Resource ORAS LC Good Cores

The Avalanches

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OP adapted from boltsandbombers
Art by Mambo


Good Cores – ORAS Edition

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

The ORAS metagame brought with it many viable threats and as a result, even more cores than before are now viable. Post your own cores and why they work, and if good enough reasoning is provided, they will be added to the OP. Please follow this format, with both the description and the usual sets in hide tags:

Post anything from tried and true cores from XY to new cores gaining popularity in ORAS!

Example:

Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Memento / Stealth Rock

Fletchling
Ability: Gale Wings
Level: 5
EVs: 76 HP / 196 Atk / 92 Def / 100 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- U-turn

A classic offensive core, but is still great imo. U-turn allows Fletchling to switch out into Diglett when predicting a switch into a Fletch counter, trap it and take it down. I understand that there are exceptions such as priority attacks, or that the Pokemon you are trapping is scarfed (Chinchou) Although with proper hazard support Digletts sash should keep you safe and let you perform his job. This comes into play, because you can use your Fletchling to lure im opposing counters for it, and take them out with Diglett which gives Fletchling much more space to set up and sweep, or just cause general havoc to the other team without their proper counter.
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The Avalanches

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is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Offensive Cores:

Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Memento / Stealth Rock

Fletchling
Ability: Gale Wings
Level: 5
EVs: 76 HP / 196 Atk / 92 Def / 100 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- U-turn

A classic offensive core, but is still great imo. U-turn allows Fletchling to switch out into Diglett when predicting a switch into a Fletch counter, trap it and take it down. I understand that there are exceptions such as priority attacks, or that the Pokemon you are trapping is scarfed (Chinchou) Although with proper hazard support Digletts sash should keep you safe and let you perform his job. This comes into play, because you can use your Fletchling to lure im opposing counters for it, and take them out with Diglett which gives Fletchling much more space to set up and sweep, or just cause general havoc to the other team without their proper counter.


Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 108 SpD / 200 Spe
Timid Nature
- Sludge Bomb
- Hidden Power [Fighting]
- Destiny Bond
- Shadow Ball

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Acrobatics
- Knock Off

This core is simply but very effectively, Gastly can kill eveything walls Foo like bulky fairies and poison. Foo can easy beat bulky normal types that walls Gastly as Porygon, Munchlax and Lickitung and he checks dark types that can pursuit trap Gastly. Acro Foo can lure fight type that checks Gastly.


Snover @ Eviolite
Ability: Snow Warning
Level: 5
EVs: 196 HP / 120 Def / 24 SpA / 120 SpD / 40 Spe
Bold Nature
- Blizzard
- Hidden Power [Fighting] / Hidden Power [Fire]
- Giga Drain
- Ice Shard

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
IVs: 0 HP
- Substitute
- Hydro Pump
- Dark Pulse
- Blizzard

Everyone and their mother should know this by now, I've plastered it everywhere I possibly can. Bulky Snover checks a bunch of stuff, notably Chinchou and Pumpkaboo, while having enough bulk to act as a reliable switch-in to a plethora of neutral attacks. The Hidden Power varies depending on whether you want to smack Pawniard switch-ins or get rid of Ferroseed, which significantly troubles Carvanha. Special Carvanha still packs a wallop with Hydro Pump and Dark Pulse, and Blizzard is a fantastic coverage move when paired with Snover's Snow Warning. Timid Nature and Substitute allow it to safely get a Speed boost and it can essentially nab a free hit on a possible switch-in. It also allows it to dodge annoying priority from Croagunk and Timburr, as well as status if that should become an issue.


Vulpix @ Heat Rock
Level: 5
Ability: Drought
EVs: 40 Def / 196 SpA / 240 Spe
Timid Nature
- Overheat
- Fire Blast
- Energy Ball
- Hidden Power Rock

Bellsprout @ Life Orb/Eviolite
Level: 5
Ability: Chlorophyll
EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
Modest Nature
- Solar Beam
- Sleep Powder
- Weather Ball
- Sludge Bomb/Growth

This core is pretty basic, and really uncommon nowadays. However, this core is by no means bad. The basic idea is to get up sun with Vulpix (who can also poke huge holes in a team with sun boosted Fire Blasts and Energy Balls), so you can pressure the opposing team with Bellsprout, pretty simple. Bellsprout gets access to two really powerful STABS in Solarbeam as Sludge Bomb, not to mention it also gets Weather Ball! Weather Ball can pretty much beat anything that resists Bellsprout's STABS, so you don't need anymore coverage, which is nice, because now Bellsprout has space for Sleep Powder, so it can beat things that would take a hit or two from it. Overall, Chlorodrought is a pretty powerful strategy if used correctly.


Carvanha @ Life Orb
Trait: Speed Boost
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
IVs: 0 HP
Adamant Nature
- Protect
- Waterfall
- Crunch
- Aqua Jet / Zen Headbutt / Destiny Bond

Gothita @ Choice Scarf
Trait: Shadow Tag
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Psychic
- Thunderbolt
- Energy Ball
- Trick / Hidden Power Fire

Carvanha is still a potent threat in the ORAS metagame, although it has many checks and it is exceedingly frail, its strong STAB combination coupled with its excellent Attack stat and Life Orb make it a frightening sweeper that requires no setting up. Almost all of Carvanha's checks can be trapped and beaten by Gothita; Croagunk, Foongus, Mienfoo, and Timburr are helplessly trapped and taken down with little prior damage by Gothita's STAB Psychic, paving the way for Carvanha to sweep. The core is quite brittle and exceedingly weak to Fletchling, however, so bulky support is required in order for this core to work to its potential.


Mienfoo @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- U-turn

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Acrobatics
- Knock Off

This is a pretty good core I use as a starting point in all of my Hyper Offensive teams. Archen basically acts as a Fletchling switch in, a hazard setter, and a Knock Off spreader, giving our Scarf Mienfoo more leeway to sweep lategame. I also really like leading Archen in Drilbur's face because I can just Knock Off her Eviolite off and then set rocks, basically giving me free rocks and a dead Drilbur.


Azazel (Houndour) @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 196 Atk / 36 SpA / 236 Spe
Naive Nature
IVs: 0 HP
- Fire Blast
- Sucker Punch
- Destiny Bond
- Pursuit

Abaddon (Snubbull) @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 36 Atk / 196 Def / 196 SpD / 36 Spe
Careful Nature
- Play Rough
- Heal Bell
- Earthquake
- Thief

This core is beautiful. Made it around the Missy era when trying to find a new offensive core

Snubbull loves to handle Fighting types (excluding Croagunk) by lowering their Attack stat and stealing their item. Houndour in turn saps up Will-o-wisp and handles Fire / Ghost and certain other speically oriented Pokemon for Snubbull. This core however is not perfect, they both suffer when trying to deal with Croagunk so in turn, having EQ Croagunk and/or ZHB Pancham will help make it easier for this core to shine.


sanic (Dwebble) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Knock Off
- Rock Blast

heyy lmoa (Omanyte) @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Surf
- Earth Power
- Ice Beam

This core is basically made to set up hazards with Dwebble, kill or cripple opposing 'Mons with Rock Blast and Knock Off respectively, paving the way for based Omanyte to sweep. This is a good core for Hyper Offense because Omanyte acts as a powerful win condition, and often sweeps easily late game. Not much else to say.


EleSkit is a very good Sticky Web core to use as a duo to build your Sticky Web teams around. Surskit gets up Sticky Web, and Elekid fires off powerful Life Orb attacks. While Sticky Web doesn't support Elekid too much, due to its already incredible speed , however, Elekid beats things that the opponent might want to lead with to beat Surskit, such as Taunt Mienfoo, Fletchling, boosting Water-types that can threaten an offensive team (like Tirtouga and Corphish), and boosting Fighting-types (such as Bulk Up Timburr and Nasty Plot Croagunk).

Elekid @ Life Orb
Level: 5
Ability: Static
EVs: 240 SpA / 236 Spe
IVs: 0 HP
Timid Nature/Rash Nature
- Thunderbolt
- Volt Switch
- Psychic/Cross Chop
- Hidden Power Ground/Grass

Surskit @ Focus Sash
Level: 5
Ability: Swift Swim
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Hydro Pump/Scald
- Ice Beam
- Protect


LC is a very physically-oriented metagame, to the point where most bulky pokemon invest predominantly in Defense over Special Defense. This core takes advantage of that while also having great synergy overall, plus people seem to vastly underprepare for these two mons, leading to some wins in team preview. It works as follows: Snivy comes in through the flow of battle into something that it likes (that could be Chou, Drillbur, etc) and usually subs turn 1. From there, it can Knock Off (things like Mag, Croagunk, either things that need the BJ for survivability or are piss-weak without the Evio) or Glare (fastmons like Pony which try and outrun), setting the table for other mons on the team. After the sub is broken, it usually comes out; it'll be used again. Bring it in a second time, triggering Berry Juice, and fire off Leaf Storms in most situations. Considering you've weakened their counter / check with the first time Snivy was in, you have a good shot at having Leaf Storms build, meaning you have to be revenged by Snivy enemy #1: Fletchling. Let Fletch KO Snivy for a free move to Omanyte, as Oma Shell Smashes in Fletch's face and usually sweeps the other team. (This also works with Pony vs. Snivy -> Omanyte). Bonus points if you Knock Off Gunk's Evio the first time you come in, then 2HKO with Leaf Storm, killing one of the few true answers to both mons.

Snivy @ Berry Juice
Ability: Contrary
EVs: 156 HP / 236 SpA / 92 Spe
Timid Nature
- Leaf Storm
- Substitute
- Knock Off
- Glare

Berry Juice allows Snivy easy recovery off of subs and taking weak damage, while Contrary is vital for getting Leaf Storm boosts. Timid + 92 Speed to hit 15, which outspeeds Bulkyfoo + other mons; obvious special attack and extra HP as taking hits from Drillbur and Chou is more important than tying Mienfoo / Fast Chinchou. Leaf Storm is a wrecking ball, Sub allows for Snivy to snipe with support moves / play prediction games, Knock Off as purely a support move to weaken checks / counters, and Glare for para on nearly everything.

Omanyte @ Eviolite
Ability: Shell Armor
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Ice Beam
- Earth Power

Typical Shell Smash Helix is really underutilized, wielded properly it can ruin days. Evio gives bulk; Shell Armor stops crits during setup. EVs maximize Speed and power, the fact that Oma hits 13 Speed while Modest is very important as it races by 17 Speed Scarfers like Mienfoo and Chinchou. Smash + Hydro gets kills on even Bulkyfoo, Ice Beam and Earth Power give coverage.


Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Calm Mind
- Wish
- Moonblast
- Protect / Aromatherapy

Diglett @ Life Orb / Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch / Memento
- Substitute / Stealth Rock / Protect / Sucker Punch

The basis of this core is simple: Spritzee has trouble getting past Pokemon that resist its STABs, meaning Steel, Poison, and Fire types. Diglett can trap Steel, Poison, and Fire types, helping to support a successful Spritzee sweep. Of course there are some mons Diglett can have trouble trapping, namely Scarfed Pawniard, Ferroseed, Foongus, and Gastly, so of course this core isn't perfect, but it is a great starting point for teams in this meta.


Tyrunt @ Eviolite
Ability: Strong Jaw
Level: 5
EVs: 52 HP / 124 Atk / 76 SpD / 212 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Stone Edge
- Fire Fang

DD Tyrunt is really an amazing wallbreaker with two powerfuls STABs, only resisted by steel, who are beaten by Fire Fang + Strong Jaw. This pokémon is also a great fletch counter. He has only problems with Fairies, Fighting types and also some steel/normal types who can take a hit and kill/twave him. All the threats are beaten by the mon behind.

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Nasty Plot
- Sludge Bomb
- Focus Blast / Icy Wind
- Vacuum Wave

Nasty Plot Croagunk is also one of greatest NP in this metagame. Croagunk NP is a perfect counter for fairies/fighting, and can even beat steel/normal and take priorities such as Vaacum Wave/Mach Punch and even Ice Shard. Also, he has problems with birds and especially Acrobatics. Birds are lured and now Tyrunt caneasily take an acro and then set up. It's the same for croagunk who can set-up on all the fighting, and rk Pawniard. The coverage is almost perfect.
Focus Blast is you want a second powerful STAB, Icy Wind if you want to beat dril on the switch, who breaks the core, due to the only same weakness ground, who is the only bad point of the core.


Chinchou screws up Fletchling which saves the core from being steamrolled by it. It also lures in and Volt Switches on Pump which is then Pursuit trapped by Houndour if you forgo Dark Pulse. Scald burns wear everything down too, which is, of course, nice. Hound can also pick off Fletchling (if it is at about 13 HP and you get a healthy roll) in the event Chinchou goes down. Chinchou makes the lives of Magnemite and Ponyta difficult, two 'mons who would otherwise really mess with most teams. Snivy in return 2HKOes Porygon (a mon which annoys FF Houndour and Chinchou), opposing Houndours, and most pokemon in general. The provided Knock Off support is greatly loved by both Houndour and Chinchou; Houndour especially capitalizes on this if it gains +1 speed. The last great contribution Snivy has is deterring sticky web, or even actually abusing it with great power. Foongus can be a slight trouble, but if switched into Chinchou on a Volt Switch, it quickly becomes a non issue (at least for the time) thanks to Houndour. Houndour can run about 8 moves viably so it is quite a ain for opposing teams. It's rarity also upps the unpredictability. However the set I left below is imo the best wallbreaker for this core as very few viable things don't get 2HKoed by some combo over the moves. Snivy makes many of these become KOes. And the last 3 team slots can only add to this ability. Remember SR and hazard removal.

Get rid of Fletchling, at least Para pony, kill ghastly, and remove the native scarf mon, get rid of the x4 grass resist, and Snivy wins.
Get rid of most evolites, wear down some fighters, injure a couple of priority mons, kill Pory and Hound wins.
I don't think Chinchou ever cleans up tbh.
jesus

Anarchy (Snivy) @ Berry Juice
Ability: Contrary
Level: 5
EVs: 236 SpA / 252 Spe
Modest Nature
- Leaf Storm
- Knock Off
- Substitute
- Glare

Death (Houndour) @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 36 Atk / 196 SpA / 36 SpD / 236 Spe
Hasty Nature
IVs: 0 HP
- Fire Blast / Flamethrower
- Sucker Punch
- Pursuit / Dark Pulse
- Flame Charge

Pestilence (Chinchou) @ Eviolite / Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpA / 72 Spe
Bold Nature
- Rest / Heal Bell
- Sleep Talk / Hidden Power [Ground]
- Volt Switch
- Scald


Agility Porygon is an incredible late game cleaner in this meta because high special attack and good coverage, mixed with good defense even without eviolite. Cottonee gives many possibility for setting up an Agility because his access to Encore, Memento plus Prankster

Porygon @ Life Orb / Eviolite
Ability: Download
Level: 5
EVs: 68 Def / 240 SpA / 200 Spe
Modest Nature
- Agility
- Tri Attack
- Psychic
- Hidden Power [Fighting]

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 116 Def / 196 SpD / 160 Spe
Timid Nature
- Encore
- Memento
- Dazzling Gleam / Tailwind
- Knock Off / Stun Spore / Giga Drain


Mienfoo @ Choice Band
Trait: Reckless
Evs: 236 Atk / 36 Def / 236 Spe
Nature: Jolly
- High Jump Kick
- Drain Punch
- U-Turn
- Knock Off

This is the legend Bandfoo, Jolly for speed and power for power. Band is better than LO; you dont have Regen to prevent being worn down, and Band nets some 2HKOs that are important. Reckless turns this into a monster, hitting unfairly hard with HJK. Moveset is easy, U-turn in case you need to get out, Knock Off for Ghosts and stuff, Drain Punch if you're shook bout a Gastly switchin or something, and HJK to take lives.

Fletchling
Trait: Gale Wings
Evs: 156 Hp / 196 Atk / 92 Def / 60 Spe
Nature: Adamant
- Acrobatics
- Swords Dance / U-Turn
- Roost
- Tailwind

Pretty easy set, normal evs + standard Gale Wings, Acro to do fletchling stuff, SD in case a sweep opens, I slashed U-turn in case you're a vturn player (i play this core more on HO), Roost for recovery. Tailwind helps Foo bone everything endgame and supports the rest of the team.


This is a simple U-Turn + Trap core, being what Diglett does best. Larvesta tends to struggle taking on bulky Fire- and Rock-types such as Omastar, Ponyta, and some other Pokemon such as Chinchou and as they come in to take hits from you, you can U-Turn out into Diglett and pick up a kill. Diglett struggles to take on bulkier Pokemon such as bulky Mienfoo and Spritzee, which Larvesta can come in on, cripple with Will-O-Wisp, and wear down with Flare Blitz or U-Turn with the ability to heal with Morning Sun.
Importable

Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 80 HP / 236 Def / 156 SpD
Impish Nature
- U-turn
- Flare Blitz
- Will-O-Wisp
- Morning Sun

Diglett @ Life Orb
Ability: Arena Trap
Level: 5
Shiny: Yes
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Substitute
- Earthquake
- Rock Slide
- Sucker Punch


Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 9 HP
- Protect
- Waterfall
- Destiny Bond
- Crunch

Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 196 HP / 196 Def / 116 Spe
Impish Nature
- Copycat
- High Jump Kick
- Blaze Kick / Protect
- Toxic

This is something I've been playing around with, it's meant to be a dual cleaner core, mainly focusing on Riolu. Carvanha helps to lure in things that Riolu cannot deal with, like Foongus, Spritzee, Vullaby, etc while also managing to check Pokemon like Larvesta, Ponyta, etc. Meanwhile, Riolu helps deal with things like Ferroseed and can kill Fletchling. It also lures in Spritzee, and can beat Calm Mind Spritzee with Toxic. Blaze Kick can be used to deal some damage to Foongus, but I haven't found it to be too useful yet. It's also useful in being a psuedo-hazard setter and psuedo-hazard cleaner, due to Copycat. It's also pretty cool in that it can beat Abra, even more so due to how Abra has stopped running Protect. ITS ALSO CUTE AS FUCK. Obviously this core is nowhere near a defensive core, it can lose greatly if you lose offensive pressure, while also sometimes not providing as much offensive support as needed. Some cool teammates are things that can take care of Pokemon like Grass-types, like Foongus or Chespin. Archen is kinda cool to help, as it provides Stealth Rock or Defog so Riolu doesn't always have to Copycat and make the plays, while also beating some Fighting-types that the core can struggle with. Knock Off support can be good too, however it isn't as needed as Carvanha can Destiny Bond any key threat that Riolu or the team doesn't want to deal with, so I tend to sac it early unless Carvanha can actually clean. All in all this core is really cool just clean up with, as your options are actually suprisingly varying


I would like to post this under offensive cores. It is Shell Smash Omanyte, HP Fire Gothita, and SR Pawniard. Shell Smash Omanyte is an amazing sweeper with high special attack that sets up on things like Fletchling and Ponyta. However, it struggles to break through some stuff, most notably Ferroseed, who takes any hit and can KO with Bullet Seed. Here comes Gothita, who can trap Ferroseed and kill it with HP Fire. Gothita can also trap Fighting types, who can threaten Omanyte's sweep. Sometimes, Omanyte and Gothita need some chip damage to KO some threats. Here comes Pawniard, who can Knock Off items, set up Stealth Rock, and can beat stuff like Abra or Cottonee, who can pose a threat to the core. And that's the core! Some suggestions people have gave are to add a Snubbull/Spritzee, as this core struggles with Fighting types. A fighting type can also help, checking dark types and also hurting Ferroseed. Have fun with the core!

Omanyte @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Earth Power
- Ice Beam

Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
Shiny: Yes
EVs: 28 Def / 240 SpA / 240 Spe
Modest Nature
- Hidden Power [Fire]
- Psychic
- Energy Ball
- Trick

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 160 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Stealth Rock


Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 40 SpD / 236 Spe
Adamant Nature
IVs: 0 HP
- Waterfall
- Crunch
- Aqua Jet / Zen Headbutt
- Protect

Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 40 Atk / 200 SpA / 236 Spe
Rash Nature
IVs: 0 HP / 30 Atk / 30 SpA
- Substitute
- Fire Blast
- Hidden Power [Grass]
- Rock Slide / Low Kick

The core can, at the first view, looks very strange. Probably because Torchic is not used as an offensive task. However, he has a good 70 spatk, coupled with life orb and a powerful Fire Blast. The only thing that make him underrated as an offensive threat is its lack of movepool with only Fire STAB + HP. But he has some interesting coverages move. Torchic has too a really decent atk that will help it to lure some supposed counters. I posted some interesting calcs in the Innovations thread, check it if you want more informations. I just let two calcs in order to show him how powerful is this :

196+ SpA Life Orb Torchic Fire Blast vs. 0 HP / 36 SpD Eviolite Mienfoo: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO
196+ SpA Life Orb Torchic Fire Blast vs. 236 HP / 76+ SpD Eviolite Porygon: 12-16 (46.1 - 61.5%) -- 68.4% chance to 2HKO

So, now I can present the core.
The point of the core is that this is a finisher core for Heavy Offense. Let's see some carvanhas counters and checks.

