Resource SWSH UU Cores

Estarossa

moo?
is a Site Content Manageris an official Team Rateris a Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderator
C&C Leader
:bw/jirachi: :bw/mienshao: :bw/slowking:

Jirachi @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Aura Sphere
- Wish / Thunderbolt

Mienshao @ Choice Scarf
Ability: Regenerator
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Toxic

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Psyshock
- Teleport

Calm Mind Jirachi is an excellent breaker and cleaner with its all rounded stats and coverage. Scarf regenerator Mienshao really benefits it by helping to deal with fast threats like Terrakion and Lycanroc that you lose out on dealing with with Jirachi by not running Choice Scarf, bringing Jirachi in on Pokemon like Weezing-Galar for easy set up opportunities with U-turn, and being able to cripple Slowking with Toxic, letting Jirachi more easily break through it. Slowking really rounds off this pairing forming a Regenerator core with Mienshao, providing a check to Pokemon like Mienshao and Flygon for Jirachi, and being able to form a formidable wallbreaking combo with Mienshao with Future Sight + Teleport, enabling Jirachi to clean much easier.


:bw/jirachi: :bw/roserade:

Jirachi @ Choice Scarf
Ability: Serene Grace
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Trick

Roserade @ Black Sludge
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Stun Spore
- Sludge Bomb
- Giga Drain / Leaf Storm

Choice Scarf Jirachi is an absolutely exceptional speed control option that fits on nearly all teams, thanks to its strong utility, checking massively dangerous threats like Terrakion and Lycanroc, and ability to easily break fatter teams with both Trick and Flinching + Team support. Spikes support pairs amazingly with Jirachi, to help wear down its switch-ins like Cobalion, Tentacruel, and non Boots Slowking. Roserade is an exceptionally noticeable partner for this however, pressuring a lot of Jirachi's checks that are brought in through U-turn like Slowking and Rotom-Wash, and providing Stun Spore support, making it even easier for Jirachi to break through teams with Iron Head, and being great at slowing opposing Choice Scarf Jirachi.

:sm/lycanroc-dusk: :bw/skarmory: :bw/slowking:

Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Accelerock

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 200 Def / 4 SpD / 56 Spe
Impish Nature
IVs: 0 Atk
- Whirlwind
- Brave Bird / Body Press
- Roost
- Spikes

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Future Sight
- Scald
- Psyshock
- Teleport

All-Out-Attacker Lycanroc is an exceptionally dangerous wallbreaker and late game cleaner with its incredible speed and Tough Claws boosted coverage leaving it with very limited defensive counterplay. Future Sight + Teleport Slowking can further augment this by limiting its defensive counterplay even further, and making up for its poor bulk by giving it a lot more breaking opportunities. Spikes support from Skarmory is also exceptional for Lycanroc, helping to punish switches even further, while Skarmory also pairs nicely with Future Sight due to Whirlwind. Slowking and Skarmory in return also provide Lycanroc with a lot of useful defensive utility, helping to check revenge killers like Choice Scarf Jirachi, Keldeo, and Mienshao.

:bw/slowking: :bw/heracross:

Slowking @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Future Sight
- Teleport
- Scald
- Psyshock

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Facade
- Knock Off
- Swords Dance / Spikes

Future Sight + Teleport Slowking generally pairs well with any Fighting-type really, but Heracross is arguably the hardest for stall teams to run viable counterplay to, as even running Protect on multiple Pokemon like Blissey/Slowking to sponge the Future Sight turn just lets Heracross SD up and force a sack every single time. Heracross espcially loves Slowking giving it lots of opportunities to come in on Dark-types like Krookodile and TTar freely, and having its Guts activated immediately through Teleport, in return Slowking pivots into a lot of revenge killers for Heracross like Darmanitan, Brave Bird Skarmory, Noivern, and Jirachi.

:bw/blissey: :bw/starmie:

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Soft-Boiled
- Teleport
- Seismic Toss
- Toxic

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- Thunderbolt
- Rapid Spin / Recover / Ice Beam

Life Orb Starmie is an exceptional offensive Pokemon currently, able to check a lot of offensive threats like Terrakion, Keldeo, Mienshao, and Roserade, while having very little defensive counterplay outside of Celebi or good prediction. Blissey further augments this by inviting in lots of these Pokemon, and especially Fighting types that it hates, that Starmie takes advantage of, providing Starmie with many breaking opportunities, and checking Pokemon like Kyurem and Rotom-W for Starmie.

:ss/pincurchin: :ss/raichu-alola: :ss/necrozma:

Pincurchin @ Terrain Extender
Ability: Electric Surge
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA (or a bulkier spread if you like)
Quiet Nature
IVs: 0 Atk
- Spikes
- Recover / Memento
- Scald / Memento
- Rising Voltage

Raichu-Alola @ Life Orb / Magnet
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic / Psyshock
- Rising Voltage
- Grass Knot

Necrozma @ Electric Seed
Ability: Prism Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Earth Power
- Stored Power
- Moonlight

Core also works the same with Reuniclus instead of Necrozma.

With Rillaboom now risen to OU, Electric Terrain based cores are a lot more viable now, taking advantage of Alolan-Raichu's insane Speed stat and damage output with Surge Surfer + Rising Voltage, making it a formidable cleaner and breaker that can outspeed all forms of speed control in the tier, and the absolute danger that Electric Seed Necrozma (or Reuniclus if you'd prefer) poses, especially with the low usage of Haze Pokemon currently. Pincurchin is mandatory to set terrain, but can provide Spikes support for Raichu, and optionally Memento support to allow Raichu a set up opportunity to clean easily late game.
 
Last edited:
Hi, I'm submitting an offensive or balanced (can be considered either) core:

Knock Off+Toxic Spikes Tentacruel and Sub+Roost Kyurem.
+

Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin

Note: you can customize the amount of speed on Tentacruel. Notable benchmarks include 176 speed EVs for fully invested base 90s (such as Porygon-Z and Lucario), 216 for fully invested base 95s and below (notable examples include Krookodile, Darmanitan, and Obstagoon), 224 for Mimikyu and below, max speed to tie with Jirachi and Celebi.

Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Substitute
- Roost

This core has been around for years, but it's better than ever right now since Kyurem now has access to Freeze Dry. This not only lets it threaten usual ice weak Pokemon in addition to Keldeo, Rotom-W, Starmie and other water types, but also gives it more PP to work with compared to Ice Bream, which is extremely valuable to help PP/pressure stall fat Pokemon (particularly Blissey). The 56 HP EVs ensure that Kyurem's substitute doesn't break from Seismic Toss, and Earth Power is mandatory to not let in every steel type (Cobalion, Jirachi, Doublade, Copporajah) for free. Since Kyurem gets screwed by both rocks and T-Spikes, boots is extremely valuable in situations where Tentacruel cannot properly spin for it. Tentacruel's speed EVs are for fully invested base 85s and Mamoswine, but as mentioned above this can be customized depending on the team (I.e., running enough for Krookodile). Knock Off is incredible to remove both Blissey and Slowking's boots, which allows you to eventually poison it with T-Spikes. This helps Kyurem eventually beat Blissey, especially since Kyurem beats most hazard removers in the tier and poison types that absorb T-Spikes (Rotom-W, Tentacruel, Weezing-Galar, Noivern and Roserade take a lot or die to Freeze Dry). T-Spikes also speeds up the process of Kyurem PP stalling some fat mon like Porygon2, since poison pressures them to use their recovery move more often.

Aside of the synergy from both PP stalling with chip poison damage and Knock Off removing key items like Black Sludge on Weezing and Blissey's or Slowking's boots, there is a good amount of defensive synergy between these two. Tentacruel can soft-check (I.e., not always hard switch into) a ton of Pokemon that threaten Kyurem like Cobalion, Jirachi, and Terrakion (locked into CC), while being able to hard check Klefki, Sylveon, Weezing-Galar, and Keldeo. Kyurem meanwhile has a good matchup against a lot of Pokemon that threaten Tentacruel like Toxtricity, Celebi, and Slowking. While it can't necessarily hard switch into all of these depending on what they click, you can at least force them out and beat them one-on-one. The best part about this core is the fact that it fits on a ton of team styles. For example, it fits very comfortable on bulky offence since both Pokemon provide a ton of utility outside of the synergy between them (Tentacruel sets and clears hazards, Kyurem is still hard to switch into for any team lacking Blissey or Escavalier). It is also a good fit on balance, since it can easily be paired with other bulky hazard setters like Skarmory, and gives balanced teams a very potent hazards based win condition.

I wrote a lot as usual, but I hope you guys start using this core! Thanks for reading.
 
Last edited:
Don't mind me, just leaving a few cores that I find to be effective in the current meta. Also please try to ignore my obvious obsession with Rotom, it's just very splashable.

:sm/virizion: :sm/rotom wash: :sm/jirachi:
Mixed Virizion + Skarm lure
Virizion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Stone Edge
- Close Combat
- Synthesis

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Protect

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Aura Sphere
- Wish
Virizion, a mon that has already been showcased by Estarossa, is capable of blowing past defensive cores with ease, with leafstorm to smacks bulky waters, cc destroying blissey, se nailing noivern and having reliable recovery in synthesis. Pairing it with Jirachi allows it to weaken counters, most notable Skarmory, as CM lures it, while Virizion in return handles fat mons that Jirachi can't break through.

Tbolt over aurasphere works, but the next partner, Rotom wash deals with Starmie, Slowking and the bird nicely, as well providing a switch into Mamoswine. Twave provides useful speed control for the pair, volt switch offers slow momentum and protect allows it to scout choice locked mons.

:sm/Escavalier: :sm/weezing galar: :sm/rotom wash:
Screw Mamoswine gang
Escavalier (M) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Megahorn
- Iron Head
- Knock Off
- Close Combat

Weezing-Galar (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Strange Steam
- Flamethrower
- Defog

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Pain Split
Incidentally, this core keeps Mamoswine at bay, while also dealing with each other teamate's answers. Escalavier serves as a great check to most physical threats, able to take a hit or two before unleashing one of its own, reaching respectable damage output even while univested.

It's ability to switch into psychic attacks gives Weezing more breathing space, allowing it to freely burn opponents, equiped with ss to dent guts mons like Heracross, relieving some pressure from Escalavier. It can also defog away hazards rather well, as it counters most setters, minimizing chip damage taken. Rotom Wash appreciates the two dealing with grass types, and in return deals with physical Jirachi sets. Weezing having defog allows it to run semi-reliable recovery, increasing its longevity.
:sm/sylveon: :sm/gastrodon: :sm/rotom mow:
Wish pass + fast pivot
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell

Gastrodon @ Leftovers
Ability: Sticky Hold
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Earth Power
- Scald
- Recover
- Toxic

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Trick
- Volt Switch
- Leaf Storm

Sylveon with mixed defenses lets it better deal with scary special attackers such as Kyreum, albeit at the price of lower physical bulk. With a freeze dry switch in available, gastrodon patches this weakness up, dealing with physical steel types, most importantly scarf jirachi, as sticky hold prevents it from removing its item.

Rotom mow's role is just to handle opposing rotom mows and scaring out Skarmory. Trick is used to cripple fat walls, and can be saved due to gastrodon serving as a knock of switch in. Finally, these two heavily benefit from the cleric support Sylveon offers, ridding them from pesky status throughout the match.

Thanks for reading this post, I was going to show more cores, but I need them to climb the ladder :) The ones I did showcase were to highlight mons that I think should be used more. (Virizion, Escalavier, Gastrodon)
 
sorry if this is not good, i am not a good player
:sm/tyranitar: - :sm/palossand: - :sm/lycanroc:
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Crunch
Lycanroc @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Accelerock
- Stone Edge
- Close Combat
- Play Rough
Palossand @ Leftovers
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scorching Sands
- Shore Up
- Infestation
- Protect
This is a sand core. Here, tyranitar sets up the sand, and you can choose to keep using ttar, switch into the discount excadrill lycanroc and try to sweep, or you can go to palossand, so it can sponge some attacks. infestation over toxic on palossand is to not overlap with the burn from scorching sands
 
Last edited:

TheNegotiator

I COULD BE BANNED!
1597079573363.png
1597079595224.png

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Glare
- Dragon Tail
- Endure./Earthquake/Gunk Shot

