Resource SS ZU Good Cores

Corthius

diehard hockey fan
is a Site Content Manageris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnus
ZUGoodCores (1).jpg

they do be liftin
Welcome to ZU good cores! Just like in health, a good core in teambuilding is vital for success. Cores are also the start for many teams and builds, and they allow for the direction of the team to stem into creative avenues while still retaining a solid backbone for the playstyles. The Pokemon within them are meant to compliment eachother, and that's usually done through having favorable synergy with eachother's typing and coverage. For example, offensive cores may work together because their attacks have perfect or near-perfect coverage, or do well to break down walls together. Defensive cores usually patch weaknesses between themselves, and may also have answers to Knock Off, entry hazards, Toxic, and other detrimental effects. Despite the good synergy, remember that cores aren't perfect! They're only 2-3 Pokemon on a team and are meant to be a good start rather than a finished project. It's ultimately up to you and your understanding of the meta to complete the team to your liking.


Submission Rules:
  • Cores may exist of only 2-3 Pokemon.
  • Use sprites or some visual representation of the core.
    • I prefer these, but :pokemon: also works
  • Include sets with the Pokemon.​
    • Use a Spoiler tag or Pokepaste to save space.
    • Slashes are allowed within sets when used sparingly.​
  • Use viable cores! Pokemon not on the VL / VR should not be included unless there's a valid reason, and I ultimately reserve the right to deny cores if they come off as unviable or irrelevant. Replays / good reasoning will always help your case if you are concerned.​
  • Explain your core.​
    • It doesn't have to be a long explanation, but skim the obvious and point out any nuances you know of.
    • Try to end with any weakness the core faces, and I recommend providing examples of teammates that may help.​
  • Check below to make sure your core hasn't already been posted!​

Rotom and Silvally-Dark VoltTurn
Silvally-Dark @ Dark Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- U-turn
- Iron Head

Rotom @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Shadow Ball
- Trick

Here is an offensive core built around a favorable VoltTurn duo. Choice Specs Rotom is a very threatening offensive pivot thanks to Shadow Ball denting virtually all targets immune to Volt Switch, making it tough to revenge kill. Faster Dark and Ghost attacks are usually its bane, which makes Silvally-Dark a decent switch-in for these attacks. Rotom's defensive typing in return is utilized as a switch-in when Silvally-Dark is threatened by fast Fighting coverage from Choice Scarf Gallade and Mach Punch Gurdurr. Some of the bulkier physical walls like Cofagrigus and Jellicent tend to carry Colbur Berry, which nets them an opportunity to burn Silvally-Dark; Rotom helps eliminate these threats and other physical walls like Pyukumuku and Poliwrath. Swords Dance is the power buff for Silvally-Dark to then break special walls like Audino and Type: Null, and with Iron Head it dents Clefairy and Alcremie. The two aren't the fastest, and fast wallbreakers like Sneasel, Basculin, and Lycanroc can revenge kill them both. Try speed control from Shuckle and Uxie, or Choice Scarf users like Gallade and Gourgeist-Small.


Clefairy, Ferroseed, Poliwrath - Defensive Hazards
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 172 Def / 84 Spe
Impish Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Soft-Boiled
- Knock Off
- Stealth Rock
- Toxic

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

These three are a solid defensive core for balance teams that string together valuable resistances and entry hazard support. Clefairy and Ferroseed are the special walls and provide Stealth Rock and Spikes, and are able to wear down opposing walls with Knock Off–excellent for removing Heavy-Duty Boots so their hazards hurt more–and status like Toxic and Leech Seed. Poliwrath is an ample Knock Off absorber so the other two retain their Eviolite, and it also patches up the duo's weakness to Sneasel, Lycanroc, Kingler, and Swords Dance Rhydon to name a few threats; 84 Speed EVs allow it to outspeed the latter. With Circle Throw, it also helps with phazing and pile on passive damage when hazards are up. The core lacks a spinblocker, and pressure from Magmotor, Skuntank, and Turtonator can wear it down. Possible remedies could be Rotom or Sableye, and Silvally-Ground or Silvally-Dragon for the latter.

And that should be that! Have fun posting, and I'll update the OP below with new additions as they come, and archive old cores if they become irrelevant due to bans or viability shifts.

