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Cores of X and Y

McDanger

Well-Known Member
As anyone will tell you, cores are the cornerstone of teambuilding. However, sometimes creating a good core is hard, and thats were this thread comes in. Feel free to nominate cores for any tier as well as discuss the effectiveness of some of the cores that are kept here in the OP. Please include the sets as well as description of how and why the core works and sprites would be appreciated to add some more liveliness to the post.

I'll add RU and NU if we get submissions

Core Descriptions will be Hyperlinked in order to avoid going over the character limit for a post just as a precaution.

Submission Rules
-Cores must have a description of a minimum length of 3 sentences
-Please make sure you have tested the cores before submitting them

Uber

gengar-mega.gif
/
xerneas.gif

Mega Gengar + Xerneas



OU




UU




RU


LC



 
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McDanger

Well-Known Member
I'll kick off the thread with an offensive core

greninja.gif
+
mawile-mega.gif
+
dragonite.gif


This is a very flexible offensive core, utilizing the wall breaking power of three powerful wallbreakers. Both SD Mawile and CB Dragonite are viable options here depending on who you want to use to sweep while Greninja handles some troublesome threats with its immense flexibility such as Mega Venusaur and Aegislash as well as 'check' things like Landorus I and Thundurus. Mawile pressures physical walls that give DD Dragonite grief such as Landorus Therian as well as draws in some things dragonite can boost on such as Heatran. The two also feed each other to say, things that would scare Mawile off such as ground attacks are easy for Dragonite to boost on and ice moves that beat Dragonite are easy for Mawile to abuse, creating momentum even if one of the two dies. As such, any dragon sweeper can work here such as Zygarde or Salamence, even Gyarados.

Greninja (F) @ Life Orb
Trait: Protean
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Dark Pulse
- Extrasensory

Mawile (F) @ Mawilite
Trait: Intimidate
EVs: 124 HP / 252 Atk / 132 Spd
Adamant Nature (+Atk, -SAtk)
- Substitute
- Play Rough
- Focus Punch
- Sucker Punch

Dragonite (M) @ Lum Berry
Trait: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
 
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Shamelessly stolen from my post in this thread.

keldeo.gif


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

pinsir-mega.gif


Pinsir @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

Alright so lets go over the things that wall Mega Pinsir: Zapdos, Skarmory, Rotom-W, Lando-T (kinda), Hippowdon, and Gliscor. Out of these, Keldeo beats Skarm, Lando, Gliscor, Hippowdon, and Rotom (Volt Switch isnt a OHKO while Secret Sword is a clean 2HKO). In return, Pinsir demolishes Mega Venu and Amoongus that like to give Keldeo trouble. So these two can handle each others checks and counters really well, which paves way for one or the other to sweep. Mega Pinsir is a complete monster, as he singlehandedly dismantles the VenuTran core (also featured here), while also having a great ability, a reliable STAB, and priority, which is very much needed in todays Meta. Frustration is my go to option over Return because of Dittos, as not many want to risk having a 1 BP Return if they opt for min happiness. Swords Dance is there for a late game sweep, as even a +2 Quick Attack cleans up teams. EQ is the best coverage move.

So with Pinsir covered, we have Keldeo next. With a great STAB combo in Water + Fighting, Keldeo hits a good portion of the meta for SE damage, though outside of his STABs theres not much. Anyways, a base 129 SpAtk is great, and when a Choice Specs is slapped onto him, he becomes one of the most potent wallbreakers in the entire meta. Hes also one of the few pokes who can reliably switch into Bisharp, which is always nice. Scald is the most spammable move in the game, as even resists hate being burned. Hydro Pump is for a high powered STAB, tho the accuracy can be a problem. With Mega Pinsir taking care of Venu/Amoongus, the coverage move of choice goes to Icy Wind, as it allows him to nail the Latis on the switch, which otherwise become very problematic for this core. It also hits dragons for SE damage, most notable Garchomp and DNite. Its also worth mentioning that the SkarmBliss core can be completely dismantled with Keldeo if you predict correctly.

There are a few pokes that dismantle this core. Zapdos and Thundurus both have SE STAB moves against both, with the former being exceptionally bulky, while the latter simply outspeeds and OHKOes both with T-Bolt. The Latis can be annoying if Icy Wind is forgone for another coverage option, so a pursuit trapper is always appreciated. Funnily enough, the biggest threat to this core is opposing Birdspam, tho most notably Talonflame, as he can simply OHKO both with Brave Bird before either can move, so a bulky flying resist is pretty much needed. On top of that, Hazard control is needed for Pinsir, otherwise youre losing a huge chunk of your health. Excadrill can spin away rocks, and pairs nicely with these two, and with TTar, you have 4 pokes that work well together. Another option for a teammate is Talonflame, which paired with Pinsir creates the infamous Birdspam core that everyone hates. So yeah, thats pretty much it.

