Resource SWSH UU Cores

Co-hosted by vivalospride - previously hosted by Stoward
Shoutouts to Euphonos and Amaroq for most of the original OP, as well as A Cake Wearing A Hat for providing us with the original artwork
Approved by Accelgor and A Cake Wearing A Hat


SSUU_Cores.png

Thank you to royalfluxh for the amazing artwork!
Welcome to the SWSH edition of the UU Cores thread! The purpose of this thread is for the community to post and discuss various cores that work well in the metagame.

As you all know, a core is a group of usually 2 or 3 Pokemon in the team that work together toward a specific goal. These goals include breaking through opposing teams (Offensive), covering each other's weaknesses while providing the team with a solid set of resistances (Defensive), and checking important threats in the UU metagame while exerting offensive pressure upon the opposing team (Balanced).

All cores are welcome in this thread, as long as they meet the following guidelines:

1. Cores posted here must be tested to ensure that they perform well in the metagame. Therefore, including replays is recommended to further support the validity of your core. Try to keep slashes to a minimum.

2. Include a short, concise description or explanation of the core, which should contain the following information:
- How the core functions
- How to use the core itself

Please follow the following format when presenting a core:

1. Provide the sprites and names of the Pokemon that make up your core.

2. Include the sets for your Pokemon (preferably in hide tags).

3. Write up a short description of how the core functions.







SWSH CORES ARCHIVE







Outdated Cores




 
Last edited by a moderator:

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
Gonna kick this off with two cores in each category; I haven't used all of these extensively (recently anyway) but I've tested them all to make sure they work.

:ss/ribombee: :ss/mamoswine:

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Psychic
- Stun Spore

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock

Pretty standard Sticky Web duo. These two act as hyper-offensive leads that get hazards up and pressure common removers suck as Noivern, Weezing and Tsareena. There's not really a whole lot to say about them; if you're building Sticky Web offense, these two are pretty much the best way to start. I guess you could slash Quiver Dance over Stun Spore on Ribombee but the rules say to keep slashes to a minimum. /shrug

:ss/heliolisk: :ss/flygon:

Heliolisk @ Expert Belt
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Grass Knot

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- U-turn

Flygon acts as speed control on Volt-Turn teams and baits in a lot of things that Heliolisk likes to abuse such as Hippowdon, Mantine and Vaporeon. Heliolisk weakens these checks, paving the way for Flygon to sweep late-game. They also have mild defensive synergy; Heliolisk can switch in on Scalds and weaker Ice Beams aimed at Flygon, while Flygon doesn't care about Earthquakes that may be aimed at Heliolisk from things like Gigalith.

:ss/noivern: :ss/gigalith:

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

Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Toxic

These two have really solid defensive synergy; Noivern can tank Water, Ground, Grass and Fighting attacks aimed at Gigalith, while Gigalith doesn't particularly care about the Draco Meteors, Ice Beams and Thunderbolts flying around because of its ridiculous special bulk. Noivern also does an excellent job of pressuring the Steel types that like to switch into Gigalith and removes the hazards Gigalith hates with Defog. There are a ton of other options for these two so I just picked two of my favourite sets, but they are definitely versatile.

:ss/machamp: :ss/vaporeon:

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

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Toxic

If you've ever hated dealing with bulky Waters, this is the core for you. Machamp and Vaporeon don't have super notable defensive synergy, but together they put immense pressure on the very common Steels, Rocks and Waters the tier has to offer. Vaporeon provides a good initial switch-in to opposing Vaporeons, Milotics and Mantines, while also being able to pass massive Wishes to Machamp so it can come in on them without fearing a burn or Toxic. This core also provides very nice insurance against the massive threat that is Weavile while tending to be quite difficult to both break and switch into.

:ss/weezing-galar: :ss/umbreon:

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Sludge Bomb
- Toxic

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 124 SpD / 132 Spe
Calm Nature
IVs: 0 Atk
- Wish
- Taunt
- Protect
- Foul Play

Pretty simple stuff here; Weezing checks most of the tier's physical attackers while Umbreon checks most of the special ones. The moves here aren't set in stone; Weezing has a billion options and Umbreon can opt for Toxic or Heal Bell. The speed gives Weezing a better matchup vs offenses by outspeeding things such as Golisopod, while it gives Umbreon a better matchup vs opposing fat by allowing it to Taunt bulky mons such as Milotic, Vaporeon and opposing Umbreon and preventing their recovery. I made a post here showing off the difference in calcs between fast and slow Umbreon if anyone is curious. The two have great defensive synergy, with Weezing easily taking on most Fairy, Fighting and Bug types and Umbreon easily handling Psychics for Weezing while also compensating for its lack of recovery with Wish.

:ss/milotic: :ss/hippowdon:

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 224 Def / 32 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

These two have great defensive synergy minus a shared weakness to Grass; Hippowdon takes Electric attacks aimed at Milotic, while Milotic takes Water and Ice attacks aimed at Hippowdon. The combination of Toxic, Sandstorm chip and Stealth Rock damage allows these two to rack up residual damage very quickly which makes up for their relative passivity. They both have physically defensive spreads, but Milotic can still check most of the special attackers in the tier as long as it's not weak to their attacks. The two are very solid overall and create a nice backbone for defensive teams to rely on.
 

sanguine

friendly fire
is a Tiering Contributor
:ss/weezing-Galar: :ss/milotic:
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Sludge Bomb
- Pain Split / Fire Blast

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze

These two cover each other beautifully. Milotic takes on the Steel and Fire types like Chandelure and Duraludon that trouble Weezing to no end, and Weezing takes on Grass types and certain strong physical wallbreakers like Tsareena and Sir-Fetch’d all while keeping hazards off the field to keep Milotic from being chipped down too hard. It’s as simple as that.

