scorpdestroyer
it's a skorupi egg
approved by Raseri
OP adapted from Shaymin :D in the RU one
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:
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 :]
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.
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.
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
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.
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.
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!
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.
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.
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.
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!
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.
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!
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 ;) )
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.
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.
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.
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).
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.
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.
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 causeeven with Spiritomb still here haunting the tier HAHA NOT ANYMORE it's pretty fun given the right support.
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
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.
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
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.
Stealth Rock / Light Screen / Reflect / Memento
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
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 ;) ).
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
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: