Resource SS CAP Good Cores

spoo

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artwork by Zephyr2007
hosted by 2spoopy4u and snake_rattler
OP adapted/copied from Jordy who copied from Bloo/adapted from sedertz/Eternam

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



Posting Guidelines
  • Any person can post a core in this thread. The cores are broken down into three categories: offensive cores, defensive cores, and balanced cores. When posting your core, please make sure to state which one of these categories your core falls under.
  • Although the way your core works may be obvious to you, this may not be the case for others. As such, when posting a core, please make sure to explain how the core operates and any other details you think are important to include. The explanations don't have to be essays; as long as your post has some substance and conveys the main idea behind the core, it's all good. Things you may want to include when explaining how your core works could be how your core breaks down their similar checks, how they cover each other's defensive weaknesses, what the core's weaknesses might be, and what some good partners for the core are.
    • Here is an example of a good core post!
  • Make sure your post includes the sets your core is using. In addition, please try to include an explanation of any EV spreads deviating from the standard 252 / 252. Replays are also very helpful and highly encouraged when posting cores.
  • Please do not post a core that has more than 3 Pokemon. Cores bigger than this restrict building immensely.
  • Please be respectful of the cores people post in this thread. If someone posts a core that you think is ineffective or just plain bad, there is no need to jump at their throats. With that said, constructive criticism is welcome and encouraged - simply be nice!
:equilibra:

This thread is being run by 2spoopy4u and snake_rattler. We will monitor the cores posted in this thread and carefully consider a variety of aspects before deciding which cores are featured in the archive. This includes quality of explanation, effectiveness of the core in the current metagame, etc. We will discuss everything and seek feedback from others to ensure the selected cores are of high quality. Cores will be updated and/or archived as the metagame progresses. Just like with anyone else who posts a core, please feel free to bring up any concerns you might have with our posts and/or the cores we select! However, please be sure to be polite, and if it is a simple question/concern, we'd prefer it being directed to us in a PM. Happy posting!


Core Archive
:kerfluffle::miasmaw:
:tyranitar::excadrill:
:tapu-koko::landorus-therian::cawmodore:
:torkoal::venusaur:
:pelipper::barraskewda::zapdos:
:ninetales-alola::arctozolt:
:garchomp::volcarona:
:garchomp::jumbao:
:rillaboom::hawlucha:

:tomohawk::equilibra:
:clefable::toxapex:
:slowbro::blissey:
:blissey::tomohawk:
:tomohawk::slowking-galar:
:swampert::moltres:
:moltres::cyclohm::tyranitar:
:slowking::mandibuzz:

 
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dex

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I've seen good success with :Tomohawk: + :Tapu-Fini: + :Equilibra:, which is an excellent balance core.

Tomohawk + Fini is an excellent core on its own, as Tomohawk is able to counter Fini's number 1 counter, Rillaboom, while checking/countering (depending on the set) Fini's number 1 check, Ferrothorn. Fini, in return, deals with some of the mons that annoy Tomohawk, such as opposing fairies, which Fini can taunt or set up on.

Equilibra rounds the core out, giving the team a much needed Gunk Shot immunity. Mons that like to come in on Doom Desire are often passive, giving Tapu Fini the chance to setup, defog, or trick, depending on the set. Additionally, Taunt Fini prevents Teleport users from tanking Doom Desire and getting out to a threat, a great way to keep momentum with Doom Desire.

 
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Zephyri

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:moltres: :cyclohm: :tyranitar: :
This is a pretty solid defensive core i've been using a bit lately, it's p passive but offers both defogger and rocker and has a ton of defensive utility with double contact status+double toxic, and does decently well against nido since you can play around it with moltres and ttar. U-turn can be switched with scorching sands so your MU against heatran and nido is better but honestly tyranitar handles those mons pretty well so thats not super necessary

(explanation): Molt+Ttar is already a pretty solid defensive core, with Molt countering mons like Equi and the physical steels that Ttar has a problem with, and Ttar being able to take on the vast majority of Electric types that Moltres can't switch in to along with Special attackers in general, but it struggles quite a bit with the plethora of bulky waters and some key flying types in the meta (eg Moltres, Corviknight). I feel that Cyclohm solves basically all of those issues, alongside maintaining momentum with Volt Switch. Discharge is over Tbolt since I personally like the status-spreading ability but Tbolt can be used instead. The mon also acts as a Cawm counter, which is nice :)

pokepaste: https://pokepast.es/e2d26ec7a6ed2016
 
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Voltage

OTTN5
is a Pre-Contributor
:torkoal: :venusaur: :cinderace:

