured in the archive, we will try to announce them and provide brief explanations behind why certain cores were selected and why certain cores weren't. This feedback can potentially help give people a clearer picture of what we are looking for.
  • If a core is originally rejected from the archive, we can definitely provide some tips on how a set or spread can be tweaked so the core meets the standards we look for.
  • Just like with anyone else who posts a core, please feel free to bring up any concerns you might have with our posts and/or the cores we select! However, please be sure to be polite, and if it is a simple question/concern, we'd prefer it being directed to us in a PM.
  • NEW Selected cores will be featured in the OverUsed room on PS!
So, let's commence the Cores!
 
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Dead by Daylight

are we the last living souls
is a Contributor to Smogon
:sv/deoxys-speed: + :sv/iron valiant: Offensive Core

Potential Sets: Deo-S and Iron Valiant (pokepast.es)

Deoxys-S and Iron Valiant form a dangerous offensive core that can function in many different dimensions and with many different sets for both. For starters, Suicide Lead Deo-S accentuates Iron Valiant's breaking power by setting many layers of hazards, while Iron Valiant makes it hard for hazards to be removed with continued offensive pressure. Nasty Plot Deoxys-Speed appreciates Iron Valiant's ability to either co-wallbreak with it if it runs Choice Specs, or clean behind it if Iron Valiant runs Choice Scarf or Booster Energy. Finally, the pair can put major pressure on common balance cores with their respective setup sets.
 
:sv/Hydrapple: :sv/Skarmory:
https://pokepast.es/6dcea9b3b5834a95

Defensive Core of Hydrapple+Skarm
Hydrapple is an amazing tank that can dish out pretty good damage, it does have weaknesses to Flying, Poison, Bug, Dragon, and Fairy types so naturally you would love a steel type to pair it with.

I chose Skarmory here because it can set up spikes and with its naturally high physical defense, it can be your physical defensive backbone on the spike stack teams you choose to build. Hydrapple can account for Skarmory's low sp. def and will further boost its match-up with the powerful special attackers running around the tier such as Deoxys-s, Serperior, and other high-tier special attacking menaces.

If you're wondering what's up with Apple EVS, the special attack invests with a modest 2kos goldengo, and the 12-speed outpaces Ting-Lu. Skarmory's speed evs outpace max speed offensive gambit. Some notes here are that Hydrapple Dragon Stab can be whatever you desire, I like Dragon Tail to further help out the spike spam Skarmory will be promoting, however fickle Beam and Draco are more reliable stronger stabs that can allow you to be less passive

Edit: Changed up Hydrapples evs, thanks alot to alkazoth for fixing up my spread!

56+ SpA Hydrapple Earth Power vs. 252 HP / 0 SpD Gholdengo: 190-224 (50.2 - 59.2%) -- 77.3% chance to 2HKO after Leftovers recovery

56+ SpA Dipplin Earth Power vs. 252 HP / 0 SpD Gholdengo: 190-224 (50.2 - 59.2%) -- guaranteed 2HKO
 
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:sv/Dragapult: :sv/Iron Boulder:
https://pokepast.es/cbffc7efda9a9be0
Offensive Core: This is an amazing, speedy core centered around Boulder and Dragapult. Boulder usually hates trying to beat fat walls like Physdef Dozo, Great Tusk, Zama, skarm, and stuff alike, so to blast through them you need a strong special breaker.

This breaker will be pult, not only does it destroy all those mons I named, but it can keep momentum up with a u-turn and it keeps up the pressure against balloon dengos with its strong shadow balls. On top of this, pults speed and strong dragon stab are very useful In this tier right now with all the new dragon types running amuck in the tier.

Pult also appreciates iron boulder blasting past pults special checks like heatran or gargnacl with its strong close combats and mighty cleaves. Furthermore, you can use tera fighting to eliminate kingambit which annoys this core with its dark stabs. Pult access to U-turn does set it apart from other special breakers, so having an iron boulder is a lovely fit for it.
 
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Ting-Lu and Skarmory form a hazard stacking defensive core, with Ting-Lu is able to set up stealth rocks and Skarmory able to set spikes (or vise versa). Ting-Lu is able to reliably switch into electric types that would threaten Skarmory such as Raging Bolt and Zapdos or special attacks as a whole. Skarmory is able to switch into fighting attacks that threaten Ting-Lu and either roost off the damage or setup an iron defense.

For tera types you can run Ghost, Poison or Water on Ting-Lu and Fighting or Water on Skarmory. Ghost is great for spin blocking, Poison to become immune to Toxic (also removes Grass, Fighting and Bug weaknesses) or Water to help with an overall water weakness for this core. Tera Fighting on Skarmory to power up its Body Press or Water for the same reason as Ting-Lu. The EVs on Ting-Lu are very standard to maximize special bulk. For Skarmory we run 96 speed EVs to outspeed max speed Adamant Kingambit and threaten back with Body Press, the rest are put into bulk to maximize survivability.