- Fightings, Croagunk and Mienfoo mostly.
- Fairies, mostly Cottonee
- Grass types such as Foongus and Ferroseed.
- Fletchling before 2 SR (with AJ)

And mons that Offensive Torchic has troubles to deal with :

- Munchlax (Without Low Kick).
- Skrelp and Tentacool (Even if you can play HP Ground but imo it's inferior.)
- Archen and Ponyta (without Rock Slide)
- Fletchling

We can see that even if it's not perfect, Torchic and Carvanha have a really good offensive synergy. Torchic wrecks grass and fairies types + his biggest counter Croagunk. Also he can 2HKOes all the carvanha's counter without any exception. Carvanha breaks Ponyta and Archen if you chose to do not play with Rock Slide (Though RS is probably better than low kick imo.), does like 75% with Munch if RS, and either help you to destroy Skrelp with Zbutt, either kill Fltechling after two SR, helping torchic's sweep.

The core need a little support in the form of a Fletch counter and Stealth Rocks.Archen is probably one of the best teammates for the core in the current metagame. Also a trapper such as Diglett(SR, trap Skrelp and Tentacool), Gothita(Trap Skrelp, Tentacool and Fightings) or even Pursuit Cranidos (A really cool set submitted by Amaura, check it in the innovation thread) in order to counter Fletchling + Pursuit and then kill him later with AJ.

Also you can replace Carvanha by a standard SD Corpish but I personally prefer Carvanha, cuz he does not need to set-up, and because the name of Torphish is ugly as fuck.


Chew weed~ (Pancham) @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 140 HP / 180 Atk / 100 Def / 52 SpD / 12 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Parting Shot
- Zen Headbutt

Sanic! (Zigzagoon) @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 28 Def / 108 SpD / 36 Spe
Adamant Nature
- Extreme Speed
- Thief
- Gunk Shot
- Belly Drum

Offencive core:
This is literaly as close of a zigzagoon core as you could get, while yes i know making a full team with diglett,cottonee and other support pokes to make the set up of zigzagoon optimal, This core, can basicaly allow most of that already.In fact this core can be put on so many Offencive teams, especialy well on trapper teams that normaly ask for mienfoo, can get this poke as support aswell + ballenced teams(the core is offencive tho): you can place this core on allot of ballenced teams especialy the once with momentum/gothita :3
Pancham covers ziggz checks and ziggy pancham's if it set up easy as that.
This core's point however isn't to sweep with just ziggy, meaning you have support and room to sweep with others aswell.

Other info:
Normaly pancham suits well on bulky offencive teams that need easier set up/momentum but this team can make use of it anyway ^_^.

While there are allot of flaws this core shows the most optimal for 1 partner to allow a ziggy sweep or atleast a 2 free kills
Coverage: Pancham deals with any check(pawniard,sturdy juicers and more) to zigzagoon with super damage can can scout AND allow easier set up for zigzagoon
zigzagoon in return can deal with fletchling, gothita, (potentialy abra if you are max HP) and spritzee
only pokes that can block this combo deal with pancham before the ziggy set up OR are:
abra(if ziggy receaved 50% damage or more), archen Offencive archen is able to KO you back :/
Yes set up like SR from another poke is very very helpfull.
For this:
defencive tirtouga OR bulky pawniard can fill the slot very well these are both on preference but i chose those because these deal with archen aswell


Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Seed Bomb / Thief
- Protect / Thief

Zorua @ Life Orb
Ability: Illusion
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
IVs: 19 HP
- Knock Off
- Sucker Punch
- U-turn
- Memento

OR

Zorua @ Choice Scarf
Ability: Illusion
Level: 5
EVs: 156 Atk / 116 SpA / 236 Spe
Lonely Nature
- Knock Off
- Pursuit
- Extrasensory / HP Fite
- U-turn / Memento

Everybody knows Ziggy is a threat, but like, what stops it?? Stuff like Gastly, Pawniard, Timburr, the likes. That's where Zorua comes in! Make Zorua pose as Ziggy, and the opponent will automatically send in their premier Ziggy Check™. Should you elect to use Life Orb Zorua, you can utilize such things as Sucker Punch and Memento to remove Gastly and allow Ziggy to set up on a -2 -2 opponent. On the other hand, the Choice Scarf set is guaranteed to demolish any Gastly, and can surprise mons like Timburr or Pawniard with appropriate coverage. Zorua is also generally good as a Dark-type attacker, and since it shares Fighting-type checks with Ziggy, it can wear them down. Just don't Memento on Pawn and you should be having a nifty lil time


Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Aqua Jet
- Crabhammer

Gothita @ Choice Scarf
Ability: Shadow Tag
Level: 5
EVs: 240 SpA / 240 Spe
Modest Nature
- Psychic
- Trick
- Thunderbolt
- Hidden Power [Fire]

i've been spreading this everywhere, it really is a fantastic core. Corphish just destroys teams in this meta, and gothita supports it well, removing ferroseed, fighters (mostly croagunk), and foongus.


Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 36 Def / 196 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Shell Smash

Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Substitute

sheldig is great, use it. shellder is one of the best cleaners in the meta being able to setup up on a lot and is stopped by really little (OHKOs standard mienfoo after rocks!). Simple to use, diglett is broken, shellder is useful even if it doesn't sweep, and is one of the few sweepers who isn't hindered by fletchling.


Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 196 Atk / 76 Def / 236 SpD
Adamant Nature
- Bulk Up
- Synthesis
- Seed Bomb
- Drain Punch

Topito (Diglett) @ Life Orb/focus sash
Ability: Arena Trap
Level: 5
Shiny: Yes
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Substitute/Memento

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 52 Def / 72 SpA / 76 SpD / 220 Spe
Timid Nature
- Volt Switch
- Scald
- Hidden Power [Ground]
- Sucker Punch

Chespin bulk up is a good set, but people can stop it easy with fire or poison types. Diglett trap both and if you run memento, give a chance to chespin to use bulk up and sweep.
Chinchou stop flying and fire types.



Amaura @ Choice Scarf
Ability: Refrigerate / Snow Warning
EVs: 60 HP / 220 SpA / 228 Spe
Modest / Timid nature
- Hyper Voice / Blizzard
- Earth Power
- Thunderbolt
- Ancient Power

OR

Amaura @ Berry Juice
Ability: Refrigerate
EVs: 60 HP / 220 SpA / 228 Spe
Modest / Timid nature
- Hyper Voice
- Earth Power
- Substitute
- Thunder Wave / Rock Polish


Croagunk @ Eviolite
Ability: Dry Skin
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off

Amaura's Ice-type STAB moves are crazily strong, and it is a good Pokemon, despite the enormous amount of weaknesses it has. Croagunk can take on all of the Water-types that Amaura hates in addition to consistently beating many of the Steel-types in the tier with Drain Punch. Its typing even lets it take on some of the common Fighting-types in the tier, using Sludge Bomb to wear them down after Knocking Off their Eviolites. Upon Croagunk weaking its checks, Amaura can simply run through opposing teams late-game with its powerful STAB options. Amaura helps out Croagunk too, as it is a reliable switch in to Fletchling and can threaten most other Flying-types too. This core is weak to Fire-types, but that can be easily patched up.


A frail as fudge three mon core that's all about statusing and abusing said status

Ribberto (Froakie) @ Berry Juice
Ability: Protean
Level: 5
EVs: 152 Atk / 104 SpA / 188 Spe
Naive Nature
IVs: 0 HP / 30 Atk / 30 SpA
- Toxic Spikes
- Scald / Hydro Pump
- U-turn
- Hidden Power [Grass] / Ice Beam / Taunt

> Hazard Froakie has a lot of utility in being one of the only non-Poison mons without TSpikes, however Protean DOES change its typing to Poison for that turn. Beware.
> Scald's still Scald, free 30% burn
> U-Turn allows for an easy escape and more opportunity to set up or start ruining lives
> HP Grass is trouble for Water Types, but Ice Beam hits Grass / Flying. Taunt is a freebie with being so "fast"
> 14/14 Offenses + Protean gives some meat to your attacks, 17 Speed is super common but you still get to outpace defensive mons which is important.

Goliath (Helioptile) @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 12 Def / 192 SpA / 92 SpD / 196 Spe
Timid Nature
- Glare
- Volt Switch
- Surf
- Hidden Power [Ground]

or

Slizard (Helioptile) (F) @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 4 HP / 192 SpA / 92 SpD / 196 Spe
Timid Nature
- Thunderbolt / Thunder
- Surf
- Glare
- U-turn

> Special Helio has better coverage but can be blocked out from retreating from Grounds and Elec absorbing mons
> 15 SpA ensures as much damage as possible
> Glare paralyzes all except Elecs + Limbers
> Thunderbolt / Thunder = accurate / powerful

Carcinogen (Gastly) (F) @ Berry Juice
Ability: Levitate
Level: 5
EVs: 116 HP / 196 SpA / 196 Spe
Timid Nature
- Hex
- Venoshock
- Substitute
- Disable

or

Brittney Brittney (Gastly) (F) @ Berry Juice
Ability: Levitate
Level: 5
EVs: 200 SpA / 200 Spe
Timid Nature
- Hex
- Venoshock
- Substitute / Sucker Punch
- Hidden Power [Fighting]

> Hex and Venoshock double in power when the target is statused (Poisoned in Venoshock's case) making them 130 BP attacks, perfect to break apart the opposition
> SubDisable allows you to "stall" out Knock Off users who cant really hit Gastly and also keep it alive versus monoattacking opponents as well
> Substitute and Sucker Punch allows you to play with Pawniard and lull it into letting you KO it with HP Fight


Since this thread is kinda dead I'm gonna try to revive it with this epic core i made up while dreaming. (ye i dream of pokemon sometimes it's not weird )

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 120 HP / 84 Atk / 112 SpA / 192 Spe
Mild Nature
- Hidden Power [Fighting]
- Pursuit
- Explosion
- Sludge Bomb

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Calm Mind
- Wish
- Protect
- Moonblast

I used this core vs queenofluvdiscs in lc open I think (and won :d), and the core has shown lots of success on ladder as well.
Pretty much, spritzee sweeps, and stunky deals with some of its checks/counters such as pawniard with hp fight, ghastly with pursuit, and even croagunk with explosion!!!!
A good addition to this core would be goth as it can trap mons this core is weak to such as skrelp and foongus.
I'd like to see what the rest of you think of this core and how i could improve it Oo
e: this is my first time posting in this thread so don't bully me for not writing an article on a core D:


This is a nice and simple offensive FWG core made around the monster that is Life Orb Torchic. As we all know, LO Torchic is a great wallbreaker or late-game cleaner, but it needs some support, like hazard removal. Staryu to the rescue, Rapid Spinning the hazards away while absorbing status thanks to Natural Cure, having realiable recovery in Recover, and keeping a good offensive presence. To complete the FWG core, I added my favorite LC Grass type, Snivy, who can wallbreak with Leaf Storm and just be a total badass. (Also late-game cleaner, especially if Chic passes Speed Boosts to it) Overall, this core's weaknesses, like Fletchling, can be compensated for by teammates and overall this is an excellent FWG core that has amazing offensive presence and also using one of my favorite LC mons, Torchic! Enjoy!

