DOU Effective Cores

SpaceBass

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Posted By Qsns

Metagross @ Metagrossite
Ability: Clear Body
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Iron Head / Meteor Mash
- Zen Headbutt
- Hammer Arm / Ice Punch / Bullet Punch
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald / Hydro Pump
- Secret Sword
- Quick Guard / Taunt / Icy Wind
- Protect

These two mons form a fantastic offensive core, taking out each other's best checks while both having a high speed tier. Metagross is able to take out the Lati twins, Amoonguss, Mega Venusaur, and Sylveon, which all deal with Keldeo relatively well. The 16 EVs in HP allow Metagross to always live an Adamant Life Orb Sucker Punch from Bisharp. In return, Keldeo gets rid of Dark and Fire Types that threaten Megagross like Bisharp and Heatran. By far, the biggest threat to this core is Talonflame (A Life Orb variant OHKOs Keldeo and has a 75% chance of doing the same to Metagross), so adding something like Landorus-T, Rotom-Wash, or Thundurus is a great way to round off the core.



Posted by Electrolyte

Diancie @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

Obviously use with a Politoed. Diancie with rain in general is a pretty nice combination that generally isn't used too much. Diancie solves a lot of the problems common rain sweepers face, smashing Zard Y easily and countering rain checks such as Thundurus-I. Mega Diancie works especially well with Ludicolo, especially because it walls Flying-types (TALONFLAME) to hell and back and wrecks Dragons such as Kyurem-B. Ludicolo checks / counters nearly everything Diancie fears, including Steel-types, Ground-types, and Bulky Water-types. The offensive and defensive synergy is just great. If you need a powerful core that can tear through most standard builds, look no further. 48 SpA EVs on Diancie allows you to OHKO Bisharp with Earth Power. Speed EVs on Ludicolo beat Scarf Lando-T.

I did not list a set for Politoed but it's worth noting that it can be used with Encore to check the slower defensive Pokemon that this combination has a bit more trouble muscling past.


Posted by Mizuhime

Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Blizzard
- Giga Drain
- Hidden Power [Fire]
- Protect

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blizzard
- Focus Blast
- Dark Pulse
- Protect

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Blizzard
- Hydro Pump
- Rock Slide
- Protect

I already know i'm gonna catch shit for this one, but it's just so fun to use. The idea was originally use Rock Slide, and Blizzard Greninja with Abomasnow to catch Pokemon like zard completely off guard. After doing some more researching I found that Darkrai also got Blizzard. Often see as a less-than-average Pokemon, Darkrai is actually quite good if the situation is right. Abomasnow is always seen as an odd choice when Trick Room isn't involved, and even more so now that Camerupt is available to use, but it's always been quite a good Pokemon. It's typing isn't great, but it's stabs are pretty good in the current meta, and it's extremely bulky. Obviously the main thing it does is provide hail support, and it's a really good EQ switch in, but the main point of this core is to do as much damage as possible with Darkrai and Greninja while hail is up. If you can keep offensive momentum, and more importantly your Hail up you should find this core to be extremely useful against a lot of different teams.


Posted by Memoric

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Protect

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 12 Def / 188 SpA / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Tailwind
- Protect

SuiLoom. This is one of my favorite offensive cores to use as it's pretty strong as a base while also being pretty splashable with other offensive mons such Mega Kangaskhan and Mega Metagross. It's also good for forming an offensive FWG which is always great no h8 m8.

Both sets are the standard, Sash Breloom and Tailwind Suicune. The biggest selling point of this core is that Breloom is pretty dangerous under Tailwind, as it can just Spore anything threatening as appropriate. There's synergy between the two too (wew); Breloom can take out opposing Waters like Rotom-W that Suicune can't touch (and Spore anything else really), and Suicune can take out Heatran, Talonflame, Landorus-T, and Shayming-Sky if in Tailwind, all threats to Breloom.

While the core does have problems with Amoonguss and Cresselia, they aren't really that much of a deal since it's pretty easy to add something like Hydreigon or Heatran since both appreciate the Tailwind Cune brings and have synergy with the core. One can also add strong physical attackers with the core such as Mega Kangaskhan, Mega Metagross, or Mega Diancie to pair with the core as they appreciate Cune's ability to destroy Lando-T and Breloom's ability to pressure and get set-up turns with Spore. This is just a great core and you should be tried out imo :D



Posted by Social

Heatran @ Leftovers
Ability: Flash Fire
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Heat Wave
- Earth Power
- Substitute
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 64 Atk / 252 SpA / 192 Spe
Hasty / Rash Nature
- U-turn
- Energy Ball
- Ice Beam
- Iron Head

Heatran / Genesect core has pretty great synergy in multiple ways. The most obvious being the fact that Genesect's only weakness is fire, and Heatran eats that weakness up entirely. The low amount of weaknesses, and great amount of resistances makes for a good amount of freedom when building around. Heatran's Biggest problems are usually Lando-T and Rotom-W, and Genesect outspeeds and OHKOes Lando with Ice Beam and hits Rotom-W hard with Energy Ball. With the KO, or forced switch of Landorus Heatran is free to set up a sub if the situation allows it. Iron head easily OHKOs Mega-Diancie, which against gives you the liberty to set up. If necessary Genesect can make for a very useful pivot, creating momentum with the switch.


Posted by Megacyber

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Earthquake/Double Kick/Quick Guard
- Protect

Bisharp @ Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

These two do a great job at breaking through the opponent's team, usually on hyper offense. Terrakion does a great job at breaking bulky steel types with close combat, like Heatran, and Ferro. Steels that are neutral to or immune to fighting like Jirachi, Metagross, and Aegislash all lose to Bisharp's Knock Off or Sucker Punch. In addition, one of Terrakion's best switch-ins, Lando-T, is unable to switch into Bisharp for fear of giving it a Defiant boost. These two can basically KO half the meta between the two of them. These two are both weak to fighting and ground type moves, so it would be good to pair them with something that can switch in on them like flying types.


Posted by The Business Guru

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- SolarBeam
- Overheat
- Protect

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain / Leaf Storm
- Sludge Bomb
- Sleep Powder
- Protect

This weather core is incredibly effective, however is hardwalled by Heatran and most other fire types. Works great as a lead due to the pressure it provides, however be careful of Trick Room leads using Fake Out. Overheat on Charizard is a nuke and hits any non resist incredibly hard. Wide Lens can be used on Venusaur to increase the accuracy of Sleep Powder, and Leaf Storm if used. Leaf Storm is incredibly powerful with a Life Orb, and picks up alot of KOs that Giga Drain won't. Add a Scarf Landorus-T for a strong offensive sun core.


Posted by Shaian

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Protect
- Earth Power

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Heat Wave / Overheat
- Superpower
- Protect
- Hidden Power [Ice]

Basically Blaziken tackles most of the shit that can beat Diancie and Diancie just steam rolls past everything with diamond storm since they've been softened up by Blaziken. I usually use SubDiancie but for the purposes of general use I just put EP. This set uses Hasty on Blaze because outrunning Lando-T at +1 was more important, and Mild or w/e didn't pick up any noticeable KO's, Superpower because Focus Blast sucks and Low Kick was less reliable or something (prolly something to do with kanga). Weak vs rain so I usually pair it with like Kyub or Skymin or both.