Hatterene (F) @ Assault Vest
Ability: Magic Bounce
EVs: 252 HP / 176 SpA / 80 SpD
Modest Nature
- Draining Kiss
- Psyshock
- Mystical Fire
- Nuzzle/Dazzling Gleam

Super popular hazard core nowadays and I'm honestly surprised this hasn't been posted here before. Druddigon is a great stealth rocker but can get taken advantage of by pokemon such as Kyurem, Weezing, and Skarmory all of which are no match for Assault Vest Hatterene. AV Hat is weak to steel type pokemon such as Iron Head Jirachi, Bisharp, Cobalion as well as physical fire types such as Darmanitan. All of these pokemon heavily regret using their physical moves on Rocky Helmet Druddigon and getting worn down incredibly quickly. Not only can they set up hazards while preventing the opponent from doing the same, but they can also both spread paralysis, which makes them a great core for supporting slow heavy hitters such as Heracross, Toxtricity, and Golurk. Their paralysis also makes scarf Jirachi even more infuriating to deal with.
 

Lily

wouldn't that be fine, dear
is a Tutoris a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a member of the Battle Simulator Staffis a Dedicated Tournament Hostis a Senior Staff Member Alumnus
UU Leader
Made a quick update to this thread including most of the submissions given up until now (also removed all Blissey cores) - some were rejected based on lack of effectiveness in the current meta, but don't be too discouraged! Feel free to submit more!

Atm I'm looking for defensive cores moreso than the other two types. I know that, in general, fat teams aren't the best rn, but some cores could help people in trying to figure out how to build them. Gonna tag these three Amane Misa pokemonisfun Estarossa bc I've seen them make effective bulky teams lately and they're likely to be knowledgeable on what works best.

Thanks for all the submissions, keep em coming! :3
 
hi this is my first time posting, sorry if it these arent as good or i misuse terms >_<

Druddigon
Bronzong
Sylveon

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Glare
- Dragon Tail
- Earthquake / Endure / Gunk Shot
- Stealth Rock

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Heavy Slam
- Toxic
- Psychic
- Protect

Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Heal Bell
- Protect / Mystical Fire

very basic but fun dragon-steel-fairy core. defensive druddigon is an annoyance for every physical attacker thanks to rough skin & rocky helmet chip damage, and stealth rock + dragon tail is just as fun to abuse. the special walls for this core are bronzong + sylveon. the former checks all the types that druddigon is scared of, but especially scares fairy & ice (hatterene, defensive weezing, opponent sylveon, kyurem, mamo) while also relying on drud to tank any dark/fire types that wish to hit the bell (incineroar, darm, talonflame, bisharp, tyra, etc.). the latter provides crucial cleric support for both druddigon and bronzong, but especially for druddigon as it could be worn down quite quickly without any form of passive of healing from leftovers, while also scaring away any dragon that threaten druddy (kyurem, noivern, flygon, dragalge).

additionally, since bronzong doesnt have to run rocks, it can use both heavy slam and psychic, while keeping the nifty protect, for the neat leftovers recovery.

Bisharp  sprite from X & Y
Araquanid  sprite from Bank

Araquanid @ Heavy-Duty Boots / Focus Sash
Ability: Water Bubble
Shiny: Yes
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Liquidation
- Sticky Web
- Leech Life
- Toxic

Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

a simple offense (?) core. araquanid sets up sticky web for speed control and to help bisharp's rather mediocre speed. if opponent tries to defog webs away, bisharp can safely switch in and get a +2 raise from the evasion drop thanks to defiant. while not exactly the bulkiest, araquanid also happens to resist the common fighting and ground types that threaten to get rid of bisharp (hera, coba, mien, keldeo), while also killing fire types (bar talonflame) with liquidation.
 

Katy

Banned deucer.
:ss/Incineroar: :ss/slowking: :ss/palossand:

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 68 SpD / 84 Spe
Careful Nature
- Flare Blitz
- Knock Off
- Parting Shot
- Will-O-Wisp


Slowking @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Future Sight
- Teleport
- Scald
- Psyshock


Palossand @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scorching Sands
- Shore Up
- Stealth Rock
- Toxic

:incineroar: & :slowking: & :palossand:

these 3 pokémon work well together as a defensive core as they cover up each others weaknesses pretty well. incineroar can tank dark-type attacks aimed at the other 2 members of this core because its typing helps in this case and furthermore incineroar can handle threats like jirachi, skarmory, obstagoon, celebi and doublade pretty well. it can also pivot and use parting shot and will-o-wisp to handle set-up sweepers and wallbreakers like the recently dropped bisharp and will-o-wisp can lure in other physical threats like tyranitar and mamoswine; slowking can tank water-attacks and is a great defensive mon in general which is able to handle terrakion, mienshao, cobalion and keldeo, which are threatening to incineroar and also palossand. slowking can use teleport to bring another defensive behemoth in and it can help incineroar with its good defensive typing in water/psychic; last but not least, palossand, it can switch into strong wallbreakers like lycanroc-dusk, and it can help against toxtricity as toxtricity is a huge threat to the first two members of this squad. palossand can also lay out stealth rocks to chip down the opposing team and it has reliable recovery in shore up which furthers its defensive typing as well. it has scorching sands because of the chance to burn an opposing pokémon and it is stab, its last slot is toxic to cripple down threats. colbur berry enables it to tank a dark-type attack aimed at it and to either burn or toxic it, or to lay out stealth rocks on the field. in overall this defensive core covers each others weanesses pretty well and with many hard-hitting top-threats in the current metagame this core can counteract on them.
 
+

Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Close Combat
- Crunch
- Sucker Punch

Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overdrive
- Boomburst
- Snarl
- Volt Switch

This is a pretty cool wallbreaking core in the current meta. Lycan's main defensive counterplay all get ruined by Specs Snarl (or if you're bad, Boomburst removes the Horse). Sucker/Accel/CC/Crunch demolish most of Tox's checks, offensive and defensive. Not much else to say except you can volt on stuff like Ttar to bring in Lycan safely.

feeling cute, might post more cores later uwu
 

Fusion Flare

i have hired this cat to stare at you
is a Community Contributoris a Tiering Contributor
:ss/toxtricity: :ss/polteageist: :ss/grimmsnarl:
Toxtricity @ Life Orb
Ability: Punk Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Boomburst
- Overdrive
- Drain Punch
- Shift Gear

Polteageist @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shell Smash
- Shadow Ball
- Stored Power
- Giga Drain

Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Spirit Break

Ok so basically with toxtricity you remove every single dark from existence with either Boomburst or a boosted Drain Punch so teapot can run train on the opponent with the help of screens from Grimmsnarl to further help with setting up your two harbingers of chaos and destruction. It also helps that Grimmsnarl can prevent rocks and defog from most mons bar the darks, and that Toxtricty can take on the one fogger that Grimmsnarl does not want to face; Galarian Weezing.
 