Cores - Click on sprites for the Pokepaste of the sets:

 
Last edited:
Offensive Core:

Reserving Sneasel and Gallade

:Gallade: @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

:Sneasel: @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard

An ORAS NU classic. It should be pretty obvious why these two work so well. They hit hard, can punish switch-ins in quite a few ways, and have solid speed tiers. Gallade can take care of mons like Garbodor, Ferroseed, and notably Poliwrath that Sneasel struggles with, while Sneasel is better at taking care of a lot of the Ghosts in the tier, and is great at spreading Knock Off to wear down several bulky Pokemon, particularly Eviolite users and Pokemon reliant on Leftovers recovery. These two sets are the common sets for the Pokemon, nothing notable to point out there. Notably though, the two don't have the best physical bulk, and notably struggle against Fairy-types. You can easily patch this up on a balance team with Ferroseed or something, but other Fairy checks like Centiskorch (can also soak up Will-O-Wisp), Garbodor (entry hazards pair well with Knock Off), and Magneton (handles Cramorant) can work as well.
 
tangela.gif
audino.gif
pyuk.gif


Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Sleep Powder
- Giga Drain
- Sludge Bomb
- Synthesis

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

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Toxic
- Recover
- Mirror Coat

These three form a pretty annoying defensive core. Tangela has great Eviolite-boosted physical bulk, access to instant recovery, and a fantastic ability in Regenerator that extends its longevity. It sponges the physical hits Audino and Pyukumuku dislike, while Audino - who also has access to Regenerator - acts as a specially bulky Wish passer and cleric. Audino is rather passive, but Pyukumuku can use Unaware to handle the setup breakers who want to exploit Audino's good nature.

This core struggles with Magmortar, Centiskorch, and Nasty Plot Skuntank. I think both of the Fire-types are ban-worthy due to a lack of reliable and viable defensive counterplay (i.e. not Altaria and Thick Fat Appletun), but a Centiskorch of your own can help. Skuntank is not particularly threatening before it has notched a Nasty Plot boost, so offensive/utility mons with good speed tiers and respectable special bulk are useful here; namely, LO Gallade and Rapidash. Opposing Skuntanks do have a habit of trying to switch-in to Tangela, so saving your Sleep Powder for it can be helpful.

EDIT: S/O AstilCodex for suggesting Knock Off on Audino in lieu of Toxic.
 
Last edited:
:ss/uxie::ss/Type-Null:
Ok so here is a defensive core that I've had alot of success with recently consisting of two pivots users allowing you to bring in wallbreackers safely. Uxie and Type: Null typing's complement each other well with Uxie resisting fighting and Type: Null being immune to ghost. Both carry toxic to be annoying, help wear down the opponents walls and to force switches . Type: null can be used to absorb status from the opposing team thanks to rest and although weak to dark Uxie can absorb knock off surprisingly well thanks to it being fully physically defensive and holding a Colbur Berry. A weakness of this core however is that Cofagrigus breaks it down as it can shadow ball Uxie and body press Type: Null. Further teammates to help this core should include some form of hazard control, a more traditional knock off absorber and some counterplay to Cofagrigus such as Skuntank or a Silvally form.
 
Last edited:
palossand.gif
ferroseed.gif

Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Shadow Ball
- Earth Power
- Shore Up

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Bullet Seed/Leech Seed
- Knock Off
- Gyro Ball
Palossand and Ferroseed synergize pretty well as two-spoke defensive core. The former's access to Stealth Rock allows the latter to carry Spikes, which is useful for stacking hazards. This is especially true because the castle offers nice role compression as a spinblocker.

Palossand is also immune to Fighting and therefore mitigates one of Ferroseed's two weaknesses. When equipped with Colbur, Palossand can also asborb Knock Offs that would otherwise cripple Ferroseed. Ferroseed helps Palossand by resisting Water and Grass and by specially-oriented Ghost-types and Ice-types (namely Frosmoth) that wish to exploit Palossand.
252 Atk Life Orb Gallade Knock Off (97.5 BP) vs. 252 HP / 252+ Def Colbur Berry Palossand: 91-108 (24.3 - 28.8%) -- 99.3% chance to 4HKO
0 Atk Ferroseed Gyro Ball (150 BP) vs. 0 HP / 0 Def Frosmoth: 282-332 (100.3 - 118.1%) -- guaranteed OHKO
252 SpA Frosmoth Ice Beam vs. 252 HP / 252+ SpD Eviolite Ferroseed: 76-91 (26 - 31.1%) -- guaranteed 4HKO
This core is rather weak to Fire-types. I, personally, have mitigated that to some extent by carrying Centiskorch. czim suggested perhaps supplementing it with Silvally-Dragon, who would absorb Knock Offs for both and be complimented by Ferroseed's resistant to Fairy. Speaking of Silvally forms, Silvally-Ghost and Silvally-Dark can also be problematic for this core. Kangaskhan can help keep the former in check, whereas Persian-Alola may be a good option for handling the latter.