This is the current backbone of any kind of playstyle involving Sun, as evidenced by many of the Sun teams brought to CAP Snake Draft these past few weeks. As evidenced by Quziel's post in the team dump, Torkoal is presently the best Sun setter in the metagame as it can reliably beat Cinderace 1v1 compared to Jumbao that invites Ace in. In particular Ace has huge counterplay against Sun, so it's critical to ensure that you're not letting Ace in for free. Venusaur is THE Sun sweeper, and shouldn't require much explanation. Sludge Bomb can be opted for given the team, and I know I've used teams that forego any Grass coverage for Sludge Bomb instead. that said, Earth Power is typically useful for doing lots of damage to Pex. Cinderace is more customizable given the team. Boots is always very easy to slap onto a team, but again, Life Orb is always an option to 2HKO Moltres under Sun with Pyro Ball. All you REALLY need to have as staples are Pyro Ball and HJK, and the remaining moves more or less come down to the coverage necessary for your team, and whether or not you want to pivot, put more pressure on Pex, want an emergency out vs. Spectrier, or want to swap hazards (Court Change). While I can't list fourth members, additional ground types help for handling Pex and Heatran, and mons that handle other weathers like Rain are essential.
 
I've had some good success with :Tomohawk:, :Equilibra:, and :Hydreigon:.
Tomohawk @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Hurricane
- Roost
- Aura Sphere

Equilibra @ Leftovers
Ability: Levitate
EVs: 248 HP / 80 Def / 56 SpA / 108 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Doom Desire
- Earth Power
- Flash Cannon
- Rapid Spin

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Roost
- Draco Meteor/Earth Power
Everyone already knows how good Tomo+Libra is, and Hydreigon just naturally beats a lot of the mons that the two couldn't beat otherwise, specifically by providing solid answers to Heatran, Astrolotl, Spectrier, Slowking, and others. This core is able to switch into the majority of the metagame while still keeping up offensive pressure with Doom Desire and Nasty Plot. For the specific sets, the Tomo set is very standard and shouldn't require much explanation. For Libra, I opted for Flash Cannon for a better matchup against Clefable. For the EV spread, I'm honestly not sure what it does, it's just one that Lasen passed to me. Feel free to use whatever spread you like. For Hydreigon, max HP allows it to tank hits from Spectrier the best, while max speed lets it notably outspeed base 95 speed mons and Urshifu. Typically I prefer using Draco Meteor over Earth Power, as it's able to catch Astrolotls staying in expecting Earth Power, as well as being able to OHKO Tomo at +2 and other Hydreigon, which could otherwise sit on the Earth Power set. However, if your team otherwise struggles with Heatran, Earth Power is still probably preferred. Still, the individual sets and spreads of each of these mons are very flexible; these are just the ones I've been using.
 

snake

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:pelipper: :barraskewda: :zapdos:

Pelipper @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Roost
- U-turn
- Defog

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Close Combat
- Flip Turn
- Aqua Jet / Psychic Fangs

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Weather Ball
- Roost / Volt Switch

If we're going to have a sun core in the thread, we should also have a rain core! Defensive Pelipper provides many turns of rain and also slow-pivots Barraskewda and Zapdos in pretty effectively. I barely find myself using any of Barraskewda's moves other than Liqudation and Flip Turn, but Close Combat is good for Ferrothorn and Aqua Jet plays around Sucker Punch. I'd like to try Psychic Fangs sometime because that would allow Barraskewda to have a mid-ground play for Toxapex + Astrolotl cores. Even without a boosting item, Zapdos is ridiculously strong with perfectly accurate Thunders and Hurricanes (which each have 30% status effects) and Water-typed Weather Ball. If Zapdos is your Rillaboom check, which is likely, Roost is necessary to ensure Rillaboom can be checked throughout the match. However, if you're able to fit another Rillaboom check somewhere else on the team, chaining Flip Turn and Volt Switch can net some serious free damage as you scout your opponent.
 