:ss/machamp: :ss/reuniclus:
 
Last edited:
Gonna kick this off with two cores in each category; I haven't used all of these extensively (recently anyway) but I've tested them all to make sure they work.

:ss/ribombee: :ss/mamoswine:

Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Psychic
- Stun Spore

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock

Pretty standard Sticky Web duo. These two act as hyper-offensive leads that get hazards up and pressure common removers suck as Noivern, Weezing and Tsareena. There's not really a whole lot to say about them; if you're building Sticky Web offense, these two are pretty much the best way to start. I guess you could slash Quiver Dance over Stun Spore on Ribombee but the rules say to keep slashes to a minimum. /shrug

:ss/heliolisk: :ss/flygon:

Heliolisk @ Expert Belt
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Grass Knot

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- U-turn

Flygon acts as speed control on Volt-Turn teams and baits in a lot of things that Heliolisk likes to abuse such as Hippowdon, Mantine and Vaporeon. Heliolisk weakens these checks, paving the way for Flygon to sweep late-game. They also have mild defensive synergy; Heliolisk can switch in on Scalds and weaker Ice Beams aimed at Flygon, while Flygon doesn't care about Earthquakes that may be aimed at Heliolisk from things like Gigalith.

:ss/noivern: :ss/gigalith:

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

Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Toxic

These two have really solid defensive synergy; Noivern can tank Water, Ground, Grass and Fighting attacks aimed at Gigalith, while Gigalith doesn't particularly care about the Draco Meteors, Ice Beams and Thunderbolts flying around because of its ridiculous special bulk. Noivern also does an excellent job of pressuring the Steel types that like to switch into Gigalith and removes the hazards Gigalith hates with Defog. There are a ton of other options for these two so I just picked two of my favourite sets, but they are definitely versatile.

:ss/machamp: :ss/vaporeon:

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

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Toxic

If you've ever hated dealing with bulky Waters, this is the core for you. Machamp and Vaporeon don't have super notable defensive synergy, but together they put immense pressure on the very common Steels, Rocks and Waters the tier has to offer. Vaporeon provides a good initial switch-in to opposing Vaporeons, Milotics and Mantines, while also being able to pass massive Wishes to Machamp so it can come in on them without fearing a burn or Toxic. This core also provides very nice insurance against the massive threat that is Weavile while tending to be quite difficult to both break and switch into.

:ss/weezing-galar: :ss/umbreon:

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Sludge Bomb
- Toxic

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 124 SpD / 132 Spe
Calm Nature
IVs: 0 Atk
- Wish
- Taunt
- Protect
- Foul Play

Pretty simple stuff here; Weezing checks most of the tier's physical attackers while Umbreon checks most of the special ones. The moves here aren't set in stone; Weezing has a billion options and Umbreon can opt for Toxic or Heal Bell. The speed gives Weezing a better matchup vs offenses by outspeeding things such as Golisopod, while it gives Umbreon a better matchup vs opposing fat by allowing it to Taunt bulky mons such as Milotic, Vaporeon and opposing Umbreon and preventing their recovery. I made a post here showing off the difference in calcs between fast and slow Umbreon if anyone is curious. The two have great defensive synergy, with Weezing easily taking on most Fairy, Fighting and Bug types and Umbreon easily handling Psychics for Weezing while also compensating for its lack of recovery with Wish.

:ss/milotic: :ss/hippowdon:

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 224 Def / 32 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

These two have great defensive synergy minus a shared weakness to Grass; Hippowdon takes Electric attacks aimed at Milotic, while Milotic takes Water and Ice attacks aimed at Hippowdon. The combination of Toxic, Sandstorm chip and Stealth Rock damage allows these two to rack up residual damage very quickly which makes up for their relative passivity. They both have physically defensive spreads, but Milotic can still check most of the special attackers in the tier as long as it's not weak to their attacks. The two are very solid overall and create a nice backbone for defensive teams to rely on.
Milotic, Hippo and some others have an even HP number, which means they take more damage from rocks. You definetly wanna prevent that from happening => put 4 EVs from HP into another stat.

You also could give your Hippowdown 238 HP EVs, so Leftovers Recovery is maximized, and you can put more EVs in Defense.
 
Last edited:

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Milotic, Hippo and some others have an even HP number, which means they take more damage from rocks. You definetly wanna prevent that from happening => put 4 EVs from HP into another stat.

You also could give your Hippowdown 238 HP EVs, so Leftovers Recovery is maximized, and you can put more EVs in Defense.
Eyan said:
2) HP numbers (tbh these should apply to teambuilding as a whole, not just analysis writing):

a. "Stealth Rock numbers":
An odd HP number does NOT mean it's automatically a Stealth Rock number, so don't operate under this assumption when crafting EV spreads for analyses (or even in your own teambuilder for that matter). Do some calculations and you'll realise that because of the way numbers in Pokemon round down, you're taking the exact same amount of damage from Stealth Rock but start out with less, which is objectively worse outside of rare cases where the numbers are actually accurate.

Example:
A Mantine spread of 248 HP / 252 Def / 8 SpD seems logical right? It's weak to Stealth Rock, so by lowering its HP stat by one, I'm ensuring it can survive one more switch in. Well, not quite, by doing some quick math...