Sets (close)

Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 36 Def / 200 SpA / 36 SpD / 236 Spe
Modest Nature
- Fire Blast
- Hidden Power [Grass]
- Protect
- Baton Pass

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 36 HP / 200 SpA / 240 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Recover

Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Synthesis
- Glare
- Hidden Power [Flying] / Hidden Power Ground



Elekid @ Life Orb
Ability: Vital Spirit
Level: 5
EVs: 240 SpA / 236 Spe
Timid Nature
IVs: 1 HP / 30 Atk / 30 SpA
- Thunderbolt
- Volt Switch
- Psychic
- Hidden Power Grass

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Stealth Rock / Pursuit

It's no secret that I am hugely obsessed with Elekid lately, and I've slapped it on many teams in that time. Pawniard is an excellent partner to it, as it provides Knock Off and Stealth Rock support, vastly softening the Fighting-types that switch into it, allowing Elekid's strong Special Attacks to pick them off. Elekid's lightning-fast Speed tier and access to Volt Switch allow it to punish its specially-bulky switch-ins, particularly Cottonee, Spritzee, and Pumpkaboo, by bringing Pawniard directly in. Although this core is desperately weak to Ground-type attacks and can't switch into Fighting-type attacks, this can be patched up with a Fairy-type, particularly Cottonee, as it provides further Knock Off support as well as a means to defeat Chinchou, while Elekid and Pawniard do a great job of beating up birds. Pursuit or even Brick Break are viable alternatives for Pawniard if it does not require the slot for Stealth Rock.



Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Superpower

Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 4 HP / 212 Atk / 92 Def / 180 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Zen Headbutt
- Shell Smash

Ahh, one of my favorite cores of all time, popularized back in X/Y by SuperPowerDude. The main idea here is that Corphish and Tirtouga share many of the same checks and counters, so you use Corphish throughout the game to weaken the opposing grasses and stuff to ease a sweep in the end game with Tirt. Corphish is running it's standard set, but for this core I personally like using Superpower over Dragon Dance and Swords Dance, due to it's ability to lure in and kill Ferroseed after Knocking Off on the switch, which makes the sweep for Tirtouga much easier. For this core Tirtouga is very customizable, being able to run either BJ Sturdy or SS Solid Rock, as well as being able to run a variety of different moves such as Aqua Jet or Earthquake, I just put what I personally feel is the most consistent of the sets up above. After a Shell Smash, Zen Headbutt is able to OHKO Foongus after a Knock Off from Corphish and it has a 50% chance to OHKO standard fast Mienfoo, and Stone Edge and Waterfall are powerful STABs, capable of destroying most things in Tirts way at +2. What this core generally wants from it's four other team members is a consistent way to break Abra's Focus Sash, Stealth Rocks, more Knock Off, possibly from a fighter to help with opposing Pawniard, to weaken things like Spritzee, and some switch-ins to Grass and Electric Type attacks.


I have been loving this core lately. While the sets are interchangable, I feel like this core works best with Choice Scarf Snow Warning Amaura + Blizzard Special Vanha, as Snow Warning makes Blizzard 100% accurate on Vanha, and Blizzard from Special Vanha is an OHKO on Cottonee, which is pretty huge. Amaura also protects Carvanha from Fletchling and other Flying types, and is also an additional answer to Grass types, although it's not the best one. Carvanha can help break walls so Scarf Amaura can clean up late-game, and if it can't, well, Vanha's always there! Good partners for this core are a Fighting answer, as this core gets demolished by Timburr and Croagunk, and probably a Fighting type too, as the core is also weak to Pawniard. Overall, I really like this core, as Amaura needs more love, and Special Vanha is bae!

Sets (close)

Amaura @ Choice Scarf
Ability: Snow Warning
EVs: 60 HP / 220 SpA / 228 Spe
Modest Nature
- Blizzard
- Earth Power
- Thunderbolt
- Ancient Power

Carvanha @ Life Orb
Ability: Speed Boost
EVs: 236 SpA / 36 SpD / 236 Spe
Modest Nature
- Protect
- Hydro Pump
- Dark Pulse
- Blizzard


Fletchling and Shellder are two pokemon which share common counters that are fairly easy to wear down (Magnemite, Honedge, and Pawniard namely). Overheat puts both into range of Shellder's attacks and helps to break the common checks for Shellder. Tirtouga and Chinchou can also be problematic for Shellder's sweep, however Fletchling is able to inflict enough damage on either to put them into Shellder's OHKO range. Additionally, Archen is easy set up bait for Shellder making Fletchling counters somewhat of a liability midgame. After a boost, often Fletchling forces the opponent to play into being swept by Shellder, such as taking 60% to Porygon. Generally if one fails to sweep, the other manages to clean up the mess. Good offensive core that dominated voltturn and thus the ladder. Splash in some Stealth Rock and Knock Off and maybe even some Memento and you're set. They slot into offense teams rather easily providing utility is not needed in their place, so just try them out and you'll get a solid performance.

Fletchling
Ability: Gale Wings
Level: 5
EVs: 160 HP / 196 Atk / 92 Def / 36 SpA / 24 Spe
Naughty Nature
- Swords Dance
- Acrobatics
- U-turn
- Overheat

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 196 Spe
Adamant Nature
- Icicle Spear
- Shell Smash
- Rock Blast
- Ice Shard
 
Last edited:

The Avalanches

pokemon tcg
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Balanced Cores:

Porygon @ Eviolite
Ability: Trace / Download
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Recover
- Tri Attack
- Ice Beam / Psychic
- Thunder Wave

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 SpA
Bold Nature
- Wish
- Protect
- Aromatherapy
- Moonblast

+ Fighting-type (Timburr, Pancham, or Mienfoo

This is a pretty well known core, so I shouldn't have to explain much, but basically these two have the ability to check a good portion of the metagame through their sheer bulk alone. Between the two, Shell Smashers, Abra, Gastly, Fighting-types, Fletchling, Chinchou, Carvanha, Vullaby, etc are all checked. Spritzee also provides a Fighting-type check for Porygon and cleric support, and Porygon handles the special attackers that can overpower Spritzee. The PorySpritz portion has trouble with Steel-types, so a Fighting-type should be added to make it function better. The best options are Timburr, Pancham, and Mienfoo. Which one you pick really just depends on the rest of the team. If you need help against offense pick Timburr, if you have trouble with walls, go with Pancham, and if you have trouble against balance/bulky offense or have some VoltTurn component, try out Mienfoo. I personally prefer Timburr for a reliable sweeper, but Pancham can beat poison-types including Croagunk, which can also give the core trouble if Porygon lacks Psychic.

edit: this would prolly go under balanced cores or defensive if you really wanna push it that way


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 36 Def / 196 SpD / 236 Spe
Jolly Nature
- Drain Punch
- U-turn
- Knock Off
- Fake Out / Taunt / High Jump Kick / Stone Edge

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting] / Hidden Power [Fire] / Clear Smog
*if using Hidden Power Fire, change the Attack IV to 2, otherwise you'll end up with a different Hidden Power

This is a pretty standard core that I'm sure most people know about by now. The point of the core is to stay healthy throughout the game by using Regenerator to recover health. Both of these Pokemon can also place pressure on the opposing team, despite neither having any offensive investment. Mienfoo's Drain Punch is moderately powerful, and it has nearly perfect coverage between Drain Punch and Knock Off. Knock Off by itself isn't a bad move either, since it cripples both offensive and defensive teams. U-Turn is a great move on Mienfoo, since it allows it to both gain momentum and recover HP at the same time. The final move on Mienfoo is a bit of a toss-up and is really based on the rest of the team. Fake Out can be used to break Sturdies and provide chip damage. Taunt allows Mienfoo to check many setup sweepers and bulky Pokemon. High Jump Kick can be used for sheer power, especially since Mienfoo can recover most of the damage from a missed High Jump Kick with Regenerator. Stone Edge gives it the ability to hit Pokemon like Fletchling and Ponyta, both of which like switching into the core. Foongus provides pressure in a slightly different manner, using Spore to force switches. However, once Spore has been used, Foongus is not dead weight- its excellent typing lets it check Fighting types and Chinchou. Giga Drain and Sludge Bomb do reasonable damage, but are mainly there for the utility of recovering health and a chance to poison, respectively. The final move, once again, is really dependent on the rest of the team. Hidden Power Fighting lets it threaten Pawniard, who is very fond of switching in on Foongus. Hidden Power Fire lets it hit Pawniard, but not as hard, while covering Ferroseed better. Clear Smog can be used to stop setup sweepers, but Foongus' low Speed means it will have to take a hit before it clears the opponent's boosts. All in all, this is a very solid core that many people have had success with, and it's excellent for newer players since Regenerator makes it more forgiving if the player makes a mistake. Options to use with this core include checks to Fletchling and Abra, both of which hit both members of the core for super effective STAB damage.


Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SpD
Bold Nature
- Encore
- Substitute
- Dazzling Gleam
- Stun Spore

Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 HP / 228 Atk / 96 Def / 80 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Rock Slide
- Aqua Jet

This is a great core, both defensively and offensively. Cottonee is threatened by Poison, Fire and Flying, all of which defensive Tirtouga can handle with ease. Tirtouga is mainly hit hard by Fighting, Grass, Electric and Ground, all of which can be handled by Cottonee. That by itself is a solid core, but Croagunk glues it together, providing a great switch into something that has the potential to threaten either of them, like Pawniard, and either force it out, or threaten it with priority (VWave), strong STAB (DPunch and SludgeBomb) or Knock Off. The given sets let all 3 Pokemon take a variety of hits, especially Tirtouga, who can live practically anything on the physical spectrum with Solid Rock + Eviolite.