This core is very susceptible to water attacks, you can pair these pokemon with either Raging Bolt or Specs Kyurem Freeze-Dry to deal with problematic Water types. You can also run Slowking-G as another means to eat a water attack then pivot into Raging Bolt or Kyurem.
 
:alomomola: + :archaludon: Balanced core
Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Wish
- Protect
- Flip Turn

Archaludon @ Assault Vest
Ability: Stamina
Tera Type: Ghost / Fighting
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Dragon Tail / Draco Meteor
- Flash Cannon
- Thunderbolt

Alomomola is often exploited by Grass-, Electric-types and Ogerpon-Wellspring, all of which are either forced out or struggle breaking past Archaludon. Most notably, Archaludon has an exceedingly positive matchup against Choice Band users like Rillaboom and Meowscarada, as well as Encore Ogerpon. Meanwhile, Alomomola provides Wish support to keep Archaludon healthy throughout the game, as well as offsetting hazard damage; this in turn allows Archaludon to act more proactively.
 
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Balanced Core
Tinkaton @ Heavy-Duty Boots / Air Balloon
Ability: Mold Breaker
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Play Rough
- Thunder Wave
- Stealth Rock
- Encore

Samurott-Hisui (M) @ Heavy-Duty Boots / Mystic Water
Ability: Sharpness
Shiny: Yes
Tera Type: Water
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Swords Dance
- Aqua Jet

This is a balanced hazard stack core with amazing typing synergy (Steel + Fairy + Dark + Water are all amazing) that stands out because not only does it provide a non-passive way of setting up both main forms of hazards, it functions as a fantastic anti-meta core that can reliably set up hazards even on random bs like hatterene. Mold breaker on tinakton nullifies magic bounce and good as gold, and twave + encore prevents tinkaton from being setup fodder, easy to switch in to, stops 1v1 stallfests with shit like corv/gking, and allows it to not be dead weight in almost any matchup. Fairy + Steel is arguably the best typing in the game and this allows it to check Raoring Moon, Darkrai, Iron Valiant, Deo-S offensive sets, Rillaboom, Serp, even Zamazenta to an extent, all of which bug samu-H. Samu can't be taunted by Deo (efficiently) and tusk can't switch in safely, and overall Samu is the most consistent spiker that isn't passive which is why I also like to throw on SD + priority. This is a good core if you wan't to avoid using fatter/slower ting-lu/skarm/glisc, and condenses stallbreaking, utility and offense into the hazard stackers as well.

The one thing I will say is you will definitely want to either kill tusk before you start stacking up hazards like crazy or bring adequate blocking/counterplay because tusk isn't answered well by this core, but that's why you have 4 other mons. It is a good idea to have something else that you can double to on tusk and start threatening it as well as any potential switchins. I like boots wake for this but valiant, kyurem, maybe even serp could fill this role as well. Dhengo to keep your hazards is an obvious choice too.

edit: gonna add another, I definitely didn’t come up with this it’s very standard but surprised it isn’t listed here. Another balanced core

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Kyurem @ Choice Specs
Level: 100
Timid
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power

Slowking-Galar @ Heavy-Duty Boots
Level: 100
Relaxed Nature
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe
- Future Sight
- Sludge Bomb
- Thunder Wave
- Chilly Reception

The main synergy here is Gking with slow chilly reception not only gives kyurem a 1.5 sp def boost in the snow but allows kyurem to easily be brought in with its mediocre defensive typing. Once kyurem is in safely specs kills everything, although you could run other sets too. Twave is also hugely nice for kyurem as 95 base speed is a bit lacking in this meta, allowing kyurem to threaten and revenge kill even more than it already does.
 

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Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Yawn
- Earth Power
- Fickle Beam

Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Water
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
IVs: 0 Atk
- Spikes
- Body Press
- Iron Defense
- Roost
Mostly just enjoy this hydrapple set and wanted to share. It’s really good for trapping and sleeping and seems to go well with skarm on hazard teams.
 

658Greninja

is a Forum Moderatoris a Community Contributor
Moderator
Offensive Core
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Explanation
This has been my favorite core to mess around with. This core gives you a great matchup into both HO and Balance builds. Dual priority and dual wallbreaking potential. FS Glowking + Weavile is a SS OU classic, and has gotten even better with the former’s new access to Chilly Reception which also boosts Weavile’s defenses, letting it take at least one non-SE physical hit. Meanwhile Raging Bolt and Weavile work together to overwhelm the enemy team. Raging Bolt has a chance to OHKO Gliscor with +1 Draco. If Gliscor decides to Tera Water vs Weavile, its a free kill for Raging Bolt.