Posted by MegaCyber

Kangaskhan-Mega @ Kangaskhanite
Ability: Parental Bond
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Return
- Fake Out
- Sucker Punch
- Low Kick

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 192 Atk / 140 SpA / 176 Spe
Lonely Nature
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

So these two have a lot of synergy. First off, Fake Out. Kangaskhan is free to hit powerful fake outs, as Hoopa discourages protects. That makes these two a really solid lead. In addition, with some speed control, Hoopa can beat almost all the fighting and ghost types that give Kangaskhan trouble, especially Aegislash. Kangaskhan with Low Kick beats a lot of the dark types that give Hoopa trouble, that Kang doesn't kill in a timely manner with pup, such as Hydreigon, Darkrai, etc. Also, Kangaskhan's return hits a lot of physically frail fairy types for big damage. The third slot on Hoopa's set can be swapped out for something else, but on the team I use it on, Trick Room is pretty clutch. These two should be supplemented with additional speed control, as most, if not all, Hoopa teams should.


Posted by AuraRayquaza

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 172 HP / 252 Atk / 84 Def
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Zen Headbutt / Gunk Shot
- Trick Room
- Protect

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Iron Head / Knock Off
- Sucker Punch
- Protect

A trick room core I've been using recently that seems to work really well. Hoopa destroys Aegislash for Mawile and Mawile destroys fairies for Hoopa. Mawile also resists fairy and bug, hoopas only two weaknesses. I put gunk shot and knock off as slashes because they are what I use on my team as have other good fairy-killing options. And I wanted another way to beat Aegislash. I don't like special/mixed Hoopa but then again I haven't used it that much so that may be more effective. I paired this core with rotom w because Mawile is weak to ground + fire and rotoms grass weakness is helped by Mawile and gunk shot on Hoopa. This core is definitely worth trying.


Posted By SpaceBass

Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp / Disable
- Protect

Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 160 HP / 16 Def / 148 SpA / 184 Spe
Modest Nature
- Quiver Dance
- Heat Wave
- Bug Buzz / Giga Drain
- Protect

I've been using these two lately with various different kinds of teams ranging from full HO to some more gimmicky Scarf Goth / Scarf Rotom double trapping shenanigans, and I find they work well together. This isn't so much of an offensive core, as Gengar doesn't beat most of the things that Volcarona has trouble with, rather the fast offensive trapping combined with Gengars access to Will-O-Wisp helps Volcarona set up some Quiver Dances by crippling some of the Physical threats, while trapping bad matchups for free setup. Volcarona is super bulky on the special side after 1/2 Quiver Dances, but some Intimidate would also be appreciated to further support its weak physical bulk. Disable can be used on Gengar to protect and stop things that are trapped using optimal moves, aiding setup, and Giga Drain can be used on Volcarona depending on the rest of your team if the coverage suits it.

One of the better partners I found for these two was the Azumarill set that Pocket posted in the analysis thread. The calcs below explain why a spread of 220 HP / 148 Atk / 140 Def with an Adamant Nature works with this core as opposed to the max attack set, because the two have an issue with Talonflame and Lando-T (Azu is obviously not used to counter Talonflame or Lando-T, this just helps in a pinch and the physical bulk is nice). I didn't include Azumarill in this core but it works very well. A way to deal with Landorus-T safely is also a good idea with these two.


Posted by Pastelgameboy

Diancie @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 160 HP / 16 Def / 148 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Bug Buzz / Giga Drain
- Quiver Dance / Rage Powder
- Protect

This was one of my favorite cores back in the Skymin meta, and even though I haven't tried it now, I'm sure it would still work effectively. Basically Volcarona sets up and both kills and resists bulky Steel-types and Grass-types for Diancie, while Diancie in return takes care of any opposing Flying-types for Volcarona. What Volcarona you use is up to you. I prefer bulky Quiver Dance with Bug Buzz, but the Rage Powder set or Giga Drain would also work here. I stole the EVs from the Quiver Dance set on the SmogDex. It survives Mega Kangaskhan's Return and a rain-boosted Hydro Pump from Ludicolo after one QD. The speed beats Adamant Banded Landorus-T after one boost. The rest is in special attack. Obviously both of these mons share a weakness of Water, so a good water resist or an Electric-type like Thundurus and Zapdos works well with this core.

Posted by Xzern

Serperior @ Life Orb
Ability: Contrary
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Rock]
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Brave Bird
- Overheat
- Taunt
- Protect

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

A strong hyperoffensive fwg core. I've seen serperior be referred to as a "budget skymin" in cases like these, but i feel like serperior deserves more than that. While having very little initial power, it can be very threatening if played correctly. For the core, it gets rid of mega diancie and water types like azumarill and rotom. Keldeo backs up serperior really well by killing heatran and anything else that serperior cant do enough damage to, like mega kangaskhan. It also provides quick guard support, letting serperior stand its ground against opposing talonflame. Talonflame ties up the core really nicely by beating grass types like amoonguss and steels like aegislash. The core needs support against thundurus and talonflame, so it pairs well with either mega diancie or landorus-therian. Support against dragons is pretty important too, so steels such as aegislash or fairies like mega diancie or sylveon complement this core nicely also.


Posted by Roxer

Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Quick Guard
- Protect

Good overall core that can deal with a lot of threats at once, Bisharp covers Ghosts, Fairies and Rock types while providing strong priority whilst Keldeo beats Steels, Fire and Kangaskhan. They don't really directly support each other but they together deal with a wide range of threats and that makes it a good core.


Posted by Roxer

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 108 Def / 64 SpA / 72 SpD / 20 Spe
Calm Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Quick Guard
- Protect

A good balanced core, Thundurus can shut down Amoonguss with Taunt, beat Talonflame and hurt bulky Waters, while Keldeo beats Rock spammers, Steel, Ice and Kangaskhan.


Posted by Roxer

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 HP / 64 Def / 88 SpA / 104 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Flamethrower
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower

This is a good example of two mons that support each other well, Landorus-T can freely spam Earthquake to beat Rock and Electric types, destroy Heatran, snipe Thundurus with Stone Edge and have a chance to OHKO Kangaskhan and chunk Kyurem-Black, while in turn, Charizard-Y can finish Kyurem-Black off, chunk out bulky waters, beat Grasses that trouble Lando-T and is, in general, a great attacker. This core is also great if you want to spam spread moves.


Posted by Roxer

Kangaskhan-Mega @ Kangaskhanite
Ability: Parental Bond
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Quiet Nature
IVs: 30 SpA / 30 SpD / 0 Spe
- Hyper Voice
- Psyshock
- Shadow Ball
- Hidden Power [Ground]

These two mons when combined together form an insane offensive powerhouse, Kangaskhan can 2HKO most Steels that trouble Sylveon with Power-Up Punch and Sylveon honestly can nuke most with HP Ground (Heatran), while in turn Sylveon keeps Fightinh types from switching in reliably. This core screams "kill or be killed" more than any other, as all it can really do is kill stuff before they get killed (no shit), and that is not really a hard task when you take in account how hard Kangaskhan and Sylveon can hit alone, their damage combined is sometimes enough to win a game on its own.


Posted by Roxer

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Ice Beam
- Extreme Speed
- Protect

This core is a very good lead and they cover each other offensively pretty well, Terrakion can stop priority with Quick Guard and beat most users that run any strong priority (Think Kangaskhan Sucker Punch, Talonflame and Bisharp), while in turn Deoxys-Attack can outspeed and kill SCARF Landorus-T with Ice Beam and nuking everything else with Psycho Boost, the 3rd slot is team dependent, I've seen people run all sorts of things, from Dark Pulse to Superpower, most is viable, it depends on your team.


Posted by Roxer

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Talonflame beats Steel and Grass types, all of which trouble Mega Diancie, while in turn Mega Diancie can dick on Electric and Fire types that trouble Tflame, it can also take a hit from Kangaskhan. While defensively they together don't do much, offensively they can do a ton. Landorus and Rotom-W absolutely dick on this core though.