Damage taken from Stealth Rock with 252 HP EVs = 374 / 4 = 93.5 = 93 (rounded down; four switches into Stealth Rock with 2 HP remaining)
Damage taken from Stealth Rock with 248 HP EVs = 373/4 = 93.25 = 93 (rounded down; four switches into Stealth Rock with 1 HP remaining)

so why would you not just run 252 HP / 252 Def / 4 SpD? Writing the 248 HP spread in an analysis would just mislead readers.

Example of an actual use of a Stealth Rock number:
A Scizor spread with 248 HP. Doing the same math...

Damage taken from Stealth Rock with 252 HP EVs = 344/8 = 43 (goes down on the eighth switch into Stealth Rock)
Damage taken from Stealth Rock with 248 HP EVs = 343/8 = 42.875 = 42 (rounded down; eight switches into Stealth Rock with 7 HP remaining)

while this may not be used often in practice, it's actually objectively helpful compared to the Mantine example, so it's acceptable in an analysis.

b. Leftovers numbers:
There's little to no reason to lower EVs to run Leftovers numbers for HP (divisible by 16 / divisible by 16+1) in most situations. It's way too circumstantial to ever help, and the general logic of it is overrated. You're focusing on getting exactly 1/16 of its HP back when the raw HP gain is unchanged. This operates on the premise or never taking any non-passive damage, though, which is unrealistic. If the EVs don't allow the Pokemon to survive any specific hits or the like, then just run max HP (not applicable for Pokemon that don't typically invest a ton in bulk). This is doubly so for EV spreads on analyses, as it'd show a more tangible increase in overall bulk.

Of course, if it's the other way around where the Pokemon gains an extra 1 HP per turn with 4 extra EVs, then it's an exception that depends entirely on practicality. You'd usually offset the extra damage from Stealth Rock with the Leftovers recovery, so the main thing to consider is how that Pokémon is played, how often it's used to tank Knock Off, etc. Essentially, it's best to stick to the more straightforward one of Stealth Rock when that exception becomes unjustified.

Non-Leftovers exceptions to this are any Pokemon running Substitute or a Berry. In these cases, you'd look into whether the HP number needs to be divisible by four to decide on the spread to use in the analysis. For example, Substitute + Belly Drum Kommo-o with Salac Berry would want to run an HP number divisible by four so that using Substitute and Belly Drum would activate the Berry. Thus, you'd use 4 HP EVs to achieve that. For something that's running Substitute with Leftovers, it's reasonable to run a HP number divisible by 16 so you gain back the HP used to create a Substitute in four turns instead of five. Finally, Belly Drum Azumarill with Sitrus Berry would want its HP to be exactly divisible by two so the Sitrus Berry gets activated after setting up.
Eyan helpfully wrote this last gen for analysis purposes in order to clear up some of the misconceptions around EV spreads, particularly Leftovers and SR numbers such as those you mention in your post. In short it’s pretty much never worth reducing HP EVs to hit a Leftovers number as you’re not actually gaining anything extra from it, while it’s not as simple as to just say an odd number always means you take less from Stealth Rock. In Hippowdon’s case, 420/16 and 419/16 both equal 26 when rounded down, meaning running 252 HP is better. Same for Milotic in that 394/8 and 393/8 both equal 49 after being rounded down, so max HP is better here too. These kind of minuscule details will rarely decide the outcome of a game, but they’re still good to know!
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Milotic, Hippo and some others have an even HP number, which means they take more damage from rocks. You definetly wanna prevent that from happening => put 4 EVs from HP into another stat.

You also could give your Hippowdown 238 HP EVs, so Leftovers Recovery is maximized, and you can put more EVs in Defense.
Neither of these are how HP stats work.

Stealth Rock damage depends of the fraction of their health that they take (Hippo only reduces damage if its HP stat is one less than a multiple of 16, and Milotic only takes less if it’s one less than a multiple of 8—neither of these apply here). The hippo could technically run 248 for 3 layers of Spikes, but that’d reduce Slack Off recovery by 1, which makes a much bigger difference over the course of a drawn-out match bc the net HP loss adds up.

As for Leftovers numbers, all reducing the stat does is increase the % of health Hippo restores. Hippo is still restoring 26 HP per turn whether it has 252 or 236 HP EVs, so all this would achieve is giving Hippowdon less health—you do not want this. The only time it’s worth reducing health to hit a benchmark is when you’re losing a fixed amount of health with something like Life Orb/SR or if you want to take a set fraction of your health anyway (e.g. Belly Drum+Sitrus, Sub+Pinch etc.)

Edit: got sniped
 
Eyan helpfully wrote this last gen for analysis purposes in order to clear up some of the misconceptions around EV spreads, particularly Leftovers and SR numbers such as those you mention in your post. In short it’s pretty much never worth reducing HP EVs to hit a Leftovers number as you’re not actually gaining anything extra from it, while it’s not as simple as to just say an odd number always means you take less from Stealth Rock. In Hippowdon’s case, 420/16 and 419/16 both equal 26 when rounded down, meaning running 252 HP is better. Same for Milotic in that 394/8 and 393/8 both equal 49 after being rounded down, so max HP is better here too. These kind of minuscule details will rarely decide the outcome of a game, but they’re still good to know!
Neither of these are how HP stats work.

Stealth Rock damage depends of the fraction of their health that they take (Hippo only reduces damage if its HP stat is one less than a multiple of 16, and Milotic only takes less if it’s one less than a multiple of 8—neither of these apply here). The hippo could technically run 248 for 3 layers of Spikes, but that’d reduce Slack Off recovery by 1, which makes a much bigger difference over the course of a drawn-out match bc the net HP loss adds up.