Lastly, having a Defog deterrant is helpful for keeping your hazards on the field. Pawniard is an option to do so, but it should be noted that Pawniard will compound Ferroseed's weaknesses to Fire and Fighting and should therefore be supported accordingly.

EDIT: Adding another Fire-weak core!

leafeon.gif
magneton.gif

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Toxic
- Substitute
- Protect
- Knock Off

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Steel Beam
- Flash Cannon
Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 248 HP / 100 Def / 160 Spe
Jolly Nature
- Toxic
- Substitute
- Protect
- Knock Off

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Steel Beam
- Flash Cannon
LeafyTon is an offensive core that I've been enjoying the past couple days. Magneton tends to invite Ground-types immune to Thunderbolt and Volt Switch, but Leafeon has the requisite physical bulk and resistance to switch into these types. Leafeon scares most of these mons out and can proceed to get a Substitute up and begin toxistalling or to remove the item of the inbound mon. Both the SubTox and Knock Off strategies are problematic for the Fire-types it lures like Centiskorch and Magmortar.

Once Leafeon has revealed itself to be a SubTox set, opponents will generally send in a Steel-type if they're carrying one. Magnet Pull allows Magneton to trap and kill these threats, although it must be careful not to switch into Knock Off or a Fighting-type move.

Leafeon can also work effectively as a lead to create pressure early if the other team doesn't appear to have an answer for SubTox. You can use a faster set with full Speed investment to handle things like Rotom-Flying and Unfezant, but I prefer the bulkier variant that still outspeeds Magmortar and Gallade.

Leafeon can generally incapacitate or cripple Fire-types switching into it, but things don't always work out the way we want. This is a nice Altaria set that can help with pressure from Centiskorch and Magmortar, as well as deal with Ferroseed (who is immune to Poison and resistant to Steel and Electric).
Altaria @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 120 SpD / 136 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Flamethrower
- Defog
- Roost
Nasty Plot Skuntank is also problematic for these two. It can use SubTox Leafeon as setup fodder and outspeeds OHKOs Magneton with +2 Fire Blast. Rhydon and speedy offensive counterplay are good answers to Skuntank.

More generally, Wish support allows Magneton to spam Steel Beam and I find that WishPort Clefairy compliments it well.
 
Last edited:
leafeon.gif
magneton.gif

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Toxic
- Substitute
- Protect
- Knock Off

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Steel Beam
- Flash Cannon
undefined
For either Magneton set, I would say run Analytic. There is not anything really in the tier that you want to trap with the magnets. Plus getting that analytic boost coming off that specs 120 SpA is just disgusting.
 
For either Magneton set, I would say run Analytic. There is not anything really in the tier that you want to trap with the magnets. Plus getting that analytic boost coming off that specs 120 SpA is just disgusting.
Isn't ferroseed a worthy enough steel to trap which benefits a plethora of the offensive metagame?
 

S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion
Heal Bell Audino + Rest Cofagrigus:
:audino: :cofagrigus:
Audino @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Heal Bell

Cofagrigus @ Colbur Berry
Ability: Mummy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Shadow Ball
- Will-O-Wisp
- Rest

Audino sponges special attacks, and Cofagrigus eats up physical ones, notably having a useful Fighting immunity. Heal Bell works to combat the core's Toxic vulnerability, and also give Rest Cofagrigus a way to awaken quickly. That's notable as Audino is really passive itself, while Cofagrigus has perfect Ghost / Normal coverage that threatens everything. Audino's Knock Off helps weaken breakers that rely on Choice Specs and Life Orb, and burn from Will-O-Wisp is helps vice versa. Together they are very hard to deal with, but watch out for stallbreakers like Skuntank and Taunt Magmotar, Trick Gallade, and Centiskorch. On balance, Silvally-Ground and Gurdurr help offensively, while bulkier builds can opt for Rhydon, Poliwrath, and Alolan Persian.