Posted by Roxer

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Tailwind
- Protect

Not really a staple but one of my faves in general. Landorus-T beats everything that might give Latios trouble (except bisharp fuck that), while Latios can make full use of the threat of free EQ spamming Landorus-T by nuking stuff with Draco Meteor and dealing a ton with Psyshock. Bisharp and maybe Wide Guard Aegislash are the only things that really beat this core, and it is great on balanced offense teams, which do pretty well against both of those.

or

Posted by Yoda2798

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 148 Def / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast / Substitute / Ally Switch
- Protect

Infernape @ Life Orb
Ability: Blaze
EVs: 36 Atk / 220 SpA / 252 Spe
Naive Nature
- Overheat
- Close Combat
- Fake Out
- Encore / Protect

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Overheat
- Superpower
- Hidden Power [Ice] / Stone Edge
- Protect

Mega Gardevoir is a massive threat in the metagame boasting a spread Hyper Voice which hits like a truck. However, it faces massive problems against Pokemon such as Aegislash, Heatran, and to a lesser extent Mega Kangaskhan. With their Fire / Fighting typing, Infernape and Blaziken can both OHKO these threats to help Garde out. This is a bulkyish Garde spread which outspeeds base 70s but use whichever one you want. The third move is also up for grabs, but for Substitute this really appreciates Infernapes FO support since it can give vital opportunities to sub up. Standard movesets and spreads on Nape and Blaze to maximize speed and get the KOs. HP Ice or Stone Edge on Blaze depends on whether the team is more weak too Lando-T or to Char-Y. Both Variations of this core are very weak to Talonflame, while struggling a bit against mons such as Keldeo, Mega Diancie, and Mega Metagross (less so if using Blaziken). This core also isn't the most strong defensively, so bulky Water-type partners such as Suicune or Rotom-W make great additions.


Posted by Yoda2798

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 240 Def / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Substitute / Ally Switch / Focus Blast
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 128 Atk / 140 SpA / 240 Spe
Mild Nature
IVs: 29 HP
- Hyperspace Fury
- Hyperspace Hole
- Substitute / Ally Switch / Drain Punch
- Protect

Only a few Pokemon can safely switch in to one of Mega Gardevoir's Hyper Voices, being Aegislash, Heatran and Jirachi. However, they all share a common weakness to Hoopa-U, who can hit them hard and stop opponents from trying to Protect themselves against one of Mega Gardevoir's powerful attacks. Mega Gardevoir takes care of the Dark-types such as Hydreigon which normally pose problems to Hoopa-U. The Mega Gardevoir spread could probably be more optimized, but currently it outspeeds neutral nature base 70s, with the reasoning being that it underspeeds Hoopa-U, so that it can OHKO Aegislash and break Wide Guard (s/o to kamikaze for the idea). Hoopa-U's spread could also be changed, and currently OHKOs Aegislash and Amoonguss, while outspeeding Heatran (29 HP IVs minimize Life Orb recoil). Substitute and Ally Switch both help against priority moves, in particular Sucker Punch, while Fighting-type coverage helps Mega Gardevoir against Heatran, and Hoopa-U against Dark-types. Since this core needs speed control to perform optimally, bulky Tailwind users such as Zapdos and Suicune make great additions, and also beat Talonflame, which is a threat to both these Pokemon. Otherwise, Intimidate users such as Landorus-T and Gyarados help the core against physical attackers in general, helping against Pokemon such as Talonflame, Mega Diancie, and Mega Kangaskhan which are massive threats.


Posted by AuraRayquaza

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 140 SpA / 116 Spe
Rash Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Ground]
- Protect

I really enjoy this core. I first decided to pair terrakion with hoopa u because terrakion beats dark types for hoopa. It also beats kangaskhan and has quick guard for pokes like talonflame and azumarill. Hoopa beats all sets aegislash can run and can ohko amoonguss. It also hits fairies (not diancie/mega gard) hard with gunk shot too. Latios beats keldeo and is another way to beat amoonguss. It hits bulky waters hard too with draco meteor. Hoopa supports this by beating aegislash as well as terrakion beating dark types. This core needs speed control and resists to fairy types, so pokes like aegislash and thundurus work well with it.


Posted by n1n1

Diancie @ Weakness Policy
Ability: Clear Body
EVs: 192 HP / 108 Atk / 208 SpA
Quiet Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Drain Punch / Trick Room / Gunk Shot
- Protect

My favorite guys to use in trick room right now. I really like Hoopa's ability to break protection so they cant stall out trick room. Weakness policy diance is obviously super strong so these guys can sweep no problem. Pokemon that give diance problems like Jirachi and Aegishlash get easily taken care of by Hoopa. You need life orb or expert belt to take out an aegislash, sitrus berry or another item that does not boost its attack will not guarantee a OHKO. Both these pokemon benefit from redirection, I like Jirachi because it also can set TR and flinches. This core, along with a Jirachi, need to watch out for ground moves, particular Earthquake, Hoopa can deal with earth power but physical attacks will destroy it. Also I prefer drain punch on Hoopa because it can recoup life orb damage. And with Jirachi doing iron head, a Gunk Shot on Hoop isnt required for fairies. I guess I should have added Jirachi to this core, I took the typical build but moved the speed into SpD and Def. So good teammates for these guys will take out Lando and other EQ users, and fake out helps to set up TR. Just watch out for slower TR pokemon.


Posted by Talkingtree

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- U-turn
- Ice Beam
- Iron Head
- Explosion / Thunderbolt

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Earth Power
- Moonblast
- Protect

Nice Hyper-Offensive core that cover each other's threats well. Most obvious is Landorus-T, which normally ruins Diancie's day but with Genesect around, gets scared out by scarf Ice Beam. Genesect also takes care of opposing Mega Diancie, Grass-types, and potentially water-types if Thunderbolt is run over Explosion. Explosion provides tons of spread damage to the opponent, opening up the possibility for Diancie to clean up. In exchange, Diancie takes care of Fighting- and Fire-types that force out Genesect like Keldeo, Heatran, and Mega Charizard-Y. The core struggles with water-types like Suicune if Genesect is running Explosion like it usually should, and also with some steel types that don't mind taking one Mega Diancie Earth Power, like Aegislash and Ferrothorn. So keep that in mind when building around the core.


Posted by Talkingtree

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 72 HP / 108 Def / 220 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Substitute / Focus Blast / Hidden Power [Ground]
- Protect

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Bomb
- Rock Slide / Focus Blast / Hidden Power [Ice]
- Protect

Mega Gardevoir hates Steel-types, Landorus-I decimates Steel-types. Basically this core breaks down each others walls, with Landorus removing Heatran, Mega Charizard-Y, opposing Fairy-types, Mega Kangaskhan, and Aegislash for Gardevoir. Of course, this depends on its chosen coverage moves, which can also include Grass Knot, Psychic, or HP Fire, depending on what the team needs. Gardevoir helps out Landorus by removing Keldeo, Amoonguss, and Dragon-types. Gardevoir can also afford to run Psychic over Psyshock, since Landorus takes care of Sylveon and Mega Charizard Y. Landorus is max/max for the most fast wallbreaking power, and my personal favorite Mega Gardevoir spread outruns base 70s like Bisharp and Breloom, survives a LO Talonflame BB as well as Quiet Aegislash's Flash Cannon or Shadow Ball, with the rest dumped into SpA. The core in general is very adaptable to whatever the team needs covered, in both moves and EVs.
 