As for Leftovers numbers, all reducing the stat does is increase the % of health Hippo restores. Hippo is still restoring 26 HP per turn whether it has 252 or 236 HP EVs, so all this would achieve is giving Hippowdon less health—you do not want this. The only time it’s worth reducing health to hit a benchmark is when you’re losing a fixed amount of health with something like Life Orb/SR or if you want to take a set fraction of your health anyway (e.g. Belly Drum+Sitrus, Sub+Pinch etc.)

Edit: got sniped
Ok, thanks. I did absolutely not know/think about that.
 

A Cake Wearing A Hat

moist and crusty
is a Community Leaderis a Community Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderatoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnus
Random Battle Lead
why's nobody putting anything in this? let's get some cores in this resource.


Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock / Thunder Wave / Rock Polish / Stone Edge
- Close Combat
- Iron Head

Centiskorch @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 HP / 132 Atk / 80 SpD / 44 Spe
Adamant Nature
- Fire Lash
- Leech Life
- Knock Off
- Power Whip

Cobalion struggles with fairies as a Steel-type. Centiskorch is a good check to fairies. Centiskorch is also just obnoxious in general to a lot of Cobalion's checks e.g. Celebi and Doublade and other Fire-types, and Cobalion can soft check shit like Haxorus and can clean after Centiskorch thoroughly weakens the team.


Runerigus @ Leftovers
Ability: Wandering Spirit
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock / Toxic Spikes
- Body Press
- Earthquake
- Will-O-Wisp

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Roost
- Defog
- Scald
- Toxic / Haze

These mons just kind of deal with each other's issues pretty well. Mantine hates Toxtricity with a passion and Rune hard stops that. Rune can also check Heliolisk and Machamp pretty well. Mantine can check stuff like Noivern in return.


Inteleon @ Choice Specs
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- U-turn
- Hydro Pump
- Surf

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Trick
- Leaf Storm
- Volt Switch

Inteleon is the VoltTurn Core Pokemon, so I figured I might as well submit an Inteleon VoltTurn Core. Mowtom checks waters, Inteleon slaps everything else in the face. Feel free to use basically any other Electric-type over Mowtom, including but not limited to Toxtricity, Rotom-Frost, Heliolisk, Silvally-Electric...
 

Machamp @ Flame Orb
Ability: Guts
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Close Combat
- Facade
- Knock Off
- Bullet Punch

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
It may looks like some kind of jokes but Flame Orb Machamp + WishTeleport Clefairy is actually a viable and nice core in Underused. Much like Flame Orb Conkeldurr + WishTeleport Clefable in OU, this core allows Machamp to come safely on the field thanks to Teleport and to pressure the opponent thanks to its sheer power. Wish is also super enjoyable for it and allows it to check more defensive threats in the long run. Clefairy is a niche Pokemon but I found it pretty useful to deal with things like Noivern or Gardevoir.


Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Ice Beam

Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 28 Def / 232 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Protect
- Psychic
Vaporeon + Bronzong is a well known defensive core in UU. They complete each other really well : Vaporeon supports Bronzong with Wish while Bronzong is able to handle Grass-types such as Celebi / Roserade which can threaten with ease its teammates. Wish support also allow Bronzong to check in the long run some threats like Toxtricity. This core paired really well with Incineroar but also Stealth Rock setters.
 

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
:ss/machamp: :ss/noivern:

Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Facade
- Bullet Punch
- Knock Off

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor / Hurricane
- Flamethrower / Defog
- U-turn
- Roost

One of the best cores to take advantage of Machamp to the maximum is to pair it with U-turn Noivern, which lures in Pokemon like Milotic, Vaporeon, Gigalith, and Rhyperior that Machamp can use for free breaking opportunities. Noivern also helps to offensively check some stuff that might attempt to offensively check Machamp like Roserade and Cobalion.


:ss/escavalier: :ss/incineroar: :ss/jellicent:

Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 16 Atk / 112 Def / 84 SpD / 44 Spe
Adamant Nature
- Swords Dance / Close Combat
- Knock Off
- Megahorn
- Iron Head

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

Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 172 Def / 84 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Scald / Will-O-Wisp
- Recover
- Hex

Escavalier + Jellicent form a potent balanced core, with Escavalier being able to handle huge threats to Jellicent such as Roserade/Celebi, and Jellicent can in return help pressure bulky Water-types like Milotic and Vaporeon for Escavalier. Jellicent also appreciates Escavalier Knocking Off these Pokemon so that it has an easier time breaking through them. Incineroar rounds out the core amazingly, providing the all important answer to Chandelure that is necessary, extra support against Doublade/Escavalier thanks to using Jellicent as your bulky water type, and can bring Escavalier into Gigalith with Parting Shot, and Jellicent into bulky Waters.


:ss/roserade: :ss/noivern:

Roserade @ Black Sludge / Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain / Leaf Storm
- Sludge Bomb
- Spikes / Toxic Spikes
- Synthesis / Sleep Powder

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor / Hurricane
- Flamethrower / Defog
- U-turn
- Roost

Another Potent offensive core using u-turn noivern. Roserade is able to offensively pressure most Noivern switch ins such as Gigalith/Rhyperior/Milotic/Vaporeon, and can further set Spikes to support Noivern and punish switch ins. Noivern in return can help pressure Roserade checks such as Escavalier, Cobalion, and Celebi.