Sets
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Chilly Reception
- Toxic

Weavile @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Triple Axel
- Knock Off
- Ice Shard

Raging Bolt @ Leftovers
Ability: Protosynthesis
Tera Type: Fairy
EVs: 56 HP / 124 Def / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Discharge
- Draco Meteor
- Thunderclap

(76 Speed to outrun PhysD Ghold. 56 HP to take less from Blissey Seismic Tosses, and the rest into Def to tank weak EQs from defensive grounds.)

Since Raging Bolt and Weavile destroy Balance cores, you could focus on building a defensive foundation. Skarm synergizes excellently with Raging Bolt’s defensive typing while laying Spikes to overwhelm teams further. Other pivots like Lando, Prim or Wishpass Mola could be incorporated.
 

kd458

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
Balanced Core: Meowscarada + Skarmory

:sv/Meowscarada: :sv/Skarmory:

Young Nudy (Meowscarada) @ Heavy-Duty Boots
Ability: Protean
Tera Type: Electric / Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- Triple Axel
- U-turn

Infinity Links (Skarmory) @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon / Fighting
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes / Stealth Rock
- Roost
- Iron Defense

I'm aware that Skarm has been submitted for like 4 cores now, but hazard stacking is absolutely useless without a good Knock Off user and, in my opinion, the addition of Triple Axel in DLC2 makes Meowscarada the best knocker for balance in the tier. Knock + Hazards is a more important combination than Ghold + Hazards, and without these two mons it's very difficult for two balance teams to make solid progress against one another. This core is not Tera reliant at all and enables balance structures to thrive in DLC2 all the way up to the top of the ladder.

Set choices:
:Meowscarada:
Flower Trick is a good general option, with the guaranteed crit making it a powerful choice that can also help muscle through mons that boost their PhysDef, while Knock Off is necessary and makes this core as it forces progress against defensive switch-ins while allowing Skarmory's hazards to take effect. Triple Axel is a 120BP STAB Ice option that hits a large proportion of the tier and threatens an OHKO on the common Knock Off absorber Gliscor, and U-turn allows Meow to pivot out safely on slower targets while also keeping up offensive pressure against switch-ins. Max-Max Jolly offensive stats are chosen to give this the most breaking power while still outspeeding the majority of the unboosted metagame, while Tera Electric and Tera Fire are good panic options against Static and Flame Body respectively, the latter also granting a resistance to Fairy and Fire. Boots lets this come in over the course of a game and not care about hazards, enabling removal-less bulky balance as a structure.
:Skarmory:
Body Press is Skarm's best attacking option, taking advantage of its massive Defense stat to get a high-power move with no Attack investment necessary. Spikes is typically Skarm's best option due to the amount of free turns it gets on the field to put them up, but Stealth Rock can be considered on a team with another durable spiker like Gliscor. Roost gives this set longevity, while Iron Defense allows it to 1v1 physical attackers like Great Tusk, Tera'd Kingambit and Roaring Moon. Rocky Helmet lets you punish physical attacks, although Skarm is generally your Knock Off switch-in on balance and so the item doesn't have the most impact on this set. This spread outruns Adamant Kingambit while maximising its physical bulk with a Bold nature. Dragon Tera flips all of Skarmory's weaknesses while Fighting powers up Body Press into a stronger STAB attack, although this is only good as a panic check as Skarm doesn't appreciate taking spikes damage on switch-in.

Common pairings:
:Ting_Lu:
Lu is a great partner that helps set up the hazard that Skarmory lacks, while also adding a specially defensive backbone to the structure. Unfortunately, a lack of reliable recovery and weakness to hazards means that Lu is often a temporary check more than anything, but Whirlwind stops it from being passive and being a blanket special check is a great quality to have.
:Gliscor:
Scor gives this pair a backup Knock Off absorber while itself benefitting from having Skarmory as a switch-in to opposing Meow, also able to round out the dual hazards core by setting either itself. This mon has much more longevity than Lu and can run more SpDef investment on a team with PhysDef Skarm, although a more solid backup SpDef wall is usually necessary on this form of balance.
:Dragapult: / :Zamazenta:
Meowscarada in itself is good speed control, but an even faster mon is usually a nice option to handle threats like Darkrai and mons that Meow is unable to revenge kill like Kyurem. Boots Pult and Zama fill this role with both having their niches, Pult able to spread status and greatly improve the balance v balance matchup while Zama able to act as a blanket physical check with a strong CC and wide coverage.