Last edited:

SpaceBass

☆ALOLA VERA420: FUKK AMOONGUS AND UR MOM
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus

Posted by Arcticblast

Cresselia @ Safety Goggles
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Calm Mind
- Psyshock
- Moonlight

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 48 Atk / 132 Def / 80 SpD
Adamant Nature
- Protect
- Earthquake
- Stone Edge
- U-turn

The semi Trick Room core that never dies. Bulky Landorus-T is an excellent set, and it thrives in semi-TR with a slow U-turn, letting Cresselia set up Trick Room as soon as an attacker like Mega Abomasnow hits the field. Calm Mind TR Cresselia is a pretty standard and straightforward set - set Trick Room, clean up lategame with Calm Mind. Bulky Landorus-T weakens Kangaskhan (and switches in!) and many other physical attackers. With this EV spread, Landorus-T takes a Life Orb Draco Meteor from Hydreigon and an Adamant Mega Kangashan Return. Watch out for Bisharp, but never be worried about Talonflame again!


Posted by KyleCole

Politoed @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam / Icy Wind
- Encore
- Protect

Scizor @ Assault Vest
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Bug Bite
- Feint
- Superpower / Knock Off

Rain is generally a super HO play style but in my experience it is good to have a couple of defensive mons (Politoed is a given) on rain to give you some freedom to switch your threats around. Politoed and AV Scizor are both quite bulky, and with rain support Scizors weakness to fire is somewhat alleviated, but Politoed can switch in on fire type attacks & threaten their users for Scizor. Politoed also helps Scizor by using Encore to help against Aegislash, a natural counter to Scizor, while Scizor helps Politoed against Grass types in general and Kyurem-B. Superpower allows Scizor to check Kangaskhan and Knock Off allows it to hit Aegislash and Gengar, I prefer SP but either work.


Posted by Shrop05

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Hydreigon and Aegislash have amazing defensive synergy, however this would be considered more of a balanced core as they both pack great power too. These two can switch-in to every one of the others weaknesses, and together form a great answer to stop Calm Mind Cresselia from setting up safely. Wide Guard on Aegislash can block Pixilate Hyper Voices for Hydreigon, keeping it safe. This has been a very effective core for quite a long time now, however is troubled by Landorus-T. With a Choice Scarf, Lando-T can U-Turn out super effectively on Hydreigon, and Earthquake Aegislash if it is unable to Wide Guard. Because of this, a bulky Water-type such as Suicune or Rotom-W makes a great parter to these two as both threaten Lando-T and can force it out.


Posted by Lolk

Charizard @ Charizardite Y
Ability: Blaze
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- SolarBeam
- Overheat
- Protect

Sableye @ Sitrus Berry
Ability: Prankster
252 HP / 72 Def / 184 SpD
Impish Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Quash
- Protect

Mega Charizard Y + Prankster Quash is extremely good in the meta. For those who don't know, Quash makes your Pokemon go last. Completely last. Not in its priority bracket, just last. Even after trick room. Most of Zard's checks are just faster things with Rock/Electric coverage, and a quick Quash + Heat Wave / Overheat completely throws some opponents off guard. For example, slow threats that cannot handle Zard Y such as Amoonguss often stay in on Mega Zard Y because their partner can easily outspeed + KO it, and Quash totally decimates that strategy. Also Prankster WoW helps extra against most fast things with Rock Slide anyway, so you can chose to protect with Zard and WoW for even more damage to the team. Very little Pokemon can handle WoW+Snarl spam, and Zard can have a field day with that support. Use with a team that can reliably beat Heatran / Fire-types in general as neither Charizard or Sableye can deal with them outside of Snarl. The speed on Charizard beats Breloom with the rest in SpA / HP, while the Sableye spread lives a Zard Y sun Heat Wave, a Ludicolo rain boosted Hydro Pump and a Bisharp Knock Off incase WoW misses.


Posted by Mizuhime

Charizard @ Charizardite Y
Ability: Solar Power
Shiny: Yes
EVs: 220 HP / 160 Def / 4 SpA / 12 SpD / 112 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 4 Atk / 252 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Iron Tail
- Protect

This is a core I was tinkering with in SPL. Basically, it acts as a Semi Trick-Room team that features Rhydon as one of the main supporters for Sun. Bulky Charizard in it's own right is extremely good, but struggles with Rock, and Electric-Types still (duh). This is where Rhydon comes in, bulkier than Rhyperior, cooler than Rhyperior, and mostly I just like it better. It's ability is one of the main draw points, as it can redirect all Electric-types attack coming from Thundurus, Zapdos, or anything else that tries to get fancy. With it's massive defence it can also act as a very good Rock Slide switch in since it will do nothing to it. Obviously Rhydon is going to make your matchup against Rain a little more difficult, but if you build the rest of your team accordingly you shouldn't have many problems. Cresselia is a good partner, as well as Venusaur.


Posted by Mizuhime

Gothitelle @ Sitrus Berry
Ability: Shadow Tag
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Charm
- Protect

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 56 Atk / 4 Def / 196 SpD
Careful Nature
IVs: 18 Spe
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Hariyama @ Assault Vest
Ability: Guts
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
- Fake Out
- Close Combat
- Ice Punch
- Knock Off

Gothitelle was really popular for a while and died off randomly, same with Mawile. This core focuses on getting up Trick Room and trapping your opponents to put them in a bad position early. Mawile and Hariyama are super bulky on the special side, so Charm is used to balance that out. It's pretty straight forward in the sense that all you do is keep Gothitelle in and Charm things while Mawile does extreme amounts of damage. Since this is a Trick Room core you'll need a way to deal with Amoonguss before anything, A good suggestion for this is SG Heatran, it's the perfect counter and also fits into a Trick Room team really well.


Posted by Mizuhime

Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 218 Def / 4 SpA / 36 Spe
Bold Nature
- Thunder Wave
- Light Screen
- Roost
- Thunderbolt

Diancie @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Protect
- Earth Power

Zapdos has always struck me as a Pokemon that was extremely underused. I had a hard time deciding on an item that would fit it best, so I decided to give it a Rock Helmet and make it extremely defensive. The set is similar to Thundurus, but also has recover as well as screen. It's generally just a great annoyer to cause a lot of trouble in the early game. Thunder wave is one of my favourite moves as of late (MEXICOOOOOOOOO) but that's because it's just really good. The main thing Zapdos does is deal with all of those pesky Water Types that Diancie hates to face. Light Screen + Thunder Wave can shut down pretty much any Rain team on it's own and Diancie can deal all of the damage it needs to. Diancie needs no real explanation, it's just the common set. The EV Spread on Zapdos lets it outrun my own Gyarados spread which speed cress tyranitar by one point and focuses on maximizing it's bulk.


Posted by KyleCole

Charizard @ Charizardite Y
Ability: Drought
EVs: 252 HP / 64 Def / 56 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat
- Protect

Swampert @ Expert Belt / Sitrus Berry
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Wide Guard
- Scald
- Ice Beam / Icy Wind
- Earth Power

Swampert is a weird pick for sure, but it supports Charizard very well with Wide Guard + typing + coverage. Wide Guard + 3 attacks Swampert supports Charizard by being a great answer to Landorus, Thundurus, and rock types in general. Sitrus Berry is an alternative to Expert Belt, but EBelt gives Swampert a 93.8% chance to OHKO Terrakion so I generally go with that. Charizard obviously defends Swampert against its sole weakness to grass types, and while drought does weaken scald, with Earth Power Swampert can still get around the rock types and fire types that can give Charizard trouble. The one thing this core is lacking is speed control so using Icy Wind on Swampert over Ice Beam can help, but generally Ice Beam is more useful so having a Tailwind or TR setter is probably better. The Swampert EV spread is simple while the Charizard EV spread survives a Return from Adamant Kangaskhan and speed creeps Pokemon that hit around 263.


