Resource Good Cores in NU

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scorpdestroyer

it's a skorupi egg
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OP adapted from Shaymin :D in the RU one


Good Cores in XY NU


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, Magmortar + Pyroar is a good offensive core because they break down each other's counters so that the other one can sweep. However, Audino + Lickilicky 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!

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, 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 Archives:

Offensive Cores:

by Can-Eh-Dian


Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpAtk / 252 Spd
Modest Nature
- Rain Dance / Focus Blast
- Hydro Pump / Surf
- Giga Drain
- Ice Beam

+


Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Swords Dance
- Stone Edge
- Aqua Jet / Superpower
- Waterfall / Superpower

Obviously Ludi-tops has been an extremely hyped rain offense core that the NU room has been theorymonning about forever. Under rain, these two destroy each others checks and can beat the majority of the metagame with their wide coverage, high offensive stats and blistering speed due to Swift Swim. Superpower can be used over Waterfall on Kabutops or Focus Blast can be used on Ludicolo to help beat Ferroseed.


by Peef Rimgar


Accelgor @ Focus Sash
Ability: Unburden
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Final Gambit


Pawniard @ Eviolite
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance


Mismagius @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Shadow Ball
- Thunderbolt

This core is about as close to functioning as DeoSharp does as possible in NU. The idea is simple: Stack spikes with Accelgor, then either Spinblock with Missy or punish defoggers with Pawniard. Most of the stuff is interchangable, as you can use Crustly over Accelgor, Purugly over Pawniard if you want, and basically any ghost over Missy.

Regarding Accelgor's set: Final Gambit's main purpose isn't actually to do damage, but to suicide Accelgor. This has several purposes, including preventing Defog / Rapid Spin and bringing in a sweeper safely. Accelgor much prefers the Special Attack and Speed since it won't get to use Final Gambit too often at full HP. Timid is pretty much personal preference if you prefer to outrun Scarfers and stuff but Modest outspeeds most of the unboosted tier.


by scorpdestroyer
+


Magmortar @ Life Orb / Expert Belt
Ability: Vital Spirit
EVs: 20 Atk / 236 SAtk / 252 Spd
Rash Nature
- Fire Blast
- Hidden Power [Grass] / Focus Blast
- Earthquake
- Thunderbolt

Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Fire Blast
- Flamethrower
- Hyper Voice
- Hidden Power [Grass]

Pyroar + Magmortar is a solid fire spam core. Magmortar lures in and defeats bulky fire resists like Dragalge, Lanturn, and Flareon, with Earthquake 2HKOing them all after Stealth Rock damage. This opens the way for Pyroar to clean up with Fire Blast or Flamethrower later on, thanks to its high Speed equipped with a Choice Scarf. As a bonus, Magmortar is also able to break down most bulky opponents by 2HKOing Audino with Focus Blast and OHKOing Seismitoad with HP Grass. 20 Atk with Expert Belt guarantees the OHKO on Ninetales and Flareon after SR but if you're using Life Orb you can just run 4 Atk.

Calcs:
20 Atk Expert Belt Magmortar Earthquake vs. 4 HP / 0 Def Ninetales: 216-254 (75 - 88.1%) -- guaranteed OHKO after Stealth Rock
20 Atk Expert Belt Magmortar Earthquake vs. 252 HP / 0 Def Dragalge: 185-218 (55.3 - 65.2%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
20 Atk Expert Belt Magmortar Earthquake vs. 40 HP / 252 Def Lanturn: 187-221 (46.6 - 55.1%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
236+ SpA Expert Belt Magmortar Focus Blast vs. 252 HP / 252+ SpD Audino: 264-312 (64.3 - 76%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


by brawlfest

Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 20 Atk / 252 Spd / 236 SAtk
Rash Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake


Electivire @ Life Orb
Ability: Motor Drive
EVs: 252 Spd / 252 SAtk / 4 Atk
Naive Nature
- Thunderbolt
- Flamethrower
- Hidden Power [Grass]
- Earthquake

MagVire welcomes you to hell. This offensive core is crazy good, feeding off of each others checks and easily ripping most teams to shreds. With the introduction of Electivire to the metagame, it seems that it simply doesn't hit hard enough to guarantee OHKO's on everything, and Magmortar often lets us down with its slightly depressing 83 base speed. However, when combined, there is not a single team which can ensure that it holds down the pressure of tanking hits from both of these mons. Using the same moveset, they use the exact same tactics to wear down opponents, thus overwhelming their own checks and counters to help the other. Against defensive teams, Magmortar can wipe out a good majority of pokemon since it has such a high special attack often guaranteeing ohko's on even the bulkiest of mons, while being the initial baiter for stuff like Dragalge. This then allows Electivire to sweep. On the other hand, when offensive teams are in play, Electivire is able to abuse its very solid 95 base speed to its advantage, tearing apart most offensive teams with its sheer power and coverage, leaving a devastatingly worn down team in its wake. Overall, while they may not have the best defensive synergy, MagVire has some of the best offensive synergy in the metagame, and can make a useful core to support sweepers such as Feraligatr or Klinklang.


by Peef Rimgar

Vivillon @ Leftovers
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Substitute
- Hurricane
- Quiver Dance
- Sleep Powder

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Earthquake

These two are arguably the most threatening set-up sweepers in the tier, and they just so happen to have fantastic synergy together. Barbaracle does a great job of baiting out bulky grasses Vivs can absolutely nut on, while Viv baits common rock types that Barbaracle can OHKO with ease. This core really appreciates something to clear rocks since Vivillon is 4X weak to rocks. Sandslash can do something like that.


by Brawlfest

Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Fire Blast
- Hidden Power [Grass]
- Flamethrower
- Hyper Voice


Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Facade
- Quick Attack
- Swords Dance / Close Combat
- Knock Off

Ur ded. Gg. Honestly though great offensive core removes each other's checks. SD Zangoose is baller ATM since a +2 Knock Off fucks shit up like Close Combat would anyways, and a +2 Quick Attack means more DED. Use CC if noob :]. Scarf Pyroar to clean very self explanatory lol so good. Normal Spam has always been good, but with the introduction of Pyroar who is one of if not the only effective special normal types in the tier, it has become far more effective. Pyroar can tear through steel types with a STAB fire blast, and baits in stuff like Golem to eat a HP Grass. It's nice base 106 speed also means that when equipped with a choice scarf, the only thing outspeeding it is priority. Zangoose will force tons of crap out and get a free swords dance up, and afterwards between Knock Off and Facade simply wear down an opponent's team to no end, allowing Pyroar to clean!


by Davon

+


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Roost / Quick Attack

Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Surf
- Hidden Power [Grass] / Baton Pass
- Ice Beam
- Shell Smash

Swellow and Gorebyss create an amazing offensive core. Have you ever tried using Gorebyss, but always get killed trying to shell smash? Has Swellow never quite gotten past that Steelix? Well, these two check eachother's checks very nicely. The only thing you need to watch out for are scarfed rotom's. Basically this is a lure core, Swellow lures in rock types and u-turns into Gorebyss, preferably on the switch so the pink beauty is unscathed. Alot of common switch ins to swellow include Golem, Probopass, Rhydon, Regirock, Steelix, and pretty much any rock or steel type. Then this is where the fun begins, the opponent has 2 options:

1. Attack / phase / whatever to prevent Gorebyss from setting up a shell smash, but they risk their counter to Swellow if you go for surf, allowing Swellow to plow threw their team.

2. Switch out to protect their only Swellow counter, but they risk Gorebyss setting up a shell smash and sweeping their team.


by scorpdestroyer

Feraligatr @ Lum Berry
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Ice Punch

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Naughty Nature
- Belly Drum
- Play Rough
- Return
- Flamethrower

Slurpuff and Feraligatr have solid offensive synergy with one another. Feraligatr and Slurpuff can set up on each others' checks / counters that come in to kill a boosted one. For example, Feraligatr easily sets up Swords Dance on any Scarf Typhlosion that just revenge killed a Slurpuff and proceed to sweep with boosted Aqua Jet / moves, while Slurpuff can waltz in on things like Seismitoad and set up Belly Drum on it unless it gets burned by Scald. Feraligatr also assists Slurpuff in breaking down Vileplume for an easier sweep as well as physical walls such as Weezing. Pairing this with Spikes support is really cool as well since you weaken things down a lot more and break them more easily.


Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Frustration
- Substitute

+


Sawk (M) @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake

Many bulky poisons happen to be able to tank a +6 Frustration from Slurpuff. Slurpuff is obviously a stupidly good sweeper that can plow entire teams bar a few things, and this is where Sawk comes in. Sawk is actually a fantastic partner, not because he takes on Slurpuff's checks, but rather because he lures them in and then chips away at them. This does not kill them, but that's not its purpose. Rather, you want to Knock Off on your opponent's Qwilfish or Weezing, removing their most reliable recovery and doing enough chip damage to OHKO them later once you've set up with Slurpuff. Vileplume is the only Slurpuff check with reliable recovery, but it is easily done in by Ice Punch. As a bonus, Sawk easily threatens the bulky Steels that can also wall Slurpuff thanks to CC. Sawk can honestly be replaced by any Knock Off-wielding Fighting-type though, from Hariyama to Gurdurr. All you have to do is wear Slurpuff's checks down with Sawk + hazards in order to secure a sweep :]

by Punchshroom

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Return
- Substitute

+


Archeops @ itemless / Life Orb
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Acrobatics / Heat Wave
- Earth Power / Hidden Power Grass
- Roost / Knock Off

Because we obviously do not have enough Slurpuff cores. For reals though, just hold up and imagine all the Pokemon that can stand up to Belly Drum Slurpuff. Steelix? Probopass? Bastiodon? Weezing? Ferroseed? Rhydon? Klingklang? Qwilfish (iffy)? Now how often do you pit these Pokemon against an Archeops at least once? If you said no, you either have happen to be carrying one of the other very few Archeops switch-ins in the tier, or your team is just weak to Archeops :/ The threat of Archeops very easily draws out these Pokemon whether they like it or not, and even if Archeops does not destroy them with its coverage move, it would have likely worn them down just enough for Slurpuff to be able to bowl through them after +6. Archeops also destroys other Pokemon that can tank Slurpuff, such as Vileplume and Tangela, and provides extreme early game pressure to allow Slurpuff to clean up the scraps.

Slurpuff doesn't just freeload off Archeops's support though. Ocassionally Archeops can find itself cornered by priority attacks such as Mach Punch and Sucker Punch. Fortunately, these users tend to be complete and utter setup bait for Slurpuff. Gurdurrs without Poison Jab (the majority of them) are practically forced to flee. Both of these are such terrifying win conditions, it can be difficult to assess which is the greater immediate threat.


by Soulgazer


Feraligatr @ Mystic Water / Lum Berry / Rindo Berry (if you are cool)
Ability: Torrent
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Waterfall
- Return / Ice Punch
- Aqua Jet
- Swords Dance


Lilligant (F) @ Life Orb
Ability: Own Tempo
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Hidden Power [Fire]
- Quiver Dance
- Sleep Powder


Mesprit @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock / Psychic
- Energy Ball
- Hidden Power [Fire]
- Healing Wish

Feraligatr + Lilligant + Mesprit is a fantastic offensive core. The main focus of this core is obliviously a Feraligatr sweep, with Lilligant as a 'back up'.

Feraligatr's set is standard besides maybe the Speed EVs, which let it outspeed Max Speed Pawniard, so there is not much to say really. Amazing set up sweeper.

Lilligant's set pairs well with Feraligatr, as this set's coverage works well against Feraligatr's checks (Ferroseed (2HKOed by Hidden Power Fire), Poliwrath (2HKO, but it can't really touch you), Seismitoad, Vileplume (2HKOed after Stealth Rock), Gourgeist (2HKO all of them) and more) and cripples those who can take Lilligant's moves with Sleep Powder (Dragalge and others).