Aight so this Stunky/Timburr core is fairly straight forward. Gastly, Gothita, and in particular Abra give Timburr heaps of trouble, and even though people love pointing out that timburr can be bulky enough to live a psychic, it then is incapable of sweeping. Stunky's job is to remove those pesky mons through pursuit trapping (and to a lesser degree fairies through sludge bomb), and it can also provide Memento support to pave the way for a Bulk Up sweep.
sets

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 16 HP / 12 Atk / 224 Def / 68 SpA / 188 SpD
Sassy Nature
- Sucker Punch
- Pursuit
- Defog/Memento
- Sludge Bomb

Charpenti (Timburr) @ Eviolite
Ability: Guts
Level: 5
EVs: 76 HP / 196 Def / 236 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch


Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Knock Off
- Drain Punch
- U-turn
- Taunt

Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Rest
- Sleep Talk

Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 80 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp

Speaking of classic cores, lets get straight to it. This is a VoltTurn offensive core, and in my opinion one of if not the best playstyle in the current metagame. Once this set grabs the momentum, it's barely stoppable. They can force multiple switches and rack up damage on the foe, all while having full control over the momentum of the match. The three Pokemon synergize well, handling eachothers checks and counters nicely. I chose which what i believe to be the best Chinchou set, however, Scarf or Berry Juice set would work as well.


The goal of this core is to set up boosts with Drifloon and then pass it to Chinchou, and hopefully cut a hole into the opposing team. Chinchou is a great recipient because it resists a lot of Drifloon's weaknesses, such as Electric and Ice, and it can take a Knock Off or a Stone Edge. Drifloon can use either Calm Mind or Stockpile as a boosting move, Calm Mind being used mainly to achieve high damage, while Stockpile is just a general utility to support your entire team; not just Chinchou or any other recipient you might have paired with it. Things I suggest you set up on could be Abra, Snubbull, Ferroseed (Chinchou can't touch it though, Vulpix is a fun recipient too!).

evora evora evora (Drifloon) @ Berry Juice
Ability: Unburden
Level: 5
EVs: 36 HP / 164 Def / 84 SpD / 196 Spe
Timid Nature
- Calm Mind
- Shadow Ball
- Will-O-Wisp
- Baton Pass

formidable (Chinchou) @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 232 SpA / 224 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Dazzling Gleam
- Thunderbolt


Combustion (Skrelp) @ Eviolite
Ability: Adaptability
Level: 5
Shiny: Yes
EVs: 116 Def / 196 SpA / 116 SpD / 80 Spe
Modest Nature
- Scald
- Sludge Bomb
- Hydro Pump
- Toxic Spikes

Peekaboo (Pumpkaboo-Super) @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 32 Spe
Careful Nature
- Bullet Seed
- Will-O-Wisp
- Leech Seed
- Synthesis

Skrelp, Pumpkaboo Balanced Core
The idea here is that Skrelp hits like a truck with STABs and can force switches pretty easily. I believe that Toxic Spikes is one of the most effective hazards in Little Cup currently as well; Skrelp can lay down spikes predicting switches or just spread status in general (main reason why sludge bomb is being used over sludge wave). Pumpkaboo pairs well with Skrelp not just because of typing synergy, but also because it is one of the best spin blockers in the tier. Add this to its decent special bulk, and Pumpkaboo can take hits pretty well from Abra or Drilbur and return a Bullet Seed or Synthesis up the damage.


This is a core that aims to keep hazards like Spikes, Stealth Rock, and Sticky Web on the field. It's fairly common, and for good reason- it is very good at what it does. LC is a difficult tier to keep hazards up in, due to the large amount of Defoggers in the tier. There are also many viable Rapid Spinners, which means spinblocking is quite difficult as well. There are, however, two Pokemon in the tier that can do one of those things: Pawniard is an excellent Defog deterrent, and Pumpkaboo is the premier spinblocker. The construction of this core is simple, in that it just combines the two to deter your opponent from removing hazards. Pumpkaboo beats the most common spinners: it only loses to Staryu if it gets frozen, Drilbur if it switches in on LO Shadow Claw (which is rare, to say the least) or if it already has an SD and has Shadow Claw, in which case Pumpkaboo must still have either taken chip damage or switch in to lose, and Sandshrew has no chance to beat it outside of critical hits. Pawniard, similarly, stops most of the common Defoggers in the tier- Vullaby and Archen both lose to it. This core also has some decent type synergy, with Pumpkaboo being immune to the Fighting-type moves that threaten Pawniard. Good teammates for the core are a Pokemon that resists Fire-type attacks, since both are weak to those attacks (Ponyta is especially annoying), and Pokemon that set hazards, like Trubbish and Dwebble.

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 44 HP / 196 Def / 236 SpD / 28 Spe
Careful Nature
- Shadow Sneak
- Will-O-Wisp
- Bullet Seed
- Synthesis


This is a pretty solid core I've been toying around with the past few days, and it's been giving me good results. The core in itself is pretty simple. Ferroseed sets hazards for Corphish to clean up late game. But don't forget, Ferroseed helps Corphish set up easily, because Ferroseed beats things that Corphish can't take on, like Elekid, Chinchou, or Foongus, for example. Corphish can also set up on things that would normally beat Ferroseed, like Mienfoo, (possibly Scarf because Taunt prevents set up) Fire-types like Houndour, and other mons. With Ferroseed's help, Corphish can set up late game with impunity and sweep.

Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Leech Seed
- Bullet Seed
- Stealth Rock
- Protect


Pancham @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 16 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Parting Shot
- Zen Headbutt

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 236 Atk / 76 Def / 196 Spe
Adamant Nature
- Brave Bird
- Knock Off
- Roost
- U-turn

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Will-O-Wisp
- Morning Sun

This core focuses on weakening opposing walls and taking them out with Ponyta and Pancham as effective wallbreakers. Offensive Vullaby checks a lot of threats on its own, including but not limited to Foongus, Croagunk, LO Abra, and Gastly. Its Knock Off is powerful enough to soften up walls by getting rid of Eviolite, and can always turn out to Pancham against Pawniard and other Fighting-types (bar Croagunk, Pancham wins 1v1s with Foo and Timburr most of the time with or without Eviolite) or into Ponyta to check Fairies and Will-o-wisp users, which would otherwise ruin this core. Spin support is recommended for this core, because while Pancham resists SR, offensive Vullaby does not carry Defog and SR can weaken Ponyta's walling potential. Tentacool and Drilbur make good partners, because the former has key resists to Water, Fairy, and immunity to Toxic, and the latter has the power to muscle through Sturdy sweepers, which this core has trouble with if Pancham ever faints or becomes crippled.


Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

Vullaby (F) @ Eviolite
Ability: Overcoat
Level: 5
EVs: 156 Atk / 156 Def / 76 SpD / 116 Spe
Adamant Nature
- Brave Bird
- Knock Off
- U-turn
- Roost

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 116 Def / 196 SpA / 196 Spe
Modest Nature
- Hydro Pump
- Scald
- Sludge Wave
- Thunderbolt

what completely shuts down a bulk up timburr?

-foongus
-cottonee
-spritzee
-snubbull
-other poison types such as skrelp and croagunk can be annoying

Vullaby hardwalls foongus, and an offensive set really helps to pressure the opposing team, especially gaining momentum with U-turn
Vullaby also pretty much hardwalls Croagunk, who could annoy Timburr
Skrelp switches in on Cottonee and Spritzee without a second thought, ready to wallbreak with its massive power
Snubbull is still a little annoying with TWave+EQ, but skrelp is running speed to outspeed standard snubbull so it's less annoying
Skrelp is also running TBolt so it can beat opposing Skrelp - HP Fire isn't that necessary as Timburr is beating Ferroseed anyway
Basically, an amazing Bulky Offense core, which takes advantage of BU Timburr's counters to put the opponent in a bad position whenever Timburr gets in


Numel @ Eviolite
Ability: Oblivious
Level: 5
EVs: 196 HP / 196 Def / 76 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast/Lava plume
- Earth Power
- Will-O-Wisp

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Recover
- Rapid Spin

Chespin @ Eviolite
Ability: Bulletproof
Level: 5
EVs: 68 HP / 28 Atk / 236 Def / 156 SpD
Careful Nature
- Spikes
- Seed Bomb
- Drain Punch
- Synthesis

Oh look a cute little fire, water and grass core ^_^
It's a pretty daim defencive core while it could also work on bulky offencive.
I like the core because it shows the beautifull use of chespin and numel who are as we all know uncommon.
Numel is a greatly underrated poke, mostly because people don't know how to use it properly. Oblivious allows you to freely spam Will-O and set SR even against mienfoo with taunt or any taunt user for that matter.
Ground type makes it hard for chinchou/skrelp to switch in, fire blast misses out on some 2HKO's/KO's but this is easly solved with hazard set up, Lava plume works but i prefer damage if you can actualy make good use of it, especially when you have will-o already.
this core beats the most common Volt-Turn pokes as resault Volt-turn teams who are so common it's rediculess.
Chespin's use in this team is to force out pokes like gastly, foongus, skrelp who right now aren't too common but still fully block them.
Drain punch is better over lowsweep because you outspeed or are to slow against the oponant anyway in this core(while i can see it have use with some what slower pokes like 23 Hp mienfoo(bulky)). The core looks nice and it's a very easy to build around core cause it has barely any weaknesses.
Most notably Timburr is a problem to this core.(Even tho staryu can 2hko if any hazard is on the field)


Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 76 Atk / 236 Def / 196 Spe
Jolly Nature
- Flare Blitz
- Will-O-Wisp
- Morning Sun
- Toxic

Staryu @ Eviolite
Ability: Natural Cure
Level: 5
EVs: 116 HP / 156 Def / 236 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Recover
- Rapid Spin

Pumpkaboo-Super @ Eviolite
Ability: Frisk
Level: 5
EVs: 204 HP / 36 Def / 236 SpD / 28 Spe
Careful Nature
- Bullet Seed
- Shadow Sneak
- Will-O-Wisp
- Synthesis