:ss/celebi: :ss/incineroar::ss/cobalion:

Celebi @ Leftovers / Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Psychic
- Aura Sphere / Shadow Ball
- Nasty Plot

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

Cobalion @ Shuca Berry
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Thunder Wave
- Stealth Rock / Volt Switch

Incineroar makes for a fantastic partner for NP Celebi, helping to bring it in on Pokemon such as Milotic, Gigalith, and Weezing-Galar that it can take advantage of, and helping to check some of its answers such as Escavalier, Doublade, and Scarf Chandelure. Cobalion rounds out the core excellently, being able to provide a soft check to Incineroar, Mamoswine, and CB Haxorus for Celebi, while Thunder Wave support allows it to cripple one of their shared checks in Noivern so that both of them can easily break through. Volt Switch can run as well if you have another SR user, allowing you a secondary pivot that can also bring Celebi in on bulky Waters like Milotic/Jellicent.
 
Last edited:
okay, my turn:
Toxtricity @ Choice Specs
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Bomb
- Volt Switch

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Roost
Toxtricity and Noivern share a good chunk of checks in common, such as Gigalith, Rhyperior, and Bronzong. All three are pretty prone to being worn down over the course of a match so one of these two can pave the way for the other. It's a pretty simple core, honestly. Noivern should probably be running U-turn on this core, as you can catch a lot of bulky waters with Toxtricity this way. And Draco Meteor is the preferred STAB for hitting Gigalith and Rhyperior harder. Toxtricity can consider Toxic as well over Sludge Bomb for getting an immediate Poison on these two Rock-types, but I haven't used it enough to recommend it.
 
Y'know, imma add a few more cores into here that I think are pretty nice

:ss/centiskorch: + :ss/doublade:
Centiskorch @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 HP / 120 Atk / 136 Spe
Adamant Nature
- Fire Lash
- Leech Life
- Knock Off
- Power Whip

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat
So, you may think these two may clash with each other in their roles, but honestly they compliment each other quite well. Both are cobalion checks, but centiskorch is one of the best balance breakers in the tier due to its coverage. Along with that, it just checks a plethora of things such as common fire types, sun, fairies, etc. Doublade on the other hand is a menace vs offensive teams especially if its able to get up an SD. When paired with a breaker like centiskorch it can much more easily sweep through teams with them covering each others weaknesses. Also the duo of Skorch+Doublade can take on gardevoir much more reliably than one of them can on their own. Been using this core on a team and overall has just worked incredibly well.

:ss/rhyperior: + :ss/golisopod:
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Swords Dance

Golisopod @ Heavy-Duty Boots
Ability: Emergency Exit
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- First Impression
- Liquidation
- Leech Life
- Spikes / Aqua Jet
Another core I quite enjoy. Both are hazard setters [although golis has the option to run four attacks] and overall just work well together. Golisopod resists both water type attacks and ground type attacks for rhyperior. On the other hand, Rhyperior can check flying types and electric types for Golisopod. Overall just pretty straightforward solid core.

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

Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- U-turn
- Encore
- Defog / Stun Spore
Alright, so this one is the one thats the least common but still very viable imo. Incineroar we all know what it does, brings a ton of utility in what it can do, patying shot, knock off, intimidate, etc etc. A pokemon I personally like to pair with it is whimsicott, another one that can bring just as much utility in its own way. It forms a pivoting core with incineroar, covers incineroars weaknesses, even is able to defog for the big cat if its boots happen to get knocked off. Overall I really like using these two as they're able to accomplish so much in only two slots.
 

Stoward

Ah, you're finally awake
Alright, let's do this. Thanks to everyone who submitted. For those who aren't familiar with how these feedback posts work, I like to reward the effort spent in posting them in giving feedback as to why your cores are accpeted or rejected. Please keep in mind that ideally the goal of this thread is to attract new builders and give them ideas of Pokemon to build around. So more niche picks or Pokemon that are considered harder to build around because of additional support that would be required in order for them to function are unlikely to make it to the OP. Naturally if they see tournament success, or are cores that become featured in Metagame staples, I'll have to include them. I also can't stress enough that posting replays and/or examples of teams will always make me more inclined to accept your core.

1. Ribombee + Mamoswine by Lilburr - Reject. Webs aren't that great and Ribombee isn't the best webs setter when god mon Araquanid exists.
2. Heliolisk + Flygon by Lilburr - Accept. Standard VoltTurn structure.
3. Noivern + Gigalith by Lilburr - Accept. Think your post explains it well enough, but good type synergy. Covers threats for each other etc.
4. Machamp + Vaporeon by Lilburr - Accept. Everyone hates Bulky Waters
5. Weezing-Galar + Umbreon by Lilburr - Accept. Post explains it pre well
6. Milotic + Hippowdon by Lilburr - Accept. Well kinda. Rip Hippowdon. Surprised Estarossa even plays this tier anymore tbh.
7. Weezing-Galar + Milotic by faded love - Accept. Nice fat core that covers threats for each other
8. :Sewage: + Centiskorch by A Cake Wearing A Hat - Accept. Good offensive type synergy, covers threats etc etc
9. Runerigus + Mantine by A Cake Wearing A Hat - Reject. Confirmed with viv that Runerigus is not a Pokemon
10. Inteleon + Rotom-Mow by A Cake Wearing A Hat - Accept. Standard VoltTurn structure.
11. Machamp + Clefairy by Moutemoute - Reject. Yeah sorry this isn't quite standard enough for a resource thread.
12. Vaporeon + Bronzong by Moutemoute - Accept. Post explains pre well
13. Machamp + Noivern by Estarossa - Accept. Post does a good job explaining
14. Escavalier + Incineroar + Jellicent by Estarossa - Accept. Good type synergy etc etc
15. Roserade + Noivern by Estarossa - Accept. Getting a lot of vibes that u can just slap almost anything with Noivern and it'll work.
16. Celebi + Incineroar + :sewage: by Estarossa - Accept. Solid Psychic/Dark/Fight core
17. Toxitricity + Noivern by lyd nice take on VoltTurn with decent type synergy
18. Centiskorch + Doublade by DraconicLepus - Accept. Post explains it pre well, but viv personally said that he's built with this core so it must be ok I guess
19. Rhyperior + Golisopod by DraconicLepus - Accept. Mons compliment each other pre well
20. Incineroar + Whimsicott by DraconicLepus - Accept. Personally have huge biases against Whimsicott but it looks alright on paper.
 