Posted by Pastelgameboy

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 124 Def / 76 SpA / 52 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 52 Def / 112 SpA / 88 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

This FWG core is great. Heatran and Rotom-W can deal with pretty much anything that threatens Mega Venusaur, and once its threats are removed, it can proceed to Leech Seed everything and provide a late game win condition. Best used with some form of speed control, semi Trick Room or Tailwind support both work. This core works very well when paired with Arcticblast's Bulky Lando-T / Calm Mind Cresselia core. Its recommended that you bring a solid answer to opposing Calm Mind Cresselia as bulky offence generally has trouble with it.


Posted by SpaceBass

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast / Heat Wave
- Earth Power
- Hidden Power Ice / Ancient Power
- Protect

Jellicent @ Sitrus Berry
Ability: Water Absorb / Cursed Body
EVs: 212 HP / 140 Def / 108 SpA / 48 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Will-O-Wisp
- Trick Room
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 172 Atk / 84 Def
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

Got another FWG that I've been really enjoying. This Trick Room core focuses on finding opportunities for Camel to get in and do some damage. I use Fire Blast on the team I use this with because power but Heat Wave works too. Ferro and Jelli provide nice switch-ins to Water-type moves. Ferro is able to hit Waters hard and Leech Seed bulkier mons that can't outdamage Leftovers and Leech Seed, which can be a fairly solid win condition depending on what they have left. Jellicent can set Trick Room for its partners, aswell as gain health from Water Absorb by switching-in to Water moves aimed at Camel or other partners. It can also burn Ground-types such as Landorus-T or other threats like the occasional Gyarados. This core has trouble with dragons, mainly Hydreigon, so Sylveon makes a great partner.


Posted by Checkmater

F-117 Nighthawk (Chandelure) @ Focus Sash
Ability: Infiltrator
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Heat Wave
- Trick Room
- Protect

F-16 Eagle (Scrafty) @ Assault Vest / Life Orb
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Drain Punch / Low Kick
- Knock Off
- Ice Punch / Stone Edge / Protect

M1 Abrhams (Amoonguss) @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 96 Def / 160 SpD
Sassy Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Sludge Bomb / Giga Drain
- Protect

Pretty standard tr core, lead chand+scrafty or chand+amoonguss (depending on if they have fake out) and then proceed to take advantage of trick room
Infiltrator on chand for breaking through aegis/heatran subs*
Scrafty is a good switchin on kang
Amoonguss mental herb catches people running thundurus in their tracks
An important thing to watch out for is scrappy fake out from kang, which can still hit chand and break its sash
Also, anticipate taunt and just click your attacking moves if you know it's coming and you can't avoid it
These three also have good typing coverage and provide good switchins for each other, while also having good offensive coverage
Focus Sash Chand lets you live water/dark/ground moves so that you don't get ohko'd before setting up tr


Posted by SpaceBass

Gothitelle @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Charm
- Heal Pulse
- Trick Room

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 220 HP / 148 Atk / 140 Def
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp / Taunt
- Protect

Dammit Pocket now you got me thinking about trapping. I felt the Azumarill you posted deserved some representation because it does work really well.

May aswell post the other thing I've been playing with as it seems to work. I was trying to use semi Trick Room and I was bored of Cress so I tried using Heal Pulse / Charm Goth support Azumarill and Talonflame. Azumarill in Trick Room has already been shown to be good, but with a bulkier than usual set alongside Goth using Heal Pulse it becomes incredibly difficult to stop. Also now Play Rough becomes effective because Azu's low speed lets it move before most Dragons while Room is up. Once Heal Pulse is revealed, the opponent will know that trying to stall out Trick Room turns with Protect will be punished with free heal for Azu, putting on pressure. When Trick Room runs out, Goth will have an easier time setting it again knowing that Azu can still use priority to protect it. Talonflame can come in once Azu is set up, and deal with opposing Grass types that would threaten Azu. While in Trick Room, Talonflames Brave Bird will usually move first anyway, but as Trick Room is up, Goth can usually move next and use Heal Pulse on Talonflame, healing off the residual damage from Life Orb and recoil moves.


Posted by SpaceBass

NO SOUP FOR YOU (Gothitelle) @ Safety Goggles
Ability: Shadow Tag
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Psychic / Psyshock
- Tickle / Heal Pulse / Fake Tears
- Protect

Charizard @ Charizardite Y
Ability: Blaze
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat / Hidden Power [Ground] / Focus Blast
- Protect

Trapping on a sun team (and weather teams in general) is valuable, and isn't often seen due to Mega Gengar taking up the mega slot that you'd use for Charizard-Y (lol ninetales). Waging weather wars is all well and good, but trapping Politoed (or even megasnow) in, bringing sun and removing them altogether is great. 252 HP / 4 SpD Politoed gets OHKO'd by Solarbeam 18.8% of time time or something, easily chipped off or finished off by Goth. Access to Trick Room also helps Charizard by letting it run Modest or a bulky set. The 3rd slot on Goth can either be Tickle, to act as a pseudo Intimidate and patch up Zards weak def stat and soften things up for a physical attacker to come in, and works well in combination with Psyshock, something like Heal Pulse to support the rest of the team, or Fake Tears to let Zard just destroy stuff. This core likes bulky Landorus-T, as the drops from Tickle can make up for bulky Lando's slight lack of attack power, and a slower U-Turn into Zard gets it in safe with the Intimidate padding. Also a strong Electric type is good here too as Lando-T / strong electric paired with Shadow Tag can make Zard's life alot easier.


Posted by Roxer

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Ice Beam
- Earth Power
- Substitute
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

While at first this core may not look much, they actually do great together. Kyurem-Black beats out FWG cores, which give Aegislash a lot of trouble, while also keeping big threats such as Landorus-T out of the field in fear of an Ice Beam, while Aegislash can beat Rock spammers, Fighting types and Kangaskhan can't really touch him without trigerring Weakness Policy and getting killed. The big flaw that this core has is that it's weak to Charizard-Y, as he can spam Heat Wave and leave mostly unscathed, Wide Guard does stop that threat, but the Charizard player can just use Overheat to OHKO Aegislash.


Posted by Roxer

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect

Amoonguss @ Sitrus Berry
Ability: Effect Spore
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect

Amoonguss can use sleep and redirection to help Azumarill setup Belly Drum and sweep, whilst Azumarill can donk Fire types that would otherwise donk Amoonguss. This core is not perfect and a proper team should be built around it to support Azumarill setting up and keeping Amoonguss alive to redirect for him.


Posted by Roxer

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Talonflame supports Rotom-W pretty well, and the reciprocate is also true. Talonflame beats Grass types and most Pokemon that can give Rotom trouble, while in turn Rotom-W can beat most things that give Tflame trouble, such as Heatran and Landorus-T. This core has a few weaknesses to specific Pokemon, but it can do well versus most thing. On the Tailwind slot on Tflame, you can use Swords Dance so you can OHKO everything and make Rotom-W able to spam WoW and Tbolts freely.


Posted by Yoda2798

Scrafty @ Life Orb
Ability: Intimidate
EVs: 232 HP / 252 Atk / 24 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Drain Punch
- Stone Edge / Ice Punch / Iron Head

Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Calm Mind
- Moonlight
- Trick Room

Pretty standard full Trick Room core, Scrafty provides vital Fake Out utility while Cresselia provides a bulky Trick Room setter. Life Orb Scrafty does actual damage compared to Assault Vest, but you can still use that if you want. Standard Scrafty moveset with whatever last move your team needs, and standard CM Cress set. Other than just providing FO support, Scrafty can also beat down Steel-types such as Aegislash and Heatran that Cresselia struggle against. This core is overall pretty solid, but appreciates partners such as Heatran and Aegislash to help against Fairy-types and Talonflame.