And finally, we have Mesprit: a great wallbreaker with a wide movepool. Mesprit is usually seen with Thunderbolt + Ice Beam as its coverage, but in the current metagame, I prefer Fire + Grass + Psychic coverage as it gives Mesprit better coverage against most of the walls (Piloswine, Seismitoad, Vileplume, Dragalge, Rhydon, Hariyama, Ferroseed, you get the idea). Last moveslot is pretty much filler, but in my opinion Healing Wish is the superior option (Calm Mind, U-Turn, and Ice Beam or Thunderbolt all work) as it lets you play with the 5 other Pokemon more recklessly and can give Mesprit's teammates a second live. There's nothing better than clicking Healing Wish and bringing back your 3% health burned Feraligatr back to full :]

Oh and this core easily fits on both Hyper Offense and Balance!


by Celever

Archeops @ Power Herb
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Earthquake
- Stone Edge
- U-turn


Mesprit @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- U-Turn / Fire Punch
- Energy Ball
- Healing Wish


Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Rain Dance
- Surf
- Hurricane
- Defog

This Archeops, Mesprit and Swanna core is a favourite of mine in this meta. The idea is an Archeops sweep late game, like normal, but this one is well prepared for some of the top threats to Archeops. For example, Seismitoad and Rhydon are ruined by Mesprit's Energy Ball, and Swanna is actually a decent counter to Combusken. Feraligatr and Samurott are hurt very badly by Mesprit's Energy Ball, and Gurdurr is almost KO'd by Psychic. All the while having good momentum throughout the match with Mesprit's and Archeop's U-Turn combo. Swanna also carries Defog, because we all know how deadly Stealth Rock is to Archeops' game. As Sky Attack is only one-time use, Swanna's Hurricane is also useful for bulky Grass-Type Pokémon if the opponent has multiple of them. It's a fairly straight forward core, really. You should try to finish it off with a priority user and a powerful Fire- or Fighting-Type Pokémon like Gurdurr or Pyroar, just for Ferroseed. Alternatively, you can run Fire Punch over U-Turn on Mesprit if you don't care about the momentum. Healing Wish is there to give Archeops a second chance if I'm caught off by a powerful priority attack.


by The D-Match

Ninjask @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Baton Pass
- Substitute
- X-Scissor
- Protect/Swords Dance





Marowak @ Thick Club
Ability: Rock Head
EVs: 8 HP / 248 Atk / 252 Spe
Adamant Nature
- Swords Dance / Substitute
- Bonemerang / Earthquake
- Fire Punch / Knock Off
- Double-Edge

Alright, this core starts with the classic lead Ninjask. It can set up a sub on any poke that wants to SR, and get all your speed boosts up. X-Scissor is there for at least one attacking move; Protect is for additional turns of SB, which really can't hurt, and Swords Dance is for the handy +2; tho its not really needed. After enough Speed Boosts, it can BP(barring no priority user ruins you day)into Marowak. Marowak is naturally is a slow sack of shit, making it one of it's only downfalls. Tho after all the speed provided for Ninjask, Marowak can easily sweep! SD is their to reach REALLY scary heights to your attack after the Thick Club. Bonemerang/Earthquake can be used as STAB options. Fire Punch is for coverage and Knock Off is just good to have. Double-Edge hits everything hard, considering Ground/.Normal is perfect neutral coverage, and with Rock Head there's no recoil. You can also run Stone Edge for pesky flying types that want to switch in.

Here are some calcs:
+2 252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 56 HP / 0 Def Feraligatr: 518-612 (159.3 - 188.3%) -- guaranteed OHKO
+2 252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 0 HP / 0 Def Hariyama: 780-920 (181.8 - 214.4%) -- guaranteed OHKO
+2 252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 248 HP / 0 Def Eviolite Gurdurr: 396-468 (106.1 - 125.4%) -- guaranteed OHKO
+2 252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Eviolite Ferroseed: 266-314 (91 - 107.5%) -- approx. 43.8% chance to OHKO
+2 252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 52 HP / 0 Def Slurpuff: 588-692 (184.9 - 217.6%) -- guaranteed OHKO

note that Marowak is a great partner because it resists Rock- and Electric-type moves while absolutely loving the speed boost!


by Soulgazer

Torterra @ Choice Band
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Wood Hammer
- Earthquake
- Stone Edge


Carracosta @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Stone Edge
- Aqua Jet

TURTLES. Shell Smash Carracosta and Choice Band Torterra works well together as they resists most of eachother's weakness (Torterra resists Ground-type attacks, Carracosta resists Fire- and Flying-type attacks). They also can deal with eachother's checks / counters, like for exemple Torterra can easily deal with Vileplume, Seismitoad, Ferroseed, and Poliwrath while Carracosta puts pressure on your opponent as few teams can afford to let Carracosta get a Shell Smash off, forcing them to play their Fire-types recklessly (they won't want to lock themself into a Fire-type move, so you can easily play with that and gain momentum!). They obliviously can't deal with everything; Freeze-Dry hits both of them, and Tangela (bzzt Zebraiken) is annoying, but they both make a good offensive core and deserves some love :)

Those two also works very well with Hollywood's Mesprit + Garbodor core (every teams needs two fighting resists ;) )


by Davon

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Surf
- Giga Drain
- Ice Beam
- Rain Dance

Carracosta @ Lum Berry / Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Stone Edge
- Shell Smash

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP
- Hydro Pump
- Earth Power
- Sludge Wave / Rain Dance
- Stealth Rock

offensive rain core. ludicolo destroys pretty much everything, and the things that ludicolo can't destroy such as mantine get bopped by carracosta. seismitoad absorbs thunderwaves aimed at ludicolo and carracosta if you run life orb instead of lum. seismitoad also weakens ferroseed really easily with earth power so that ludicolo or carracosta can sweep. carracosta is nearly killing cryogonal w/ aqua jet in rain so ludicolo or seismitoad can sweep. warning that cryogonal outspeeds carracosta in rain if u don't run jolly. carracosta is walled by seismitoad easily, which gives ludicolo free switch ins as long as they don't have poison jab or sludge wave. vileplume takes a clean 70% from ludicolo's ice beam, so u can revenge or sweep w/ seis or carra. or if ur full enough (minimum of 81% factoring in life orb) ludicolo can take a sludge bomb and 2hko w/ ice beam.


by Brawlfest

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Acrobatics
- Roost
- Earthquake
- Stone Edge / Taunt


Lilligant @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Sleep Powder
- Quiver Dance
- Hidden Power [Fire] / Hidden Power [Rock]

I've been using this constantly and it plays so consistently. Archeops wreck each other's checks and counters to no extent. Archeops can smash Vileplume, Audino, Typhlosion, Pyroar, etc. while Lilligant sets up on Seismitoad, Steelix, Thunderbolt locked Rotom etc. They simply are so good offensively and open up easy sweeps for one another, there really isn't anymore explanation needed.


by Brawlfest

Pawniard @ Eviolite
Ability: Defiant
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance


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

Dropping a core which isn't necessarily good synergetically, but perform amazingly together. When I'm teambuilding, I often find that these two pokemon gravitate towards the same teams, and for good reason. A combination of them pressures their common switchins in Fighting + Steel types, and they wear them down incredibly well for each other. Pawniard can cripple Gurdurr's Eviolite to make it impossible to tank a Fake Out + Double Edge combination. Same goes with stuff like Ferroseed, who loses to the combination of the two. Overall its a really fun core to play with, has absolutely amazing priority, and lays down heavy offensive pressure to punch through similar checks.


by Davon

Gorebyss @ White Herb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Surf
- Ice Beam
- Shell Smash
- Baton Pass

Xatu @ Colbur Berry / Leftovers
Ability: Magic Bounce
EVs: 168 HP / 4 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Stored Power
- Dazzling Gleam
- Calm Mind
- Roost

Kangaskhan (F) @ Assault Vest
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Return
- Earthquake / Drain Punch
- Sucker Punch

the smash pass core everyone knows and hates loves. pretty simple strategy. shell smash then bp into xatu or kanga depending on the situation. u can use pokemon like meowstic along w/ the core so that gorebyss can smash multiple times. the evs on xatu outspeed scarf base 100's after a shell smash, alternatively you can run 176 speed and a timid nature to outspeed jolly sawk and neutral natured electivire so that way u can dazzling gleam / roost before they hit you. the reason xatu is a great baton pass recipient is because of magic bounce + stored power. status normally cripples a baton pass recipient, but magic bounce save xatu from it. stored power becomes a 140 base power attack after the boosts from shell smash, 210 w/ stab. kangaskhan is also a great baton pass recipient when because it is very bulky especially when combined with an assault vest. it also has priority, strong stabs, great coverage, and façade means its not the end of the world if it gets burned (well, maybe the end of the opponent's world).


by Davon

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Earth Power
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon / Taunt

Slurpuff @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Frustration
- Play Rough
- Substitute
- Belly Drum

the idea behind this core is pretty simple: trap things that slurpuff has trouble with. probopass traps ferroseed and steelix, 2 of the biggest threats to belly drum slurpuff. probopass can also trap klinklang to get off damage for a slurpuff sweep. Tuant can be used on probopass so that specially defensive ferroseed cant stall probopass w/ leech seed and protect. Probopass also brings in fighting types like sawk and gurdurr, which slurpuff can setup on. air balloon on probopass lets probopass 2hko steelix before it can kill probo w/ earthquake. taunt + volt switch gives slurpuff more setup opportunities.

by Hollywood

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Earth Power
- Volt Switch
- Hidden Power [Fire] / Thunder Wave
- Flash Cannon / Taunt

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Play Rough
- Substitute / Protect / Flamethrower
- Belly Drum

Liepard @ Dread Plate
Ability: Prankster
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- U-turn
- Knock Off
- Sucker Punch

Slurpuff really appreciates support to help it sweep. This isn't any new or exciting knowledge, but these two are the best at providing the support that Slurpuff needs for tons of reasons. Probopass takes care of bulky Steel-types for Slurpuff, which Liepard offers setup opportunities with Encore. Probably even more importantly, both of them lure in Fighting-types for Slurpuff to set up on. Once Slurpuff's best checks and counters have been sufficiently weakened or simply removed, Probopass and Liepard can come in and lure Fighting-types, then Volt Switch or U-turn out into Slurpuff to give it the one free turn it needs in order to set up for a sweep. This core works really well because Fighting-types are natural switches into these two, and the only ones that can really handle it once it comes in are Encore Primeape, Choice Band Sawk, and any that carry the rare Poison- or Steel-type coverage. Another really fun tactic is to bring Liepard in after a Fighting-type takes out a teammate and Encore it into its attack, sacrificing Liepard but remedying the concerns of random Encore or Steel/Poison coverage.

I made some changes from Davon's original post as well, mostly optimizations and other options.

On Probopass, I added some more Speed. This is to outrun min Speed base 50s, though you'll probably want to add some more creep. I also added Thunder Wave slashed with HP Fire. If you have Taunt, you really don't need HP Fire for Ferroseed because all it can do is flail its arms and slowly die. You don't need to use Thunder Wave in this slot though. You can use Power Gem, Magnet Rise, or whatever other filler you want.

On Slurpuff, I changed its nature to Jolly. You can use Adamant if you want, but I like outspeeding Scarf Pyroar. Plus, by the time you're ready to attempt a sweep with Slurpuff, anything the opponent has that can live a +6 Jolly Play Rough should either be dead or sufficiently weakened. For example, you should have probably easily been able to hit a Rhydon a time or two or Knock Off its Eviolite. I also added some more slashes after Substitute because it's certainly not necessary. Protect dodges Fake Out from Kangaskhan and Hariyama, making it a lot harder for teams relying on them to take Slurpuff out, and Flamethrower does some decent damage to Ferroseed. I also changed Frustration to Return. This doesn't really matter and using either one will almost always yield the same results, but it gives me an excuse to say that Ditto can't revenge +6 Slurpuff because it doesn't copy the Unburden boost.


by TheCanadianWifier

Sawk (M) @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Poison Jab
- Ice Punch

or

Primeape @ Choice Band
Ability: Defiant
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- Earthquake
- U-turn
+

Malamar @ Choice Scarf
Ability: Contrary
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Superpower
- Night Slash
- Destiny Bond
- Switcheroo

So basically you try to weaken their fighting resist(s) early-mid game with your choice of banded Fighting-type (I actually prefer Primeape for this, as it can fuck up Granbull really well with Defiant + Gunk Shot, or even just a +1 Close Combat), then sweep late game with Mar.
As for the Malamar, Night Slash is to give it a chance vs Tomb, Switcheroo is to cripple shit and give Malamar that one free turn it so often wants, and Destiny Bond is there to claim a kill even if things went fucking atrociously - as most people don't even know Malamar learns D-bond they'll often just attack it. The EV's allow you to outspeed up to and including base 115s with an Adamant Nature, 252 Spe and a Jolly nature can be used to outspeed everything in the meta [bar accelgor n_n]

Anyway yea go try Malamar cause even with Spiritomb still here haunting the tier HAHA NOT ANYMORE it's pretty fun given the right support.


by Rob.