Last edited:

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
This thread could use a little activity, so I'm gonna post four of my current favourite offensive cores. I might make another post later for balanced/defensive ones, idk
------------------------
:ss/linoone: :ss/haxorus: :ss/espeon:
Linoone @ Aguav Berry
Ability: Gluttony
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Extreme Speed
- Throat Chop
- Stomping Tantrum

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Poison Jab

Colour Pulse (Espeon) @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Toxic
- Light Screen
- Reflect
Linoone, Haxorus and Espeon are, in my opinion, the heart of every good screens build. Espeon is the quintessential Dual Screens setter, providing the support needed for these two to set up and sweep. The reason for Linoone and Haxorus in particular is because they weaken each other's checks remarkably well; Cobalion and Rhyperior are commonly seen to dissuade these two from sweeping, but they only have the bulk required to handle one of them. This paves the way for the other one to consistently sweep the weakened opposing team.

:ss/togedemaru: :ss/pangoro:
Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zing Zap
- Nuzzle
- U-turn

Pangoro @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Gunk Shot
- Bullet Punch
A slightly more unorthodox combo, yet terrifyingly effective. Togedemaru is a rising scarfer that supports strong but slow breakers remarkably well due to the switches it forces into Pokemon such as Incineroar, Bronzong and Rhyperior, as well as its ability to slow down opposing teams with Nuzzle. Pangoro is a terrifying breaker that completely lacks any sort of reliable defensive counterplay and is great at weakening things so that they're in range of the rat's attacks, giving it a path to clean up late game.

:ss/darmanitan: :ss/roserade:
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Rock Slide
- Earthquake

Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Synthesis
- Spikes
Darmanitan's a new drop that ignores the idea of switch-ins. However, the few things that can reliably take a hit tend to be very physically defensive Rock- and Water-types, like Milotic and Rhyperior. Thankfully, its access to U-turn allows it to bring in its friend Roserade, who can decimate all of its switch-ins with its nuclear Leaf Storm or set up Spikes to aid Darmanitan in cleaning.

:ss/ribombee: :ss/lucario:
Ribombee @ Choice Specs
Ability: Shield Dust
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Bug Buzz
- Sticky Web
- U-turn

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Meteor Mash
- Extreme Speed
Giving the bee another shot on this thread with its Specs set this time, attributing to a playstyle I call "semi-webs" bc I can't think of anything better. Ribombee is a frightening breaker that mainly struggles with stuff like Bronzong, Sylveon and Gigalith, all of which Lucario feasts on. It also enjoys the Sticky Web support to slow down potential revenge killers like Heliolisk and Espeon, while functioning perfectly fine without it thanks to its access to a powerful Extreme Speed.
 

Expulso

Morse code, if I'm talking I'm clicking
is a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Social Media Contributor Alumnus
Escavalier  sprite from X & Y
Gastrodon  sprite from Omega Ruby & Alpha Sapphire
Gigalith  sprite from X & Y

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Scald
- Earth Power
- Toxic
- Recover

Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 172 SpD / 84 Spe
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Close Combat / Swords Dance / Protect

Gigalith @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Stealth Rock
- Rock Blast
- Earthquake
- Toxic

Escavalier and Gastrodon do an excellent job of covering each other's weaknesses. Escav is weak to only Fire, and Gastrodon beats all physical Fire-type attackers, such as Darmanitan and Incineroar. Gastrodon is weak to only Grass, and Escavalier completely shuts down Celebi and Roserade.

Running Stealth Rock on neither your Ground type nor your Steel type raises the question: how do you set up Rocks? Gigalith is the obvious answer. It supports Escav and Gastro by taking on special Fire-type attacks (Chandelure, for example, would be a big threat to Escav and Gastro alone). It also appreciates Gastrodon's immunity to Water-type attacks and Escav's quad-resistance to Grass. Although the core is passive, Gigalith helps it accrue damage by setting up Sand, which all 3 mons are immune to. The combination of Sand damage, Toxic damage, and these mons' great bulk and synergy makes this core extremely difficult to break, especially when Escav's Knock Off can remove Boots or Lefties and help you wear down the other team more quickly.

It struggles against strong Fighting-type breakers, such as Pangoro and Machamp, which Gigalith lets in for free. Therefore, a teammate like Sylveon or Weezing-Galar is helpful; although Weezing-G has fallen out of favor, its Ground immunity also helps make up for the core's lack of Ground resists.

I think this core does a great job at spreading status and chip damage through Sand while solidly checking most common threats. With Rotom-W now in UU and a popular pick, Gastrodon is also very helpful to completely shut it down and swing momentum your way, ensuring that this relatively passive core doesn't get stuck in the VoltTurn vortex.

I lost one game to a Copperajah with Heavy Slam, Heat Crash, and Power Whip, which completely ate this core alive. the rest of the time it has been great, however! :-)
 

Stoward

Ah, you're finally awake
Alright, some people already know this, (Or have assumed this by the lack of activity on this thread) but I thought it was about time to make a formal announcement that I'm stepping down as host of this project. I haven't played any SS UU games apart from a few games in the last day of the Mamoswine suspect and I don't believe it's appropriate for someone to host a resource thread when they don't actually play the tier, especially when there's so many people in the UU community who'd love to be able to show their ability to contribute by hosting or participating in a resource thread such as this one.