Band

scatters things often
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributor
:sm/slowbro:
:ss/cobalion:
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Teleport
- Scald
- Psyshock
- Future Sight

Zarude @ Leftovers
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Jungle Healing
- Power Whip
- Darkest Lariat

Cobalion @ Rocky Helmet
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Volt Switch
- Stealth Rock


Brorude is one of the newer cores in the tier and I think both of them do a good job on covering each other's weaknesses other than the shared Bug-Type. Zarude has a respectable 105/105/95 bulk, so even uninvested it can muscle a lot of resisted and neutral attacks, and Slowbro has an also good bulk of 95/110/80, and a great Fighting resist for the tier's plethora of Fighting moves. Zarude resists Slowbro's Dark, Electric, Ghost and Grass weaknesses, while Slowbro resists Zarude's Fire, Ice, Fighting weakness and can take on Flying and Fairy type hits with relative ease. However, Brorude is very weak to Volt-Turn and potential poison damage on Slowbro and Poison hits on Zarude, so Cobalion is used to glue the trio together. Cobalion doesn't care about any Poison moves and is immune to Toxic Spikes, and also resists U-Turn, while Zarude resists Volt Switch, so that takes some pressure off of Bro. All in all I think this core is pretty good.
 

Katy

Banned deucer.
:bw/chansey: :bw/slowbro:

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Stealth Rock
- Toxic

- Teleport

Slowbro @ Heavy-Duty Boots

Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Teleport

- Slack Off


this defensive core takes on a lot of pokemon: chansey can take on powerful special attackers whereas slowbro can take on physical attackers. chansey sets up rocks and helps the rest of the team with toxic-support to put the opposing pokemon on a timer, to slowly wear them down in the long term of the game. seismic toss does fix-damage and can annoy a lot of pokemon, whereas teleport offers slow momentum for the rest of the team. chansey can take on starmie, the 2 viable rotom-forms, noivern, reuniclus when it is psychock-less, and heliolisk. chansey also doesn't have to fear statusconditions as it has its amazing ability in natural cure to get rid off these conditions. slowbro on the other hand can take on massive threats for chansey, like cobalion, barraskewda, mienshao, lycanroc-d and terrakion. slowbro has scald to threaten burns on steel-types, which chansey cannot status at all with toxic, futur sight is the 2nd stab-move and forces switches and is especially annoying, when hazards are up. furthermore slowbro has slack off to maintain its longevity in conjunction with its regenerator-ability, teleport is the last choice and helps with keeping up the momentum. this core likes to have partners, which can take on zarude, as this is a massive threat, so pairing it up with weezing-g or incineroar could be a good option.
 
1599662745909.png
1599662727524.png
Here's a pretty obvious, but effective core that aims to take advantage of Choice Band Krookodile. The croc has been one of the most consistent Pokémon in UU this generation, but I generally feel that more focus is put on its support set than its offensive potential.

CB maximizes Krookodile as a wallbreaker, and it has two of the most spammable STAB moves in the game in Earthquake and Knock Off. This set can take people by surprise on ladder, not because of them not knowing the moves themselves, but because they just don't expect them to hit that hard.

However, Krook still struggles with the abundance of Fighting-types in the tier, not to mention the continued presence of Galarian Weezing. This is where Slowbro comes in. Not only can the Bro handle those Pokémon decently well, but it also has all of the bells and whistles that a wallbreaker loves, including Future Sight to force 50/50s against a lot of common Krook checks and Teleport to bring it in safely. In return, Krook softens up status-spamming defensive Pokémon that might be able to stonewall Slowbro.

This core still struggles with a variety of threats, most obviously strong Grass-types like Zarude and Rotom-Mow, so something to deal with those is vital. Both Pokémon are also very weak to U-turn, so run something that can tank that move alongside them. You could also run a cleric such as Sylveon, since both of these Pokémon are quite vulnerable to status.

Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Knock Off
- Close Combat
- Iron Tail

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

Luirromen

:]
is a Tiering Contributor
OUPL Champion
Hi there, I wanted to share some fresh cores that I build recently, we have completely new metagame rn and Im really enjoying it, specially Zarude that is a mon that on paper first I tought would be useless, but damm is really good and is bulky as hell. So here they come:

Offensive Cores

:zarude: + :starmie:
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf/Hydro Pump
- Psyshock
- Ice Beam
- Recover

Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Whip
- Darkest Lariat
- Close Combat / U-Turn
- Jungle Healing



Starmie has a big movepool, great base speed and decent offensive stats, due to the recent bans and shifts, I find Ice Beam > Thunderbolt on Starmie moveset, due to Celebi now being better with Kyurem, Hatterene and specially Jirachi removed and also works against against Zarude, mons that otherwise would completely join safe against Starmie, however this makes Starmie useless against bulky waters, and there is where Zarude comes, Zarude is capable to threat most of Starmies checks, namely Slowbro/Slowking, Washtom, Mowtom, Chansey and Jellicent, also thanks to Jungle Healing Zarude doesn't care about Scald burns, Starmie in return can offensively check common Zarude's checks, namely Cobalion, Terrakion, Keldeo, G-Weezing and Incineroar.

:keldeo: + :zarude:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Surf/Icy Windy
- Flip Turn

Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Darkest Lariat
- Power Whip
- Close Combat/U-turn
- Jungle Healing




Pretty much like the last one, Zarude can come on most defensive checks of Keldeo and ignore Scald Burns thanks to Jungle Healing, Keldeo in return can offensively check Cobalion, Terrakion, non scarf Mienshao, Incineroar and also G-Weezing due to the low SpDef stat.

:rotom-mow: + :incineroar:
Rotom-Mow @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Leaf Storm
- Thunderbolt
- Volt Switch

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Flare Blitz
- Close Combat/U-turn
Nasty Plot Mowtom is a good offensive threat that gained popularity recently, it can use bulky waters as set up folders and spam strong Volt Switchs after a boost, example of Mowtom common switchs are Zarude, Coperajah, Chansey and Celebi, Volt Switch allows to send Incineroar safe against them, and Inci can threat them with Knock Off or Flare Blitz in case of Zarude and Coperajah, in return of this, Mowtom checks water type mons that gives troubles to Incineroar like Washtom, Gastrodon and Tentacruel

Balanced Core
:slowbro: + :weezing-galar: + :copperajah:
Slowbro @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off/Psyshock
- Teleport

Weezing-Galar @ Black Sludge/Rocky Helmet
Ability: Levitate
EVs: 252 HP / 172 Def / 84 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Sludge Bomb
- Defog
- Pain Split

Copperajah @ Leftovers
Ability: Heavy Metal
EVs: 252 HP / 212 SpD / 44 Spe
Careful Nature
- Stealth Rock
- Heavy Slam
- Power Whip/Heat Crash
- Earthquake



Copperajah, Bronzong and rare Stunfisk-G due to Jirachi were pretty much outclassed as bulky steel types capable to take special hits from stuff like Noivern, nut now that is gonne thay are not gonna be outclassed anymore, however I find Copperajah as the best of them due to its big movepool and good offensive capabilities, Bronzong is verrrrryyyyy pasive and easy to play around and Stunfisk-G with Toxtricity gone it doesnt have to much to offer to this meta, also it cant punnish Ground inmunitys reliable well aside from spam Yawn. Anyways, comming back with the core, Coperajah is capable to handle a good number of special threats like Noivern, Sylveon, Gardevoir and Celebi (if runs Heat Crash ofc), in return, Slowbro and G-Weezing can handle together other threats that annoy Copperajah, Slowbro can handle Cobalion, Terrakion, Keldeo, Darmanitan and Obstagoon, and Weezing cares of other ones like Virizion, Krookodile, Incineroar, Zarude, Mamoswine and Lycanroc-D, in general, both Weezing-G and Slowbro can handle a good amount of the metagame together and Copperajah can help on the special side.


Defensive Core

:chansey: + :quagsire: + :weezing-galar:

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Sludge Bomb
- Defog
- Pain Split



Well, I guess this is pretty much self explandatory, Chansey is a good Special Wall capable to check every single special attacker unless they run a very specific set to beat chansey or if it is Keldeo, Quagsire and Weezing-G can handle physical threats, and weezing can defog hazards to ensure tht Chansey wont get wear down very fast, Quagsire ignores boost thanks to Unaware and annoys with Scald Burns


Well this is all for today, hope to see more cores this month, this new meta is really exciting and I wanna see how it evolves, cya :blobwizard:
 

Lily

wouldn't that be fine, dear
is a Tutoris a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a member of the Battle Simulator Staffis a Dedicated Tournament Hostis a Senior Staff Member Alumnus
UU Leader
Hi!

This thread has been updated and is now ready to be repurposed for the Crown Tundra DLC. I'll be submitting some cores later myself, and in the meantime I'd love it if you guys could send some in that I can add to the OP. Anything on the viability list is fair game, or even things that aren't if you can make a case for them (think Alolan Raichu or something). Thanks in advance!
 

Band

scatters things often
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributor
Well, I think it's time we :revive: this thread!
The new CT meta is kinda crazy, and even though we're not done with banning Pokemon in the tier, we could all benefit from some core ideias to help with teambuilding. I'll start the thread off with one core of every kind and I hope to see some cores from you guys too!

Defensive Core

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 116 Def / 140 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Flamethrower
- Toxic

Jirachi needs no introduction. It's one of the tier's most versatile Pokémon, has great typing and a busted ability. Jirachi resists every weakness Kommo-o has: Fairy, Ice, Flying, and Psychic. Its also able to come in on threats like Primarina, Latias and Tapu Lele, take their hits, and heal back with Wish. Speaking of Wish, Kommo-o has no reliable recovery, so it appreciates this support from Jirachi, and they so happen to have amazing defensive synergy. U-turn helps to get in Kommo-o and other teammates safely.

Kommo-o, sets Stealth Rock to help chip the opponent and has Toxic to wear down foes that can be problematic, like Volcanion and Latias. Kommo-o's typing is also an excellent complement to its partner. It resists Fire, Electric and Water, all typings Jirachi doesn't really like taking on, especially if physical. Kommo-o also has the amazing advantage of resisting every pivoting move in the tier, unlike Jirachi. Flamethrower lets you nail Scizor and get good chip on Cobalion, while Body Press is good for spreading damage all around in conjuction with Toxic.

Offensive Core

Primarina @ Choice Specs
Ability: Torrent
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Moonblast
- Psychic
- Scald / Flip Turn

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick / Grass Knot

Thundurus-Therian (M) @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Defog
- Grass Knot

I think people forget at times how good Primarina is. 126 base Special Attack is nothing to laugh at, especially with such good STAB moves, both in typing and in power. Water + Fairy hits a lot of the metagame right now, and if not for super effective damage, at least neutral. Some examples are Celesteela, Aegislash, Rotom-H, Kommo-o, Jirachi, Scizor, Salamence, Latias, Nihilego, Victini, Tapus, both forms of Thundurus and Zeraora. All of them get hit very hard by either Hydro Pump or Moonblast, with some even being OHKOed by neutral hits, like Zeraora. Psychic is used mainly for Amoonguss and Tentacruel, and is very much worth it. Primarina gets access to Flip Turn this generation, enabling it to maintain momentum against its checks with a slow Flip Turn to bring in its teammates so they can wreak havoc. Scald is as useful as ever and helps to chip Pokémon like Amoonguss, Tangrowth, Tentacruel, and Tapu Bulu with its 30% chance burn.