Golurk @ Leftovers
Ability: Iron Fist
Shiny: Yes
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Magic Coat
- Stealth Rock
- Earthquake
- Shadow Punch / Stone Edge

Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes / Waterfall
- Taunt
- Explosion

I'll just call it an anti-lead core. Both mons' focus on preventing the opponent from setting up entry hazards through the use of Magic Coat or Taunt. Golurk naturally forces out alot of hazard setters such as, Camerupt, Garbodor, Rhydon, Crustle, Regirock, and Steelix with its powerful STAB Earthquake. With Magic Coat, Golurk can challenge faster hazard setters, mainly Archeops. The use of Magic Coat will most likely stop your opponent from attempting to lay more hazards while Golurk is active, which leaves Golurk the opportunity to KO most hazard setters with its powerful attacks. After that Golurk is free to setup Stealth Rock. Qwilfish prevents hazards with Taunt, and through its use Qwilfish can completely shut down hazard leads like Crustle. It can also riddle your opponents side with two entry hazards, Spikes and Toxic Spikes. Explosion is there to stop your opponent from removing your hazards with Rapid Spin or Defog. The cores biggest problem is Cryogonal because it outspeeds and KOes both mons', it's best to pair this core with a powerful Steel- or Fire-type. I would suggest Pawniard because it has nice bulk, great resistances, and its ability inhibits Defog use. Seismitoad is another problem because it threatens both mon's with Earthquake and Scald, but like Cryogonal it can easily be taken care of by another teammate. These Pokemon have great defensive typings along with good bulk, so you're free to change the evs to fit your teams needs. I wouldn't lower Qwilfish's Speed to much because it needs Speed in order to get off Taunt before some hazard setters. And always send out Golurk first if the opponent has an Archeops, Leavanny, or any hazard setter that's faster than Qwilfish.


by Hollywood

People have probably heard me hyping SmashPass lately because I've been talking about it quite a bit, and I figured it would only make sense to toss out a nice SmashPass core. This isn't really any particular type of core—offensive, defensive, etc.—but if it had to be classified, I guess it's a supporting core, with the whole idea of course being Uxie and Gorebyss supporting a teammate.

248 HP / 8 SpD / 252 Spe | Timid Nature
Stealth Rock / Light Screen / Reflect / Memento

248 HP / 8 SpA / 252 Spe | Timid Nature
Scald / Substitute / Shell Smash / Baton Pass

I'm sure there are more optimized spreads out there for these guys, but max HP and Speed functions just fine. Uxie makes Gorebyss's job really ridiculously easy. Even with just Screens up, Gorebyss is plenty fat enough to take on nearly every unboosted hit in the tier, including tons of super effective ones, and with Screens + Memento, I doubt it's even possible to OHKO it without a crit. As an example of how easy it is to set up:

252 SpA Choice Specs Rotom Thunderbolt vs. 252 HP / 4 SpD Gorebyss through Light Screen: 225-265 (71.6 - 84.3%) -- guaranteed 2HKO
-2 252 SpA Choice Specs Rotom Thunderbolt vs. 252 HP / 4 SpD Gorebyss through Light Screen: 112-133 (35.6 - 42.3%) -- guaranteed 3HKO

Because of this, it's also pretty easy to set up a free Substitute against neutral hits. Passing +2 Atk/SpA/Spe behind a Sub is basically the dream and won't really happen often, but when it does, it's almost impossible to lose.

While setting up with Gorebyss, be wary of things that can dispose of your White Herb. Sticky Web is kind of annoying for this reason, but it's usually not annoying enough to make playing around it in the early game very worthwhile. Intimidate and Knock Off also get rid of White Herb and are quite pesky, but you can Sub up against most slower Knock Off users and keep it up, even without the -2 drop from Memento. Also, Defog clears out Screens, but just like Sticky Web, it's rarely worth going out of your way to keep your opponent from using Defog if it deters your setup.

Other various stuff to watch out for while setting up:
- phazing
- Liepard's Prankster Encore
- opposing setup Pokemon; if they can set up enough, they can just kill whatever you pass to and/or easily take hits from it
- Taunt
- Trick users; though it rarely happens, if the opponent has a Choiced Pokemon with Trick out after Uxie dies, they can lock Gorebyss into Shell Smash and keep you from setting up at any time during the game


by The D-Match

Haunter @ Life Orb / Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Energy Ball / Trick
- Destiny Bond


Malamar @ Chesto Berry
Ability: Contrary
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Rest
- Superpower
- Night Slash
- Psycho Cut / Topsy-Turvy

This is a more offensive core, and, in my opinion, Malamar and Haunter have great synergy. They both cover all of each others weaknesses and both hitting really hard. Haunter could be the regular scarf set with Shadow Ball/Sludge Bomb/Energy Ball/Trick, but it would be recommended to run Life Orb in synergy with Malamar to hit even harder. It has basic EVs; nothing new. Malamar has Rest/ Chesto, so it can survive longer and dish out more Superpowers. Superpower is for contrary, and Night Slash is for STAB. In the fourth slot, you could run dual STAB (Psycho Cut) or Topsy-Turvy to shut down set up sweepers that might threaten it. 44 Speed is there to out speed uninvested Feraligatr. You might also want a teammate to take care of Spiritomb, cause niether of these pokemon want to deal with it. Specially defensive walls such as Lickylicky, Audino, Hariyama, or Dragalge that threaten Haunter out can be dealt with by Malamar. Malamar doesn't really mind a Knock Off as its item isn't too important. Malamar, now that Spiritomb's gone doesn't have many threats. It's biggest problem is Puff; which Haunter can deal with (but not switch into). Having that both of them cover each other's weaknesses and their ability to take out each other's threats works well for this offensive core =D


by Montsegur

So on a lot of teams recently I've been running HO and it is a ton of fun. One of the big problems it faces however is keeping its hazards on the field and removing opponents hazards which tend to wear down HO quite quickly. This core is designed to preserve hazards on your opponents side of the field while removing them from your own.


Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Will-O-Wisp
- Volt Switch
- Shadow Ball
- Trick

Rotom is a fantastic pokemon in this meta. Ever since Spiritomb left for RU, teams have been struggling to find spin blockers and Rotom has come out on top along with Mismagius. However what Rotom has going for it is a bunch of fantastic resistances that allow it to pivot in, force the switch, and volt switch out into a better matchup. It also has incredible utility between Trick and Will-o-Wisp. I chose Will-o-Wisp over Thunderbolt because it allows Rotom to cripple switchins to its stabs while retaining its scarf, and then to beat Sucker Punch users. If Rotom needs to stay in then it has Shadow Ball to spam while Volt Switch usually supplies enough power.


Cryogonal @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Ground]

Cryogonal has quickly become my favorite rapid spinner in the tier. Early on in XY I tried out Cryogonal with a LO and did not like it, however once Spiritomb left and the tier lost its best spinblocker, Cryogonal can now reliably beat pretty much every spinblocker. Leftovers increases Cryogonals longevity, meaning that if it has to come in multiple times on rocks without being able to spin then it doesn't have to Recover right away. The loss of power isn't a problem as Cryogonal isn't gonna beat any special walls anyways and can easily wear down anything that lacks recovery. Not only can Cryogonal spin, it can also be used as an offensive pivot, switching in on any special attacker and then switching / spinning / attacking / recovering.

This is one of my favorite cores right now and I highly recommend trying it out. Some things to use on the team include a hazard setter like Crustle, something to absorb knock offs and some other things (not gonna build the entire team for yah ;) ).


by Soulgazer
+

Rotom-Fan @ Expert Belt
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Air Slash
- Thunderbolt
- Hidden Power [Grass]

Feraligatr @ Mystic Water
Ability: Torrent
Happiness: 0
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Frustration
- Swords Dance

Been playing around with Rotom-S + Feraligatr lately, and it has been working quite well. Electric + Flying + Grass coverage is quite nice, and happens to hit hard most of Feraligatr's checks or counters (Vileplume, Poliwrath, Seismitoad, Lanturn (does a good amount and puts it in +2 Frustration range), Tangela, Gourgheist, etc. Rotom-S is actually quite dangerous for balance teams as it can also potentially 2HKO AV Hariyama too, and Rhydon isn't safe either. Another reason I like Expert Belt Rotom-S is that it lets me click Volt Switch as much as I want, and if they decide to try blocking it with a Ground-type, it will get punish with HP Grass. Finally, we got good ol' Gatr that will easily sweep teams once you weaken / remove its counters. SD Samurott can be nice with Rotom-S too if you want to be an hipster :)

I run stallbreaker Mismagius to keep entry hazards off the field, not hard to prevent entry hazards with offensive pressure and a good taunt user. Cryogonal can definitely work though
 
Last edited:

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Defensive Cores:

by senable

Audino @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Heal Bell / Toxic
- Knock Off / Double-Edge


Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
- Sleep Powder

Audino and Tangela form a formidable duo that is difficult to wear down due to their fantastic natural bulk and their access to the ability Regenerator which allows them to pivot around with ease. Tangela has great physical bulk allowing it to wall many physically oriented threats in the tier such as Feraligatr, Pangoro and Kangaskhan. It does however have abysmal special bulk and so it will falter to a lot of the special attackers in the tier. Audino is a fantastic partner since it is able to tank many special attacks that threaten Tangela while providing Wish support to keep the team healthy. Overall this is a solid Defensive Core capable of shutting down many top metagame threats while providing excellent team support in the form of Audino acting as a Cleric and Tangela providing Leech Seed and Sleep Powder support.

Audino and Tangela like to have a field clear of entry hazards to make full use of their abilities. Cryogonal is a great partner since it can remove entry hazards with Rapid Spin and use Haze to check some set up sweepers that the core struggles with such as Shell Smash Gorebyss.


by AM145


Seismitoad (M) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 56 Def / 252 SpD
Sassy Nature
- Scald
- Earthquake
- Knock Off
- Stealth Rock


Ferroseed (M) @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Protect
- Spikes


Mismagius (F) @ Leftovers
Ability: Levitate
EVs: 248 HP / 124 SpD / 136 Spe
Timid Nature
IVs: 0 Atk
- Foul Play
- Will-O-Wisp
- Substitute / Taunt
- Pain Split / Destiny Bond

So this is a defensive core I've been playing around and still working on lately with the departure of Spiritomb. It's your standard Seismi + Ferro for hazard stacking, and with their bulk allows to wall some of the harder hitters that Mismagius may have trouble with. Mismagius is what interested me the most when re-building my team. At first I had Misdreavus for more bulk until I realized my team got swept by too many relevant offensive cores and threats. I added in Mismagius as the spin blocker instead and decided to go out of the normal NP set that people run for my own personal sake. The premise behind this set is to be able to check offensive threats especially strong attackers who would be hurt by Foul Play. One of the advantages of a more supportive Mismagius is that a lot of leads that are generally used are either prone to burn or one of its support moves mentioned in the core above. The support allows the core and team to function more properly either due to added bulk from the attack drop burns induce, Taunt / Substitute to stall break a bit better, or Foul Play to punish heavy hitters. Speed is to outrun Zangoose and handle it with the first slash of moves on the set, which is relevant for my team in particular. Speed can be increased to outrun some other stuff at the cost of losing some special bulk so depends on what is needed, the special bulk does hit a mark where Life Orb Mismagius needs to 2HKO at full health so that's a little fun fact. To be honest Mismagius can fit on a lot of defensive cores so it's something to consider.


by Lord Alphose
Dragalge @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Toxic Spikes
- Dragon Tail
- Scald / Rest
- Protect / Sleep Talk

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Stealth Rock / Spikes
- Gyro Ball
- Leech Seed
- Protect

Ferroseed has two weaknesses: Fighting and Fire attacks. Dragalge resists both of those. Dragalge has four weaknesses: Ferroseed resists two of them and is neutral to the other two. Even better, Dragalage's natural special bulk and Ferroseed's natural physical bulk work well together, allowing them to take on various threats much more easily. Between the two of them, they have access to even entry hazard with the exception of Sticky Web, and they are capable of forming a defensive core that shuts down many offensive threats. This core is capable of shutting down Feraligatr, Samurott, Seismitoad, and all of the Water-types in the tier. Dragalge can take Fire spam and Gurdurr / Hariyama. Even with minimal Special Defense investment, Ferroseed is able to take on Mesprit and Uxie and Ground-types like Rhydon that Dragalge fears.


by Brawlfest

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 248 Def / 12 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball / Seed Bomb
- Leech Seed
- Spikes
- Protect / Thunder Wave / Toxic


Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Scald
- Earthquake
- Knock Off / Toxic
- Stealth Rock

One of the most common defensive cores in NU for very good reason. When given the right support, this core can even be considered broken to an extent, easily walling any of NU's commonplace pokemon to no end while wearing them down and setting up hazards in the process. Their amazing synergy in Seismitoad's grass weakness being 4x resisted by Ferroseed while Ferroseed's hindering fire weakness is patched up by toad makes them a winning combo that can be impossible to break down in many cases. They support teammates with both Spikes and Stealth Rocks to completely wear down opponents, in tangent with the spread of Toxic, Knock Off, Leech Seed, Iron Barbs..The amount of residual damage is simply through the roof with these two, and if they are taken out which they oftentimes will not be, you can rest assured that the opponent will be in a bad position for your other pokemon to come in and pressure them given the utility of this core. Simply awesome.


by Fizz


Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Spikes
- Synthesis
- Sludge Bomb
- Giga Drain


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 56 HP / 236 Def / 216 SDef
Calm Nature
- Scald
- Volt Switch
- Thunder Wave
- Heal Bell / Ice beam

These two together can wall most special attackers while also providing a ton of utility. Roselia's extremely bulky and a very effective Spikes user (although I've seen her very seldom on the ladder), and checks most special Grass, Water and Electric types while being immune to both Toxic and powder moves, although Natural Cure makes that sort of irrelevant anyway. Roselia deals with most of the special attackers that Lanturn can't. For instance, Roselia stops special Sceptile cold, and can come in extremely easily on the likes of Vileplume and set up Spikes. Lanturn shores up Roselia's Flying, Fire and Ice weaknesses while serving as a decent check to Sigilyph (although not a perfect one, because it can't really come in on offensive Sigi more than a few times. Always open to suggestions). Roselia has an obvious problem with Knock Off users, but since this core is about walling Special Attackers, the addition of something like Granbull would be pretty beneficial.