Rabia

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GP & NU Leader
:ninetales-alola: :arctozolt:
Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Hail
- Hypnosis
- Blizzard

Arctozolt @ Heavy-Duty Boots
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Bolt Beak
- Icicle Crash
- Freeze-Dry

Hail is most definitely not metagame defining, but Arctozolt is capable of breaking down common defensive cores consisting of Pokemon like Tomohawk, Clefable, and Astrolotl due to boosted Bolt Beak. These teams are very offensive in nature and contain several pivots and means of safely bringing Arctozolt in so it can wallbreak. Alolan Ninetales is the best hail setter available because of the combination of Hypnosis and Aurora Veil providing Arctozolt with plenty of safety.
 

spoo

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The OP has now been updated with all of the submitted cores! For the two cores involving Tomohawk+Equilibra, they were simply included in the same Pokepaste as the original Tomohawk+Equilibra core. These cores were a bit too similar to get their own spot, but they were still excellent submissions, so we thought it was worth it to include them in the original link.
 
:kartana: :slowking: :Gastrodon:

Gastrodon @ Leftovers/HDB
Ability: Storm Drain/Sticky Hold
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Earth Power
- Recover
- Toxic

Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Synthesis
- Knock Off

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Slack Off
- Future Sight
- Teleport

With Cinder banned, i was looking for another non-garchomp physical sweeper to have fun with, and Synthesis Kartana seemed like a good time. While it was most certainly overshadowed by Urshi and Cinder as a FS abuser, Kart now shines. Almost all of Karts' answers have a VERY difficult time switching into a Knock off+FS (calcs below). As well, if Kart gets to +2, it becomes quite hard to switch into raw, even without FS support.

Once those mons are gone, anytime Kart is brought in, it can usually claim a kill. SpDef Slowking is the one i chose for the FS setter, as it can generally come in on all of Kart's Checks (with the exceptions of Zapdos and Cyclomn) and set FS into Teleport. As this team is a bit weak to Electric types, i thought special Gastrodon would be fun, as it can switch into those two with impunity. You could either go Lefties+Storm Drain if you need a water immunity, or HDB+Sticky Hold if you want a Knock absorber.

The core is def weak to Rilla, grass spam and powerful U-turns, so pack a defensive flying type + maybe an answer to Syclant+Weavile and you're gucci.

[Edited cause Tomo is intimidating]

Base LO Kart+King FS
252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 248 HP / 220 Def Zapdos: 160-188 (41.7 - 49%) -- guaranteed 3HKO
0 SpA Slowking Future Sight vs. 248 HP / 0 SpD Zapdos: 142-168 (37 - 43.8%) -- guaranteed 3HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 248 HP / 88+ Def Moltres: 160-188 (41.7 - 49%) -- guaranteed 3HKO
0 SpA Slowking Future Sight vs. 248 HP / 28 SpD Moltres: 144-169 (37.5 - 44.1%) -- guaranteed 3HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cyclohm: 114-135 (27.1 - 32.1%) -- guaranteed 4HKO
0 SpA Slowking Future Sight vs. 252 HP / 4 SpD Cyclohm: 172-204 (40.9 - 48.5%) -- guaranteed 3HKO

-1 252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 252+ Def Tomohawk: 62-74 (14.9 - 17.8%) -- possible 6HKO
0 SpA Slowking Future Sight vs. 252 HP / 4 SpD Tomohawk: 308-366 (74.3 - 88.4%) -- guaranteed 2HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 101-120 (30.2 - 35.9%) -- 37.2% chance to 3HKO
0 SpA Slowking Future Sight vs. 252 HP / 4 SpD Skarmory: 86-102 (25.7 - 30.5%) -- guaranteed 4HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 168+ Def Corviknight: 133-156 (33.2 - 39%) -- 100% chance to 3HKO
SpA Slowking Future Sight vs. 252 HP / 88 SpD Corviknight: 67-79 (16.7 - 19.7%) -- possible 7HKO after Leftovers recovery

+2 252 Atk Life Orb Kartana Leaf Blade vs. 248 HP / 220 Def Zapdos: 222-261 (57.9 - 68.1%) -- guaranteed 2HKO
+2 252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 248 HP / 88+ Def Moltres: 318-376 (83 - 98.1%) -- guaranteed 2HKO
+2 252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 252+ Def Cyclohm: 157-186 (37.3 - 44.2%) -- guaranteed 3HKO
252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 252+ Def Tomohawk: 94-112 (22.7 - 27%) -- 39.3% chance to 4HKO
+2 252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 200-237 (59.8 - 70.9%) -- guaranteed 2HKO
+2 252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 168+ Def Corviknight: 264-311 (66 - 77.7%) -- guaranteed 2HKO
 
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dex

Hard as Vince Carter’s knee cartilage is
is a Site Content Manageris an official Team Rateris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Smogon Media Contributoris a CAP Contributor Alumnus
:kartana: :slowking: :Gastrodon:

Gastrodon @ Leftovers/HDB
Ability: Storm Drain/Sticky Hold
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Earth Power
- Recover
- Toxic

Kartana @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Synthesis
- Knock Off

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Slack Off
- Future Sight
- Teleport

With Cinder banned, i was looking for another non-garchomp physical sweeper to have fun with, and Synthesis Kartana seemed like a good time. While it was most certainly overshadowed by Urshi and Cinder as a FS abuser, Kart now shines. Almost all of Karts' answers have a VERY difficult time switching into a Knock off+FS (calcs below). As well, if Kart gets to +2, it becomes quite hard to switch into raw, even without FS support.

Once those mons are gone, anytime Kart is brought in, it can usually claim a kill. SpDef Slowking is the one i chose for the FS setter, as it can generally come in on all of Kart's Checks (with the exceptions of Zapdos and Cyclomn) and set FS into Teleport. As this team is a bit weak to Electric types, i thought special Gastrodon would be fun, as it can switch into those two with impunity. You could either go Lefties+Storm Drain if you need a water immunity, or HDB+Sticky Hold if you want a Knock absorber.

The core is def weak to Rilla, grass spam and powerful U-turns, so pack a defensive flying type + maybe an answer to Syclant+Weavile and you're gucci.


Base LO Kart+King FS
252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 248 HP / 220 Def Zapdos: 160-188 (41.7 - 49%) -- guaranteed 3HKO
0 SpA Slowking Future Sight vs. 248 HP / 0 SpD Zapdos: 142-168 (37 - 43.8%) -- guaranteed 3HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 248 HP / 88+ Def Moltres: 160-188 (41.7 - 49%) -- guaranteed 3HKO
0 SpA Slowking Future Sight vs. 248 HP / 28 SpD Moltres: 144-169 (37.5 - 44.1%) -- guaranteed 3HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cyclohm: 114-135 (27.1 - 32.1%) -- guaranteed 4HKO
0 SpA Slowking Future Sight vs. 252 HP / 4 SpD Cyclohm: 172-204 (40.9 - 48.5%) -- guaranteed 3HKO

252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 252+ Def Tomohawk: 94-112 (22.7 - 27%) -- 39.3% chance to 4HKO
0 SpA Slowking Future Sight vs. 252 HP / 4 SpD Tomohawk: 308-366 (74.3 - 88.4%) -- guaranteed 2HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 101-120 (30.2 - 35.9%) -- 37.2% chance to 3HKO
0 SpA Slowking Future Sight vs. 252 HP / 4 SpD Skarmory: 86-102 (25.7 - 30.5%) -- guaranteed 4HKO

252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 168+ Def Corviknight: 133-156 (33.2 - 39%) -- 100% chance to 3HKO
SpA Slowking Future Sight vs. 252 HP / 88 SpD Corviknight: 67-79 (16.7 - 19.7%) -- possible 7HKO after Leftovers recovery

