Resource UnderUsed Cores - SS Edition (V2)

Aqua Jet

Stardew
is a Contributor to Smogonis a Community Contributor Alumnus
UU Cores by Albatross.png

Hosted by Aqua Jet | Most of the OP adapted from Sickist's previous thread here | Approved by Forum Moderators | Amazing art by Albatross

Hello, and welcome to the Sword/Shied UnderUsed Cores thread! The purpose of this thread is for the community to post and discuss various cores that work well in the metagame to provide newer players with a place to get started. To recap: a core is a group of 2 or 3 Pokémon in a team that work well together to achieve a specific goal. These goals include breaking through opposing teams (Offensive), checking important threats in the UnderUsed metagame while also exerting offensive pressure upon the opposing team (Balance), and covering each other's weaknesses while providing the team with a solid set of resistances (Defensive).

Cores posted here must follow a few rules:
1) Cores posted here must be tested to ensure that they perform well in the metagame. As such, including replays is recommended to further support the validity of your core.
2) Try to keep slashes to a minimum.
3) Include a short, concise description or explanation of the core, which should contain the following information:
- The type of the core (Offensive, Balance or Defensive)
- How the core functions
- How to use the core itself

Please include the following when submitting 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 a Poképaste or using hide tags).
3) Write up a short description of how the core functions.

That's all from me, and I hope you enjoy submitting and using these cores!
 
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pokemonisfun

Banned deucer.
:crobat::amoonguss::slowking:

batsy watzy (Crobat) @ Heavy-Duty Boots
Ability: Inner Focus
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

shroom of DOOM (Amoonguss) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 228 Def / 16 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Spore
- Sludge Bomb
- Foul Play
- Synthesis

king of things (Slowking) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Scald
- Slack Off
- Teleport

Balance Core

So Amoonguss + Slowking is nothing new to anyone who plays this tier, they are Regen mons which can disrupt momentum/create opportunities with Spore and Teleport respectively and have supreme mixed bulk so Slowking can counter even the likes of NMI Mamoswine and pivot Azelf.

Crobat is the interesting addition to this core, turbo charging the speed and able to simply generate momentum on things like Zarude. While Amoonguss is usually the best response Slowking teams have to Zarude (by virtue of Amoong being really good, things like Cobalion are perfectly easy to fit still), Crobat adds a new twist in the core. Slowking is able to teleport to Crobat instead of Amoonguss and as Crobat learns U-Turn, it can generally force favorable momentum bar the opponent's Rocky Helmet Skarm/Moltres (in which case you can still double or force them to take hazards damage).

Crobat also provides interesting power (2HKO many versions of Salamence because Inner Focus) and it's a surprisingly good Defogger, heavily pressuring Swampert which are usually SpDef now and cannot stay in with Flip Turn if it wants to damage bat.
 
some cores idd like to add soon

special mence + CB zydog

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

Zygarde-10% @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic

They both cover each other weaknesses such as mence hitting grasses while cb zydog helps weaken them for mence who can clean teams afterwards and also deals with steels which mence usually dislikes taking a 1v1 again.

Colbur slowking + zydog

Slowking @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
IVs: 0 Atk / 0 Spe
Relaxed Nature
- Scald
- Psychic
- Slack Off
- Teleport

Zygarde-10% @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic

pivots in on many pokemon and can get up a future sight making it so much more harder to switch into zy-dog pretty much forcing a kill against most offensive teams aside from zarude

synthesis amoonguss + phys def umbreon

Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play
- Toxic
- Wish
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
- Synthesis
- Sludge Bomb
- Foul Play
- Spore

umbreon deals with most special attackers such as hydreigon, mence, moltres, and more while amoonguss deals with most physical attatckers, can absorb toxic and can check pokemon such as conk, keldeo, prim, azu, crawdaunt and more. Umbreon can also provide wishes for amoonguss where it may get worn down a lot and needs the extra hp from wish to deal with pokemon well such as conk.

umbreon + synthesis tang

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

Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play
- Toxic
- Wish
- Protect

Same as amoonguss but you lose your toxic immune for dealing better with many physical attackers umbreon struggles with and improves some MU such as sd bulu, zygarde, diggersby, can knock lefties of to make pokemon easier to wear down.

utility nihilego + zygarde

Nihilego @ Black Sludge
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Power Gem
- Sludge Bomb
- Knock Off

Zygarde-10% @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic

Nihi deals with grass types and sets up rocks for zygarde to apply pressure more while nihi appreciates zygarde dealing with ground types and special walls while it can also open up holes by poisoning pokemon such as swampert, slowking, and krookodile

king shield mixed aegislash + amoonguss

Aegislash @ Leftovers
Ability: Stance Change
EVs: 112 HP / 8 Atk / 252 SpA / 136 Spe
Mild Nature
- Shadow Ball
- Close Combat
- Toxic
- King's Shield