Fast Physical Wallbreakers:
:basculin: :gourgeist:
Basculin @ Mystic Water
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Flip Turn
- Aqua Jet
- Psychic Fangs

Gourgeist-Small @ Life Orb
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poltergeist
- Power Whip
- Shadow Sneak
- Synthesis

There's no shortage of fast wallbreakers in ZU, and there's no need to settle with anything slow. That's where this duo shines, outspeeding slower threats like Magmotar, Centiscorch, Gallade, Silvally formes, and more, not to mention picking up OHKOes on them too. Basculin can barely touch Water Absorb mons, so Gourgiest-Small is able to punish them and usually switch in safely. Both even have notworthy priority for faster threats like Cinccino and Sneasel. Still, without chip damage, those two are an issue. Defensive pivots like Uxie and Alolan Persian get them in better, and entry hazards from Garbodor and Aurorus are necessary for some damage rolls. You can also try Fire Blast on Gourgiest-Small over Synthesis if you need to target Ferroseed and Tangela.
 

S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion
Can you talk about the Psychic Fangs inclusion on Basc?
Psychic Fangs hits Poliwrath, a notable Water Absorb Pokemon that counters Basculin. It does a decent amount of damage to it, forcing it to eventually go for Rest to recover. When it's asleep, that makes Gourgiest-Small very safe as a switch-in, as it is very unlikely for it to use Sleep Talk, land Scald, and land a burn; that's the only way Gourgiest-Small would be in trouble. So by getting it into this extremely favorable situation, about 90% in your favor in a worst case scenario compared to like a 70%, Psychic Fangs can be worthwhile. There's also not too much in comparison for other coverage, and most of everything else is niche. Liquidation with Mystic Water and Adaptability is so strong that it's even great against targets that are resisted to Water, so having coverage for a target that is immune to Water is good.
 

Corthius

diehard hockey fan
is a Site Content Manageris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnus
Still new but I wanted to throw this into the ring

Offensive Spikes Core
:Garbodor::Shiftry:
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Spikes
- Gunk Shot
- Pain Split
- Stomping Tantrum

Shiftry @ Black Glasses / Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Leaf Blade
- Swords Dance
At first glance, Shiftry looks highly outclassed by Sneasel and Silvally-Dark as a Swords Dance Dark type sweeper. The key to, in my opinion, Shiftry's advantage (I wouldn't call it niche, since it doesn't really fulfill a different role that the other two, just other benefits) is in fact the big threat Sneasel poses to the metagame. Shiftry is a Dark type that takes advantage of people who run pokemon like Poliwrath or Carbink as their Sneasel answer as its secondary Grass typing allows it to bypass them. It's also not four times weak to Gurdurr's Mach Punch which can come in handy if you've weakened it before and now need to finish it off with Shiftry (Keep in mind that Mach Punch prob still does a lot).
Garbodor synergizes very good with Shiftry as it can come in on physically defensive Fairy types like Alcremie or Clefairy and lay down hazard to further increase Shiftry's breaking potential.
They also have nice type synergy; Shiftry can come in on potential Ground types like Palossand or Psychic types like Uxie (watch out for Fairy coverage) while Garbodor can check the mentioned Fairies (watch out for Psychic coverage).

Btw, please don't get me wrong. I don't want to make it look like Shiftry is better than Sneasel.
 
offensive core
Thwackey - Magneton/Frosmoth

gterrain abuses mimicry of galar fisk to eliminate the only real counter to magneton(bar reg stunfisk which loses to great Thwackey support) and the best counter to Frosmoth.
now this 2mon core is fire and chipping weak but that's where team support comes in.

https://pokepast.es/03dd4b6558ab23cc
:Thwackey: :Magneton: :audino: :Cofagrigus: :Centiskorch: :hitmonchan:
a sample team for the core.
 
Offensive Core
sawk.png
kingler.png

Kingler @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Agility
- Knock Off
- Body Slam
- Liquidation

Sawk (M) @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Knock Off
- Earthquake
- Close Combat

A pretty simple offensive core.
Choice Band Sawk is able to catch many of Kingler check/counter.
Earthquake make massive dommage on Qwilfish/Garbodor when Knok Off remove Tangela Eviolite and Heavy Dutty Boots Altaria.
After eviolite/Heavy Dutty Boots removed Sawk is able to 2HKO Tangela with Close Combat and OHKO Altaria after Stealth Rocs with Stone Edge when Close Combat allow a potential 2HKO on Altaria after SR.