+2 252 Atk Life Orb Kartana Leaf Blade vs. 248 HP / 220 Def Zapdos: 222-261 (57.9 - 68.1%) -- guaranteed 2HKO
+2 252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 248 HP / 88+ Def Moltres: 318-376 (83 - 98.1%) -- guaranteed 2HKO
+2 252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 252+ Def Cyclohm: 157-186 (37.3 - 44.2%) -- guaranteed 3HKO
+2 252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 252+ Def Tomohawk: 188-222 (45.4 - 53.6%) -- 43.8% chance to 2HKO
+2 252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 200-237 (59.8 - 70.9%) -- guaranteed 2HKO
+2 252 Atk Life Orb Kartana Knock Off (97.5 BP) vs. 252 HP / 168+ Def Corviknight: 264-311 (66 - 77.7%) -- guaranteed 2HKO
Just as an aside, the calcs vs. Tomohawk should be at -1 and +1, respectively, because of Intimidate.
 

dex

Hard as Vince Carter’s knee cartilage is
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:landorus-therian::regieleki::cawmodore:

HO is still alive and well despite the Magearna and Ace bans. This is the standard core of pretty much all CAP HO teams. Knock Off vs. Drain Punch on Cawmodore is a choice that is team dependent, essentially coming down to if you have something to force damage on Zapdos. Landorus-T with Explosion is actually quite nice in a meta where not a whole lot of stuff can check it. Even Libra and Tomo don't like tanking a +2 or +1 Explosion. Regieleki is by far the best screen setter in the tier, using its tier-topping speed to always get both screens up no matter what, and it has access to Explosion for a guaranteed momentum gain along with rapid spin to remove any hazards that could hurt any Final Gambit users an HO team might have.
 

spoo

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I stealth updated this thread a while back to remove a lot of the illegal cores and edit some of the outdated ones, but with the release of Chromera I thought it would be a great time for some fresh additions. This thread is now updated with two cool Chromera cores + a few others to reflect the metagame a bit better. Here's the full list for reference:
Chromera + :Heatran:
Chromera + :Jumbao:
:slowking: + :mandibuzz:
:garchomp: + :volcarona:
:garchomp: + :jumbao:
:dragapult: + :heatran:
:rillaboom: + :hawlucha:
I also encourage everyone else to share their favorite Chromera cores because it's still very new and I've seen a lot of people curious about how to build with it. There are a ton of mons that pair well with it, so it's nice to have some of those options documented here. Any other non-Chromera cores are still super welcome, though. A lot of new CAP players will likely be building as a part of the playtest tour so now is a good time to breathe a bit of life into this thread.
 

Voltage

OTTN5
is a Pre-Contributor
I would especially like to advocate for :Garchomp: + :volcarona: , two setup mons that are really great together right now in this new Chromera metagame.

I've found a lot of success bring these two on offense and hyper offense teams a a way to set up and win under the right circumstances. Garchomp is essential for beating Heatran which otherwise hard stops Volcarona, while Volcarona really helps handle things like Rillaboom that can beat a -1 Def Chomper. In particular, I really like how both Garchomp and Volcarona are able to win games if you can get it to +2 Speed (assuming you don't miss your Scale Shots and or Fire Blasts). One small merit to both Pokemon, their coverage moves that they use all after setup an be arranged in such a way to take advantage of Chromera (which going to be a win in my book given how fat it is) with proper play. With Garchomp you can spam scale shot, or Fire Fang / Stone Edge into Earthquake. With Volcarona on the other hand, Fire Blast / Flamethrower, Bug Buzz (for Slowking) and Psychic create a near perfect triangle that you can alternate with as necessary.

If you're using this core on HO then you really just need Pokemon that can provide opportunities for these things to set up, mainly Screens or Veil. Having hazards that chip away opponents also helps, but I feel like that's a pretty obvious statement. If you're leaning less HO but still a more offensively oriented team, you definitely will need some kind of cleric / prevention mon / run Safeguard on Volcarona instead, though the latter choice will force you to lose some coverage. Additionally, beakers and offensive team support are going to be really really nice since you essentially have two wincons on your team right away.

This core is really great and I would really suggest you give it a whirl.
 