Threats:
:Volcarona:
Volcarona can set up for free against Skarmory and fishes for burns on Meowscarada, so a solid defensive answer to Volc is needed on a core like this. A good phaser like Lu is usually a good temporary option, while Unaware mons like Skeledirge or Clodsire and Haze users like Pex can act as a more permanent answer.
:Gouging_Fire:
Fire types in general are an issue for this basic core (although none appreciate a Knock Off), but Gouging Fire in particular is tough as it's a physical sweeper that can muscle through Skarmory with its super-effective coverage. Scor is a good countermeasure to this but solid bulky Fire resists like Pex are also appreciated.
:Dragapult:
Pult is a big threat to this core, as Skarmory is completely walled by it while Meow is outsped and threatened out by not only Draco but also U-turn, Wisp variants even worse as they will usually be able to force progress any time Skarmory comes in and isn't doubled out immediately. SpDef Scor and Lu are good checks to this, while regen mons like Slowking-G and Toxapex can pivot and scout relatively safely.
 
:SS/Slowking-Galar: + :SS/Keldeo-Resolute:Balanced Core
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Toxic / Thunder Wave
- Sludge Bomb / Flamethrower

Keldeo-Resolute @ Choice Specs
Ability: Justified
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Vacuum Wave
- Secret Sword
- Surf
- Flip Turn

Slowking-Galar and Keldeo make for a fantastic pairing. Slowking-Galar can setup a future sight and pivot into Keldeo safely with Chilly Reception. From There, Keldeo can use either its Specs Secret Sword or Surf, which have very limited reliable switch-ins. Keldeo does quite well vs many of Slowking-Galars problematic MUs as well, specifically against Kingambit, while Slowking-Galar helps out Keldeo in its problematic match-ups such as against Iron Valiant and bulky waters. Slowking-G and Keldeo can also support each other with their respective pivoting moves to safely switch back and forth between one another.

Dragapult can be quite annoying for this core, so partners that can help against it such as Weavile or Kingambit are also appreciated.
 

kd458

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
Offensive Core: Pelipper + Archaludon

:sv/Pelipper: :sv/Archaludon:

Let The Birds Fly (Pelipper) @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 252 Def / 8 SpD or 248 HP / 8 Def / 252 SpD
Relaxed or Sassy Nature
IVs: 0 Spe
- Surf
- Hurricane / Knock Off
- Roost
- U-turn

Metal Knight (Archaludon) @ Assault Vest
Ability: Stamina
Tera Type: Fairy / Fighting
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Body Press
- Electro Shot

Archaludon breathes new life into Rain teams in DLC2, providing them with a great spread of resistances including to Electric and Rock, both of Peli's weaknesses, while Pelipper in turn resists or is immune to Archa's only weaknesses of Ground and Fighting. More sets can be considered for Archa, Eject Pack Draco Meteor with Rocks being one of my favourites, but Assault Vest patches up Archaludon's low SpDef while high base PhysDef and Stamina make it a great physical check, giving Peli the option of running SpDef although I do think PhysDef Pelipper is generally better.

Set Choices:
:Pelipper:
Surf is a standard choice of Water move on Pelipper, giving it strong Rain-boosted STAB; Hydro Pump and Weather Ball are both slightly stronger options, but inconsistent due to accuracy and reliance on Rain. Hurricane can be used as a dual STAB option that hits Grass types, while Knock Off is a good utility option that can make permanent progress against switch-ins. Roost grants longevity, which is particularly helpful due to Pelipper's Stealth Rock weakness not helped by its held Damp Rock item used to extend the Rain turns given by Drizzle. U-turn is a great pivoting option that allows Pelipper to bring in frailer Swift Swim teammates for free, particularly helpful with a -Speed nature and 0IVs on a spread that maximises bulk on either side, and a Ground tera can let Pelipper survive a one-time Electric or Rock attack in a pinch.
:Archaludon:
Draco Meteor is Archaludon's best STAB option, giving it a one-time nuke into defensive switch-ins. Flash Cannon makes this an even scarier threat by giving super effective coverage into Fairy types, while Body Press ignores SpAtk drops and scales off of Archa's great PhysDef and boosts from Stamina to make this mon a scary mixed breaker that can even live hits from and break through weaker Ground and Fighting types while being very hard to consistently wall. Electro Shot rounds out the set by giving Archaludon a 1 turn Electric Meteor Beam with Rain up that makes this a threatening mon that can snowball out of control fast. A resistance to Stealth Rock means that Assault Vest is a good choice on a 4 attack set, making Archa nearly impossible to take down in one hit and letting it trade vs most threats to Rain, while also giving it the ability to come in on weaker resisted special attacks to proc Stamina boosts and become even harder to kill. The given spread maximises Special Attack, while having enough speed to outrun Jolly Kingambit and 0 speed Landorus-T with the rest invested in bulk.