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
- Synthesis
- Sludge Bomb
- Foul Play
- Spore

Amoonguss can easily handle most ground and dark types that threaten aegislash while aegislash deals with pokemon such as salamence, slowking, rachi,and azelf to an extent while also having amoonguss as a good knock absorber. Aegislash can also use king shield to weaken attacks coming at amoonguss such as form conk, daunt, and lycanroc-d

boots azelf + boots zarude

Azelf @ Heavy-Duty Boots
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Knock Off
- U-turn
- Flamethrower

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

They deal with each others checks very well as knock azelf pressures pokemon such as celesteela, salamence, and mandibuzz and especially with the pivot moves it can force mandi to take a crap ton of chip damage throught a game to the point where they cannot awnser them reliably. Zarude also deals with many aegi, slowking, and slowbro-g while azelf deals with keldeo, lycanroc-d, conk, amoonguss, and many more

boots azelf + pivot thundy-t

Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-Turn
- Knock Off
- Psychic

Azelf @ Heavy-Duty Boots
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Knock Off
- U-turn
- Flamethrower

Same reason as zarude as they overwhelm each other checks but thundy-t can force progress faster esp as they can overwhelm each others checks and counters by constantly pivoting.

Im just busy right now at school so yeah it has to be done later
 
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Magneton @ Eviolite
Ability: Magnet Pull
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Toxic

Haxorus @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Poison Jab
- First Impression
- Outrage

Salamence @ Heavy-Duty Boots
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Dual Wingbeat
- Earthquake
Magneton traps and removes Skarmory and Celesteela, who hardwall DD EQ Salamence, making tearing through the rest of the opponents team much easier. If you want, CB Haxorus pairs very well with this core as well for going full dragmag, as it also loves having its two of its best counters trapped so it can tear holes in the opponent's team, making for Salamence's job even easier.

Core greatly appreciates pivots that can uturn magneton into steela/skarm and form a voltturn core with it, as well as bringing in the mence/hax safely.
 
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Aegislash and Hydreigon pair incredibly nicely together. Aegislash's typing can deal with the fairies and fighting type moves that give hydreigon trouble, and in return hydreigon can cover all of aegislash's few weaknesses. it resists ghost, dark, fire, and with levitate it is immune to ground type attacks aside from t-arrows and excadrill's eq. another thing that hydreigon greatly appreciates is that aegislash is very good at removing chansey with close combat, and can deal with primarina fairly well also. So once those 2 are dealt with hydreigon can start tearing through the frailer pokemon on your opponent's team. You can even slap on your fairy type of choice to make this core even stronger.

I'd recommend this core for balance and BO teams.

Here are the sets, you can mess around with these sets if you want to, I just found these to be the most effective together.


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn


Stabby (Aegislash) @ Leftovers
Ability: Stance Change
EVs: 112 HP / 8 Atk / 252 SpA / 136 Spe
Mild Nature
- Shadow Ball
- Close Combat
- King's Shield
- Toxic
 
:bw/Scizor: @ Heavy-Duty Boots
Ability: Technician
EVs: 252 HP / 16 Atk / 96 Def / 144 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Roost

TO know why these ev's specifically you have to get a trophy in UUPL a trophy in UULT and your sanity to summon pif

:bw/Thundurus-Therian: @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Nasty Plot

Max sp. attack and speed allows it to be as threatening as possible and be as fast as possible which allows it to outspeed 100 base speed pokemon and have a lot of power to achieve the ko's it will like after NP

Scizor and thundy form a good core since scizor can wear down bulky pokemon and cripple some of them with knock off while u-turn accumulates chip damage alongside stealth rocks to put many pokemon into range of +2 Thundurus-t like tangrowth, hippo, swampert, and rotom-h esp since scizor can wear most of them down via u-turn + knock forcing switches.

Thundy-t helps this core as it helps abuse the hell out of the bulky pokemon that usually can sit on scizor such as steela, moltres, moltres-g, tenta, and some more as it can threaten to force them out and get free turns to fire off attacks or just get free NP Boosts

:bw/Scizor: @ Heavy-Duty Boots
Ability: Technician
EVs: 248 HP / 16 Atk / 84 Def / 160 SpD
Adamant Nature
IVs: 30 Spe
- Bullet Punch
- U-turn
- Knock Off
- Roost

TO know why these ev's specifically you have to get a trophy in UUPL a trophy in UULT and your sanity to summon pif

:Primarina: @ Leftovers
Ability: Torrent
EVs: 252 HP / 120 Def / 124 SpD / 12 Spe
Calm Nature
- Moonblast
- Scald
- Rest
- Sleep Talk