Note that Vileplume also works over Roselia if you're afraid of physical attackers!


by Oshony PokeGod

Togetic @ Eviolite
Ability: Super Luck
EVs: 248 HP / 252 Def / 8 Spe
Nature: Bold
- Roost
- Dazzling Gleam
- Thunder Wave / Encore
- Defog / Flamethrower / Heal Bell

+


Steelix @ Leftovers / Rocky Helmet
Ability: Sturdy
Evs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake
- Gyro Ball
- Toxic / Roar

Togelix, my one true love. This core is very versatile mainly with togetic as your main wall, however togetic is not invincible bulky poisons and steels give it trouble. This is where steelix comes in, able to snakehandle all the poisons/steels that plague togetics walling capabilities with a quick eq. Togetic with dazzling gleam and roost are mandatory, gleam prevents taunt bait and roost prevent it from being worn down.
Togetic also can provide cleric or para support depends on ur offensive teammates needs, or defog for your fire types. The 4 speed on togetic creeps gurdurr to avoid potential ice punches. As for steelix, roar is preferred even tho xatu walls it, because it provides a switch against it. Toxic wears down bulky waters on the switch and sr and eq are pretty much mandatory. Steelix can opt to run a more physically defensive spread for physical attackers, but it handles most of them already. This core is somewhat weak to fire spam, so if they have a fire type its almost best to lead off with steelix to make them fear the eq since steelix always gets a guaranteed move off. Teammates including a fire resist such as Dragalge.


by Montsegur
Granbull @ Leftovers
Ability: Intimidate
EVs: 200 HP / 56 Atk / 252 Def
Impish Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Body Slam
- Dragon Tail

So these two have a nice synergy for the begginings of a defensive core. Licky can take most special moves and wish to recover HP while Granbull can take dark/fighting moves that Licky doesnt want to take. When looking at each one individually they have some pretty big flaws that they address for each other. One of the biggest flaws Granbull has is no reliable recovery outside of rest and lefties, which isnt that great when you are constantly switching it into fighting moves and knock off. To remedy this Licky can pass big wishes to Granbull that help to increase its longevity. One of Licky's flaws is that it can get set up on easily if its running heal bell. But since Granbull is taking up that slot Licky can run Dtail and phase out big powerhouses like Feraligatr that want to try to set up in its face. Some things that compliment this team nicely are spikes and stealth rocks. Being able to predict a switch and dtail something switching in with licky to rack up the entry hazard damage is quite nice. And it limits the amount of times a counter can switch into licky/granbull. Also having a status setter or a toxic spiker would be nice, I dont have one on my most recent team and I find I can get walled by some extremely bulky mons if I'm not careful. Some of the things that granbull and licky do nicely, aside from the obvious wish/protect/heal bell, is spread paralyzation around nicely on the other team. Paralyzing something is probably one of the best things you can do to an opponents pokemon. It means it is easily revenge killed and the amount of times the opponent will get paralyzed can be very beneficial. I have found that Granbull gets the best coverage through play rough and earthquake, and if predicting right can hit the poison/fire type on the switch and kill it. Or I usually twave after I have switched into a Gurdurr or the like. Thoughts and comments feel free to reply.


by Davon
+
+


Slurpuff @ Leftovers
Ability: Unburden
EVs: 252 HP / 180 Def / 76 SpD
Bold / Impish Nature
- Play Rough / Dazzling Gleam
- Protect
- Wish
- Aromatherapy / Toxic

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Scald
- Earth Power
- Toxic
- Stealth Rock

Probopass @ Leftovers
Ability: Sturdy
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
- Earth Power
- Volt Switch
- Flash Cannon / Power Gem
- Toxic

Slurpuff, Seismitoad, and Probopass. The given EV spread for Slurpuff allowed it to take a knock off and leaf storm from shiftry after rocks. Seismitoad covers Slurpuff's weakness perfectly, barring things like Vileplume which Probopass can take on. Dazzling Gleam doesn't miss, but you can also use Play Rough to hurt Cryogonal a lot more. Probopass can trap steel types if you so desire, allowing you to get more toxics off and allowing Slurpuff more staying power.

by Dat Blast


Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spd
Impish Nature
- Spikes
- Toxic Spikes / Pain Split
- Drain Punch / Seed Bomb
- Seed Bomb / Gunk Shot

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 96 Def / 160 SDef
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic

Really good hazard stacking core for balanced teams. They have solid synergy and provide a nice defensive backbone for teams to fall back on while stacking hazards to whittle away at shit. Garbodor has slashitis but you can pretty much choose any three of those moves + Spikes depending on your team structure and it'll almost always work well (Toxic and Clear Smog are good choices too). Seismitoad's spread is also pretty customizable but I prefer this one on this particular core because it can take special hits that Garbo can't while retaining the ability to check Ground-types.

Also note that Audino fits pretty well with these two if you can find room, max Def Toad works best then but these guys still work pretty well as a standalone core


by scotti


Prinplup @ Eviolite
Ability: Torrent
Happiness: 0
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Ice Beam
- Scald
- Grass Knot

Steelix @ Leftovers
Ability: Sheer Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Iron Head
- Roar
- Earthquake
- Stealth Rock

Dragalge @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Toxic Spikes
- Scald / haze
- Dragon Pulse
- Sludge Bomb

A weird looking core that I use a lot. The core pretty much takes on most of the threats in the meta. It offers a counter to water spam, normal spam, fire spam, and slurpuff. I use the core to take on some of the main threats in the tier, and works great for defensive and balanced teams. The core is actually a formula of Dragon + Water + Steel. All you need all those 3 types and it works really well. You could go sligoo + Seismitoad + Probopass or altaria + lanturn + bastidon. As long as you follow the formula it works out well.


This is pretty much a hazard based defensive core. It uses a formula I made, but it also does what I wanted it to preform. I pretty much can defog away hazards with prinplup, but at the same time can set hazards up with steelix and dragalge. I didn't want to run rocks in prinplup and went with grass knot to hit bulky waters. Steelix is pretty much standard set defensive set, normal spam and slurpuff. I went with spdef dragalge for fire spam. Dragalge also has scald which is nice for burn chance, however I was deciding on haze also because gorbyss is a fgt.


by xzern

i am a heron (Altaria) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dragon Pulse
- Roar
- Roost
- Substitute / Toxic

Hard Body (Bastiodon) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Roar
- Protect / Magic Coat
- Toxic
- Stealth Rock

cancer on steroids (Audino) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Double Edge

Simple, nice, and powerful defensive core for stall. The main point of the core is to spam Roar to wear down opponents with hazard damage. Bastiodon resists all of Altaria's weaknesses (Dragon, Fairy, Ice, Rock); in turn, Altaria resists all of Bastiodon's crippling weaknesses (Fighting, Ground, Water.) Audino is the bulky pivot of the core, able to keep switching in thanks to Regenerator. Additionally, it easily provides Wish and Heal Bell support and extra stalling power. The core benefits well from hazard stackers such as Ferroseed, Qwilfish, and Quilladin.


Balance Cores:

by Assassin Rouge

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Giga Drain
- Sludge Bomb
- Moonlight
- Hidden Power [Fire]

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
- Volt Switch
- Flash Cannon
- Stealth Rock
- Thunder Wave

As time had passed, from the time i posted the core, there have been significant changes in the metagame and this core has changed quiet a bit with respect to the moveset's to adapt. It is my favorite core and one of the most effective core in the metagame.

Vileplume is a great physical wall. It walls/checks a number of physical attackers in the tier some of the notable ones are Feraligatr, BD Slurpuff, Kangaskhan, Liepard, Sawk, Gurdurr. It is a strong answer to common walls in the tiers that are Rhydon, Seismitoad, Lanturn, Poliwrath, Tangela, Steelix, Golem, Qwilfish, Granbull scaring them off with its STABS. It is a decent answer to Shell Smashers bar Gorebyss. Pokemon with frail defenses do not like to switch to its 110 BST STAB's. Moonlight is its main recovery move keeping the flower always healthy. Hidden power fire dents Ferroseed and Pawniard which are notable top threats. One may use Sleep powder or Aromatheraphy instead of it. Vileplume tanks fighting and ground attack's decently for Probopass which in turn covers its flying, ice and psychic weakness.

Probopass sets up Stealth Rock for the team. It walls most of the Ice, Flying and Psychic Special attackers. It hard walls Chatot, Vivilon, Swellow, Rotom-Fan, Cryogonal, Mesprit, Xatu which are notable stops to Vileplume. It is most reliable counter to top tier threat Slurpuff and 2HKO's all kinds with Flash cannon. Volt Switch maintains momentum for the team, which is crutial for balance playstyle. Thunder Wave Cripples the pokemon which try to switch on it. One might use Taunt instead of Thunderwave, which is notably useful against Ferroseed.

Assault Vest Hariyama is a glue to the core, it is a complete stop to fire spam and decently walls special attackers it is not weak to. It can take special water attacks from Gorebyss, Ludicolo, Samurott decently and hit them back hard, in short it covers fire and ice weakness for Vileplume and Special Water, Fighting, Ground moves for Probopass.

note: The core is weak to the wall breakers i.e Archeops, Magmortar, Electivire make sure you are prepared for them ^.^


by Can-Eh-Dian
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+


Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 108 SpD / 148 Spe
Modest Nature
- Volt Switch
- Surf
- Ice Beam
- Hidden Power [Grass]

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Spikes
- Gyro Ball

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Adamant Nature
- Close Combat
- Fake Out
- Bullet Punch
- Knock Off

This is a Balance Core that i've been using on Bulky Offense for a while. Specs Lanturn is easily my favourite pivot in the entire tier, hitting surprisingly hard as well as providing momentum with Volt Switch. Ferroseed is in my opinion, the best defensive pokemon in the tier right now as it's great typing, ability and movepool provides a ton of team support. Hariyama is a great offensive tank that can use his Dual Priority to revenge kill loads of threats as well as take many hits. This core synergizes very well together and I highly suggest it to anyone looking to try out Bulky Offense.


by Hollywood
Mesprit @ Leftovers
Ability: Levitate
EVs: 104 HP / 252 SpA / 148 Spe
Timid Nature
- Stealth Rock
- Psychic
- Energy Ball
- U-turn / Healing Wish / Dazzling Gleam

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Spikes
- Toxic
- Gunk Shot
- Drain Punch / Seed Bomb / Toxic Spikes

These guys form a cool hazard core for offensive teams. Mesprit offers Stealth Rock support and can come in on Ground- and Psychic-types for Garbodor, while Garbodor is just generally bulky as fuck and can take various hits for offensive teams. Garbodor also carries a nice resistance to Bug, which helps in punishing U-turn users in congruence with Rocky Helmet.