I'd like to take a moment to thank vivalospride and the UU Moderation team for giving me the opportunity to host this thread back in late SM, as well as all the fantastic people in the UU community who have all been quite welcoming. I hope someone either continues this thread or has a SS UU Cores V2 thread, as I personally believe that these threads are fantastic and hosting the UU Cores thread in SM gave me lots of new ideas of Pokemon to build teams around, and I had a hell of a lot of fun trying to build cores around every core that was submitted. I trust Viv and the rest of the moderation team will find someone suitable to replace me.

Anyway, it was a lot of fun,
Stoward out.
 

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
First off, I'd like to thank Stoward for maintaining the thread up until now. Submitting to the thread has been great and I'm glad that you were able to find the time to update it up until now. Hope you've enjoyed your time, and you're always welcome here <3

Next I'll announce that, alongside vivalospride, I'll be hosting this project from now on! I'm excited to maintain and update it, so please submit as many cores as you can! The OP should be up to date now, but we're a bit lacking in balanced and defensive cores... so we'd like some of those if possible. Happy posting and all that stuff~
 
:ss/Rhyperior: :ss/Copperajah: :ss/Noivern:

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 232 SpD / 24 Spe
Careful Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Toxic

Copperajah @ Assault Vest
Ability: Heavy Metal
EVs: 252 Atk / 128 SpD / 128 Spe
Adamant Nature
- Heavy Slam
- Heat Crash
- Earthquake
- Power Whip

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- U-Turn
- Roost

I guess you could call this an offensive core? Rhyperior checks threats like Incineroar that Copperajah hates, while Copperajah beats Roserade and Celebi for Rhyperior. Copperajah also appreciates being able to run Assault Vest and not having to run Stealth Rock thanks to Rhyperior. However, this core has a rather noticeable weakness to Fighting-types such as Pangoro, and is also rather slow. This is where Noivern comes in, providing a form of speed control and checking Fighting-types that this core cannot handle. U-Turn also helps Copperajah get in safely against something like Gigalith or even Rhyperior if you make sure that you're faster. This core deals with most of the metagame well while also being very solid offensively and defensively and is a nuisance to face if its played well.
 
Xatu + Incineroar

https://pokepast.es/899952e59e283576

This is pretty much a core where the types alone complement each other greatly. Xatu can switch into Ground and Fighting-type attacks, and Incineroar can check Ghost-types like Chandelure and Doublade. They also form a solid pivot core with TP and Parting Shot.
 
Alright, got some cores for you guys!

+

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Stone Edge
- Crunch
- Fire Blast

Terrakion @ Life Orb / Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Swords Dance
- Earthquake

This core probably wont last the whole generation because Terrakion is slightly busted. Anyways, the premise of this core is that Tyranitar checks psychics and gets rocks up, as well as lures in stuff like Lix, Skarm, and Coba for chip for Terrak to SD and win. Sand from TTar also gives Terrakion that juicy spdef boost so it can easily set up in front of things like Noivern. Terrakion can outrun and smack most if not all of TTar's problematics in the tier, so it's not a toxic one way relationship.

+


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird / Taunt / Defog
- Body Press / Taunt / Defog
- Spikes / Defog
- Roost

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

Ah, yes. SkarmBliss is probably THE premier defensive core for UU this generation. Skarmory covers 90% of Blissey's answers and Blissey does the same for Skarmory. Not much else really to say here except that the moves are interchangeable depending on what you're running with Skarm Bliss.

+
+

Cobalion @ Occa Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stone Edge

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
- Scald
- Rapid Spin
- Knock Off
- Toxic Spikes

Krookodile @ Chople Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Smack Down

A relived version of my favorite core from last generation (Coba/Tent/MAero). SD Cobalion appreciates Tentacruel being able to knock stuff like Noivern, Slowking, and other fat water types, as well as check stuff like Sylveon. Tentacruel also checks Fighting types for Krookodile. Cobalion checks Grass types for Tentacruel and Krookodile checks Electrics, Psychics, and deals with Skarmory for Tentacruel and Cobalion. Overall, this is a cool BO/Balance core that is also pretty effective.

Anyways, might post some more after I get off work today, have a nice day everyone!
 

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
This thread is now accepting submissions for post-DLC cores! Thank you Sickist, your submissions have been added to the OP. All previous cores have been added to outdated cores - some may still be functional, but we thought it best to have a fresh start for now thanks to the DLC. I'll also be submitting one core for each subcategory.

:bw/mienshao: + :bw/rotom-mow:
Mienshao @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Close Combat
- Knock Off
- U-turn

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Defog
- Trick
Standard VoltTurn core with a very strong breaker in the form of Mienshao, and some speed control in the form of Rotom-Mow. Rotom threatens a lot of the things Mienshao hates without much effort, like Slowking, Palossand, and Tentacruel, while Mienshao busts through annoying Steel-types and Fire-types for Rotom.

:bw/slowking: +

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 22 Spe
- Future Sight
- Psyshock
- Scald
- Teleport

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
Slowking and Sylveon make for a great backbone on balance/BO teams thanks to their ability to provide team support without being overly passive. Slowking can easily check the likes of Galarian Weezing and Cobalion for Sylveon, while Sylveon can reliably handle threats like Kyurem and Rotom-W in return.