This more common core is very mutch known by now yet i see people run the weirdest things on these pokes like leech seed on pumpkin.
I wanted to post this team to show more use to pumpkin it's realy easy to build with and i am still suprised to see so few teams run it even though it prefectly counters abra, omanyte, LO gastly and many more wall breaks and even supports all it's resistances like water(scald is a thing, true), grass , electric and most norably ground aka diglett/drilbur area! Finaly the poke also has acce to Will-O-Wisp AND blocks spinners makin set up by other members allot more effective.
Staryu even with defence investment lacks to survive some of the more powerfull physical attacks like LO EQ from diglett but does handle pokes like archen very well who is a known breaker of slower Volt-Turn teams.
Ponyta is there to beat basicaly every physical attacker with exception of timburr who beats 2/3 members.
Same weakness situation as previous team however this one provides slightly different coverage and is more suitable on/for balenced teams.
Most notable again being Timburr because gut's can abuse the fact this team has 3 burners
Scald burn, Flame Body burn and Will-O-Wisp Third-degree burns


TogePass (Togepi) @ Eviolite
Ability: Serene Grace
Level: 5
EVs: 236 HP / 156 Def / 76 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Nasty Plot
- Soft-Boiled
- Baton Pass

AcidNukeTown (Skrelp) @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 196 SpA / 116 SpD / 40 Spe
Modest Nature
IVs: 0 Atk / 30 Spe
- Scald
- Sludge Bomb
- Hidden Power [Psychic]
- Toxic Spikes

NastVirus (Porygon) @ Eviolite
Ability: Trace
Level: 5
EVs: 156 HP / 40 Def / 240 SpA / 40 Spe
Modest Nature
- Psychic
- Tri Attack
- Hidden Power [Fighting]
- Recover

Main description:
The idea behind this is to show how powerfull and demolishing a special based team can be: 3 pokes that have very nice synergy in just groups of 2 and even better if combo'd up.
The core is bulky has slow momentum, t-spike and 2 pokes to fear for, and 1 to laugh at.
I run trace on porygon cause: it makes you revenge Diglett and wall Chinchou
All other is self explaining.
Sadly the team has 1 obvious weakness: ground (Drilbur+ pokes with ground coverage rater) so it's a thing to keep in mind



Other:
Nasty pass by togepi a forgoten or atleast disgusted poke if it's on the opponants preview(exept if you enjoy easy win's) This set will make you think twice cause bulky pass is ready to nuke teams!
Skrelp a poke who likes to switch/slowly attack ,take a hit and demolish what is right infront of it: imagin it like this: slow momentum from Pass meaning no damage taken while switching, +2 special attack boost and being able to properly use it to pick up KO's on even resisting pokes.
Porygon: a poke that can revenge trappers like diglett in normal play because of it's ability trace and is able to viably take on the metagame
all 3 of them can be cut into 3 teams of 2 pokes if you want aswell (you could basicaly do that with spritzee aswell) however this one can show even more use then just calm mind sprizee, while yes this is no where near as good as calm mind spritzee but it's not ment to it's ment to make you break you after a slowmomentum baton pass


Skrelp) @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Sludge Wave
- Scald
- Hidden Power [Fire]
- Toxic Spikes

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Iron Head
- Bullet Seed
- Stealth Rock
- Thunder Wave

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up


For those Who do not know it yet: This is one of the most amazing cores for LC having Hazard stack, set up ,wall breaking raw power and defencive syn all in 1 core+ being viable in the current meta.
T-wave is there to paralyse: flying pokes, poison types and steel types allowing Timburr/Skrelp to check or atleast have an advantage 1v1 against them Note: Skrelp is able to Nuke team members after item/speed have been removed (chip damage could also work but ok).
All others are effected by T-spikes and SR will be racking up reguardless of type(be awair they are easly removed but T-spike/SR happen to be the easiest to set hazards in LC).
Timburr can with these teammates actualy set up early game having little to no costs from doing so. The only counters it has get demolished by both teammates, checks do exist however so it can't just set up on every poke and roll with it.
There are literaly too many positives in syn to name in this team(there are also few notable negatives), the best positive is it has amazing neutral pressure reguardless of the meta, what currently is realy good. (Wish support/Hazard removing would be amazing for this Core)


A really tanky core I've developed that has worked amazingly well for me is Foonguss Pony and Evio Tirt. Usually I lead with tirt to set rocks and let it easily take any hits people are trying to do. If Mienfoo comes out, Pony can come in for flame body hax or wisp it. I run pony with 18 speed because there's nothing with 18 or 19 speed it badly wants to outspeed. Tirt can 1v1 sash abra with energy ball to attest to its bulk and foonguss is just brutal at shutting down a lot of common switchins, I use HP fire for ferroseed but hp fighting bops pawniard.

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 148 Def / 236 SpD
Calm Nature
- Spore
- Hidden Power [Fire]
- Giga Drain
- Sludge Bomb

Ponyta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 72 HP / 160 Def / 80 Atk / 196 Spe
Bold Nature
IVs: 30 Atk / 30 SpA
- Flare Blitz
- Will-O-Wisp
- Morning Sun
- Wild Charge

Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 HP / 172 Def / 236 SpD
Impish Nature
- Aqua Jet
- Earthquake
- Stealth Rock
- Stone Edge

I actually use special pony with Fire Blast and HP grass because the rest of my team is physical, hence the weird IV's because I just changed the attacks and SpA to Atk when posting the set. It's not as strong but grass coverage is great at bopping tirts and omanyte and fire blast can surprise a lot of switchins along with you not getting punished by recoil damage. Not as good as physical in most cases which is why I put down physical set here, but my team works really well with special


People will hate me for this, Thunderwave team/Core, both use as abuse can be done with this core as it serves an easy start for people who want to make a team around this idea.
-Timburr can Knock Off items and assures Steel/Rock types do not stand a chance.
-Porygon abuses Download with it's dangerous high Special Attack and the solved Speed problem allowing it to pierce teams fairly well, if only it had some Knock Off support....
-Snubbull filles up the weakness in Fight but also gives me anti-Knock Off Support, something simalar to Knock Off support and another general wall, the spread Snubble runs optimizes it's Defencive uses as investing it into Special Defence isn't important when you aren't ment to be hit by any Special Attack under anycondition. Running Eviolite would makes slightly easier to wear down, while Diglett is already checked by 2 pokes in this Core.

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Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 236 HP / 36 Def / 236 SpA
Modest Nature
- Tri Attack
- Psychic
- Thunder Wave
- Recover

Snubbull @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 196 Def / 36 SpD / 36 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thunder Wave
- Thief


I often used this, even in high ladd, and it is more than decent. The core is mainly balanced but works in semi-stall. Spritzee + Honedge is very solid, standard fairy + steel core. But why Chespin ? It has two cool points. One is spikes stacking, other is dealing with gastly and bellsprout which are very threatening for honedge and spritz. Also, chespin is a very solid Pawn check. The core has some faillings, obviously, mainly fire types as Larvesta or Ponyta, Sludge Wave Skrelp and Croagunk.
It stays really solid. Numel is a really cool teammate for the core, thanks Stealth Rocks, and his ability to beat fire and poison types. Chinchou is also decent (especially psybeam chou OHKOing Croagunk.) and some others as Omanyte if you search something more agressive. The core is quite flexible, with the possibily of playing SD Honedge as a wincon, or using CM Spritzee in order to keep a huge pressure on the opponent. You can also play without any set-up with things like Pursuit Honedge, breaking sashbra in order to repare a future sweep for a teammate, or damaging fletchling for a possible AJ Carvanha. This core deserves to be more known
Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Moonblast
- Heal Bell / Calm Mind
- Protect
- Wish

Chespin @ Eviolite
Level: 5
Ability: Bulletproof
EVs: 68 HP / 28 Atk / 156 Def / 236 SpD
Impish Nature
- Spikes
- Seed Bomb
- Drain Punch
- Synthesis

Honedge @ Eviolite
Level: 5
Ability: No Guard
EVs: 196 Atk / 116 Def / 140 SpD / 52 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Sacred Sword
- Shadow Sneak

OR

Honedge @ Eviolite
Ability: No Guard
Level: 5
EVs: 196 Atk / 36 Def / 220 SpD / 52 Spe
Careful Nature
- Sacred Sword
- Iron Head
- Pursuit
- Shadow Sneak​
 
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The Avalanches

pokemon tcg
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Defensive Cores:

Lickitung @ Eviolite
Level: 5
Ability: Oblivious
EVs: 196 HP / 76 Def / 236 SpD
Careful Nature
- Wish
- Protect
- Heal Bell
- Body Slam / Knock Off

Croagunk @ Eviolite
Level: 5
Ability: Dry Skin
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off

A Superunderrated stall core, Licki is the bulkiest pokemon in LC and a good wish passer that only needs a fight resist to complete this what any poison type can, I Choose gunk because it can deal with pawn what is a huge threat to everyteam in the current meta, basically licki keeps your stall healthy and gunk checks the majority of the thinks that threat licky, one more interesting stuff about the poison types on stall team is the capacity of absorb toxic spikes that can be really dead to any stall team




This is a fairly known XY defensive core that people used to build around Sand Stream Hippopotas. Hippopotas' role is to set Stealth Rocks and sponge hits fairly well, not to mention that Earthquake does a reasonable chunk to many 'Mons, and it can phase using Whirlwind. Vullaby could take on Fighting-types better, and it removes hazards using Defog. Vullaby is also a very tanky 'Mon and can deal some major damage with Brave Bird, Knock Off also cripples several 'Mons. Under Sandstorm, Lileep is very bulky. Because of Sand, Lileep receives a 1.5x boost to its Special Defense stat, making it extremely bulky with Defense investment and an Eviolite. Lileep can take on Chinchou and other Water-types, which would otherwise annihilate this core.

Lileep @ Eviolite
Level: 5
Ability: Storm Drain
EVs: 228 HP / 140 Def / 140 SpD
Calm Nature
- Stealth Rock
- Giga Drain
- Recover
- Ancient Power

Hippopotas @ Eviolite
Level: 5
Ability: Sand Stream
EVs: 212 HP / 20 Atk / 212 Def / 20 SpD / 20 Spe
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind/Rock Tomb

Vullaby @ Eviolite
Level: 5
Ability: Overcoat
EVs: 116 HP / 236 Def / 76 SpD / 36 Spe
Impish Nature
- Defog
- Roost
- Knock Off
- Brave Bird


FerroSpritz is a very common ORAS LC core, acting as a very good backbone for Stall, or even Balanced teams. Their synergy is very nice if you play correctly. Ferroseed provides your team with hazards, and a resistance to Steel and Poison, so Spritzee is gonna stay alive a lot more. Ferroseed gives you hazards, and resists all of Spritzee's weaknesses, pretty much. But what is Spritzee doing for Ferroseed? A lot. Spritzee takes most Fire-types in the tier when it's at a decent amount of HP,checks all fighting types that scare out Ferroseed (barring Croagod), then tops it off with Wish support, which helps Ferroseed SO MUCH because Leech Seed is the only viable recovery that Ferroseed has; which doesn't help it survive the entire battle.