EVs are to outrun modest mesprit, which is esp helpful if you go with physical mesprit, which I quite like. but energy ball is just too good on a stealth rock mon. I also like some bulk on SR mesprit bc it functions more as a bulky offensive pivot than it does a powerful attacker, and even tho they're pretty minor, a little bulk can go a long way on an offensive team. plus, it outruns modest mesprit anyways, so speed-wise, it's on the same level as most of them are but with some more bulk.


by Brawlfest

Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Head Charge
- Substitute
- Swords Dance / Stone Edge
- Earthquake


Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Scald
- Earthquake
- Knock Off
- Stealth Rock

This core is cool only because of the offensive and defensive presence both pokemon have together. Seismitoad can set up Stealth Rocks to support Bouffalant, and can cripple stuff like Rotom or Ferroseed with Knock Off to make Bouffalant's time easier, while Bouffalant can set up and shit on Seismitoad's only weakness in Grass Types. Bouffalant's ability to break down Grass type pokemon makes Seismitoad's job a lot easier as it can wall and break down anything that challenges Bouffalant.


by KratosMana
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+


Malamar @ Chesto Berry
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Superpower
- Night Slash
- Rest
- Psycho Cut

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

Steelix @ Leftovers
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Iron Head
- Earthquake
- Crunch

I loved this so much when i was testing teams for nu open. It made me get #1 on the ladder using the alt radiant glory when i was testing teams, and it helped me winning a bunch of games for the tournament. Restalk Malamar is a really underated mon at the current meta, as not only does it does check a lot of problematic mons such as CM xatu and Musharna, it just sweeps teams with literally no problem. Steelix does really well with it because you will see Pokemon going for u-turn a lot, and it pretty much walls any of the UTurn users, while audino helps out on the special defense side and also heal bells malamar after it rests, which is really helpfull sometimes. U just gotta get a typh / pyroar check, a hari / gurdurr check and a spinner / other set up sweeper that does well with malamar and you have a solid squad!


by Hollywood

Steelix @ Leftovers
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Iron Head
- Earthquake
- Crunch


Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 124 Def / 124 SpD / 8 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Bullet Punch

Uxie @ Leftovers
Ability: Levitate
EVs: 188 HP / 144 Def / 176 Spe
Timid Nature
- Psyshock
- Calm Mind
- Giga Drain
- Substitute

These guys make bulky offense a breeze. Steelix is a really fat and really strong Stealth Rock setter. I love Leftovers Sheer Force Steelix because it hits hard without having to sacrifice any bulk. It also soaks up Knock Off well for the team because even though Hariyama resists it, its Vest is usually more important than Steelix's Leftovers. Steelix also covers Flying-types and the occasional physical Mesprit, which helps out Hariyama a ton. Hariyama covers pretty much every non-Psychic-type special attacker in the tier, and it specifically resists Fire for Steelix. Uxie is a catch all that covers mostly everything else, and it gives a nice Fighting- and Ground-resist for the rest of the core. Most importantly, it offers me some way to break through stall, which can be really difficult for bulky offense teams.

Things this core doesn't cover include Water-types (Feraligatr check, mostly, though Uxie can finish one off with Giga Drain), and special LO Mesprit. Though Uxie walls most special Mesprit barring those with Signal Beam, it can't really do much in return, which means you'll want something else that can both take a hit or two and break through it. Generally speaking, you should be fine with throwing on a fast offensive Grass-type and something like a Pawniard or Liepard, special shoutout to Pursuit variants of both. Toxic Spikes can also be a bit annoying depending on the rest of your team, but how important it is to cover them should be easy to tell.


by Fluze3

Scyther @ Choice Band / Choice Scarf
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Bug Bite
- Quick Attack / Pursuit


Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Ice Beam
- Hidden Power [Grass] / Thunderbolt


Sandslash @ Leftovers / Lum Berry
Ability: Sand Rush
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Knock Off / Stone Edge

Welcome, to the ScySlashTurn core. Ironically, it's also a VoltTurn core as well. How great! Well, what this team does is -- Constantly switching in and out of Lanturn and Scyther. It's a VoltTurn core; what do you expect for it to do. Sandslash is there for a key Rock resist and also provides and removes hazards. Both these pokemon need the hazards in order to snap some nice KOs at any time of the game. These pokemon have perfect synergy with each other, and i'll go into that if it's required. But, you can find a link to the type synergy here. All you do is constantly switch out on walls and slower sweepers until they eventually switch out, die, or give up on life and hit that X button. I find with this core that you have a lot of momentum being gained very quickly. Many people think that you're running defensive pokemon, but they can completely rip through unprepared teams if they have no check to the pokes here. Also, these pokemon provided resistances to common types; namely Poison, Fighting and Bug.

The reason why I picked these pokemon is because they provide key resists to each other and that they have neat coverage in their STABs alone. Cryogonal is a far better Rapid Spinner, but Sandslash's naturally higher defense compliments Lanturn's high Sp.Def, and it also has a Rock resistance. Lanturn isn't the most powerful pokemon, but it has a lot of offensive momentum and can literally OHKO frail pokemon with it. The given EVs on Scyther to maximise offensive stats; Lanturn has to outspeed min Seismitoad and OHKO with HP Grass, and Sandslash has a leftovers number for maximum recovery.

Band, Specs and Lefties are the preferred item, respectively.



Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 160 Def / 100 SpA
Bold Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Moonlight

Kabutops @ Focus Sash / Life Orb
Ability: Weak Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Swords Dance
- Waterfall
- Stone Edge

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Heat Wave
- Psychic/Psyshock
- Roost

The idea behind this is that Kabutops can be a lategame sweeper without rain support. Xatu and Vileplume take out his main threats. Xatu is mainly useful for the likes of Gurdurr, Hariyama and Ferroseed (and stealth rockers/spikers) while Vileplume takes care of both Ferroseed, Seismitoad and Accelgor. When all the threats are gone, you can potentially put up 2 swords dances due to the focus sash and also activate the speed boost weak armor provides.

I suggest running this core with a stealth rocker of your choice and a spinner/defogger if your Xatu did not come in on the turn they put up hazards.
 
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ryan

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This is my favorite XY NU offensive core so far :O



Gothorita @ Choice Specs | Ability: Shadow Tag
100 HP / 252 SpA / 156 Spe | Modest Nature
Psyshock | Trick | Energy Ball | Hidden Power Ground



Klinklang @ Leftovers | Ability: Clear Body
132 HP / 252 Atk / 124 Spe | Adamant Nature
Gear Grind | Return | Shift Gear | Substitute

I built a team around these two a while back, and it's a lot of fun. Gothorita traps and kills all of Klinklang's best answers, including Steel-, Water-, and Fire-types. Specifically, Gothorita outspeeds and OHKOs Seismitoad, which is one of the most common Klinklang checks. Hidden Power Ground is for Steelix, Bastiodon, Probopass, and the occasional Torkoal, all of which are 2HKO'd at worst. Psyshock handles Qwilfish (though Qwilfish outspeeds and wins if it gets a Waterfall flinch, so it's not super reliable but usually gets the job done). Trick is for obscure shit that I can't beat 1-on-1 or a last ditch way to cripple something before Gothorita dies after it has done its job. EVs outspeed 0 Speed Seismitoad. I recommend running some Speed creep.

Gigagiaru is standard af and loves having its checks and counters weakened or eliminated, which Gothorita is perfect for. EVs are to outrun Scarf Typhlosion at +2 because it's pretty much the fastest relevant Scarf Pokemon.

Anyways this is a really, really fun core, and it does pretty much exactly what you'd expect it to do. Toss in some U-turn support to get Gothorita in safely, and you're golden. Gothorita's not great for low ladder because they have no idea what they're doing and use weird shit, but Klinklang is still independently good on low ladder. (poolparty) (makeup)
 
Balance core:

+
+


Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 248Spdef / 252 Atk / 8 Spd
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Ice Punch/Earthquake/FakeOut

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP /252 Def / 8 Spd
Bold Nature
- Giga Drain
- Sludge Bomb
- Moonlight
- Aromatherapy/Sleep Powder

Probopass @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Stealth Rock
- Power Gem
- Earth Power/Thunderwave/Toxic
- Volt Switch

Vileplume is a great pokemon, It walls/checks common threats in tier like, Sawk, Primeape, DD Feraligatr, Shiftry, Gurdurr, Granbull, Kangaskhan, Poliwrath etc..Forcing them to switch if they stay in they get hit back Hard. It gets many opportunities to Aromatherapy hence does a decent job as Cleric. Sludgebomb nails Granbull, Shiftry, Sceptile, Liligant and other pokemon with weak defences, It can switch on seismitoad, sandslashs common SR'ers, walls in the tier OhKoing/2hkoing them respectively,with gigadrain.It must be beware of icepunch from figthing pokemon.Effect Spore is a nice ability to have,It might even save you from sweeps!or even win you a losing game.It is generally weak to Ice, fire, psychic, Flying moves.Vileplume covers the Probopass's massive fighting,and even takes physical ground attacks decently.

Probopass covers Vileplumes Ice,psychic and flying weakness, It walls cryogonal (w/o hpground), Jynx, flecthinder, Swellow, Sigilyph, Vivilon, chatot, Magneton, etc..which annoy Vileplume It sets up SR for the Team,and maintains momentum by voltswitching, Powergem is useful to kill Flying pokemon One on one. earthpower is mainly useful against magneton,rhydon,steelix,Seismitoad predicting their switch in(without it Probopass gets hard walled by those pokemons), it can be subbed for Twave or toxic which are great utilty. Probopass covers all vileplumes weakness and protects the team from Birdspam!Probopass cant reliably take firespam,here is where Hariyama comes to rescue.

Hariyama is a great tank,with AV and thickfat it can take eruptions,fireblasts from Typhlosions,Pyroars,and 2HKO's/OHKO's respectively in return!It can tank non STAB, Special attacks and Hit the opponent pokemon hard!It releases off pressure on Probopass for walling special attacks,and takes fire spam for the team.Its weak to psychic,Flying stabs,which are taken care by Probopass. Inturn Hariyama saves Vileplume and Probopass from firespam

Calcs:
252 SpA Typhlosion Eruption (150 BP) vs. 252 HP / 248 SpD Assault Vest Thick Fat Hariyama: 78-93 (15.8 - 18.9%) -- possible 6HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 248 SpD Assault Vest Thick Fat Hariyama: 118-139 (23.9 - 28.2%) -- 93.6% chance to 4HKO
252 SpA Choice Specs Pyroar Hyper Voice vs. 252 HP / 248 SpD Assault Vest Hariyama: 141-166 (28.6 - 33.7%) -- 0.3% chance to 3HKO
252 SpA Choice Specs Pyroar Fire Blast vs. 252 HP / 248 SpD Assault Vest Thick Fat Hariyama: 87-103 (17.6 - 20.9%) -- possible 5HKO



This core is weak to Archeops,it can destroy the core with Acrobatics,Earthquake.One must play smart when its around.Makes sure you set up rocks!when its around and then get it into defeatist range with bulletpunch :D.Magmortar kinda is an annoyance to this team,it can take out vile with fireblast,probo with EQ,and 2HKO Hariyama with Psychic.Make sure you are prepared for them while using this core.

This core likes flying Pokemon in the team,to ease the pressure on vileplume from taking EQ's, Flecthinder ,Sigilpyh,swellow serve good for the core. Dark pokemons are also appreciated,to ease load on probopass for tanking psy attacks.Shiftry,liepard,spirtomb are good for the core.
 
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A core I've used to great effect in both RU and NU:

Offensive Core
+


Vivillon @ Leftovers
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Substitute
- Hurricane
- Quiver Dance
- Sleep Powder

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Earthquake

These two are arguably the most threatening set-up sweepers in the tier (barring sigi but let's not talk about him), and they just so happen to have fantastic synergy together. Barbaracle does a great job of baiting out bulky grasses Vivs can absolutely nut on, while Viv baits common rock types that Barbaracle can OHKO with ease. This core really appreciates something to clear rocks since Vivillon is 4X weak to rocks. Shiftry can fill this role nicely, but any defogger/spinner should do it.
 

Mowtom

I'm truly still meta, enjoy this acronym!
is a Forum Moderatoris a Community Contributor
Balance core:

+
+


Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Ice Punch/Earthquake/FakeOut

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP /252 Def / 8 Spd
Bold Nature
- Giga Drain
- Sludge Bomb
- Moonlight
- Aromatherapy/Sleep Powder

Probopass @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Stealth Rock
- Power Gem
- Earth Power/Thunderwave/Toxic
- Volt Switch

Vileplume is a great pokemon, It walls/checks common threats in tier like, Sawk, Primeape, DD Feraligatr, Shiftry, Gurdurr, Granbull, Kangaskhan, Poliwrath etc..Forcing them to switch if they stay in they get hit back Hard. It gets many opportunities to Aromatherapy hence does a decent job as Cleric. Sludgebomb nails Granbull, Shiftry, Sceptile, Liligant and other pokemon with weak defences, It can switch on seismitoad, sandslashs common SR'ers, walls in the tier OhKoing/2hkoing them respectively,with gigadrain.It must be beware of icepunch from figthing pokemon.Effect Spore is a nice ability to have,It might even save you from sweeps!or even win you a losing game.It is generally weak to Ice, fire, psychic, Flying moves.Vileplume covers the Probopass's massive fighting,and even takes physical ground attacks decently.