Lasen

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Haven't seen too much activity in here, so I'd like to post a couple of cores I've been theorizing recently.

an offensive core to boot:
:dp/syclant::choice-band:+:dp/garchomp::life-orb:

This is a very simple offensive core, relying on two very strong physical attackers who force multiple switches and aim to take over the game by overwhelming their common checks (eg: Arghonaut, Skarmory, Corviknight) while also having good enough coverage to remove the things each other dislikes (Syclant removes Tomohawk and Slowtwins for Garchomp, Garchomp breaks a lot of Fairies down with its Earthquake and punishes Steel-types with Fire Fang). Hazard support is crucial to punish those who have very limited recovery, as well as Knock Off to displace Leftovers and HDB alike.

balance/stall breakers:
:bw/Crawdaunt::choice-band:+:bw/kyurem::heavy-duty-boots:

Do you hate even THINKING about walls? Do you enjoy Creole cuisine? And iced drinks that are weirdly incomplete? yeah this analogy sucks, a lot, but this core does not! CBrawdaunt can 2HKO almost anything with the nukes named Knock Off and Crabhammer and Aqua Jet can pick off weakened offensive threats. SubRoost Kyurem Freeze Drys Water-, Dragon-, and Flying-types alike, while Earth Power rids you of Steel-types and Glowking. No wall stands a chance against this potent combo!


Chromera is now legal!
:shuca-berry:+:leftovers:


Chromera is legal and it's good at what it does. It's not fantastic, but I feel like Shuca Berry gives it the benefit of being able to take a hit from Garchomp or Landorus-T and then burn them with Scald. Tapu Fini keeps stall-ish strategies in check and sets up Misty Terrain so that Chromera can't get Toxiced as easily, which is what usually ends up removing it from the game. Overall, they both can be used in the mid-game to threaten to end the game if the opponent doesn't try to take care of them early enough.
 

snake

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CAP Co-Leader
:dragapult: + :colossoil:

This core provides so much support while also being quite self-sufficient. Dragapult offers speed control and pivoting and can carefully check Urshifu-R and Rillaboom, while Colossoil brings a Volt Switch blocker, a Toxic user, a Knock Off user, Rapid Spinner, and an opposing Dragapult soft-check. Because Colossoil can force Toxic and Knock Off onto so many Pokemon, Dragapult can spam Hex much more freely. You'll definitely want some support to deal with Fairy-type and Ice-type moves, and most of the resident Steel-types can do that. Combine this core with dedicated wallbreaker, and you'll keep up the pressure against your opponent really well.
 

Lasen

smiling through it all
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I forgot about this, so it's time to bring it back! Gonna start with an OU core because we... don't have many of those atm, suprisingly.

+


The infamous duo! Tapu Lele is currently criminally underutilized with Steel-types being some form of bird, Heatran who you overwhelm sooner rather than later, and Equilibra usage being at an all time low. Thus, the Fairy/Psychic wallbreaker is slowly but surely creeping back up in usage, blowing its checks out the water. However, Tapu Lele is at its best when it can click its Psychic attacks and ignores its coverage and secondary STAB (Moonblast WHO? Never heard of her.) which is where Magnezone comes into play. The cop from Mystery Dungeon Explorers is here to arrest all the pesky Corviknights who wanna try and beat you. With the CAP staple of Balloon + Magnet Rise, Equilibra becomes fodder for your MIGHTY Body Press. In return, Lele can beat a lot of the Ground-types that would OHKO Magnezone as well as sponge the potential Fighting-type moves thrown its way. Heatran will surely outspeed your Magnezone and can threaten both members of the core-but hey- can't win 'em all :) Set provided by clicking on the mons is to abuse all the bad Speed tiers and trap Equilibra, but you can run a more traditional set on Magnezone.


+


This combo is actually a bit... insane?! Volkraken gets absolutely goomba-stomped by Slowking, widely regarded as the best Pokemon of the SS CAP metagame. Dragapult is hard-walled by mixed defenses Clefable, being unable to do much against it. But! Together, they get to overcome their insecurities named "checks" and "counters"!. Both Volkraken and Dragapult have access to pivoting moves in Flip Turn and U-Turn respectively, giving them the momentum needed to switch between one another and grab some HOT kills. Scorching Sands Volkraken can spread a nice burn from time to time, setting up Clefable to die to Hex. While this isn't public enemy #1, I believe this core has a spot in the current metagame.
 

stuart littled.

Banned deucer.
I forgot about this, so it's time to bring it back! Gonna start with an OU core because we... don't have many of those atm, suprisingly.