Common Pairings:

:Barraskewda: / :Basculegion:
Rain is usually paired with one of these physical Swift Swim breakers, with Skewda picking up a little in usage recently while Basc is always a strong option on rain. Floatzel is another alternative, though honestly I don't really see it as having much merit over either of these other options.
:Kingdra:
Kingdra is a great new option for rain that gives it a fast, strong special breaker (sorry Basc-F) that also pairs relatively well with Archaludon; despite both being Dragons, they share no weaknesses. Just a good Rain sweeper in general that appreciates Archa being there as a solid temporary Kingambit check.
:Zapdos: / :Tornadus_Therian:
The birds also resist both of Archaludon's weaknesses, with offensive Flying type being a pretty key cornerstone of Rain teams. Zapdos is the more conventional options with 100% accurate Thunders and Hurricanes, while Torn-T is an alternative that trades typing, Roost and some bulk for Regenerator and Nasty Plot.

Threats:
:Raging_Bolt:
Bolt is a massive headache for Rain, resisting both of Pelipper's moves while also threatening out any Rain sweepers bar a high-HP Kingdra with Thunderclap and forcing Archaludon to take Dracos that will do huge damage even through AV with Archa's low base SpDef. A good backup option such as a strong Ground type is good to have for this mon, though Archaludon can always eat a hit and Draco it back for huge damage.
:Clodsire:
Although a rarer sight in post-DLC2 OU, Water Absorb Clodsire is a pretty tough matchup for this core as it takes little from any of Pelipper's attacks and can recover off even a boosted Draco Meteor while also walling a significant portion of Rain teams. Mons that can exploit Clod's passivity like Spore Amoonguss and Manaphy or force it out like Iron Treads are often good answers that can help out in this matchup.
:Archaludon:
Opposing Archaludon is a nightmare for rain, easily beating almost all of its sweepers and often forcing your own Archa in to trade 1 for 1 when you'd rather keep it around to handle something else on their team. Clodsire is a pretty solid answer along with CC Barraskewda if you don't give it Stamina procs, but this is generally a matchup where you'll trade your own for theirs.
 
Thank you all for your submissions thus far. Here are the cores selected this time around


We haven't looked at some of the most recent cores, so they might show up in the next update. If you already submitted a core and wasnt selected please feel free to reach out to discuss it or make changes. Let us know if you have any feedback on the selected cores!

ouelite and Overshoc I dont think we have very strong opinions on the Hydrapple + Skarmory core atm. If you could provide us with a couple replays of it working out in practice that could help. I am personally more interested in the AV Hydrapple one cause the Physically Defensive Hydrapple one doesnt have much explanation, but I would be happy to read about both.

658Greninja The core idea seems fine and we were actually talking about a similar core when discussing this slate. Perhaps a more in depth explanation of why these 3 in particular work together would be nice, since right now the explanation doesnt have much substance imo.
 
Enamorus @ Choice Specs
Ability: Contrary
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tera Blast
- Moonblast
- Earth Power
- Mystical Fire

Latias @ Eject Button
Ability: Levitate
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Aura Sphere
- Tailwind
- Healing Wish

Offensive core built around a supportive latias and specs Enamorus. Modest specs stellar enamorus is a really good breaker. It burns your Tera but can 2hko most things except clodsire. I’ve found it interacts with tailwind well to outspeed most things. Eject button and tailwind have a good interaction where you can get three turns of tailwind with stellar Tera blast. With latias you can hopefully get another tailwind and healing wish to get two more.
 

kd458

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
Offensive Core: Roaring Moon + Iron Boulder

:sv/Roaring_Moon: :sv/Iron_Boulder:

Dead Star (Roaring Moon) @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Earthquake / Taunt
- Dragon Dance

Sam Sulek (Iron Boulder) @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting / Ground / Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mighty Cleave
- Close Combat / Earthquake
- Earthquake / Zen Headbutt / Substitute
- Swords Dance

Was unsure on whether to submit this as an offensive core in itself, Roaring Moon in particular can be paired with a wide variety of HO mons to make a "good core". However, after running into this on ladder a good few times and seeing it having peaked #1 on this powerful Hyper Offense team by Mimikyu Stardust I think this is worth considering. Roaring Moon is a terrifying breaker that can blast holes through bulkier teams while threatening faster-paced ones after a single DD, while Iron Boulder gives more immediate speed control against these faster teams along with exploiting the weakening of physical walls by RM and in turn being able to weaken them itself for Moon's benefit. Feel free to remove some of these slashes too, Boulder in particular has a good amount of variation within a single set and any SD Boulder pairs well with Moon, these just reflect the samples and what sees usage on ladder.

Set Choices:
:Roaring_Moon:
Knock Off is Roaring Moon's best choice of STAB, with a high BP into targets with an item accentuated by removing that item, crippling defensive answers like Dondozo by forcing them to take hazards on switch-in. Tera Flying with Acrobatics gives Moon 110BP STAB coverage that hits key defensive targets like Great Tusk and Zamazenta while just being a strong general choice of move, and Dragon Dance is necessary to utilise its Booster Energy further by becoming near unwallable outside of Unaware mons. Earthquake is great coverage that lets Moon hit more of the tier, in particular being necessary to not be walled by Kingambit, while Taunt is an option that allows you to break through those Unaware walls by denying their recovery as well as preventing mons like Iron Defense Skarmory from setting up and walling you and allowing you to wall Gliscor with Tera Flying. A Max-Max spread is used with a Jolly nature to take advantage of Roaring Moon's high base speed while still getting the Attack boost from Protosynthesis.
:Iron_Boulder:
Iron Boulder has rare 100% accurate Rock STAB in Mighty Cleave, which pairs well with Tera Fighting Close Combat to break through Steel types that resist this and also flip the matchup into Kingambit hoping to revenge with Sucker Punch. Earthquake can be used to round out the EdgeQuake coverage and allow it to hit the entire tier, while Zen Headbutt allows Boulder to revenge kill Iron Valiant along with hitting Great Tusk, Zamazenta and Toxapex for SE damage. An alternative set can be considered with Tera Ground Earthquake plus Zen Headbutt as this also hits the entire tier for neutral and keeps the benefits of Zen without being walled by Ghold, while EdgeQuake + Tera Flying Substitute is an option to let Boulder set up freely on Gliscor. Swords Dance turns this from a revenge killer into a fast cleaner and sweeper, and another Max-Max Jolly spread is used, this time giving a Quark Drive boost in Speed.

Common Pairings:
:Volcarona:
Volc is an easy pick for any HO team, adding a special sweeper to this core that can also take advantage of mixed walls and Unaware mons like Toxapex, Dondozo and Skeledirge being weakened or forced to Tera. In return, it can take advantage of mons like Rillaboom that are forced in to revenge your other sweepers for free setup chances, while also providing free setup for the core on passive special walls that come in to handle it.
:Hatterene:
Hatterene is also a good addition to the core that role compresses hazard control with another sweeper and a special counterpart to these two physical mons, using Calm Mind to threaten KOs and weaken or paralyse defensive picks that RM and Boulder enjoy not having to deal with while Magic Bounce keeps off hazards for a core that takes full rocks + spikes damage.
:Ninetales_Alola: / :Deoxys_Speed: / :Glimmora:
A dedicated lead on HO can enhance the team greatly, with Ninetales-A able to provide Aurora Veil to give both mons better opportunities to set up while Glimmora sets hazards that Roaring Moon can force defensive pieces to take with Knock Off. Deo-S is an interesting option that can do both with its access to both dual screens and dual hazards, with Taunt to deal with opposing HO leads.

Threats:
:Gliscor:
Although both mons have techs that they can pick to beat it, without Tera Flying Taunt and Sub respectively Scor beats both Moon and Boulder with Toxic, doesn't care about getting Knocked, sets up hazards that hit both mons and can heal off any damage you manage to do by stalling turns with Protect. The listed techs can let this core muscle through it, while support from mons with a good Scor matchup like Hatterene is appreciated.
:Dondozo: / :Clefable: / :Skeledirge:
Unaware physical walls handle the mons in core with relative ease, with even Skeledirge beating both with Tera. Taunt Moon does help into all three of these matchups, handling the latter two somewhat safely with its own Tera, but Dondozo is too bulky to easily win against with any set; hazard support plus Knock Off is huge here to take advantage of Moon breaking early and give Boulder a better chance to break through later.
:Skarmory:
Without Taunt on Roaring Moon, Skarmory sets up Iron Defenses on this core for free and can easily 1v2 if not forced out, and Taunt sacrifices key coverage that RM appreciates into non-Skarm builds. A strong special attacker that can force Skarm out immediately like Volcarona or Raging Bolt is a great pick to take full advantage of your breakers weakening it and get a free setup turn against it.
 
:sv/Dragapult: :sv/Iron Boulder:
https://pokepast.es/cbffc7efda9a9be0
Offensive Core: This is an amazing, speedy core centered around Boulder and Dragapult. Boulder usually hates trying to beat fat walls like Physdef Dozo, Great Tusk, Zama, skarm, and stuff alike, so to blast through them you need a strong special breaker.

This breaker will be pult, not only does it destroy all those mons I named, but it can keep momentum up with a u-turn and it keeps up the pressure against balloon dengos with its strong shadow balls. On top of this, pults speed and strong dragon stab are very useful In this tier right now with all the new dragon types running amuck in the tier.

Pult also appreciates iron boulder blasting past pults special checks like heatran or gargnacl with its strong close combats and mighty cleaves. Furthermore, you can use tera fighting to eliminate kingambit which annoys this core with its dark stabs. Pult access to U-turn does set it apart from other special breakers, so having an iron boulder is a lovely fit for it.
what 4 mons would you add to this team?
 