Probopass covers Vileplumes Ice,psychic and flying weakness, It walls cryogonal (w/o hpground), Jynx, flecthinder, Swellow, Sigilyph, Vivilon, chatot, Magneton, etc..which annoy Vileplume It sets up SR for the Team,and maintains momentum by voltswitching, Powergem is useful to kill Flying pokemon One on one. earthpower is mainly useful against magneton,rhydon,steelix,Seismitoad predicting their switch in(without it Probopass gets hard walled by those pokemons), it can be subbed for Twave or toxic which are great utilty. Probopass covers all vileplumes weakness and protects the team from Birdspam!Probopass cant reliably take firespam,here is where Hariyama comes to rescue.

Hariyama is a great tank,with AV and thickfat it can take eruptions,fireblasts from Typhlosions,Pyroars,and 2HKO's/OHKO's respectively in return!It can tank non STAB, Special attacks and Hit the opponent pokemon hard!It releases off pressure on Probopass for walling special attacks,and takes fire spam for the team.Its weak to psychic,Flying stabs,which are taken care by Probopass. Inturn Hariyama saves Vileplume and Probopass from firespam

Calcs:
252 SpA Typhlosion Eruption (150 BP) vs. 252 HP / 4 SpD Assault Vest Thick Fat Hariyama: 109-129 (22.1 - 26.2%) -- 7.2% chance to 4HKO
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 4 SpD Assault Vest Thick Fat Hariyama: 163-193 (33.1 - 39.2%) -- 99.9% chance to 3HKO
252 SpA Choice Specs Pyroar Hyper Voice vs. 252 HP / 4 SpD Assault Vest Hariyama: 195-231 (39.6 - 46.9%) -- guaranteed 3HKO
252 SpA Choice Specs Pyroar Fire Blast vs. 252 HP / 4 SpD Assault Vest Thick Fat Hariyama: 120-142 (24.3 - 28.8%) -- 99.3% chance to 4HKO


This core is weak to Archeops,it can destroy the core with Acrobatics,Earthquake.One must play smart when its around.Makes sure you set up rocks!when its around and then get it into defeatist range with bulletpunch :D.Magmortar kinda is an annoyance to this team,it can take out vile with fireblast,probo with EQ,and 2HKO Hariyama with Psychic.Make sure you are prepared for them while using this core.

This core likes flying Pokemon in the team,to ease the pressure on vileplume from taking EQ's, Flecthinder ,Sigilpyh,swellow serve good for the core. Dark pokemons are also appreciated,to ease load on probopass for tanking psy attacks.Shiftry,liepard,spirtomb are good for the core.
Hariyama's HP is already so large. Wouldn't it be better to move the HP EVs to Special Defense?
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
This is my favorite XY NU offensive core so far :O



Gothorita @ Choice Specs | Ability: Shadow Tag
100 HP / 252 SpA / 156 Spe | Modest Nature
Psyshock | Trick | Energy Ball | Hidden Power Ground



Klinklang @ Leftovers | Ability: Clear Body
132 HP / 252 Atk / 124 Spe | Adamant Nature
Gear Grind | Return | Shift Gear | Substitute

I built a team around these two a while back, and it's a lot of fun. Gothorita traps and kills all of Klinklang's best answers, including Steel-, Water-, and Fire-types. Specifically, Gothorita outspeeds and OHKOs Seismitoad, which is one of the most common Klinklang checks. Hidden Power Ground is for Steelix, Bastiodon, Probopass, and the occasional Torkoal, all of which are 2HKO'd at worst. Psyshock handles Qwilfish (though Qwilfish outspeeds and wins if it gets a Waterfall flinch, so it's not super reliable but usually gets the job done). Trick is for obscure shit that I can't beat 1-on-1 or a last ditch way to cripple something before Gothorita dies after it has done its job. EVs outspeed 0 Speed Seismitoad. I recommend running some Speed creep.

Gigagiaru is standard af and loves having its checks and counters weakened or eliminated, which Gothorita is perfect for. EVs are to outrun Scarf Typhlosion at +2 because it's pretty much the fastest relevant Scarf Pokemon.

Anyways this is a really, really fun core, and it does pretty much exactly what you'd expect it to do. Toss in some U-turn support to get Gothorita in safely, and you're golden. Gothorita's not great for low ladder because they have no idea what they're doing and use weird shit, but Klinklang is still independently good on low ladder. (poolparty) (makeup)
I like the sound of Gothorita opening sweeps for others. Just wondering, how do you usually get Klinklang to Shift Gear? In my test matches with it the biggest problem I've had was being unable to set up properly without taking a large chunk of damage.

I used a core of Seismitoad and Stantler before it worked pretty well.

Seismitoad @ Life Orb
Ability: Water Absorb
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hydro Pump
- Earth Power
- Sludge Bomb
- Grass Knot

Stantler @ Life Orb
Ability: Sap Sipper
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Substitute
- Disable
- Earthquake
- Return

you can really use any sap sipper with any water ground but I like these two in tandem with each other, teams have a hard time with a +1 stantler behind a sub
I don't see why Stantler, because it's pretty outclassed by Sawsbuck imo, has poor Speed for an offensive Pokemon and doesn't hit that hard. Is there any reason why Stantler is used here over something else with Sap Sipper?

--

When posting cores, I think a good way to explain it is how the Pokemon work in relation to one another. For example, Peef Rimgar has explained nicely how Vivillon takes advantage of the Pokemon that like to switch into Barbaracle, which is how Barba helps Vivillon get setup opportunities. I'd like to see explanations of how each Pokemon in the core does work to help each other out!

Also, discussion is definitely encouraged :)
 

ryan

Jojo Siwa enthusiast
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I like the sound of Gothorita opening sweeps for others. Just wondering, how do you usually get Klinklang to Shift Gear? In my test matches with it the biggest problem I've had was being unable to set up properly without taking a large chunk of damage.
Depends. One of the easiest ways to give it the chance to set up on my team is with Encore support from Liepard and Primeape. They synergize well with the core anyways because they both offer U-turn support to help give free switches for Gothorita, and they're pretty good at luring in Klinklang's best checks (Liepard lures in Gurdurr, bulky Steel-types; Primeape lures Qwilfish, physically defensive Seismitoad).

Otherwise, I either try to Sub against a status move or a forced switch against something like Cryogonal, Togetic, Vileplume, etc. and then usually go for one Shift Gear and try to clean. I rarely set up more than one Shift Gear because it's very rarely necessary with NU being as offensive of a meta as it is. Sometimes you might have to tank a hit in order to set up, but usually that doesn't matter. When you have to tank a hit, you'll usually be in one of two sitations. The first is one where you're going to be able to tank the hit fine anyways (think something like a Swellow or a weakened Rotom that will probably just spam attacks until you kill it and try to revenge you afterwards). The other situation will be where you're so far behind that you don't really have another choice, and at that point, you've probably already lost anyways.

So yeah, Encore and U-turn support are both huge in helping provide setup opportunities for Klinklang. Running both Encore Liepard and Encore Primeape probably isn't necessary, but my team just kind of worked out where I could fit both of them. Otherwise, try to identify the best opening for Klinklang to set up and work towards getting Klinklang into that situation after its checks and counters are sufficiently handled. You might have to sacrifice something in order to bring Klinklang in safely, but if you can probably sweep by doing so, it's obviously worth it.

I've heard a couple people say that Klinklang has been really underwhelming for them, but I've had loads of success with it. I think it probably needs support from things such as Liepard and Gothorita or dedicated lures in order to be consistent, but if you build around it, Klinklang is really strong.
 
I used a core of Seismitoad and Stantler before it worked pretty well.

Seismitoad @ Life Orb
Ability: Water Absorb
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hydro Pump
- Earth Power
- Sludge Bomb
- Grass Knot

Stantler @ Life Orb
Ability: Sap Sipper
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Substitute
- Disable
- Earthquake
- Return

you can really use any sap sipper with any water ground but I like these two in tandem with each other, teams have a hard time with a +1 stantler behind a sub
I have two pretty big issues with this core. First off, Stantler is completely outclassed as a sap sipper by Sawsbuck, Bouffalant, etc.

Secondly, this core relies HEAVILY on a very predictable switch in, and most players would refrain from going for the grass move until Stantler was dead.
 

Magneton @ Eviolite
Ability: Analytic
EVs: 216 HP / 252 SAtk / 40 Spd
Modest Nature
- Thunderbolt / Toxic
- Volt Switch
- Flash Cannon
- Hidden Power [Ground] / HP [Grass]


Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 216 Def / 44 SDef
Bold Nature
- Giga Drain
- Synthesis
- Sludge Bomb
- Hidden Power [Ground] / Toxic / Hidden Power [Fire]


Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spd
Adamant Nature
- Waterfall
- Circle Throw
- Toxic
- Protect

As most of you know I'm primarily a bulky offense / balance player, and this simple yet effective core meets all of your needs in a balance team you are attempting to teambuild. I've incorporated this into my most recent RMT, and it is honestly one of if not the best NU balance core. They remove each other's checks, tank hits well, check a bunch of crap in NU, have great offensive and defensive presence, spread status, and wear down entire teams to no end. The core is absolutely amazing, and I highly advise it. They have great offensive and defensive synergy, and can support any teams in need of a strong backbone well. For example, Vileplume can switch into strong fighting attacks aimed towards magneton, as well as Electric and Grass moves aimed at Poliwrath. Poliwrath then can effectively beat most Fire Spam teams which tear both Magneton and Vileplume apart. Finally, Magneton acts as an effective pivot into Fairy types, as well as powerful Flying types that the others have issues with. The only SE move that is unresist between all three is Ground, which can be covered elsewhere in the team. As a result, the core in itself is extremely solid at taking on powerful pokemon of all type, and can allow you to pivot in and out of moves to gain a switch advantage.

_____________

Pyroar @ Choice Scarf
Ability: Unnerve
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Fire Blast
- Hidden Power [Grass]
- Flamethrower
- Hyper Voice


Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Facade
- Quick Attack
- Swords Dance / Close Combat
- Knock Off


Ur ded. Gg. Honestly though great offensive core removes each other's checks. SD Zangoose is baller ATM since a +2 Knock Off fucks shit up like Close Combat would anyways, and a +2 Quick Attack means more DED. Use CC if noob :]. Scarf Pyroar to clean very self explanatory lol so good. Normal Spam has always been good, but with the introduction of Pyroar who is one of if not the only effective special normal types in the tier, it has become far more effective. Pyroar can tear through steel types with a STAB fire blast, and baits in stuff like Golem to eat a HP Grass. It's nice base 106 speed also means that when equipped with a choice scarf, the only thing outspeeding it is priority. Zangoose will force tons of crap out and get a free swords dance up, and afterwards between Knock Off and Facade simply wear down an opponent's team to no end, allowing Pyroar to clean!
 
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Expulso

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Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature
- Knock Off
- Sucker Punch
- Defog
- Leaf Storm / Seed Bomb


Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Acrobatics
- Swords Dance / U-Turn
- Roost / Swords Dance
- Will-O-Wisp / Tailwind


Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Imposh Nature
- Stealth Rock
- Scald
- Knock Off / Toxic
- Earthquake

If I do say so myself, this core is nearly perfect. As a FWG Core, it synergies very well; Shiftry and Seismitoad take Water-type attacks aimed at Fletchinder; Fletchinder and Shiftry take Grass-type attacks aimed a Seismitoad, etc. Going past type synergy, Seismitoad sets Rocks, Shiftry Defogs for Fletchinder while keeping up offensive presence, and Fletchinder can sweep, spread burns, and U-turn out as needed.

Enjoy!

EDIT: nvm im shit, lol swift swim toad
 
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This is my favorite balance core:

277.gif

Swellow @ Toxic Orb
Ability: Guts/ Jolly Nature
252 Atk 252 Spd 4 Def
Brave Bird
Facade
U-Turn
Quick Attack
This is a basic Swellow but works very good with my next Poke
208.gif

Steelix @ Leftovers
Ability: Sturdy/ Relaxed Nature Iv's: 0 speed
252 Hp 252 Def 4 Atk
Stealth Rock
Gyro Ball
Earthquake
Roar
Steelix Literally covers every weakness of Swellow, which makes them a great core. But you may be thinking this Team gets recked by Figthing types. Which brings me to my final poke:
429.gif

Mismagus @ Leftovers
Ability: Levitate/ Timid Nature
252 Spa 252 Spe 4 Def
Substitute
Nasty Plot
Shadow Ball
Thunderbolt
Mismagus is just here to take fighting moves. Choice Locked Fight types give you a free sub and allows you to set up a Nasty Plot. You can switch out Mismagus for Haunter if you really like. This core counter each others weakness great. Hope you enjoyed.
 

Shuckleking87

"Assault vest makes everything better" AV Seaking, BT
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Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 172 Def / 84 SAtk
Bold Nature
- Toxic Spikes
- Sludge Bomb
- Thunderbolt>flamethrower
- Pain Split
Very good poke to set up toxic hazards, which go well in combination with rest sleep talk spiritomb and bulky with drain punch gurdurr. Does not have to worry about ground weakness unlike qwilfish, but can if needed. Sludge bomb for typical stab move that guarentees shifrty ohko after rocks with SpA investment. Thunderbolt for other random defoggers like mantine, pelipper and lumineon, but really doesn't matter. Flamethrower for cryogonal if you want. Pain split for an ok form of recovery, there to annoy people who think they can kill you, in 2 hits before you pain split.


Spiritomb @ Leftovers
Ability: Pressure >Infiltrator
EVs: 4 Spd / 252 HP / 252 SDef
Bold Nature
- Rest
- Sleep talk
- Calm mind
- Dark Pulse>Snarl
Weezing is a fairly big bait in for sigilyph, which is what spiritomb is for. Same easily "pressure" pokemon into picking correct moves with pressure toxic stall, as this thing is super bulky with a couple calm mind boosts. Knock off isn't that big of a deal either with neutral nature to dark and rest recovery. Moves are pretty self explanatory. Dark Pulse is much stronger, but snarl guarentees lower SpA, further insuring a win against basically any sigilyph set, only exception being switching into a dazzling gleam. Infiltrator really shouldn't be used, especially with stallish nature of spiritomb with t spikes, but you can if you want.


Gurdurr @ Eviolite
Ability: Guts
EVs: 116 SDef / 252 Atk / 140 HP
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Gurdurr here to balance off this I guess balanced defensive core. Bulk Up gurdurr still has great utility in the meta, even with losing some bulk thanks to the knockoff boom. I still believe it can pull off this classic set with no problems. First 3 moves are fairly standard for gurdurr. HP and defense spread are there to guarentee to live any hit from unboosted life orb sigilyph with stealth rocks on field (barring psychic, but I usually run psyshock>psychic, not sure if this is the norm) and knock it out with knock off + mach punch, as most sigilyph would assume they would be able to KO with air slash.
 
Here's a defensive core that's been pretty effective for me:


Roselia @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Spikes
- Synthesis
- Sludge Bomb
- Giga Drain


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 56 HP / 236 Def / 216 SDef
Calm Nature
- Scald
- Volt Switch
- Thunder Wave
- Heal Bell / Ice beam

These two together can wall most special attackers while also providing a ton of utility. Roselia's extremely bulky and a very effective Spikes user (although I've seen her very seldom on the ladder), and checks most special Grass, Water and Electric types while being immune to both Toxic and powder moves, although Natural Cure makes that sort of irrelevant anyway. Roselia deals with most of the special attackers that Lanturn can't. For instance, Roselia stops special Sceptile cold, and can come in extremely easily on the likes of Vileplume and set up Spikes. Lanturn shores up Roselia's Flying, Fire and Ice weaknesses while serving as a decent check to Sigilyph (although not a perfect one, because it can't really come in on offensive Sigi more than a few times. Always open to suggestions). Roselia has an obvious problem with Knock Off users, but since this core is about walling Special Attackers, the addition of something like Granbull would be pretty beneficial.
 
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This is the defensive core that I'm using on one of my teams



Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Heal Bell
- Confuse Ray
- Toxic
- Psychic


Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 Def / 252 HP / 4 Atk
Lax Nature
- Leech Seed
- Seed Bomb
- Shadow Sneak
- Will-O-Wisp

Wartortle @ Eviolite
Ability: Torrent
EVs: 92 Def / 252 HP / 4 SAtk / 160 SDef
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Protect

Grumpig is good at taking special attackers, like typhlosion and mismagius. He can either confuse them, which can increase his longevity, or psychic. He also acts as a slight cleric by using heal bell.
Gourgeist takes the physical hits of the core. WOW helps to counter physical attackers that choose to stay in on him, Seed bomb helps to kill seis. and SS gets revenge kills from low hp and leech seed helps to stall.
Wartortle is good my overall bulky poke. He mainly toxic stalls and spins.

Grumpig

252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 252+ SpD Thick Fat Grumpig: 109-130 (29.9 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
+1 252+ SpA Lilligant Petal Dance vs. 252 HP / 252+ SpD Grumpig: 195-229 (53.5 - 62.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Mismagius Shadow Ball vs. 252 HP / 252+ SpD Grumpig: 306-360 (84 - 98.9%) -- guaranteed 2HKO after Leftovers recovery

Gourgeist-Super

252+ Atk Klinklang Gear Grind (2 hits) vs. 252 HP / 252+ Def Gourgeist-Super: 96-114 (25.6 - 30.4%) -- approx. 0.2% chance to 4HKO after Leftovers recovery
252 Atk Choice Band Sawk Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 194-230 (51.8 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery
252+ Atk Fletchinder Acrobatics (110 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 168-200 (44.9 - 53.4%) -- 1.2% chance to 2HKO after Leftovers recovery

Wartortle

252 Atk Guts Swellow Facade (140 BP) vs. 252 HP / 92 Def Eviolite Wartortle: 186-219 (57.7 - 68%) -- guaranteed 2HKO
252+ Atk Gurdurr Drain Punch vs. 252 HP / 92 Def Eviolite Wartortle: 84-100 (26 - 31%) -- guaranteed 4HKO
4 SpA Life Orb Shiftry Leaf Storm vs. 252 HP / 160+ SpD Eviolite Wartortle: 205-244 (63.6 - 75.7%) -- guaranteed 2HKO
 

termi

bike is short for bichael
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This is the defensive core that I'm using on one of my teams



Grumpig @ Leftovers
Ability: Thick Fat
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Heal Bell
- Confuse Ray
- Toxic
- Psychic


Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 Def / 252 HP / 4 Atk
Lax Nature
- Leech Seed
- Seed Bomb
- Shadow Sneak
- Will-O-Wisp

Wartortle @ Eviolite
Ability: Torrent
EVs: 92 Def / 252 HP / 4 SAtk / 160 SDef
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Protect

Grumpig is good at taking special attackers, like typhlosion and mismagius. He can either confuse them, which can increase his longevity, or psychic. He also acts as a slight cleric by using heal bell.
Gourgeist takes the physical hits of the core. WOW helps to counter physical attackers that choose to stay in on him, Seed bomb helps to kill seis. and SS gets revenge kills from low hp and leech seed helps to stall.
Wartortle is good my overall bulky poke. He mainly toxic stalls and spins.

Grumpig

252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 252+ SpD Thick Fat Grumpig: 109-130 (29.9 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
+1 252+ SpA Lilligant Petal Dance vs. 252 HP / 252+ SpD Grumpig: 195-229 (53.5 - 62.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Mismagius Shadow Ball vs. 252 HP / 252+ SpD Grumpig: 306-360 (84 - 98.9%) -- guaranteed 2HKO after Leftovers recovery

Gourgeist-Super

252+ Atk Klinklang Gear Grind (2 hits) vs. 252 HP / 252+ Def Gourgeist-Super: 96-114 (25.6 - 30.4%) -- approx. 0.2% chance to 4HKO after Leftovers recovery
252 Atk Choice Band Sawk Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 194-230 (51.8 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery
252+ Atk Fletchinder Acrobatics (110 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 168-200 (44.9 - 53.4%) -- 1.2% chance to 2HKO after Leftovers recovery

Wartortle

252 Atk Guts Swellow Facade (140 BP) vs. 252 HP / 92 Def Eviolite Wartortle: 186-219 (57.7 - 68%) -- guaranteed 2HKO
252+ Atk Gurdurr Drain Punch vs. 252 HP / 92 Def Eviolite Wartortle: 84-100 (26 - 31%) -- guaranteed 4HKO
4 SpA Life Orb Shiftry Leaf Storm vs. 252 HP / 160+ SpD Eviolite Wartortle: 205-244 (63.6 - 75.7%) -- guaranteed 2HKO
That core is weak as hell to dark types, a powerful knock off kills pig, does a lot to geist and makes turtle lose its bulk. Turtle sucks in general tho, and oh, confuse ray is a shitty move.
 
This offensive core has been really fun to use.


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Quick Attack


Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Seed Bomb

So basically Swellow lures in any and all Rock types and can U-Turn out into Shiftry. Shiftry can easily set up an SD on Golem and Rhydon which are 2 of the most common Rock types (screw you Regirock). A common core that I see on the ladder is Golem/Rhydon and Vileplume. Most users would rather save their Golem/Rhydon for Swellow and immediatly switch out into Vileplume as Shiftry SD's thinking that Vileplume can easily take a Leaf Storm or Knock Off and just Moonlight back to full health. However, Shiftry can OHKO fully defensive Vileplume most of the time after rocks. Then its basically gg. Shiftry can OHKO so much of the tier at +2. Basically the only things stopping Shiftry at +2 are Gurdurr and faster mons with Sub.

tl;dr Swellow lures in rocks, shiftry sets up, gg
 

Lord Alphose

All these squares make a circle
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252+ Atk Rhydon Megahorn vs. 0 HP / 4 Def Shiftry: 860-1016 (267.9 - 316.5%) -- guaranteed OHKO
252+ Atk Rhydon Superpower vs. 0 HP / 4 Def Shiftry: 430-508 (133.9 - 158.2%) -- guaranteed OHKO


I know some of these moves are less than common, but they are still run. Megahorn is at about 25%, Superpower at 4%. However, more than 50% of Rhydon run Roar, which resets Shiftry's Swords Dance. While you may be banking off of the opponent mispredicting, I don't think this strategy is quite safe.

252+ Atk Rhydon Rock Blast (3 hits) vs. 0 HP / 4 Def Shiftry: 201-243 (62.6 - 75.7%) -- guaranteed 2HKO

Shiftry can only take so many hits from Rock Blast, and this is only three hits. Five hits is a guaranteed OHKO. So Shiftry switches into a Rock-type attack, intended for Swellow, the first time. It takes three hits, suffering over half of its health in losses. The next turn, it uses Swords Dance, gets Roar-ed out. It can no longer switch in, since it can't even take two hits at this point.

My point isn't that this isn't going to work. My point is that this is far too risky to be a consistent method of play, and I don't think it's something I would suggest for new players.
 
Im not saying that Shiftry switches into a Rock type attack as Swellow U-Turns. Im saying that most of the time, Rock types will switch into Swellow because Swellow can't really do anything to them (except Specs Boomburst). This gives Swellow and opportunity to U-Turn out giving a free switch into Shiftry. Obviously I won't directly switch in Shiftry on a Rhydon. Now Shiftry is safely on my side of the field versus a Rhydon. 90% of the time, the Rhydon will switch out unless it is the end of the game and they feel that they no longer need Rhydon. If I see nothing that would like to take a Seed Bomb, I'll Seed Bomb. If I see a perfectly healthy Vileplume, I'll SD. Vileplume is said to be one of the best counters to Shiftry so why wouldn't they switch out.

And btw, I have used this core and it has worked. Im currently 24-1 under my alt Homosexual Muffins just using this core. Maybe next time you should try it out and test it before you criticize it.
 
I noticed that you don't have a core with Gatr yet so Lessgo!


Magmortar @ Expert Belt/Life Orb
Ability: Vital Spirit
EVs: 4 Atk/SDef / 252 SAtk / 252 Spd
Mild/modest Nature
- Earthquake/focus blast
- Fire Blast
- Hidden Power [Grass]
- Thunderbolt


Feraligatr @ Lum Berry/life orb/mystic water
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Return/ice punch

Obviously an offensive core, Magmortar is a great switch in to stuff like Vileplume and Gourgeist, both are perfectly able to wall Feraligatr. I’ve been running this offensive core for a while now and it’s pretty amazing with the right support. When using this core, make sure to have hazard removal and something to switch into Poliwrath. The EV spreads I put up are the most simple ones and might need some tweaking.

EDIT: I just noticed these two are standing on the top of this thread, don't judge me please
 
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Hey, so, I'm pretty new to NU, but I'm thinking about making a pivot core. It's still very much a work in progress and would rather discuss it and hash it out rather than post a specific way to do it.