+


The infamous duo! Tapu Lele is currently criminally underutilized with Steel-types being some form of bird, Heatran who you overwhelm sooner rather than later, and Equilibra usage being at an all time low. Thus, the Fairy/Psychic wallbreaker is slowly but surely creeping back up in usage, blowing its checks out the water. However, Tapu Lele is at its best when it can click its Psychic attacks and ignores its coverage and secondary STAB (Moonblast WHO? Never heard of her.) which is where Magnezone comes into play. The cop from Mystery Dungeon Explorers is here to arrest all the pesky Corviknights who wanna try and beat you. With the CAP staple of Balloon + Magnet Rise, Equilibra becomes fodder for your MIGHTY Body Press. In return, Lele can beat a lot of the Ground-types that would OHKO Magnezone as well as sponge the potential Fighting-type moves thrown its way. Heatran will surely outspeed your Magnezone and can threaten both members of the core-but hey- can't win 'em all :) Set provided by clicking on the mons is to abuse all the bad Speed tiers and trap Equilibra, but you can run a more traditional set on Magnezone.


+


This combo is actually a bit... insane?! Volkraken gets absolutely goomba-stomped by Slowking, widely regarded as the best Pokemon of the SS CAP metagame. Dragapult is hard-walled by mixed defenses Clefable, being unable to do much against it. But! Together, they get to overcome their insecurities named "checks" and "counters"!. Both Volkraken and Dragapult have access to pivoting moves in Flip Turn and U-Turn respectively, giving them the momentum needed to switch between one another and grab some HOT kills. Scorching Sands Volkraken can spread a nice burn from time to time, setting up Clefable to die to Hex. While this isn't public enemy #1, I believe this core has a spot in the current metagame.
Hello you corre of TapuLele and Magnetzone is very interestive and novel thankyou for the share. Does you know a Powerful Sweeper team friend who will work good with this? Thankyou.
 

Voltage

OTTN5
is a Pre-Contributor
I've seen good success with :Tomohawk: + :Tapu-Fini: + ,:Equilibra: which is an excellent balance core.

Tomohawk + Fini is an excellent core on its own, as Tomohawk is able to counter Fini's number 1 counter, Rillaboom, while checking/countering (depending on the set) Fini's number 1 check, Ferrothorn. Fini, in return, deals with some of the mons that annoy Tomohawk, such as opposing fairies, which Fini can taunt or set up on.

Equilibra rounds the core out, giving the team a much needed Gunk Shot immunity. Mons that like to come in on Doom Desire are often passive, giving Tapu Fini the chance to setup, defog, or trick, depending on the set. Additionally, Taunt Fini prevents Teleport users from tanking Doom Desire and getting out to a threat, a great way to keep momentum with Doom Desire.

:Equilibra: + :Tomohawk: + :Tapu-Fini:

About 2 whole years later, and the reversion of the Equilibra nerf, this core is actually pretty solid again. With Saharaja and Garchomp being excellent ground types running around, it stands to reason that a Ground/Steel type that's also immune to Ground type moves is also excellent. Equilibra is able to spin away hazards and spam Doom Desires as needed, while also filling the requirement of a Ground and Steel type simultaneously. Libra also has a lot option for its fourth move after Doom Desire, Earth Power and rapid Spin, so you have choices between more coverage, another Steel option, or even thigns like Protect as a means of forcing the 50/50. Of course, Libra doesn't like losing its Leftovers, so Tomohawk once again returns as the premier Knock Of absorber in the tier. While Tomo+Libra has had its time in the sun, its new resurgence no longer uses an offensive Tomo set, but rather a more utility based set designed to absorb Knocks from Weavile, Kartana, and Urshifu-R, while also spreading Toxic around as a means to make progress. Hurricane isn't as necessary as much as Aura Sphere (fighting STAB), and between Roost and Toxic, the last move on Tomo is decently customizable. I personally like throwing Stealth Rock on it as a means to relive the glory days of TomoLibra Rocks and spinning all in one. Tapu Fini has been considerably useful in this metagame as well with CM + Taunt as an answer to Arghonaut, while Trickscarf Fini remains useful for disrupting common balance cores. Either set can work here generally.

In a weird way, I'm kind of excited to see what money tour brings as a result given some of the shifting meta trends that might be adopted from OU and it's incredibly interesting meta. Might post some other cores later, idk
 

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