-1 252 Atk Choice Band Mold Breaker Sawk Earthquake vs. 252 HP / 164+ Def Qwilfish: 184-218 (55 - 65.2%) -- guaranteed 2HKO
252 Atk Choice Band Mold Breaker Sawk Earthquake vs. 252 HP / 212+ Def Garbodor: 272-320 (74.7 - 87.9%) -- guaranteed 2HKO
252 Atk Choice Band Mold Breaker Sawk Stone Edge vs. 252 HP / 0 Def Altaria: 348-410 (98.3 - 115.8%) -- 87.5% chance to OHKO
252 Atk Choice Band Mold Breaker Sawk Close Combat vs. 252 HP / 120+ Def Altaria: 125-147 (35.3 - 41.5%) -- 74.2% chance to 2HKO after Stealth Rock
252 Atk Choice Band Mold Breaker Sawk Close Combat vs. 252 HP / 252+ Def Tangela: 187-222 (55.9 - 66.4%) -- guaranteed 2HKO
252 Atk Choice Band Mold Breaker Sawk Stone Edge vs. 252 HP / 0 Def Rotom-Fan: 300-354 (98.6 - 116.4%) -- 93.8% chance to OHKO

Kingler is a good Late Game Sweeper in the métagame, with Jolly nature he outspeed all classic scarfed Pokémon in ZU (Cinccinno included) after one Agility.
Liquidation is a huge Stab boosted by Sheer Force and Life Orb who do massive dommage on anything doesn't resist Water.
Body Slam is booster by Sheer Force and is here for hit Water Resist excepted Gourgeist and Jellicent.
Knok Off hit Gourgeist and Jellicant and help for remove Eviolite on mon like Gurdur/Tangela/Ferroseed/Altaria ect.

252 Atk Life Orb Sheer Force Kingler Body Slam vs. 252 HP / 164+ Def Qwilfish: 138-162 (41.3 - 48.5%) -- 72.7% chance to 2HKO after Stealth Rock
252 Atk Life Orb Sheer Force Kingler Body Slam vs. 248 HP / 0 Def Poliwrath: 165-195 (43 - 50.9%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Kingler Knock Off vs. 252 HP / 252+ Def Jellicent: 166-198 (41 - 49%) -- guaranteed 3HKO
252 Atk Life Orb Sheer Force Kingler Body Slam vs. 252 HP / 252+ Def Tangela: 103-122 (30.8 - 36.5%)
252 Atk Life Orb Sheer Force Kingler Liquidation vs. 248 HP / 0 Def Rotom-Fan: 222-263 (73.2 - 86.7%) -- 81.3% chance to OHKO after Stealth Rock

For help the core you can add Uxie Screen setter for help Kingler set up. You can also play Skuntank for beat Ghost with who the core struggle like Cofagrigus.
 
Last edited:

S1nn0hC0nfirm3d

aka Ho3nConfirm3d
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a defending SCL Champion

Persian-Alola @ Heavy-Duty Boots
Ability: Fur Coat
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Foul Play
- Toxic
- Knock Off

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Toxic
- Soft-Boiled
- Stealth Rock

These two are solid blanket checks for most physical and special attackers, respectively. Clefairy is so bulky it can even tank Choice Specs Basculin's Surf and outstall it. Alolan Persian also supplements Clefairy's bulk with Parting Shot, and it can be a decent Knock Off switch-in when Clefairy needs to hold its Eviolite. Alternatively, Clefairy could take Knock Off too for when Heavy-Duty Boots is important for Alolan Persian. The two both are immune to entry hazards and wear opponents down with Toxic, which makes them very solid together with additional hazard setters like Garbodor and Qwilfish. Watch out for stallbreakers, with NP Skuntank particularly being a nuisance.
 

Tuthur

Haha CEO
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
:uxie::centiskorch:
Uxie @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- U-turn
- Future Sight
- Knock Off
- Stealth Rock

Centiskorch @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Lash
- Knock Off
- Leech Life
- Power Whip
Pretty straightforward, thanks to Future Sight Centiskorch can break through some of its best checks like Cramorant, Qwilfish, and random physically defensive like Corsola-Galar. Uxie can also safely bring Centiskorch with U-turn, this core is really great for VoltTurn BO that are super common atm. This core is only great versus defensive builds as Centiskorch struggles to threaten offensive teams.

:silvally-ground::magneton:
Silvally-Ground @ Ground Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Rock Slide
- U-turn

Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Steel Beam
Silvally-Ground and Magneton makes a great offensive core for VoltTurn teams. Silvally-Ground is able to take advantage of Stunfisk formes for Magneton, whereas Magneton takes advantage of Tangela, Rotom-Fan, and Alolan Persian. They can chip through the opposing team with chips and cover most of their checks. Nothing much to say.
 