EV's to live 3 hurricane from mence, speed to just creep opposing 0 speed base 60's and dump in phys def to just allow it to take stray hits from physical pokemon such as utility exca, coba, krook, pert, and some more

Prim covers the fire types while scizor covers the poison, and grass types. Prim can threaten burns on many pokemon making scizor u-turn + knock off combo easier to wear them down as they will suffer a lot more chip damage and covers scizor fire weakness and is able to force out most fire types. Scizor deals with pokemon such as tang, amoonguss, roserade, and zarude that would otherwise annoy prim by getting free turns it can fire off knock off and u-turn which can easily wear down most non-stall teams and can even force a lot of progress such as forcing salamence to lose its boots or giving prim a free switch in on skarm to fire off attacks
 
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:bw/Skarmory: @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Whirlwind
- Roost

:bw/Hippowdon: @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 8 Atk / 220 SpD / 28 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off

Great core as this hazard stacks and applies a lot of pressure. Racks up hazard damage and skarm is the phys def tank while hippo is the sp. def and mixed wall to. Skarm deals with grasses, can absorb toxic, most physical waters, pressure the opponent with spikes while hippo can take on pokemon such as thundy-t, sd aegi, most fire attacks, and can setup stealth rocks and can spread toxic. They rack upa ton of chip damage esp with Whirlwind phazing everything out and potentially shuffling a lot
 
:bw/Scizor: @ Heavy-Duty Boots
Ability: Technician
EVs: 248 HP / 136 Atk / 16 Def / 108 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Roost

:bw/Keldeo: @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Air Slash
- Flip Turn

They both compliment each other very well such as sciz abusing pokemon such as av reuni, av tang, slowking, while keldeo can take advantage of moltres switching into scizor, rotom-h, amoonguss, slowbro-g, mandibuzz and some more. THey can both force a crap ton of progress especially with hazards up and make sure that everything is gonna rack up a ton of chip trying to check them. Scizor can even make further progress with knock off to make sure nothing is gonna appreciate switching into hazards

:bw/Thundurus-Therian: @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Psychic
- Grass Knot
- Knock Off

:bw/Crobat: @ Heavy-Duty Boots
Ability: Inner Focus
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Taunt
- Roost

thundy-t and crobat are like a perfect pair for each other... crobat deals with grasses that thundy-t would struggle with while thundy-t helps crobat with steels and grounds that crobat can struggle to force progress on pokemon such as hippo, celesteela, skarmory, exca, aegi and with the volt turn core that is very popular lately and the new viability surge of crobat makes it so these pokemon can spam u-turn and volt switch and pretty much get away with it as their targets are not gonna appreciate staying in since you can easily rack up a ton of damage as somehting that checks thundy-t would most likely struggle to crobat and vise versa such as av tang checkings thundy-t while being forced out by crobat or something such as skarm sits on crobat but is abused endlessly by thundy-t

:bw/Crobat: @ Heavy-Duty Boots
Ability: Inner Focus
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Taunt
- Roost

:bw/Swampert: @ Leftovers
Ability: Torrent
EVs: 252 HP / 144 Def / 112 SpD
Sassy Nature
- Earthquake
- Flip Turn
- Toxic
- Stealth Rock

partners really well with swampert as it can abuse the grasses who can switch into it and can also deny defog attempts to remove the rocks and to deny recovery as they can otherwise deny progress made and flip turn + u-turn plus the strong brave birds that crobat throws out make it so that it can potentially suffocate mons that would want to switch into it. Swampert pairs well as it can deal with steels and can provide rocks to force a lot of chip damage for crobat as it can spam brave birds on steels and wear them down even faster
 


This core revolves around pairing one of the strongest physical wallbreakers with one of the most devastating special wallbreakers.

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Flamethrower/Fire Blast
- U-Turn/Sleep Talk

This hydreigon set aims to do one thing, destroy anything that doesn't resist it's stabs, or has absurd special bulk. not even mandibuzz or hippowdon are safe from its specs boosted draco meteors

252 SpA Choice Specs Hydreigon Draco Meteor over 2 turns vs. 248 HP / 0 SpD Mandibuzz: 484-573 (114.4 - 135.4%) -- guaranteed KO in 2 turns
252 SpA Choice Specs Hydreigon Draco Meteor over 2 turns vs. 252 HP / 188+ SpD Hippowdon: 441-520 (105 - 123.8%) -- guaranteed KO in 2 turns after Leftovers recovery

Granted azumarill deals with those 2 better, but I just used these 2 as examples to show how strong specs hydreigon can be