Posted by Yoda2798

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 84 Def / 16 SpA / 128 SpD / 28 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt

Double genie OP. (Credits to Kylecole posting this core first but with funkier sets). Both Landorus-T and Thundurus are great threats in the metagame, but can combine to create an even more potent duo through paraflinch good offensive synergy. Scarf Landorus-T checks a lot in the metagame, with Intimidate also helping out Thundurus defensively. Thundy can check the stuff that annoys Lando-T, such as opposing Landorus-T, Keldeo (especially if running offensive), Amoonguss, and (Wide Guard) Aegislash. Bulky Thundurus is the easier to use and more common set, but max speed offensive has large merits and is definitely an option depending on the team. This core is very splashable, but does appreciate some support in the form of things such as an Ice-type resist, and a partner which can do well against TR if it gets set-up; an example of this is Aegislash or Heatran. Although Thundurus does have priority Thunder-Wave, this core can struggle against rain teams as it doesn't freely switch in, meaning partners such as Kyurem-B or Hydreigon work well, with Hydreigon adding a Fire-type resist as well.


Posted by Yoda 2798

Kangaskhan @ Kangaskhanite
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Rage Powder
- Spore
- Protect

A +2 Mega Kangaskhan is terrifying to face, and Amoonguss supports it greatly. Amoonguss helps Mega Kang against many of it's checks, such as Keldeo, Mega Diancie, Aegislash, and Landorus-T. Mega Kangaskhan should run its standard PuP set with either ability, same with Amoonguss and its general support set, although EVs can be tweaked depending on your needs or preference. Some Pokemon which do give trouble to this core are Safety Goggles users (in particular Jirachi and Togekiss) and Grass-types (Venusaur, Ludicolo) for their ability to ignore Amoon; Aegislash (which could be Substitute or Goggles), Taunt Keldeo, spread users such as Landorus-T, Mega Charizard-Y, and Heatran, and also Talonflame. However, some of these checks such as the spread move users are dependent on how much Kang has already set up when they come out. Landorus-T is a fantastic partner for the above reasons, with Talonflame and Thundurus also being great as well.


Posted by Yoda2798

Heatran @ Leftovers
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Rage Powder
- Spore
- Protect

Part of the infamous CHALK, Heatran and Amoonguss form a strong core that fits on many teams. Standard sets, Heatran can be Safety Goggles and perform the same role. Heatran and Amoonguss have great defensive synergy, with Amoonguss covering Pokemon such as Keldeo, Landorus-T, Rotom-W, Mega Kangaskhan, and Terrakion. On the flip side, Heatran deals with Pokemon such as Aegislash, opposing Amoonguss, Mega Charizard-Y, Cresselia, Latios, and Talonflame. However, the main reason to use this core is how fantastically it counters full Trick Room, with most teams struggling to find answers to this combination. If you want to go for TR option of your own, Cresselia is a great partner (if you go this route then put min Speed on Heatran). This core is also weak to Hoopa-U and Kyurem-B, making Pokemon such as Keldeo, Sylveon and Mega Gardevoir also great additions.


Posted by Checkmater

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect

Raichu @ Air Balloon
Ability: Lightning Rod
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Fake Out
- Volt Switch
- Encore
- Feint

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 164 SpD / 92 Spe
Jolly Nature
- Follow Me
- Icy Wind
- Iron Head
- Protect

So this core is an extremely powerful core that's proven itself pretty well. The triad supports azumarill in setting up and sweeping, raichu is fake out support and redirection, while also being a great pivot and bringing in rachi which redirects and it good enough for tier 1 so fuck the haters. It's also great in terms of typing with azumarill, poison immunity grass resist steel resist while azumarill has fire resist and fucks ground types.


Posted by It Is Guest

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 84 Def / 16 SpA / 128 SpD / 28 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

The cool thing about this core is what it is itself: manual rain. Rain itself is kind of a difficult pick because Politoed isn't that great, and it generally just sits there without providing much to the team, as once Rain is up it's pretty much just a crippled and far worse version of its most famous partner Ludicolo (which is utilized in this core). One thing that Stratos as well as a few others have mentioned in the past is that it's better to make that slot not be something that is just a copy/paste of another Pokemon with Rain Dance, and Thundurus gets to do just this. Not one thing on the team should be similar to the Thundurus, which is pretty simple because, on Rain, you will often see yourself spam water types, not electric types. Having Prankster Rain Dance over the ability Drizzle is far better imo because Rain Dance catches things like Mega Charizard Y by setting it up the same turn Charizard gets Drought. Ludicolo is by far the best Pokemon on a Rain team in general not only because of it 2HKOing bulky Waters (252+ SpA Life Orb Ludicolo Giga Drain vs. 252 HP / 252+ SpD Jellicent: 190-226 (47 - 55.9%) :^]), or because it outright beats all relevant non Kyurem-Black Dragons, but it gives Rain what it needs in strong and powerful Hydro Pumps with Swift Swim. Fake Out also helps a lot in setting up Rain against lots of things, and is just generally really good. The core does need a bit of help from Mega Kangaskhan, Ferrothorn, and Kyurem-B; a few things that this core enjoys as partners are dragons not named Kyurem-B.


Posted by Talkingtree

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 120 Def / 40 SpA / 72 SpD / 24 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect

Skill-wave + Subtran is a potent wincon that all teams should prepare for. Thundurus-I runs bulk to be able to paralyze as much of the team as possible, removing Landorus-T and Water-types along the way. Heatran sets up substitute and cleans from safety, throwing out powerful Heat Waves to roast the opposing team. Thundurus acts more commonly early to mid-game, paralyzing faster threats to slow them down or hopefully immobilize them, using taunt to prevent field conditions, status, and gimmicks, and attacking when it needs to. Heatran acts best as a late-game cleaner, benefitting from the work that bulky Thundy puts in previously by being able to set up Substitutes on weakened foes and finish them off. The given Thundurus spread is one Hashtag suggested to me a while ago that I've stuck to. It creeps base 70s, survives Adamant Kangaskhan Return and LO Latios Draco Meteor, with the rest in SpA. These could be adjusted to survive a Mega Diancie Diamond Storm, but without Flash Cannon it's not going to be doing too much in return anyway. Heatran outspeeds base 70s, maxes out SpA, and dumps the rest into HP for bigger substitutes. It also underspeeds Thundurus by one point, so if the two are out together, Thundurus can finish off one of the foes to strengthen Heatran's Heat Wave by removing the spread deduction.
 
Less get an offensive/ho M-Pinsir core in here (I love testing/using this thing i swear it's not badd <_< give it a chance bros)

Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Feint
- Return
- Close Combat
- Protect

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt/Iron Head/Sub
- Ice Beam
- Earth Power
- Protect
These two form a menacing offensive core i've tested aimed at punching holes through a team, Mega Pinsir while seemingly niche hits typical bulky mons hard with savage Aerilate boosted Returns that not a lot wants to take, even intimidate gets nullified at first due to Hyper Cutter. Pinsir also brings priority in feint while also canceling out Protects on the opposing side and strong fighting coverage in Close Combat. Hitting a speed tier of 105 is pretty allowing it to outspeed all the base 100's around. Kyub while sharing the same grass shredding offensive type supports and has amazing synergy with pinsir well being able to switch in/take on the electric types that threaten Pinsir while also hitting problem mons like Rotom and Aegislash (which troubles pinsir the most) hard with EP and hitting the grounds that Pinsir struggles to KO with Ice Beam.
These two both share a weakness in Rock but it should be noted that the combination of Feint and LO ep/iron head can allow a tasty KO on opposing Diancie's trying to mega evolve (っ˘ڡ˘ς)



Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
- Dark Pulse
- Thunderbolt/WoW
- Icy Wind
- Protect
Darkrai always appreciates being paired up with mons that can hit hard, can bop Aegislash and Wisp Physical attackers and patches up the speed problem hitting problematic faster threats (Latios,MMeta etc.) while also being able to run Icy Wind to slow down mons for the above two.

Landorus provides intimidate support to the core and buffers down the ever so popular rock slide (Pinsir survives a -1 rock slide any day while having a 50% to be ko'd if not -1). Being a ground immunity and hitting steels hard with Stab EQ is vital. Didn't put a set as the Scarf/Bulky attacker set both work out in this with this core
 
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SpaceBass

☆ALOLA VERA420: FUKK AMOONGUS AND UR MOM
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Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 160 HP / 16 Def / 148 SpA / 184 Spe
Modest Nature
- Quiver Dance
- Heat Wave
- Giga Drain
- Protect

Sableye @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 76 Def / 180 SpD
Bold Nature
- Fake Out / Recover / Snarl
- Will-O-Wisp
- Quash
- Taunt
Prankster burns and Quiver Dance is really strong. Rock Slide is still dangerous even when burnt, but Sableye can also use Prankster Quash to force Landorus-T, or anything else that outspeeds Volcarona, to take a Heat Wave or Giga Drain before it can attack, possibly getting a KO before it can. Quash can also be used to get a Quiver Dance in before being hit by a special attack, living in a situation you normally wouldn't I like to use Fake Out to give Volc further room to set up, but any of the moves slashed can be used depending on team mates and preference. Still weak to Talonflame so be aware of that when building. I've used Stealth Rock to support this core before and it really likes it.
 

shaian

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Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy / Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return / Double Edge
- Power-Up Punch / Low Kick
- Sucker Punch

This mon makes a fantastic core on most teams by being able to apply pressure with its moves and also by being bulky and having good neutral coverage. Recently I've been experimenting with Double Edge as it provides noticeable more power than Return, and I really think it's an underrated option. PuP is nice if you want to set-up and sweep, whereas Low Kick lets you OHKO Heatrans amongst other things (though not very common, Low Kick OHKO's opposing Kangas as well). Sucker Punch is a surprise option which gives Kangaskhan some nice priority access to let it pick up KO's on weakened mons which outrun it. Lastly, though not listed, Protect can be used somewhere on this set (usually just forego Fake Out) as it lets you Protect which can be nifty. :toast:
 

thalk.PNG


So I've seen a few posts that have 2 of these Pokemon where really you should have just posted the entire core. Thundurus, Heatran, Amoonguss, Landorus, Kangaskhan (or THALK) is pretty much the go-to standard for team building. This core gives you decent synergy offensively and defensively, speed control, spread attacks, Intimidate, utility moves (Fake Out & Rage Powder), and great checks for some of the most common enemy teams. Of course it should have all of those things given that the core is 5/6ths of a team but it is undoubtedly very effective.
The individual sets and EV spreads are all very flexible so I've just provided some really standard guidelines on what the most common sets and items will be in this core. If you really have no idea what EV spread to use consult the SmogDex (although 252/252 spreads work pretty well for every Pokemon here).
THALKdef.PNG


So what to do for the last slot? Well the team has a pretty big weakness to water and ice clearly, so rain in general, ice types like Kyurem-B, and water types that also carry Ice attacks like Suicune should be covered for. I've seen Pokemon like Sylveon, CM Cresselia, Azumarill, Kyurem-B, Latios, and Keldeo used in these spots and I'm sure there are many others.
 

Bughouse

Like ships in the night, you're passing me by
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that core has basically carried me to semis of the fall seasonal, so i'd say whether or not it's heavy cube bait (it is) it's still better than victini + suicune
My philosophy on Pokemon has overwhelmingly been to have fun with it. Though it's a bit different when I'm playing in a team tournament, when I'm playing for me, I'd rather use sets and teams that I enjoy using to a team I find boring, even if the boring team has a better shot at winning. This has resulted in me using everything from Mandibuzz in Doubles to Stoutland in BW OU (rip) on a regular basis. I find those teams fun and I like to use em. For whatever reason people like to yell at me about this. You can continue to play purely to win, if that's what floats your boat. It's not for me.
I never said Victini and Suicune were good lol. Although funny you'd pick on those two. That team also has a Hitmontop.
 

Checkmater

It’s just us kittens left, and the rain is coming
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standard ass cores lgi



Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Aegislash @ Weakness Policy / Safety Goggles / Life Orb / Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 100 HP / 252 SpA / 156 Spe
Modest Nature
- Ice Beam
- Earth Power
- Substitute
- Protect


Dragon Fairy Steel standard core. This is a common Diancie core that benefits from its teammates helping is offensively and defensively. Aegislash serves as an excellent tr check and wide guard support, while also tanking steel moves Diancie wishes to avoid. Kyurem is good for checking rain. Diancie is good for checking talon. Add good checks to Aegislash such as fwg or something and you have a standard Diancie-Mega team.





Kangaskhan-Mega @ Kangaskhanite
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Return
- Sucker Punch
- Power-Up Punch

Togekiss @ Sitrus Berry / Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Air Slash
- Tailwind
- Follow Me
- Protect


Kang+Togekiss have both great defensive synergy (Togekiss has x4 resist to fighting, Kang's only weakness) but Kangaskhan's Fake Out also supports Togekiss getting Tailwind up. After that, an easy sweep supported by redirection becomes imminent. As a nice side bonus, Togekiss doesn't take very much from side-pups.





Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Iron Head
- Icy Wind / Thunder Wave
- Follow Me
- Protect


Diancie+Jirachi is a Diancie Core that is a huge threat, as Jirachi gives Diancie the room to breathe to get started, while being an enormous momentum boost. Checks to this core include Landorus-Therian and Aegislash, so bring checks (such as Keldeo) for these respective pokemon.





Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Bisharp @ Life Orb / Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Protect


Bisharp is a solid Diancie-Mega partner that is good at keeping common Diancie-Mega checks down, such as Landorus-Therian and Aegislash, and also serves as a Trick Room check. The two combined, once started, take advantage of offensive momentum by constraining the opponent's switches heavily, thanks to Bisharp's Defiant discouraging Intimidate switchins.



also as a sidenote can we have some more intuitive order of the cores (viability)? and maybe seperate by mega?
 
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hyper offense core:

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 124 Atk / 132 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Knock Off
- Extreme Speed
- Protect

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
- Protect

and then

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect

Or:

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Scald
- Secret Sword
- Quick Guard

Cool hyper offense core. Gengar and deoxys are really strong threats and shadow tag also offers really unique and really good utility, but both struggle badly with dark types and priorites. Enter the musketeers, which handily take care of both of those. Quick guard also helps a lot to block fake out and prevent trick room from getting up, which obviously is a big threat.
 
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Hydro Pump
- Fire Blast
- Protect

Gardevoir @ Gardevoirite
Ability: Synchronize
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Taunt
- Hyper Voice
- Psyshock
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 60 Def / 84 SpD / 112 Spe
Careful Nature
- Follow Me
- Icy Wind
- Iron Head
- Protect


I'd been trying to find a way to use Salamence due to it being recommended by Stratos, and I came to find that this is a pretty solid core. Gardevoir's glaring weakness to Talonflame is alleviated by both Jirachi's Follow me, and Salamence's intimidate. Salamence also offers a pretty nice way to take out quite a few threatening mons to the core respectively, some of those being Hydro Pump/Intimidate for Landorus-T, Fire Blast for Ferrothorn etc. Both Mence and Rachi also assist Gardevoir in surviving against, and eventually taking out Mega-Kang.