Corthius

diehard hockey fan
is a Site Content Manageris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnus
:Uxie::Ferroseed:
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect / Knock Off

Uxie @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- U-turn
- Stealth Rock
- Knock Off
- Psychic / Future Sight

Since no one has done this as a core I might as well post it for people looking over this.
This is one of the best Entry Hazard cores in ZU rn. Uxie offers a ton of utility, namely Knock Off to remove Heavy-Duty Boots / Eviolite to make it easier to wear down the opposing team and U-turn to keep offensive momentum. Stealth Rock for Obvious reasons. Future Sight can be used to increase the power of a breaker like Sawk to which Qwilfish would otherwise be a solid switchin to.
Ferroseed on the other hand has great type and hazard synergy as it is a solid spiker that can reliably get up Spikes to make switching without Heavy-Duty Boots or not touching the ground a nightmare. Knock Off is pretty commenly seen on hazard stacking teams as removing Heavy-Duty Boots is vital for the maximum of breaking power, so it can be used over Protect. Protect is mainly used to gain more recovery while still wearing down the opposing seeded pokemon but it makes pokemon like Centiskorch less afraid to hard switch into you.

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

Qwilfish @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Waterfall / Liquidation
- Toxic Spikes / Thunder Wave / Pain Split
Another core centered around hazards but this time we have the abuser in it. KangaSpikes is pretty well known team archetype and it's really good at the moment. The original KangaSpikes is one layer of Toxic Spikes so you get an additional turn of the regular poison damage but over the past it turned into using regular Spikes instead. While im not here to say Toxic Spikes are better, I still want to mention them as a 4th move option on Qwilfish as this slot has always been pretty flexible for me. You can get up a layer of Toxic Spikes if you see that they are very potent versus your specific matchup. Thunder Wave is best used (imo) w/o Toxic Spikes as spaming two status forms often overlaps too much but its a great option as it can slow down faster offensive threats and yellow magic is always a wincon.
Obviously they both synergize typing wise as well.
Honestly, throw a Uxie into this core and you got half a team right there. Heavy-Duty Boots on Kangaskhan is a loss in power but you can actually dip your own hazard removal this way and focus 100% on getting up hazards.
 

Gangsta Spongebob

"Mama I'm a Criminal" - Badass Smoking Caterpillar
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributor
:tangela: :coalossal: :poliwrath:

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain / Leaf Storm
- Knock Off
- Toxic / Sleep Powder / Sludge Bomb
- Synthesis / Leech Seed

Coalossal @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 4 Def / 252 SpD
- Spikes / Stealth Rock
- Rapid Spin / Stealth Rock
- Rock Blast
- Flamethrower

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Rest
- Sleep Talk
- Scald
- Circle Throw

This core is largely built around the great synergy between Tangela and Coalossal. Coalossal resists every single one of Tangela's weaknesses, while Tangela in turn resists Coalossal's Double Weaknesses. Their synergy is complemented by their respective spreads.

However, they both do suffer from one severe weakness, that being a huge weakness to Knock Off. As a result a Knock Absorber is great appreciated in backing up this core. Poliwrath thus acts as this important piece, with it's Dark Resistance and lack of reliance on Leftovers it is very good at its job. It also acts as a decent status absorber, as while it can hardly swap into everything with Toxic in the tier, it can take one for its teamates in a pinch.

This core also takes advantage of the power of Spikes. With Coalossal setting them up, Tangela can rack up damage by forcing physical attackers to flee, while using Knock Off to remove its Target's Heavy Duty Boots. Poliwrath similarily can force switches using its Bulk in tandem with Circle Throw.

This core's biggest wekaness is easily Coalossal, the Special Wall, having no recovery. As a result of this, should Coalossal be chipped too heavily, special attackers can often find themselves able to break through other 2 members. Thus in my opinion it is best to run offense with this core, as not only can games be ended before Coalossal's finite health proves to be too much of an issue, but it can also take advatage of Tangela's generated momentum and the good amount of strong spikes abusers in the tier.

On a final note, it is important to mention that Coalossal doesn't have to run Spikes if another teamate does, but it is preferable as it is already an effective user of the move.

Edit: Another Knock Absorber could be used over Poliwrath, such as Throh. Poliwrath is my prefered one, but others could work.
 