However, Primarina still struggles to break through Tangrowth, Tentacruel, Tapu Bulu, Amoonguss, and Volcanion. Because of this, Victini is added to the core. V-Create dismantles the Grass-types, while Bolt Strike destroys Volcanion and Tentacruel. U-turn, much like Flip Turn, lets Victini maintain momentum and bring in its teammates. It's important to predict your opponent's switches to keep momentum and mess up the opposing team. If Victini finds itself in a bad position, it can Trick walls like Chansey and Celesteela to help itself and its teammates or use Grass Knot to get rid of Quagsire, Seismitoad, Rhyperior, and Gastrodon.

Thundurus's-T job is to exert pressure on the opposing team. Its gargantuous 145 base SpAtk lets it pressure a lot of metagame staples, like Celesteela, Aegislash, and Scizor. Because it exerts so much pressure on opposing teams due to its offensive stats, it forces a lot of switches, giving it opportunities to use Defog and prevent Victini and Primarina from taking chip damage. Grass Knot is used for Ground-types, which otherwise wall Thundurus-T and make you lose momentum, forcing you out. Rhyperior, especially, can set Stealth Rock or setup Swords Dance. Seismitoad can also set SR and get a free Scald, much like Quagsire and Gastrodon which can also Scald or get a free Recover off. Either way, its detrimental to not have Grass Knot.

Balanced Core


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Defog
- Will-O-Wisp

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Leech Seed / Sleep Powder

Despite the primarily defensive roles Rotom-Wash and Tangrowth take on teams, they're perfectly capable of threatening Pokémon due to their high offensive stats and access to powerful and useful moves. Washtom provides momentum with Volt Switch and a powerful STAB Hydro Pump capable of OHKOing a lot of Pokémon weak to it even without any investiment. It also has utility with Defog and Will-O-Wisp, removing hazards for Tangrowth and letting it take physical attacks even better. Washtom's typing pairs great with Tang as they cover each other's weaknessess well.

Tangrowth's typing complements Washtom's by resisting its only weakness and helping it deal with Pokémon like Tapu Bulu my removing its item or KOing it with Sludge Bomb. Knock Off is extremely useful and so is Leech Seed for some extra recovery. Sleep Powder's shaky accuracy is not the best imo, but it's an option.
 
Last edited:

avarice

greedy for love
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past SCL Champion
RoAPL Champion

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Steel Beam/Analytic

Scizor @ Leftovers
Ability: Technician
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Swords Dance
- U-turn
- Bullet Punch
- Roost
This was ran in OU pre DLC a fair amount and can be rather decent here as well. Magnezone is not that great but it does remove Celesteela (albeit not super safe switching in). It is still a decent breaker should the opposing steel be Aegislash. After Magnezone punches holes/removes w trapping Scizor can clean up.


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Stealth Rock

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Brave Bird
- Defog
- Toxic
- Roost
A very standard defensive core that will likely see more use again once the chickens have been banned/meta stabilizes a bit. Chansey taking the special, skarm taking the physical. Only a few mons can break past both, i.e. Kommo-o. Together Chansey and Skarmory can cover hazards and removal for a team, or chansey can be a cleric instead.


Ninetales-Alola @ Icy Rock / Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Hail
- Toxic
- Blizzard

Arctozolt @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Icicle Crash
- Bolt Beak
- Freeze-Dry
- Stomping Tantrum
I don't love full hail especially with the speedy chicken but it's actually not too shabby (it's on the VR). The support moves on Alolatales can be mixed up a fair bit depending on how you decide the rest of the team since its main job is getting zolt ready to clean. Just gotta remember that zolt is still slow to where after slush rush it cant outpace most scarfers. STABs hit decently hard and have solid coverage. Last two slots can be mixed up a bit-- Hydro Pump and Low Kick are some good alternatives. I expect to see them tick up a bit in usage with no more Hippowdon.


Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Facade
- Knock Off
- Mach Punch

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Horn Leech
- Darkest Lariat
- Protect
Conkeldurr has struggled to keep up with all the fighting-types in UU but the raw power behind Flame Orb sets shouldn't be forgotten. The burn damage is remedied through Tapu Bulu keeping up terrain. Conk is able to break past sturdy physical walls Tapu Bulu can't do much to like Amoonguss and Tangrowth. This core functions well on bulky offense and can support nearly any Tapu Bulu set really. Sub Prim and Aegislash also appreciate the terrain.


Hatterene @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psyshock
- Draining Kiss
- Mystical Fire

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Poltergeist
- Bonemerang
- Substitute/Swords Dance/Shadow Bone
A classic Trick Room duo, these two pair quite nicely since Hatt can somewhat prevent hazards for Marowak and more importantly set up Trick Room. With no Hydreigon or Hippowdon, they are much more threatening. Marowak can shred frail offensive teams with ease once Trick Room is up, but Hatterene can be scary in her own right with Draining Kiss sustainability. Though, can opt for Misty Explosion to get Marowak more turns.


Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rock Blast
- High Horsepower
- Stealth Rock
- Swords Dance

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Foul Play/Growth
Struggles dealing with the chickens but a solid core from last gen. Their typing synergize rather well and they're able to blank check most of the tier. Rhyperior deals with Rotom-Heat, Amoonguss can beat most Primarina, etc. Rhyperior and Amoonguss together can deal with Zeraora quite consistently which can be hard to find now that Hippowdon has left the tier too.


Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance/Low Kick

Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Sludge Wave
- Grass Knot/Focus Blast
These two have been great on spikes/webs offense as Bisharp punishes Defog with Defiant and Thundurus Therian can fit in an electric immunity. They both have the offensive prowess to take advantage of the hazards as well. Grass Knot Thundurus is able to punish grounds harder for bisharp to break past later, and they both can wear down a Kommo-o for the other.
 
Last edited:
+

Mamoswine @ Life Orb
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Knock Off

Gyarados @ Heavy-Duty Boots / Leftovers / Lum Berry
Ability: Intimidate / Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Fang / Bounce / Power Whip
- Power Whip / Earthquake / Bounce
- Dragon Dance

Mamo breaks incredibly well for Gyarados, being able to cripple bulky waters and grasses with Knock Off, while also threatening the Dragons and Grasses that can either revenge kill or sit on Gyarados, such as Scarf Latias or Tangrowth. Gyarados compliments Mamoswine by being able to come in on most fightings and fires and setup on them.