What I'm thinking is, start with this:


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Scald
- Volt Switch
- Thunder Wave
- Ice Beam (or Heal Bell)

A fairly obvious starting point, but useful none the less. Lanturn can absorb electric moves, check special fire and water users like Magmortar and whatever else, while also checking various other niche threats such as sigilyph's air slash or various icebeam coverage users. It also prevents other volt switches.

Then, for U-Turn users, I've come up with the following possibilities:

Uxie (or Mespirit) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Def or 4 HP / 252 Atk / 252 SDef or 4 HP / 252 Atk / 252 Spe (I haven't crunched the numbers on this last one; you may be able to sacrifice some speed, especially with the Scarf)
Jolly Nature
- Trick
- U-Turn
- Knock Off
- Zen Headbutt / Thunder Wave / Toxic
(If using Uxie, you can sub on reflect / light screen)

This would really depend on what you want for your team; Uxie is more defensive and would probably want to trick off the scarf earlier in the battle so it can be left in more. Mespirit can function pretty well as a purely physical attacker, and with Zen Headbutt instead of Psyshock or Psychic, you can give it jolly nature with no sacrifice. Plus, if you have multiple T-wave users and want to spread paralysis, the flinch chance can be clutch at times. I strongly emphasize using Scarf over leftovers for this duo though, because you can U-Turn off of (and do great damage to) Shiftry. I didn't list this in the EVs above, but if you want to assure your Mespirit can take a knock off, 252 HP / Def is a guaranteed survival (barring crit).

Primeape @ Choice Scarf
Ability: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- U-Turn
- Close Combat
- Rock Slide
- Ice Punch / Rapid Spin

Pretty standard Primeape set. Rock Slide over Stonedge because I have crappy luck and always miss. Ice punch for coverage, or rapid spin if you find hazards are causing you problems.

Scyther @ Eviolite (or Choice Band/Scarf)
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- U-Turn
- Aerial Ace
- Brick Break / Quick Attack
- Knock Off / Pursuit

Eviolite makes Scyther slightly less of a glass cannon, but a 4x weakness to rocks makes him an iffy addition to a pivot team; I wouldn't recommend using unless you have at least 2 spinners/defogs.

Xatu @ Leftovers / Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SDef
Timid Nature
- U-Turn
- Reflect
- Light Screen
- Toxic / Thunder Wave / Psyshock / Night Shade

Screens can come in handy as a pivot team will often be switching into attacks. Light Clay gives you some flexibility on the screens, or you can use leftovers if you're confident about finding ways to get the screens back up. Magic Bounce is also good for scaring away potential hazard set ups, as well as switching into status moves. Xatu goes very well with Lanturn as Lanturn covers the Ice/Electric weakness while Xatu negates Earthquake. Lanturn also covers the flying and psychic weaknesses of Primepae, while Primeape covers Xatu's rock weakness, so that may be a good starting core. Xatu + Mesprit / Uxie is a bit more questionable, as both get decimated by knock off.

Scyther is my least favorite to use, but Lanturn obviously covers its fire/ice/electric weaknesses and scyther its ground, so it's viable if used carefully.


I'm really interested in discussing this team potential further, especially the additional parts to go with it (clerics, etc), but this probably isn't the correct thread for that, so I'll stop here ^^. Let me know what you think!
This isn't quite the correct place for this. This thread is to showcase specific cores, not full teams built around cores. If you would like to get feedback on your team, check out the RMT subforum.
 

CanadianWifier

Run Away With Me
Not like Feraligatr requires that much support to sweep in the first place, but why not land it a hand? :)
(kinda similar to Hollywood's core of GothGear, but ejsdgbsdjgsdkg who cares)

Offensive Core



Gothorita @ Choice Specs
Ability: Shadow Tag
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Psyshock
- Psychic
- Energy Ball
- Hidden Power [Ground]



Feraligatr @ Lum Berry
Ability: Torrent
EVs: 72 HP / 252 Atk / 184 Spd
Adamant Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Ice Punch



Combusken @ Eviolite
Ability: Speed Boost
EVs: 200 HP / 120 Def / 188 Spd
Jolly Nature
- Protect
- Baton Pass
- Swords Dance
- Fire Punch


Okay. This trifecta from hell works by trapping any checks/counters to Gatr with Gothorita, abusing the pokemon goth normally baits out with Combusken, then clean sweeping with Gatr. Lemme explain.

So the first thing you have to know about trapping with Gothorita, (besides the fact that it feels amazing), is that you can generally only switch-into one hit per game, as Gothorita has piss-poor defenses (it gets 2hko'd by scarf sawk - seriously, don't switch directly in). So, if the opponent has more than one pokemon you'd like to trap, you either have to let useless stuff die to gain free switches, or pull some nifty doubles.
With that out of the way, the amount of crap this set traps / weakens significantly is amazing. Assuming you can get a safe switch-in, it can completely trap potential switch-ins to Feraligatr such as: Vileplume, Siesmitoad, Quilladin, Dragalge, Tangela, Feraligatr, Lanturn, Qwilfish, and Weezing. And, even if the opponent fails to have any reliable check to Feraligatr, it still makes itself useful by trapping common pests like: Hariyama, Gurdurr, Probopass, and Sawk.
252+ SpA Choice Specs Gothorita Psychic vs. 252 HP / 4 SpD Vileplume: 366-432 (103.3 - 122%) -- guaranteed OHKO
252+ SpA Choice Specs Gothorita Energy Ball vs. 252 HP / 0 SpD Seismitoad: 568-672 (137.1 - 162.3%) -- guaranteed OHKO
252+ SpA Choice Specs Gothorita Psychic vs. 252 HP / 0 SpD Eviolite Quilladin: 174-205 (53.3 - 62.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothorita Psyshock vs. 252 HP / 0 Def Dragalge: 326-386 (97.6 - 115.5%) -- 87.5% chance to OHKO
252+ SpA Choice Specs Gothorita Psychic vs. 252 HP / 0 SpD Eviolite Tangela: 228-268 (68.2 - 80.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothorita Energy Ball vs. 252 HP / 0 SpD Feraligatr: 262-310 (70 - 82.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothorita Energy Ball vs. 40 HP / 216+ SpD Lanturn: 200-236 (49.8 - 58.8%) -- 72.7% chance to 2HKO
252+ SpA Choice Specs Gothorita Psychic vs. 252 HP / 0 SpD Qwilfish: 542-638 (162.2 - 191%) -- guaranteed OHKO
252+ SpA Choice Specs Gothorita Psychic vs. 252 HP / 0 SpD Weezing: 450-530 (134.7 - 158.6%) -- guaranteed OHKO

252+ SpA Choice Specs Gothorita Psyshock vs. 252 HP / 0 Def Hariyama: 452-534 (91.8 - 108.5%) -- 50% chance to OHKO
252+ SpA Choice Specs Gothorita Psyshock vs. 0 HP / 0 Def Hariyama: 452-534 (105.3 - 124.4%) -- guaranteed OHKO
252+ SpA Choice Specs Gothorita Psychic vs. 252 HP / 4 SpD Eviolite Gurdurr: 386-456 (103.2 - 121.9%) -- guaranteed OHKO
252+ SpA Choice Specs Gothorita Hidden Power Ground vs. 252 HP / 0 SpD Probopass: 212-252 (65.4 - 77.7%) -- guaranteed 2HKO
252 Atk Choice Band Sawk Close Combat vs. 0 HP / 0 Def Gothorita: 191-225 (73.1 - 86.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothorita Psychic vs. 0 HP / 4 SpD Sawk: 422-500 (145 - 171.8%) -- guaranteed OHKO



So, now that you've trapped an opponent's pokemon (potentially a Feraligatr counter), chances are they'll be switching-in 1 of 2 pokemon: Shiftry, or Spiritomb. In either case, you have a very reliable switch sitting there in Combusken. You are literally guaranteed a free Swords Dance as they are forced to switch out, and a free Speed Boost at the end of the turn as well. If their switch-in outspeeds you, or you feel you need to be at +2 +2 to sweep with Feraligatr, you can Protect as long as you're careful about potential Substitute users. On the following turn, you are safe to Baton Pass the acquired boosts to Feraligatr (as the pokemon they switched in to scare out Combusken rarely has many moves to touch Feraligatr - they have pretty different offensive checks) and basically rape face.
The EV spread was something I stole from here on the forum. It allows you to outspeed base 95's after a +1, while maintaining a nice physical bulk allowing it to switch into Spiritomb over and over.

0 SpA Life Orb Shiftry Leaf Storm vs. 200 HP / 0 SpD Eviolite Combusken: 83-99 (26.6 - 31.8%)
252+ Atk Life Orb Shiftry Knock Off (97.5 BP) vs. 200 HP / 120 Def Eviolite Combusken: 79-94 (25.4 - 30.2%)
0 Atk Combusken Fire Punch vs. 0 HP / 0- Def Shiftry: 236-282 (73.5 - 87.8%)

252+ Atk Spiritomb Shadow Sneak vs. 200 HP / 120 Def Eviolite Combusken: 49-58 (15.7 - 18.6%)
+1 0 SpA Spiritomb Dark Pulse vs. 200 HP / 0 SpD Eviolite Combusken: 60-72 (19.2 - 23.1%)
252+ Atk Spiritomb Foul Play vs. 200 HP / 120 Def Eviolite Combusken: 38-45 (12.2 - 14.4%)



Uhm, as for some quick overall set explanations:
- I run both Psychics on Gothorita to be able to hit on both sides of the spectrum, Vileplume+Hariyama, Dragalge+Weezing, etc. (check the calcs if you're still unsure as to why I'm running both). Energy ball is to kill Siesmitoad, and the odd bulky ground type (Sandslash, Stunfisk, etc). HP Ground is there for Probopass and other random Steels (rip magneton).
- Fire punch > Fighting move or Flare Blitz on Combusken to prevent recoil and to hit ghosts, feel free to change it if you really want to. Swords Dance > Bulk Up to take as much advantage as possible of that one free turn I get. The rest is obvi.
- Ice Punch on Gatr as coverage in case a Plume puts Goth to sleep when I try to switch-in / something weird happens, I have a chance to beat its most commonly used counter.



That's about it, thanks for reading!

Now go enjoy Gothorita to its fullest potential before Kokoloko bans Shadow Tag from UU! :(
 
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Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 20 Atk / 252 Spd / 236 SAtk
Rash Nature
- Fire Blast
- Thunderbolt
- Hidden Power [Grass]
- Earthquake


Electivire @ Life Orb
Ability: Motor Drive
EVs: 252 Spd / 252 SAtk / 4 Atk
Naive Nature
- Thunderbolt
- Flamethrower
- Hidden Power [Grass]
- Earthquake


MagVire welcomes you to hell. This offensive core is crazy good, feeding off of each others checks and easily ripping most teams to shreds. With the introduction of Electivire to the metagame, it seems that it simply doesn't hit hard enough to guarantee OHKO's on everything, and Magmortar often lets us down with its slightly depressing 83 base speed. However, when combined, there is not a single team which can ensure that it holds down the pressure of tanking hits from both of these mons. Using the same moveset, they use the exact same tactics to wear down opponents, thus overwhelming their own checks and counters to help the other. Against defensive teams, Magmortar can wipe out a good majority of pokemon since it has such a high special attack often guaranteeing ohko's on even the bulkiest of mons, while being the initial baiter for stuff like Dragalge. This then allows Electivire to sweep. On the other hand, when offensive teams are in play, Electivire is able to abuse its very solid 95 base speed to its advantage, tearing apart most offensive teams with its sheer power and coverage, leaving a devastatingly worn down team in its wake. Overall, while they may not have the best defensive synergy, MagVire has some of the best offensive synergy in the metagame, and can make a useful core to support sweepers such as Feraligatr or Klinklang.
 
[OFFENSIVE CORE]

+


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Roost / Quick Attack


Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Surf
- Hidden Power [Grass] / Baton Pass
- Ice Beam
- Shell Smash

Swellow and Gorebyss create an amazing offensive core. Have you ever tried using Gorebyss, but always get killed trying to shell smash? Has Swellow never quite gotten past that Steelix? Well, these two check eachother's checks very nicely. The only thing you need to watch out for are scarfed rotom's. Basically this is a lure core, Swellow lures in rock types and u-turns into Gorebyss, preferably on the switch so the pink beauty is unscathed. Alot of common switch ins to swellow include Golem, Probopass, Rhydon, Regirock, Steelix, and pretty much any rock or steel type. Then this is where the fun begins, the opponent has 2 options:

1. Attack / phase / whatever to prevent Gorebyss from setting up a shell smash, but they risk their counter to Swellow if you go for surf, allowing Swellow to plow threw their team.

2. Switch out to protect their only Swellow counter, but they risk Gorebyss setting up a shell smash and sweeping their team.
 
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