Last edited:

wooper

heavy booty-doots
is a Forum Moderator
stunfisk-galar.gif
cramorant.gif

Stunfisk-Galar @ Leftovers
Ability: Mimicry
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide / Rock Tomb
- Curse / Yawn

Cramorant @ Heavy-Duty Boots
Ability: Gulp Missile
EVs: 248 HP / 132 Def / 32 SpD / 96 Spe or 248 HP / 212 Def / 32 SpD / 16 Spe
Timid Nature
- Defog
- Surf
- Brave Bird
- Roost
recently got back into zu after taking a break for a bit and i wanted to contribute to this thread with an underrated core that ive been using quite frequently. galarian stunfisk and cramorant complement each other perfectly. not only do they form a stealth rocks and defog core, but they cover every single one of each other's weaknesses: :cramorant: takes on the fighting, fire, water, and ground type moves aimed at :stunfisk-galar:, while :stunfisk-galar: handles the rock and electric type moves for the birb. because :stunfisk-galar: lacks reliable recovery, it benefits greatly from defog to be able to switch into what it needs to over the course of the game.

i know :stunfisk-galar: saw a drop in the vr from b+ to b-, but i think it fares well in the meta still. i typically opt for rock slide and curse to give it some offensive presence, but rock tomb to drop speed and yawn to induce sleep both work well enough in my experience, and both can force switches in a pinch.

with 16 speed and a timid nature, :cramorant: is faster than max speed base 65s with neutral natures, namely :centiskorch:; with 96 speed, it outpaces base 65s with positive natures, namely :frosmoth:. 32 spdef with 248 hp means that it will never be 2hkoed by +2 energy ball from :ninetales: or 2hkoed by :frosmoth:'s unboosted ice beam; the rest of the evs were put into defense.

together, the two are not the strongest on the physical side and can get easily run through by something like banded :sawk: or even scarf with prior damage, rocks (if cram has been knocked), etc. :tangela: is nice for this reason, as its physical defense lets it act as a pseudo-fighting resist. it also starts a fire/water/grass core with :cramorant:, and :stunfisk-galar: resists flying and is immune to poison; :tangela: also resists ground and water for :stunfisk-galar:and electric for :cramorant:. fighting types like :sawk: and :gurdurr: appreciate :stunfisk-galar:'s key resistances to fairy, flying, and psychic, and :cramorant: appreciates their resistances to rock too. they also can help by knocking opponents and with dealing with :frosmoth: to an extent. burns from will-o-wisp suck, so having a fire type like :rapidash:, status absorber like :trevenant:, heal bell user like :audino: or aromatherapy user like :alcremie: can come in handy. knock off removes :stunfisk-galar:'s only means of recovery and :cramorant:'s boots, which let it do its job effectively, so absorbers like :alcremie:, :silvally: (dark), and colbur berry :uxie: can be beneficial to this core.

overall, ive been enjoying the way these two synergize, and i hope you give it a try!
 
Last edited:
:ss/cinccino: :ss/Manectric:
Manectric @ Choice Scarf
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Volt Switch
- Switcheroo

Cinccino @ Choice Band
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tail Slap
- Bullet Seed
- Knock Off
- U-turn
These 2 Fast attackers have alot of good synergy covering both a fast physical and fast special attacker.They also form a volturn core which can help keep momentum making them a good offensive core.They are also fantastic at beating choiced rotom as you can absorb trick since both of them hold choice items and together they are immune to both stabs. manectric also stop Qwilfish from causing massive damage to Cincinno via rocky helmet or spreading a para.The biggest weakness between the two is Silvally-ground since cincinno can't switch into it and manec doesn't beat it unless it's heavily chipped.Scarf sawk can also give similar troubles as close combat really damages manec and kos Cincinno.
 
Hey there everyone!:afrostar:
I wanted to share this very fun but very effective offensive volt turn core with y'all, that I've been demolishing with for the last couple days.
:Centiskorch::Manectric::Thwackey:
Sets -
Rotom is a joke (Manectric) @ Choice Specs
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Overheat
- Switcheroo


Rill is a boomer (Thwackey) @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer


Crayator (Centiskorch) @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Lash
- Knock Off
- Power Whip
- Leech Life

The main focus of this core is to bring in Centi as much as possible , and abuse its wallbreaking capabilities. Hence, I supplemented it with a volt turn core of Thwackey and Manetric. Thwackey lures in defensive grasses like tangela and u turns, bringing in centi who can then proceed to cripple its answers with knock or coverage. Same for Manetric. Centi struggles with pokemon like Garbodor, qwilfish, altaria, cramorant etc, and a lot of these checks are shared by Thwackey, so they team up to take them down. Manetric provides electric immunity and speed control while also stallbreaking with switcheroo, not to mention the invaluable volt switch on grasses like ferroseed to bring in centi. Thwackey's grassy terrain gives passive recovery(which is huge in centi's case) while also weakening eq, which is always useful.