For the moveset, we have draco meteor as our most powerful stab option, which can get a ton of 2hkos and ohkos. Dark pulse is a much more spamable stab option, on top of being useful to remove both aegislash and slowking, kills azelf easily, although be careful about going upa gainst azelf since they can sometimes carry dazzling gleam, and even the occasional necrozma on hyper offense teams. Flamethrower is used to hit steels and grasses, such as skarmory, celesteela, excadrill, tapu bulu, tangrowth, and amoongus. Fire blast is also an option for hitting these pokemon, however I feel that it's a bit unnecessary since it has less pp and only 85% accuracy, and all of the previously mentioned pokemon are solidly 2hkod by specs boosted flamethrower. U-Turn is useful for when your opponent sends in a pokemon to wall hydreigon, such as primarina or chansey, allowing you to do a little bit of chip damage and bring in one of your teammates that threatens the opposing pokemon. Sleep talk is also a solid option here, especially if your team is weak to amoongus, since hydreigon can eat a spore, and then continue its choice specs boosted assault.

Scarf can also be an option if your team doesn't have very good speed control, or you could use life orb over choice specs and use roost in the final slot if you don't want to be choice locked but still want to wallbreak.

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

Azumarill is a very good partner for Hydreigon, as it can easily blow past the special walls that give it trouble, and it demolishes chansey, being able to either solidly 2hko it with play rough, or cripple it with knock off. Azumarill is also a great hydreigon partner due to the fact that it resists a lot of hydreigon's weaknesses, with the most important weaknesses being ice, fighting, and dragon. Azumarill is a great priority user, and can threaten the priority user that threaten hydreigon, such as mamoswine and conkeldurr, and also is a great check to keldeo, which threatens hydreigon with an ohko from secret sword.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Eviolite Chansey: 355-418 (50.4 - 59.3%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Azumarill Liquidation vs. 252 HP / 72 Def Hippowdon: 414-488 (98.5 - 116.1%) -- 93.8% chance to OHKO
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Mamoswine: 288-342 (79.7 - 94.7%) -- 50% chance to OHKO after Stealth Rock
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Conkeldurr: 560-660 (159.5 - 188%) -- guaranteed OHKO

For the moveset, Liquidation is our stab option for threatening the ground, rock, and fire types in the tier. Play rough is an even stronger stab option that can 2hko nearly everything that doesn't resist it, or have massive physical bulk. Knock off is used to cripple pokemon by removing their items, and is a great option for hitting aegislash and non colbur berry slowkings. and aqua jet is used as strong priority, which is great for revenge killing faster pokemon at low health, and really threatening faster pokemon weak to the move. another option you can go with is going for ice punch, however this isn't really that necessary since we have hydreigon to remove amoongus, and we also have both amoongus and hydreigon to deal with tangrowth.

An alternate choice for an item can be assault vest, to have some more bulk, but I think the power afforded by choice band works better for this core.

Overall, I feel that this is a good core for bulky offense and balance teams that has a good amount of flexibility for teambuilding and moveset options.
 
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Aqua Jet

Stardew
is a Contributor to Smogonis a Community Contributor Alumnus
:SS/Regieleki: + :SS/Thundurus-Therian:
Regieleki @ Magnet / Heavy-Duty Boots
Ability: Transistor
EVs: 28 Atk / 252 SpA / 228 Spe
Rash Nature
- Extreme Speed
- Rapid Spin
- Thunderbolt
- Volt Switch

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

A VoltTurn core made by pokemonisfun, Regieleki and Thundurus-T pair well together because they beat the Ground-types that the other fails to. Regieleki can slowly chip Diggersby and Zygarde-10%, which Thundurus tends to struggle with. In return, Thundurus is able to do well against Excadrill, Hippowdon, Nidoking, and Swampert, while also being able to handle Mamoswine in a pinch. It was seen in this SCL replay against Lily.
 
ill add explanation later. Note to self to edit it after i finish my math test

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Air Slash
- Scald

Mamoswine @ Never-Melt Ice
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Knock Off


same here

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Thunder Wave

Dhelmise @ Heavy-Duty Boots
Ability: Steelworker
EVs: 252 HP / 12 Atk / 136 SpD / 108 Spe
Careful Nature
- Power Whip
- Knock Off
- Rapid Spin
- Synthesis

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Roost
- Spikes


and one more here

100% of pure fat (Hippowdon) (F) @ Heavy-Duty Boots
Ability: Sand Stream
EVs: 252 HP / 8 Atk / 180 Def / 68 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Spikes
- Rest
 
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:hydreigon: :lycanroc-dusk:

Lycanroc-Dusk @ Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Psychic Fangs
- Accelerock

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn


hydreigon and lycan-d is a core indeed... lycanroc-d hates physical walls like skarm, tang, amoonguss, and hippo while a good double switch into drei makes it all moot and the same thing can be said for how drei hates special walls such as prim, steela, chansey, av azu, etc. and with a good double switch lycan can take advantage of all of these but azu.. but that is helped with teammates
 

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