Spritzee @ Eviolite
Level: 5
Ability: Aroma Veil
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Aromatherapy
- Wish
- Protect
- Moonblast

Ferroseed @ Eviolite
Level: 5
Ability: Iron Barbs
EVs: 84 HP / 36 Atk / 188 Def / 148 SpD / 36 Spe
Careful Nature
- Leech Seed
- Bullet Seed
- Spikes/Stealth Rock
- Protect/Spikes/Thunder Wave


Trubbish @ Berry Juice
Ability: Sticky Hold
Level: 5
EVs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe
Jolly Nature
- Spikes
- Gunk Shot
- Drain Punch
- Recycle

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Calm Mind/Aromatherapy

Alright so seeing how low the amout of bulky cores in LC is i thought it would be a nice idea to fix that up.
So this core uses the Garbage poke, what could work , Both pokes fix there weaknesses knowing spritzee can actualy deal with anything that trubbish can't exept for drillburr with iron head or croagunk both can be solved at once with bulky meinfoo anyway but that would be a bit too mutch for a core to focus on.
With aromatherapy the core would be extreemly durable and with calm mind it would be able to get some offencive pressure cause about nothing wants to deal with spikes set up and a spritzee at +1

The idea behind this is maby a bit stall like but that's why i would list it under the defensive cores
 
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Porygon @ Eviolite
Ability: Trace / Download
Level: 5
EVs: 236 HP / 196 Def / 76 SpD
Calm Nature
- Recover
- Tri Attack
- Ice Beam / Psychic
- Thunder Wave

Spritzee @ Eviolite
Ability: Aroma Veil
Level: 5
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 SpA
Bold Nature
- Wish
- Protect
- Aromatherapy
- Moonblast

+ Fighting-type (Timburr, Pancham, or Mienfoo)

This is a pretty well known core, so I shouldn't have to explain much, but basically these two have the ability to check a good portion of the metagame through their sheer bulk alone. Between the two, Shell Smashers, Abra, Gastly, Fighting-types, Fletchling, Chinchou, Carvanha, Vullaby, etc are all checked. Spritzee also provides a Fighting-type check for Porygon and cleric support, and Porygon handles the special attackers that can overpower Spritzee. The PorySpritz portion has trouble with Steel-types, so a Fighting-type should be added to make it function better. The best options are Timburr, Pancham, and Mienfoo. Which one you pick really just depends on the rest of the team. If you need help against offense pick Timburr, if you have trouble with walls, go with Pancham, and if you have trouble against balance/bulky offense or have some VoltTurn component, try out Mienfoo. I personally prefer Timburr for a reliable sweeper, but Pancham can beat poison-types including Croagunk, which can also give the core trouble if Porygon lacks Psychic.

edit: this would prolly go under balanced cores or defensive if you really wanna push it that way
 
Offensive Cores:

Diglett @ Focus Sash
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sucker Punch
- Memento / Stealth Rock


Fletchling
Ability: Gale Wings
Level: 5
EVs: 76 HP / 196 Atk / 92 Def / 100 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- U-turn​

A classic offensive core, but is still great imo. U-turn allows Fletchling to switch out into Diglett when predicting a switch into a Fletch counter, trap it and take it down. I understand that there are exceptions such as priority attacks, or that the Pokemon you are trapping is scarfed (Chinchou) Although with proper hazard support Digletts sash should keep you safe and let you perform his job. This comes into play, because you can use your Fletchling to lure im opposing counters for it, and take them out with Diglett which gives Fletchling much more space to set up and sweep, or just cause general havoc to the other team without their proper counter.




Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 Def / 76 SpD / 236 Spe
Jolly Nature
- Knock Off
- Drain Punch
- U-turn
- Taunt


Chinchou @ Eviolite
Ability: Volt Absorb
Level: 5
EVs: 76 HP / 212 Def / 148 SpD / 60 Spe
Bold Nature
- Scald
- Volt Switch
- Rest
- Sleep Talk


Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 80 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-turn
- Flare Blitz
- Morning Sun
- Will-O-Wisp​

Speaking of classic cores, lets get straight to it. This is a VoltTurn offensive core, and in my opinion one of if not the best playstyle in the current metagame. Once this set grabs the momentum, it's barely stoppable. They can force multiple switches and rack up damage on the foe, all while having full control over the momentum of the match. The three Pokemon synergize well, handling eachothers checks and counters nicely. I chose which what i believe to be the best Chinchou set, however, Scarf or Berry Juice set would work as well.
 
Last edited:

fran17

(1999)
is a Tiering Contributor Alumnus
Offensive core:

+


This core is simply but very effectively, Gastly can kill eveything walls Foo like bulky fairies and poison. Foo can easy beat bulky normal types that walls Gastly as Porygon, Munchlax and Lickitung and he checks dark types that can pursuit trap Gastly. Acro Foo can lure fight type that checks Gastly.

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 108 SpD / 200 Spe
Timid Nature
- Sludge Bomb
- Hidden Power [Fighting]
- Destiny Bond
- Shadow Ball

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Acrobatics
- Knock Off
 
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Going to dump a standard core here that pretty much everybody knows about:

+

BALANCED CORE

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 36 Def / 196 SpD / 236 Spe
Jolly Nature
- Drain Punch
- U-turn
- Knock Off
- Fake Out / Taunt / High Jump Kick / Stone Edge

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting] / Hidden Power [Fire] / Clear Smog
*if using Hidden Power Fire, change the Attack IV to 2, otherwise you'll end up with a different Hidden Power

This is a pretty standard core that I'm sure most people know about by now. The point of the core is to stay healthy throughout the game by using Regenerator to recover health. Both of these Pokemon can also place pressure on the opposing team, despite neither having any offensive investment. Mienfoo's Drain Punch is moderately powerful, and it has nearly perfect coverage between Drain Punch and Knock Off. Knock Off by itself isn't a bad move either, since it cripples both offensive and defensive teams. U-Turn is a great move on Mienfoo, since it allows it to both gain momentum and recover HP at the same time. The final move on Mienfoo is a bit of a toss-up and is really based on the rest of the team. Fake Out can be used to break Sturdies and provide chip damage. Taunt allows Mienfoo to check many setup sweepers and bulky Pokemon. High Jump Kick can be used for sheer power, especially since Mienfoo can recover most of the damage from a missed High Jump Kick with Regenerator. Stone Edge gives it the ability to hit Pokemon like Fletchling and Ponyta, both of which like switching into the core. Foongus provides pressure in a slightly different manner, using Spore to force switches. However, once Spore has been used, Foongus is not dead weight- its excellent typing lets it check Fighting types and Chinchou. Giga Drain and Sludge Bomb do reasonable damage, but are mainly there for the utility of recovering health and a chance to poison, respectively. The final move, once again, is really dependent on the rest of the team. Hidden Power Fighting lets it threaten Pawniard, who is very fond of switching in on Foongus. Hidden Power Fire lets it hit Pawniard, but not as hard, while covering Ferroseed better. Clear Smog can be used to stop setup sweepers, but Foongus' low Speed means it will have to take a hit before it clears the opponent's boosts. All in all, this is a very solid core that many people have had success with, and it's excellent for newer players since Regenerator makes it more forgiving if the player makes a mistake. Options to use with this core include checks to Fletchling and Abra, both of which hit both members of the core for super effective STAB damage.
 

doomsday doink

v̶̱̅i̵̢̕l̶̦̈́ļ̵͗a̷̙̓g̸͈͝ę̵̎ ̵̱̌g̷̭͆û̷̦a̵̰͛ȓ̶̜d̸
is a Tutor Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Reserving PumpkaPawn and FerroSpritz, will update this post with them sometime soon(TM)
Pawnkaboo, fkin noob


Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off


Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Def / 196 SpD
Bold Nature
- Encore
- Substitute
- Dazzling Gleam
- Stun Spore


Tirtouga @ Eviolite
Ability: Solid Rock
Level: 5
EVs: 84 HP / 228 Atk / 96 Def / 80 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Rock Slide
- Aqua Jet

This is a great core, both defensively and offensively. Cottonee is threatened by Poison, Fire and Flying, all of which defensive Tirtouga can handle with ease. Tirtouga is mainly hit hard by Fighting, Grass, Electric and Ground, all of which can be handled by Cottonee. That by itself is a solid core, but Croagunk glues it together, providing a great switch into something that has the potential to threaten either of them, like Pawniard, and either force it out, or threaten it with priority (VWave), strong STAB (DPunch and SludgeBomb) or Knock Off. The given sets let all 3 Pokemon take a variety of hits, especially Tirtouga, who can live practically anything on the physical spectrum with Solid Rock + Eviolite.



Snover @ Eviolite
Ability: Snow Warning
Level: 5
EVs: 196 HP / 120 Def / 24 SpA / 120 SpD / 40 Spe
Bold Nature
- Blizzard
- Hidden Power [Fighting] / Hidden Power [Fire]
- Giga Drain
- Ice Shard


Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
IVs: 0 HP
- Substitute
- Hydro Pump
- Dark Pulse
- Blizzard

Everyone and their mother should know this by now, I've plastered it everywhere I possibly can. Bulky Snover checks a bunch of stuff, notably Chinchou and Pumpkaboo, while having enough bulk to act as a reliable switch-in to a plethora of neutral attacks. The Hidden Power varies depending on whether you want to smack Pawniard switch-ins or get rid of Ferroseed, which significantly troubles Carvanha. Special Carvanha still packs a wallop with Hydro Pump and Dark Pulse, and Blizzard is a fantastic coverage move when paired with Snover's Snow Warning. Timid Nature and Substitute allow it to safely get a Speed boost and it can essentially nab a free hit on a possible switch-in. It also allows it to dodge annoying priority from Croagunk and Timburr, as well as status if that should become an issue.
 