The sets are fairly standard, I tried eviolite instead of band on thwackey, but the damage output just wasn't enough. Moreover this core is a bit slow and hence needs very strong priority, so yeah banded is defo the way to go.


This core fits best on bulky offense teams, who can take a hit and dish it back out with even more power. Pivoting is absolutely vital for this core, so dont be afraid to click it. Also, rocks are very well required for centi and thwack to beat shared checks like alt and cram after knock, so be sure to get those.


That concludes it! Hope you have fun!
If you get Centi's name reference I like you
 

Corthius

diehard hockey fan
is a Site Content Manageris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnus
As dead as the NU version, what a shame.

:ss/Sandslash-Alola::ss/Jellicent:
Sandslash-Alola @ Leftovers
Ability: Slush Rush
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rapid Spin
- Iron Head
- Spikes
- Knock Off

Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Recover
- Toxic
Sandslash looks like a potent Spikes setter, somewhat compensating that we lost Garbodor (in terms of how many viable Spikes setter we have).
Knock Off is amazing for removing Heavy-Duty Boots and make your Spikes tougher to switch into. Alolan Sandslash also has way more viable options e.g. you could also use it for Stealth Rock, Toxic to cripple defensive waters, Ice stab and priority. I can also see SD sets being interesting to use.
Jellicent provides nice typing synergy with Alolan Sandslash, checking Fire, Fighting and Ground types for it while also providing a solid check to the newly dropped Arctovish. For this specific core it also acts as a spin blocker and is a good check against opposing Alolan Sandslash. Toxic + Taunt lets is break through stall more easily and Scald is the stab of choice.
Have fun abusing Spikes everyone.
 
:silvally: :leafeon: / :thwackey: / any physical grass w/ koff

Silvally-Ground @ Ground Memory
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Beam
- Multi-Attack
- Rock Slide
- U-turn

Leafeon
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Synthesis


this is a nice offensive core i've had a ton of fun to use, ice beam groundvally is awesome if you manage to knock tangela's eviolite being able to kick his ass once done as well as beating altaria, articuno & centiskorch is incredible for SD Leafeon (could be a Thwackey or w/e grass type with knock off you want) i tend to prefere leaf instead of another grass type due to his longevity with synthesis + the opportunity to go itemless to switch into gourgeist which is annoying for groundvally, being able to continually u-turn against water types that come in on groundvally to send leafeon is amazing this core allows you to keep the offensive pretty easily at any point of the game
 

5Dots

Chairs
is a Community Contributoris a Tiering Contributoris a Top Contributor
:ss/Sawk: + :ss/Rotom:
Sawk and Rotom make for a lethal offensive core, with Sawk possessing the capabilities to inflict massive damage against most neutral targets and rotom being able to disrupt defensive cores with its wide utility movepool. Both can provide speed control with their scarf sets, preventing foes like Silvally formes, Jynx, and Cinccino from revenge killing them easily. Sawk can dismantle Pokemon like Skuntank, Kangaskhan, and opposing Rotom to help and ease prediction for its own Rotom, and can soften up checks Rhydon, Silvally-Dark, and Frosmoth the levitating fiend may struggle with. Rotom itself can be extremely annoying its variety of sets, with the aformentioned scarf, status, specs, substitute + nasty plot, and colbur to give sawk the needed speed or power to dismantle opposing teams, with Rotom gladly forcing out tangela, wishiwashi, and Qwilfish.

:ss/Malamar: + :ss/sandslash-alola:
This is a hazard-stacking core I’ve been using a lot. Sandslash-A resists both of Malamar’s weaknesses and provides the chip damage needed for Malamar to secure KOs. Both run Knock Off to cripple the opposition. Malamar forces out/outstalls defensive/tanks like Piloswine, Stunfisk, and Alolan Persian with Superpower + Knock Off. A-Sandslash‘s hazards can lure in defoggers like altaria and articuno, making it even more annoying to deal with with the 33% chance to miss moves.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top