Balanced Core: Slowking-Galar & Great Tusk:
:sv/slowking-galar: :sv/great tusk:

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 220 Def / 36 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Knock Off / Ice Spinner
- Rapid Spin

These two form one of the most potent and splashable Balance cores in the entire, fitting on everything from Balance too offence. Providing every basic form of utility with hazard setting, hazard removal, knock off, and future sight support they are excellent at enabaling their more offensive teamates. Each of them covering the opposite sides of the Physical/Special spectrum they help cover eachothers weaknesses. Great tusk is the by far most reliable hazard control in the tier, making it incredibly important for a lot of teams and really appreciates its synergy with Slowking-Galar. Glowking can deal with powerful special fairies and psycics that Great Tusk fear, as well as providing a check to nearly every special attacker in the tier such as :enamorus:, :walking-wake: and :volcarona: , threatening them with a daming T-wave or pivoting out after taking a hit . Great tusk can in turn take hits and threaten many top physical threats that scare Glowking such as :Gouging-fire:, :Roaring-moon:, and the ever terrifying :kingambit: just to name a few. Together these can form a solid defensive backbone for any offensive team while still managing to cram in enough valuable utility tools to remain valuable in many situations.

Threats:
Teams that rely on these two as their sole defensive pokemon may come to struggle with special mons that hit Glowking such as :Gholdengo: and :dragapult: as well as the inverse with physical mons that hit great tusk such as :weavile: and :meowscarada:. While these can be played around for a little while they will eventually break down the core with some correct predictions, so its recommended to have some way to deal with such pokemon, by using something like another soft check such as :kingambit:.
 
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Ehmcee

A Spoopy Ghost
is a Pre-Contributor
Offensive Cores:

Boots Dragapult + Boots Meowscarada Or Boots Weavile

:sv/dragapult: + :sv/meowscarada: / :sv/weavile:


Both of these cores function very similarly, but slot very commonly on bulkier hazard stack offenses, and are both terrific offensive additions that force progress against common cores.

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- U-turn
- Thunder Wave / Will-O-Wisp
- Hex

Weavile @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Triple Axel
- Ice Shard

Meowscarada @ Heavy-Duty Boots
Ability: Protean
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- Triple Axel
- U-turn / Low Kick

Where these two shine is that they both have unique ways of forcing progress onto teams, Meow/Weavile obviously by knocking off opposing threats, removing boots can be a godsend to further progress through hazard damage, while Dragapult can spread hazards around in combination with boosting the damage of it's STAB hexes. While Meowscarada and Weavile act very similarly, they accomplish very different purposes, with Meowscara tending to just aim to weaken the opposing team as much as possible through Knock Off + it's very hard to cover coverage in combination with Protean, whereas Weavile spreads Knocks for most of the game and has the option of setting up in the lategame as a win condition.

These pair very well with Defensive Hazards setters with longetivity like :skarmory:, :ting-lu:, :gliscor:, :clodsire: and :clefable:, while also greatly appreciating ways to pivot in for free through slow pivoting, with mons such as :slowking-galar:, :corviknight:, U-Turn :gliscor: and :scizor:.
 
OFFENSIVE CORE
:sv/Meowscarada: :sv/heatran: :sv/primarina:

Potential Sets: https://pokepast.es/0cb7cacea1859fd2

This set follows the classic grass+fire+water core type combinations

:Gholdengo:(Magma Storm, dies if misses)
:Serperior:(Magma Storm)
:Clefable:(Flash Cannon, Taunt first)
:Iron Moth:(Earth Power)
:Iron Valiant:(Flash Cannon, Calm Mind set, Specs set)
:Kingambit:(Magma Storm, Dies if does not hit, or if at +2, if at 57% or less click earth power)
:Meowscarada:(Magma Storm, dies if misses)
:Torkoal:(Taunt First)
:Archaludon:(Earth Power)

:Great Tusk(:Surf)
:Iron Boulder:(Surf)
:Roaring Moon:(Alluring Voice)
:Darkrai:(Alluring Voice, dies if it does not kill)
:Gliscor:(Surf)
:Volcarona:(Surf)
:Iron Valiant:(Alluring Voice)
:Walking Wake:(Alluring Voice)

:Dragapult:(Knock off)
:Hydrapple:(Triple Axel, dies if does not kill)
:Manaphy:(Flower Trick)
:Meowscarada:(Triple Axel, dies if does not kill)
:Samurott-Hisui:(Flower Trick)
:Venusaur:(Triple Axel)
:Zapdos:(Triple Axel, dies if does not kill)
:Alomomola:(Flower Trick)

:Raging Bolt:: can be checked by all three but they die if they do not kill(:primarina: does 67%)
:Rillaboom:::Heatran: :Meowscarada: (die if do not kill)
:Ting Lu:::Meowscarada:(2 hits)& :Primarina:(2 hits)

Some of the weaknesses to this core are:

:Zamazenta:
:Kyurem:(:dragapult: does 75%)
:Dondozo:
:Gouging Fire:(:great tusk:)

These mons can be played around but checks/counters are appreciated:

:Enamorus: (:goodra-hisui:)
:Iron Boulder:(:great tusk:)
:Darkrai:
:Gholdengo:
:Toxapex:(:great tusk:, if protosynthesis active)

We can see that this core covers a lot of highly used mons while only being weak to a select few, some of which are not really used as much. I thought it would be nice to share this core.