+

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 72 Def / 184 Spe
Jolly Nature
- Dual Wingbeat
- Flamethrower
- Roost
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 40 SpD / 216 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Thunder

Jirachi and Salamence can form a balanced/defensive hazard core that compliment each other very well. Jirachi can check Rock, Fairy, Ice, and Dragon types that threaten Salamence, while Salamence handles Fires and Grounds. Knock Off is still kinda of annoying for both, but any good team should have something that can come in on Knock Off.

I'll post more when I get off work. Till then, enjoy!
 
+

Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Sucker Punch / Psychic Fangs / Stone Edge
- Close Combat
- Crunch

Blaziken @ Protective Pads / Life Orb / Lum Berry
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance / Flare Blitz
- Close Combat
- Knock Off
- Thunder Punch / Swords Dance / Earthquake

This is a good offensive core due to Lycanroc-Dusk's ability to break most if not all of Blaziken's answers, namely things like Salamence, Latias, Primarina, Azumarill, or Amoonguss, if Blaziken is not running Fire Stab. Lycanroc-dusk appreciates Blaziken being able to muscle through things like Skarmory, which Lycanroc-Dusk struggles to beat 1v1.

+
+

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Sludge Bomb / Protect
- Knock Off / Protect
- Sleep Powder

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 164 Def / 92 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Psyshock / Future Sight
- Slack Off / Thunder Wave / Yawn / Fire Blast
- Teleport / Slack Off / Nasty Plot

Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Sludge Wave
- Earth Power
- Fire Blast
- Stealth Rock / Toxic Spikes

Tangrowth + Slowking + Nidoqueen (or as I call it, teletangqueen), is a solid balance core that functions as 3 checks to a major portion of the metagame. Tangrowth can pretty much handle the tier's Ground types (aside from Nidoqueen and Megahorn variants of Rhyperior), as well as check a lot of the physical waters, such as Azumarill or Gyarados. Tangrowth also functions as the primary Knock Off absorber, which benefits Slowking, who is weak to Knock Off, and Nidoqueen, who doesn't enjoy losing it's Life Orb. Slowking helps check more specially-oriented Water types that can break past Physdef Tangrowth, as well as dissuade Psychic types from Nidoqueen. Slowking can also bring Nidoqueen safely if you choose to run Teleport. FInally, Nidoqueen helps keep things like Zeraora and Megahorn Terrakion in check, as well as also setting a hazard for the rest of the team. Together, these 3 pokemon check a good majority of the offensive metagame.
 

Glitchwood High

formerly Err0r Mobutt


Regieleki @ Choice Specs
Ability: Transistor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Reflect
- Explosion

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Ice Punch / Liquidation

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Soft-Boiled
- Teleport
- Seismic Toss / Toxic

So I really really like Regieleki. I think it's one of my favorite Pokemon in the tier (not the best by a longshot, though) and I wanted to find a core that could enable it. Eleki's is an extremely aggressive pokemon that lives and dies by pivoting and aggressive prediction, so I tried to think of two partners that could help enable it well. Heavy duty boots allows it to switch moves, meaning it can pivot out of resists that aren't ground type. Choice Specs means resists take a lot more damage and that you can beat a chipped 'moonguss.

The first one is Azumarill, and this should be pretty obvious. Band Aqua Jet hits every single ground type in the tier (save for the occasional Seismitoad) for stunning damage that can put every ground on a very limited set of turns, especially when you take stealth rock chip into account. Knock off allows it to cripple pokemon attempting to switch into it's aqua jets and play rough is just good stab (that also banishes conkeldurr and kommo-o). Banded Ice Punch does 62% minimum to amoonguss, meaning it gets forced out, while banded liquidation means even resists (if they aren't bulky) get hit for a load of damage.

Then there's chansey, and it's job is to soak up strong special attackers and provide a decent pivot to the two. Sure, Azu can beat nidoqueen, but it can't switch in; teleport bypasses this and allows the two goblins to come in virtually for free. Chansey itself is also a fantastic check to latias (and a counter assuming it doesn't have recover), a pokemon that the other two struggle with.

Now, it's not exactly a perfect core with no holes, but I think these two pokemon are excellent partners for eleki that bring out it's potential pretty well. Maximum efficiency still mandates aggressive plays, but since this is an eleki team, there's no way around that.
 

Band

scatters things often
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributor
Let's keep this thread alive, shall we?

+

Zeraora @ Grassy Seed
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Close Combat / Knock Off
- Acrobatics

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Zen Headbutt

Very fun offensive core I've been using. Zera smacks most of Bulu's counters like Skarm, Steela, Tang, and Amoong with Plasma + Acro. Bulu destroys Ground-types like Krook and Rhyperior for Zera.

+

Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blue Flare
- Psychic
- Energy Ball
- U-turn

Mamoswine @ Life Orb
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Knock Off

This core, when played right, can dismatle each other's checks very fast. Mamoswine's checks in Slowking, Quagsire, Rotom-W, Scizor, Skarmory and Celesteela all get demolished by Energy Ball or Blue Flare (because Victini is paired with Mamoswine, it can afford to run E-Ball a lot more freely in place of Glaciate). And as you can expect, Mamoswine just OHKOes stuff like Salamence, Latias, and Kommo-o or severely dents Chansey for Victini. I recommend pairing Kommo-o with these two for some SR support and a Water resist.

+
+

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Liquidation
- Ice Punch
- Play Rough

Salamence @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Defog
- Roost

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 40 SpD / 216 Spe
Jolly Nature
- Stealth Rock
- Wish
- U-turn
- Iron Head

A classic Fairy-Dragon-Steel core. I managed to put both a hazard setter and a remover but something like azu+clanger+jirachi also works so you can run protect on rachi. Jirachi and Salamence are already a very synergetic core, and Azu just comes to wreck stuff through Jirachi's U-turn.
 
Azumarill @ Choice Band
Adamant Nature
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
- Liquidation
- Play Rough
- Aqua Jet
- Ice Punch

Crawdaunt @ Choice Band
Adamant Nature
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
- Knock Off
- Crabhammer
- Close Combat
- Aqua Jet

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

Nidoqueen @ Life Orb
Modest Nature
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
- Stealth Rock
- Sludge Wave
- Earth Power
- Fire Blast

This core builds off azumarill or crawdaunt, two fantastic breakers in the UU metagame. Coupled with future sight support from slowking, an amazing defensive pivot with regenerator, checks to these mons like tangrowth, kommo-o, tentacruel, tapu bulu, and amoongus get mauled by a stab move+ future sight. Nidoqueen also works well with this core, being able to threaten mons like tapu bulu and electrics like zeraora who can threaten daunt/azu and slowking. Super good core I've been using, works well with common mons like jirachi and zeraora, so try it out!