Edit: I didn't mean to have energy ball there, changed to taunt
 
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Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace / Sky Drop
- Rock Slide
- Aqua Tail
- Protect / Wide Guard

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Protect

Kyub and aerodactyl team up really well. Kyub can handle the water and electric types that aerodactlyl struggles with while aero in return checks things like zard, keldeo and diancie. The main appeal, more than the specific mathchups i listed though, is how much pressure aero puts on hyper offense teams, which kyub normally struggles with, which allows kyub to better function against them. The reverse is also true in that kyub helps aero function against the bulkier teams that aero would normally struggle with. Sky drop is a cool option to help kyub get up subs in a pinch, and wide guard also helps a lot against the fairies.
 

Platinum God n1n1

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Politoed @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 SpD
- Surf/Scald/Hydro Pump
- Ice Beam
- Focus Blast
- Protect


Ninetales @ Safety Goggles
Ability: Drought
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Overheat
- Solar Beam
- Pain Split/Dark Pulse
- Protect


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Before you say n1n1 you are a fucking retard, this shit sucks. No, you.
The argument that 2 or 3 weather is automatically bad doesnt hold up. I see a opportunities of politoed and ninetails being viable other than setting up swift swimmers and chlorophyll users. And even working well together.

The obvious benefit is switching politoed into Heatran and other fire types, and ninetails switching into water types and Amoongus.

These guys do well with Diancie, water types that wall Diancie such as RotomW and Suicune have their attacks weakened by Sun ninetails allowing Diancie to use Diamond Storm and Ninetails to Solar Beam. Goggles Ninetails does really well vs sun by taking out Venu so Diancie can follow up next turn with Diamond Storm.

Good Diancie teams will have a steel like Jirachi or Aegi which gets support from Rain Politoed. Additionally Bulky Politoed takes out Talonflame, who commonly carry Steel Wing and it beats LandoT. Also Mega Aerodactyl is becoming a common Diancie counter which Politoed easily takes care of.

Both of these guys resist Steel Types and have moves that take out steel types.
Try out this core. Its really solid and lots of fun.
 
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Matame

New Rules
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Modest Nature
- Hyper Voice
- Moonblast
- Psyshock
- Hidden Power [Fire]

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 36 Def / 148 SpD / 72 Spe
Careful Nature
- Iron Head
- icywindthunderwave
- Follow Me
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect

imo this core had a lot of offensive and defensive synergy and each member compliments one another. Jirachi offers tons of support while sylveon and hydreigon destroy everything with powerful stab attacks. Albeit weak to some archtypes like sun, this core puts on a lot of offesnive pressure and can be hard to work around.
 

Arcticblast

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Politoed @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 SpD
- Surf/Scald/Hydro Pump
- Ice Beam
- Focus Blast
- Protect


Ninetales @ Safety Goggles
Ability: Drought
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Overheat
- Solar Beam
- Pain Split/Dark Pulse
- Protect


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Before you say n1n1 you are a fucking retard, this shit sucks. No, you.
The argument that 2 or 3 weather is automatically bad doesnt hold up. I see a opportunities of politoed and ninetails being viable other than setting up swift swimmers and chlorophyll users. And even working well together.

The obvious benefit is switching politoed into Heatran and other fire types, and ninetails switching into water types and Amoongus.

These guys do well with Diancie, water types that wall Diancie such as RotomW and Suicune have their attacks weakened by Sun ninetails allowing Diancie to use Diamond Storm and Ninetails to Solar Beam. Goggles Ninetails does really well vs sun by taking out Venu so Diancie can follow up next turn with Diamond Storm.

Good Diancie teams will have a steel like Jirachi or Aegi which gets support from Rain Politoed. Additionally Bulky Politoed takes out Talonflame, who commonly carry Steel Wing and it beats LandoT. Also Mega Aerodactyl is becoming a common Diancie counter which Politoed easily takes care of.

Both of these guys resist Steel Types and have moves that take out steel types.
Try out this core. Its really solid and lots of fun.
Dual weather would almost be worth considering if it didn't mean you either blew your Mega slot or had to use a god damn 9tls
 
Gothitelle (F) @ Sitrus Berry
Ability: Shadow Tag
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Protect
- Heal Bell

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Return
- Sucker Punch
- Hammer Arm

So a cool core I have been play with is Mega-Kangaskhan and Gothitelle. They work well together both as a trick room lead, to reset tick room or, to sweep during the middle of a battle once trick room is up. Gothitelle trap the opponents pokemon leading to a more controlled battlefield and allows other sweepers to back each other up, thus increasing Kangaskhan's effectiveness. This core does need support from other strong trick room sweepers, preferably a strong ghost or dark type to keep the ghost types at bay because of their immunity to shadow tag and plays around sucker punch. The move sets are pretty much standard except for Gothitelle having heal bell. This helps Kangaskhan come back from burns that cripple its attack, and since Gothitelle is slower it works before Kangaskhan attacks that same turn unless it has a hammer arm speed drop. This is a fun core to build and play around with because it has so many pokemon that can support it effectively.
 

talkingtree

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Here's a Balanced core I've found myself using a lot recently:

Gyarados @ Sitrus Berry
Ability: Intimidate
EVs: 240 HP / 36 Atk / 180 Def / 52 Spe
Adamant Nature
- Waterfall
- Taunt
- Thunder Wave
- Protect

Virizion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Close Combat
- Stone Edge
- Protect

These two cover for each other pretty well, with Gyarados providing Initimidate support to patch up Virizion's low Defense as well as beating Fire-types and slowing down anything other than Thundy, Lando-T, and Mega Diancie that outspeeds Virizion. Virizion, in turn, does a lot to Electric-types - Zapdos, Thundy, and Rotom-H using Stone Edge and Rotom-W using Leaf Blade. Also removes Water-types that Gyarados can't really hit for much damage.

Biggest threat to the core is WoW Rotom-C probably Amoonguss, although it's threatened by Taunt and can't do much in return, it totally walls these two. Additionally, Mega Diancie, which has Clear Body to avoid Intimidate pre-mega, outspeeds and KOs Virizion, and does a ton to Gyarados with Diamond Storm is troublesome. Aegislash also walls both of these mons fairly effectively, although Taunt can screw it over, forcing it to stay in Blade form.

Good partners would be a Fire-type to complete a F/W/G core - Steel Wing Talon gets a special mention for having a great matchup against all three of the listed threats. Heatran is a decent option as well, admittedly leaving the core slightly Kyube-weak.

The listed sets are fairly simple: Virizion is max/max with a Life Orb in order to KO Mega Kang with Close Combat. Gyarados is EV'd to avoid the 2HKO from Mega Kangaskhan Double Edge using Sitrus recovery after factoring Intimidate, outspeeds Lando-T under Tailwind as well as 0 speed Rotom formes outside of Tailwind, with the rest in Atk. Stone Edge and Taunt could be switched if you prefer for Gyarados to have another option to attack besides Waterfall, but using Stone Edge to take out a weakened Thundurus isn't going to help if you move second and are OHKO'd by Tbolt.
 
hot ca$h money core inbound:


Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Sandstorm
- Protect

Is this core top-tier? No. But more importantly, is this core dank as fuck? Yes.

Excadrill and Latios actually cover eachothers weaknesses pretty well; Latios checks Amoonguss, Keldeo, and Charizard Y for Exca, and Excadrill checks Sylveon, Heatran, Aegislash, and Jirachi. In addition, Latios gets sandstorm to set up Excadrill's Sand Rush, which lets Excadrill beat things like Diancie, Talonflame, and probably other stuff or something. This core is weak to Lando-T so you might want to use it with Keldeo or w/e. The best part about this core is that because you have sandstorm on Latios you don't have to run T tar. Now you could run tailwind if you dont have $wag m0ney, but sandstorm latios lets you beat rain teams eZ, and it also breaks sashes I guess.
 

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