+ :bw/mantine:
Palossand @ Colbur Berry
Ability: Sand Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scorching Sands
- Toxic
- Shore Up

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Air Slash
- Defog
- Roost
Palossand and Mantine pair pretty well together; Palossand takes on annoying Electric-types like Toxtricity, while Mantine handles Water-types like Barraskewda. They're really tough to take down together and make up an important part of the defensive backbone of many defensive/stall teams.

Hoping to see a lot of submissions! Remember, don't be afraid to submit anything, as wacky as it may seem - this is a really fresh meta and none of us really have a clue what's going on, so all input is appreciated.
 
:bw/kyurem: + :bw/slowking:

Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Freeze-Dry
- Earth Power
- Draco Meteor

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

Usually when you think of stuff to pair with teleport slowking you think of fighting types, but that's boring, so here's a different core with slowking that works pretty well too. This is a nice balance core that takes advantage of the fact that slowking comes in on a lot of stuff that revenges kyurem, like lycanrcoc, terrakion, jirachi, weezing if locked into ep or draco, mienshao, keldeo, bulky steels, etc. Then, slowking can teleport back out on things that pivot into it like the rotoms, other slowking, toad, mantine, and all the grasses, which allows kyurem to come in and get an strong attack off. One frustrating thing about kyurem is the fact that it takes rocks every time it comes in so it doesn't get many chances, but with this core, you can give kyurem more opportunities to make the most of its phenomenal offensive stats and typing.
 

Katy

Banned deucer.
offensive core

:mienshao: & :sylveon:

:ss/mienshao:
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Knock Off
- Rock Slide


:ss/sylveon:
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Mystical Fire
- Psyshock
- Shadow Ball

mienshao and sylveon have great synergy together because they check each others weaknesses. mienshao is able to threaten mons like copperajah, steelix and also cobalion. furthermore mienshao is able to threaten doublade with a knock off as doublade doesnt like to losoe its item in eviolite. this gives sylveon a better time against these kind of mons. sylveon on the other hand can threaten psychic-types like reuniclus with a strong shadow ball, to add onto their synergy mienshao can always bring in sylveon via the help of u-turn.
sylveon is also able to dish out strong damage against most pkmn in the tier with its hyper voice and thus makes it easier for mienshao to bypass other pkmn. mienshao can also threaten blissey which might be troublesome for sylveon to break through as its close combat ohkoes blissey.

balanced core

:rotom-wash: & :incineroar:

:ss/Rotom-wash:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Hydro Pump
- Discharge
- Volt Switch


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

rotom-wash and inciniroar are a strong core, incineroar can help to threaten the likes of celebi which is annoying for rotom-wash and can bring in rotom-wash with parting shot to make it easier for rotom-wash to set-up a nasty plot. in addition incineroar also offers help with toxic to severly weaken opposing teams in the long term. rotom-wash on the other hand is a strong nasty plot-user and is a threatening mon after a +2. furthermore rotom-wash does not need to set-up a nasty plot immediately as it can still volt switch to get in inciniroar and to whittle opposition down in the long run. incineroar and rotom-wash not only offer the volt switch + parting shot-utility but also they check each others weaknesses: rotom-wash checks ground-types and water-types and incineroar checks grass-types which are an annoyance for rotom-wash.​
 
i’m a bh main yet i keep browsing uu projects :psyduck:

:ss/terrakion: + :ss/chandelure:

Terrakion @ Life Orb / Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Swords Dance
- Earthquake

Chandelure @ Choice Specs / Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Totally didn’t c/v the sets from post above and smog sets. In all seriousness though, Terrakion and Chandelure complement each other very well, with Terra being able to tear through Chandy checks like Blissey, Mantine and Incineroar, whilst Chandy burns away Terra checks like Skarmory, Palossand and Slowking. Chandy also acts as a wallbreaker and/ or speed control while Terra can clean up late-game, making them a good offensive duo for a team. Furthermore, this core is capable of dismantling the infamous core of Skarmory + Blissey, as long as you get Rocks up you get infinitely force switches between the two and eventually clean up. One can also use another Fighting-Type like Sirferch’d or Mienshao, but Terra has the unique trait of being able to hit Flying-Types like Mantine to help Chandy, which is more beneficial to the core.

i’ll add a stall core tonight if i can think of one
e: it’s 5pm and i don’t have a stall core
:ss/lycanroc-dusk: + :ss/tsareena:
Lycanroc-Dusk @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Swords Dance
- Stone Edge
- Close Combat / Drill Run

Tsareena @ Heavy-Duty Boots
Ability: Queenly Majesty
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Power Whip
- Knock Off / High Jump Kick
- Rapid Spin
- U-Turn / High Jump Kick
Tsareena is an underrated mon rn, it’s a great spinner with good all around bulk and can generate momentum. It’s not used much due to weaknesses to common types like Bug, Fire and Flying, but when paired with Lycanroc it has most of its weaknesses covered. For instance, Lycanroc can revenge Tsareena checks like Noivern and Scolipede using a strong priority move in Accelerock, and can threaten out slower Tsareena checks like Incineroar and use them as set-up fodder. On the other hand, Lycanroc has 5 crippling weaknesses as well, and is checked by common Water-types, Palossand, Rhyperior etc, which Tsareena can scare away. Tsareena can also use U-Turn to bring in Lycanroc safely to wallbreak, and has a lot of utility options. As for the EV spread, I don’t think max speed Tsareena is necessary, with 212 Speed EVs it can outspeed the Swords of Justice after 1 Rapid Spin boost and threaten them out. Overall two strong mons with weaknesses that is covered well by the other.
 
Last edited:

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

Top