Ja Ne
 
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Offensive Core
:SV/Roaring Moon: + :SV/Kingambit:


Kingambit @ Air Balloon / Leftovers
Ability: Supreme Overlord
Tera Type: Ghost
EVs: 140 HP / 252 Atk / 4 SpD / 112 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head / Low Kick
- Sucker Punch

OR

Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kowtow Cleave
- Swords Dance
- Sucker Punch
- Low Kick

+

Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Knock Off
- Acrobatics
- Taunt
Roaring Moon and Kingambit make for a potent core on HO teams. Roaring moon is a powerful enabler for Kingambit, luring many of its checks such Corviknight, Skarmory, and Dondozo, removing their Rocky Helmet with Knock Off, and preventing them from Recovering with Taunt. This sets up Tera Ghost Kingambit perfectly to clean late game. Even if Corviknight and Skarmory survive Roaring Moon's onslaught, they will be unable to touch Kingambit as it sets up to +6 against them and is able to safely attack them with its boosted Kowtow Cleaves without taking Rocky Helmet damage. Alternatively, Kingambit can go for a more offensive approach with Jolly Black Glasses + Tera Dark, which can outspeed Skarmory and Corviknight, as well as other Kingambit and deal significant damage to them with boosted Kowtow Cleaves. Kingambit itself also matches up well against many of Roaring Moon's common checks, such as opposing Kingambit, bulky Hatterene, Clefable, etc. This core pairs well with Pokemon such as Glimmora, Booster Speed Great Tusk, Booster Energy Iron Valiant, Iron Moth, and Volcarona,
 
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Balance Core

1709832410961.png
1709832421451.png


Geezing and Garg form a strong balance core that forces progress while covering each other's weaknesses. Plus they look funny together.

Weezing-Galar @ Rocky Helmet
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 80 Def / 176 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Flamethrower
- Will-O-Wisp / Toxic
- Pain Split

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy / Water / Grass
EVs: 252 HP / 56 Def / 200 SpD
Careful Nature
- Salt Cure
- Recover
- Curse / Iron Defense
- Earthquake / Body Press

:garganacl: is the same silly mon it always was. Salt Cure is the simplest progress-forcing move of all time, and very few folks are running Covert Cloak to block the passive damage at the moment. It's super easy - especially if you're willing to Tera - to come in early against weather setters like :torkoal: or :ninetales-alola:, status users like Hex :dragapult:, or hazard setters like :ribombee:, and start spamming Salt Cure until you're forced out. In endgame scenarios, setting up gives you an incredibly tanky cleaner that is a flat-out wincon in certain scenarios.

Once Garg gets forced out, that's where :weezing-galar: comes in. Scared of a Ground, Fighting, or Grass move from :great tusk:, :landorus-therian:, :iron valiant:, :meowscarada:, or :rillaboom:? Go Geezing. Worried about a strong physical attack before you can Curse / ID? Geezing's right there. Want to punish a U-Turn from someone trying to escape Salt Cure chip? That top hat sure is :rocky helmet:.

Geezing's excellent physical bulk and decent recovery in Pain Split gives you a response to immediately strong physical attacks that Garg lacks. Status support like WoW or Toxic stacks up chip with Salt Cure and keeps Geezing from being too passive. It's deceptively fast with investment, letting you burn the :kingambit: or :azumarill: that would otherwise beat you down.

While this core isn't exactly passive, the lack of immediately threatening offensive power can make you setup fodder for bulky sweepers. Unaware mons like :skeledirge:, :clefable:, and :dondozo: make good partners. Although Levitate Geezing is immune to Spikes, it isn't against Stealth Rock, and the chippy nature of this core's progress means you're probably switching a lot, so strong removal options like :cinderace:, :hatterene:, or :great tusk: are appreciated. Your own hazard setters like Tusk, :gliscor:, or :landorus-therian: help chip the opposition down along with Salt Cure and status.

:weezing-galar: + :garganacl: is a fun, underutilized balance core. If you wanna mix things up with an anti-meta duo, give these two a shot.
 
Tera grass gargancl pretty underrated. It does pretty well against rain and walls ground and grass types pretty well. It isn’t the worst against fire in its base form. It pairs pretty well with Ogerpon w because it can beat Rillaboom and other ogerpon w whilst being the best switch into pult. Protect helps to scout encore.

Garganacl (F) @ Leftovers
Ability: Purifying Salt
Tera Type: Grass
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Salt Cure
- Protect
- Curse
- Recover

Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Power Whip
- Play Rough
- Encore
 

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