Tapu Bulu @ Life Orb
Adamant Nature
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
- Swords Dance
- Horn Leech
- Close Combat
- Megahorn

Slowbro-Galar @ Grassy Seed
Bold Nature
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
- Calm Mind
- Sludge Bomb
- Scald
- Slack Off

Evs are subject to change on the slowbro but I've really liked using this team. Tapu bulu is an amazing pokemon in this metagame and slowbro galar is a really solid set up sweeper that has been on the rise. Its able to get up a bunch of calm minds against many pokemon like jirachi and salamence due to it's typing. Glowbro beats tapu bulu's checks like tangrowth and salamence while bulu helps it agianst things like krookodile and crawdaunt. An underrated core that deserves more love

Victini @ Heavy-Duty Boots
Timid Nature
Ability: Victory Star
EVs: 252 SpA / 252 Spe
- Blue Flare
- Psychic
- U-turn
- Glaciate

Zeraora @ Heavy-Duty Boots
Jolly Nature
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
- Plasma Fists
- Volt Switch
- Play Rough
- Knock Off

Surprised this core hasn't been brought up, these are 2 of the best pokemon in the metagame and form an excellent pivot core. Victini lures in bulky waters for zeraora while zeraora lures in bulky grasses for victini. Thanks to their expansive movepool and good utility, together they beat the majority of pokemon in the tier. A super powerful offenisve core that has been continously rising to prominence.
 
Last edited:

Katy

Banned deucer.
offensive core

:rotom-heat: & :scizor:
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Discharge
- Overheat
- Pain Split

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Superpower

this core checks each others checks really well with rotom-h combating scizors fire- and slight flying-weakness and scizor checking pokemon such as nihilego, alakazam, and it helps pressuring chansey with a strong knock off / superpower, which rotom-h has troubly bypassing. rotom-h can also take care care of celesteela which scizor doesn't like, and scizor can help versus faster threats with bullet punch and is able to revengekill them when weakened.

balanced core:

:rotom-wash: & :tapu bulu:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Defog
- Will-O-Wisp

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Close Combat
- Zen Headbutt
- Synthesis

rotom-wash and tapu bulu have a great synergy, rotom-was handles fire- and flying-type pokemon such as victini, moltres-galar, gyarados and celesteela, whereas tapu bulu handles pokemon such as kommo-o, zeraora, and quagsire. rotom-wash can also handle scizor with will-o-wisp and can defog for tapu bulu, tapu bulu has synthesis + 3 attacks to maintain healthy throughout the game.

defensive core

:slowking: & :tangrowth:
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Future Sight
- Slack Off
- Teleport

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Sleep Powder

this core is a rather defensive core and compliments each other very well, slowking handles fire-types such as rotom-h and can help versus amoonguss, tentacruel, and keldeo. tangrowth can combat tapu bulu and zeraora for slowking. both have regenrator which grants the longevity of this core and slowking can easily teleport into tangrowth if it does fear a strong pokemon such as zeraora or krookodile comes in. also both can handle top tier threats such as nidoqueen, terrakion, and crawdaunt well.
 

Band

scatters things often
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributor
+

AoA Zam + Boots Zera
With Latias and Victini leaving the tier, Alakazam has risen as our #1 offensive Psychic-type. This Zera + Zam core is incredibly effective at pressuring our most common defensive core in Amoong + King. Zeraora can keep momentum against Amoonguss with Volt Switch to bring in Zam safely. If NP, a +2 Shadow Ball does tons to Slowking. If AoA, Knock Off gets rid of King's HDB and makes it even easier to pressure it. Zeraora is also a great way to pressure common priority users like Crawdaunt and Scizor through Plasma Fists + Blaze Kick. Definitely one of the best if not the best offensive core we have.

+

AoA Zam + Specs Primarina
Another Zam core that takes advantage of Knock Off. Knock Off helps Primarina break through fat like Chansey, AV Tang, and Amoonguss. Zam also pressures Amoonguss and Tentacruel a lot, which are basically the only answers for Primarina besides Chansey, which sucks without Eviolite. Finally, Zam can revenge kill and remove a bunch of stuff like Nidoqueen, Thundurus, Rotom formes, Kyurem, etc, which really helps ease the pressure off of Primarina.

+

Lycanroc-D + SD LO Bug Bite Scizor
This duo of Scizor and Lycanroc aims to wear down or remove each other's checks. Scizor struggles against Gyarados and can struggle against Salamence and Galarian Moltres if unboosted. Lycanroc can dispose of them with Accelerock/Stone Edge for Scizor. Lycanroc struggles with Amoonguss, Slowking, and Tangrowth, which Bug Bite Scizor can remove easily after boosting. Both of them can wear down shared checks like Kommo-o and Celesteela, paving the way for one another to clean late-game.

+

Ol' Reliable Regen Spam

Surprised this hasn't been talked about since this core is pretty much uh broken. Slowking deals with pretty much anything that threatens Amoonguss. Salamence, Nidoqueen, Mamoswine, etc. Amoonguss can in return face Zeraora, Grass-types, Azumarill, etc. Not to mention both of them basically invalidate stuff like non-Sub Keldeo and Lycanroc-D. Both also offer amazing support through Spore and FuturePort for their team, meaning they have great synergy between each other and their team. Of course, this core isn't unbreakable. BU Zera, SD Scizor, NP Zam are all ways to deal with this core. It's just extremely hard to break through, even with those answers in your team because Regenerator is a crazy ability.
 
Alright, everyone! UU Cores is back and ready for more cores! Viv and I will be running this for the foreseeable future, so post away! We'd love to see some varied examples, and we'll submit some later as well. Just as a reminder, we do ask that the cores be composed of Pokémon that are currently listed on the Viability Rankings, like usual. Anyways, we look forward to what you guys submit!
 

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

Top