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kekpix
+
keksprout
SUN OFFENSIVE CORE

This core is pretty basic, and really uncommon nowadays. However, this core is by no means bad. The basic idea is to get up sun with Vulpix (who can also poke huge holes in a team with sun boosted Fire Blasts and Energy Balls), so you can pressure the opposing team with Bellsprout, pretty simple. Bellsprout gets access to two really powerful STABS in Solarbeam as Sludge Bomb, not to mention it also gets Weather Ball! Weather Ball can pretty much beat anything that resists Bellsprout's STABS, so you don't need anymore coverage, which is nice, because now Bellsprout has space for Sleep Powder, so it can beat things that would take a hit or two from it. Overall, Chlorodrought is a pretty powerful strategy if used correctly.

Vulpix @ Heat Rock
Level: 5
Ability: Drought
EVs: 40 Def / 196 SpA / 240 Spe
Timid Nature
- Overheat
- Fire Blast
- Energy Ball
- Hidden Power Rock

Bellsprout @ Life Orb/Eviolite
Level: 5
Ability: Chlorophyll
EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
Modest Nature
- Solar Beam
- Sleep Powder
- Weather Ball
- Sludge Bomb/Growth
 
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The Avalanches

pokemon tcg
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Here is one of my favourite cores right now.


Carvanha @ Life Orb
Trait: Speed Boost
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
IVs: 0 HP
Adamant Nature
- Protect
- Waterfall
- Crunch
- Aqua Jet / Zen Headbutt / Destiny Bond

Gothita @ Choice Scarf
Trait: Shadow Tag
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Psychic
- Thunderbolt
- Energy Ball
- Trick

Carvanha is still a potent threat in the ORAS metagame, although it has many checks and it is exceedingly frail, its strong STAB combination coupled with its excellent Attack stat and Life Orb make it a frightening sweeper that requires no setting up. Almost all of Carvanha's checks can be trapped and beaten by Gothita; Croagunk, Foongus, Mienfoo, and Timburr are helplessly trapped and taken down with little prior damage by Gothita's STAB Psychic, paving the way for Carvanha to sweep. The core is quite brittle and exceedingly weak to Fletchling, however, so bulky support is required in order for this core to work to its potential.
 
Here is one of my favourite cores right now.


Carvanha @ Life Orb
Trait: Speed Boost
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
IVs: 0 HP
Adamant Nature
- Protect
- Waterfall
- Crunch
- Aqua Jet / Zen Headbutt / Destiny Bond

Gothita @ Choice Scarf
Trait: Shadow Tag
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Psychic
- Thunderbolt
- Energy Ball
- Trick

Carvanha is still a potent threat in the ORAS metagame, although it has many checks and it is exceedingly frail, its strong STAB combination coupled with its excellent Attack stat and Life Orb make it a frightening sweeper that requires no setting up. Almost all of Carvanha's checks can be trapped and beaten by Gothita; Croagunk, Foongus, Mienfoo, and Timburr are helplessly trapped and taken down with little prior damage by Gothita's STAB Psychic, paving the way for Carvanha to sweep. The core is quite brittle and exceedingly weak to Fletchling, however, so bulky support is required in order for this core to work to its potential.
I love and use this core a ton, but isnot HP fire better as it allow you to trap Ferroseed as well at some point?
 
DEFENSIVE REGENERATOR CORE
+
+


This is a pretty classic core that was especially popular in XY Stall, however, it is still very usable today, and is often used as the backbone for LC Stall. The point of this core is to check as much as possible while staying healthy so you don't get weakened enough to lose to the threats you're supposed to check. For example, Slowpoke checks Fletchling. If someone let Slowpoke get weakened enough, Fletchling could just Swords Dance on the switch and win, except that can't be the case, due to Regenerator; yes, all of this Pokemon have Regenerator. Mienfoo allows this core to wear down the opposing team a lot quicker because of access to Knock Off, it also provides a way to keep Foongus and Slowpoke a bit healthier with Taunt. Foongus can spread Spore and put any significant threat to sleep immediately, allowing you to have a lot more flexibility. Foongus allows this core to defeat Fairies and can serve as a back-up answer to Shell Smash if Slowpoke is weakened. Not to mention Slowpoke has access to Thunder Wave to spread paralysis, and to, again, wear down the opposing team quicker (and it gets Scald to, so Slowpoke can effectively fish for burns).

Slowpoke @ Eviolite
Level: 5
Ability: Regenerator
EVs: 116 HP / 236 Def / 36 SpA / 116 SpD
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Fire Blast/Psychic

Mienfoo @ Eviolite
Level: 5
Ability: Regenerator
EVs: 196 Def / 36 SpD / 236 Spe
Jolly Nature
- Drain Punch
- Knock Off
- U-turn
- Taunt

Foongus @ Eviolite
Level: 5
Ability: Regenerator
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog/Sludge Bomb
- Hidden Power Fighting/Stun Spore


adding another core to avoid double post :DDDDDDDDDDD

|

OFFENSIVE CORE

This is a pretty good core I use as a starting point in all of my Hyper Offensive teams. Archen basically acts as a Fletchling switch in, a hazard setter, and a Knock Off spreader, giving our Scarf Mienfoo more leeway to sweep lategame. I also really like leading Archen in Drilbur's face because I can just Knock Off her Eviolite off and then set rocks, basically giving me free rocks and a dead Drilbur.

Mienfoo @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- U-turn

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 156 Def / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Rock Slide
- Acrobatics
- Knock Off
 
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Anthiese

formerly Jac
is a Battle Simulator Moderator Alumnus
Puppy Pound (EDIT i guess this is balance)



Azazel (Houndour) @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 196 Atk / 36 SpA / 236 Spe
Naive Nature
IVs: null HP
- Fire Blast
- Sucker Punch
- Destiny Bond
- Pursuit

Abaddon (Snubbull) @ Berry Juice
Ability: Intimidate
Level: 5
EVs: 36 HP / 36 Atk / 196 Def / 196 SpD / 36 Spe
Careful Nature
- Play Rough
- Heal Bell
- Earthquake
- Thief


This core is beautiful. Made it around the Missy era wehn trying to find a new offensive core

Snubbull loves to handle Fighting types (excluding Croagunk) by lowering their Attack stat and stealing their item. Houndour in turn saps up Will-o-wisp and handles Fire / Ghost and certain other speically oriented Pokemon for Snubbull. This core however is not perfect, they both suffer when trying to deal with Croagunk so in turn, having EQ Croagunk and/or ZHB Pancham will help make it easier for this core to shine.
 
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Ferroseed & Tentacool springs to mind for a defensive core. I'll post some sets later when I have a bit more time but if somebody else wants to throw out what that would look like thats fine too.
 
As we are empty of defensive cores I Will post my favorite one

Licki + Poison mon
+

Lickitung @ Eviolite
Level: 5
Ability: Oblivious
EVs: 196 HP / 76 Def / 236 SpD
Careful Nature
- Wish
- Protect
- Heal Bell
- Body Slam/Knock off

Croagunk @ Eviolite
Level: 5
Ability: Dry Skin
EVs: 132 HP / 28 Atk / 116 Def / 108 SpA / 116 SpD
Quiet Nature
- Drain Punch
- Sludge Bomb
- Vacuum Wave
- Knock Off

A Superunderrated stall core, Licki is the bulkiest pokemon in LC and a good wish passer that only needs a fight resist to complete this what any poison type can, I Choose gunk because it can deal with pawn what is a huge threat to everyteam in the current meta, basically licki keeps your stall healthy and gunk checks the majority of the thinks that threat licky, one more interesting stuff about the poison types on stall team is the capacity of absorb toxic spikes that can be really dead to any stall team


will be posting more defensive cores lately as I'm not good enough to play offensively
 
that one is a really solid defensive core that can be fitted on balanced team as well

Spritzee + Munchlax+Bulk ground type



Spritzee @ Eviolite
Level: 5
Ability: Aroma Veil
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Aromatherapy
- Wish
- Protect
- Moonblast

Munchlax @ Eviolite
Level: 5
Ability: Thick Fat
EVs: 236 Atk / 36 Def / 236 SpD
Impish Nature
- Body Slam
- Curse/Pursuit
- Rest
- Sleep Talk

Drilbur @ Eviolite
Level: 5
Ability: Mold Breaker
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock


Spritlax is amazing, munchlax with think fat can cover sun and most of poison types not named croagunk, awhile spritzee can give Lax they beloved fight resist and cleric suport, You can use lax as a win condition with curse or as a pursuit trapp for gastly(what I prefer the most as gastly is really good on current meta), drilbur fit perfect as it can deal with gunk and give hazard support and hazard control to a more defensive team

ps: it can be any bulk ground


Hope you guys enjoy the first defensive cores of ORAS :)
 

fran17

(1999)
is a Tiering Contributor Alumnus
that one is a really solid defensive core that can be fitted on balanced team as well

Spritzee + Munchlax+Bulk ground type



Spritzee @ Eviolite
Level: 5
Ability: Aroma Veil
EVs: 212 HP / 196 Def / 12 SpA / 76 SpD / 12 Spe
Bold Nature
- Aromatherapy
- Wish
- Protect
- Moonblast

Munchlax @ Eviolite
Level: 5
Ability: Thick Fat
EVs: 236 Atk / 36 Def / 236 SpD
Impish Nature
- Body Slam
- Curse/Pursuit
- Rest
- Sleep Talk

Drilbur @ Eviolite
Level: 5
Ability: Mold Breaker
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Stealth Rock


Spritlax is amazing, munchlax with think fat can cover sun and most of poison types not named croagunk, awhile spritzee can give Lax they beloved fight resist and cleric suport, You can use lax as a win condition with curse or as a pursuit trapp for gastly(what I prefer the most as gastly is really good on current meta), drilbur fit perfect as it can deal with gunk and give hazard support and hazard control to a more defensive team

ps: it can be any bulk ground


Hope you guys enjoy the first defensive cores of ORAS :)
BJ+Recycle munch couldn't be an option instead of restalk?
 

OFFENSIVE CORE el dwonyte ;)

This core is basically made to set up hazards with Dwebble, kill or cripple opposing 'Mons with Rock Blast and Knock Off respectively, paving the way for based Omanyte to sweep. This is a good core for Hyper Offense because Omanyte acts as a powerful win condition, and often sweeps easily late game. Not much else to say.

sanic (Dwebble) @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 232 Atk / 236 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Knock Off
- Rock Blast

heyy lmoa (Omanyte) @ Eviolite
Ability: Shell Armor
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Modest Nature
- Shell Smash
- Surf
- Earth Power
- Ice Beam
 

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