Replay:
http://replay.pokemonshowdown.com/ou-140007473 (it the lower ladder cuz I havent laddered high enough yet, tho it still shows these two working together well)
 

McDanger

Well-Known Member
I'm currently working with a new core, if its actually really successful i`ll post it here. Added cloneblazers core
 

ger9119

Well-Known Member
248.png
mega_garchomp_by_joeyhugg-d6mgz4w.png
530.png


Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Crunch
- Stealth Rock
- Stone Edge
- Fire Blast

Garchomp @ Garchompite
Ability: Sand Veil --> Sand Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naughty Nature
- Earthquake
- Stone Edge
- Draco Meteor
- Fire Blast

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

This is pretty much the XY Sand Offence core i've been running and what mostly everyone else has been running.

Tyranitar sets up sand and smooth rock keeps it up for 8 turns it also sets up SR which is another key for this team. Crunch + Stone Edge is solid dual stab coverage. Fire Blast is nice to hit Scizor/Ferro and other steel types. These EVs keep it's nice bulk going while keeping it's Attacking stats high. A more defense spread can also be used, but losing the power Tar has for more bulk isn't worth it in most cases.

Mixed Mega Garchomp gets kills. Stone Edge and Earthquake are boosted by Sand Force while Earthquake is also boosted by STAB. Draco Meteor put's dents in Physical Walls that think they can get an easy switch in on Chomp. Fire Blast puts down Steel and Ice types that think they can revenge kill. A swords dance set can be ran, but i prefer the wallbreaking a mixed set provides.

The final piece is Excadrill, Most times it's slow speed makes it miss out on a bunch of stuff it can easily take out. With Sand Rush it's average speed is doubled making it a very deadly sweeper. Iron Head, Rock Slide and Earthquake is just amazing coverage and they all hit very hard while two of those are boosted by STAB. It can provide Rapid Spin support also when needed.
 
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725roy

ambivolent
If I may draw your attention to one of the lesser noticed cores of our generation:

006-mx.png


Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 94 Atk / 164 SpD / 4 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

490.png


Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Psychic
- Ice Beam
- Surf

So this core focuses on the offensive partnership that Megazard X and Manaphy hold together. Before anything they cover the Physical and Special ends of the move spectrum very well and odds are if one member of the core can't beat something, the other can (save a few specific Pokemon). Both are huge offensive threats given the right scenarios and depending on the team you end up facing one can be used to clear out threats so that the other can sweep. If you're facing off against an opponent with a glaring Manaphy weakness, the idea is to use charizard more to clear a path for Manaphy, or the other way around. It's difficult to explain in words, but much easier to explain in practice.

Charizard is the basic Dragon Dance set to create a boost so that it can sweep, or clear the way for Manaphy. The EV spread is laid out so Charizard can outspeed other Charizards with no investment in speed, while the other EVs are used to balance out the power and the bulk. Since this is a bulky offense set, Roost is a necessity to keep Charizard alive for as long as possible in any scenario. Finally, Dragon Claw and Flare Blitz are Charizard's reliable, yet powerful STABs.

Manaphy is very similar to Charizard in terms on how to use it. The leftovers are for longetivity in the long haul, though a Wacan berry could be substituted, though I prefer lefties since a berry can really only be used once. The EV spread is set up so Manaphy has Max speed and attack while also being able to take a few special hits. The 0 IVs in attack is also so it doesn't get wrecked by any Foul Play (because I made this a while ago). This Manaphy set is the Tail Glow one which allows it to wreck as much of the other team as possible. Lastly the 3 moves are amazing coverage for Manaphy, though I suppose if you were worried about Quag you could run Energy Ball over Psychic.

Possible partners include Sylveon as a cleric set, or Clefable who normally works well with Megazard X to begin with. Also, you could be cool and use Rotom-C so you have better coverage over bulky water types.


In conclusion: Clear a way with one, then sweep with the other.
 
chansey.gif


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 248 Def / 8 SpD / 4 Spe
Bold Nature
- Wish
- Seismic Toss
- Protect
- Heal Bell

skarmory.gif


Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 12 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Defog
- Roost
- Brave Bird

Standard SkarmBliss. Need I say more? Yes? Okay. Staple stall core. Chansey is the fat pink blob that just smiles in your face whenever you use a special attack on her, as they literally do nothing. Don't believe me? Yzards Focus Blast can't even 2HKO her. Yeah. That happened. Thanks to Eviolite, she simply won't die unless you hit her with strong physical moves, preferably of the fighting type. The EVs take advantage of Eviolite a bit while creeping on other uninvested base 50s. 248 HP EVs are a Stealth Rock Number, as she is prone to getting worn down thanks to not having Levtovers. This set acts as a wish passer and cleric, while having Seismic Toss to not be complete taunt bait. Protect guarantees getting a wish and can scout choices attackers.

The other half is Skarmory, who is slightly less annoying than Chansey, but still annoying nonetheless. Physical hits that aren't fire or electric type will barely scratch his steel armor. EVs hit a Leftovers Number (as far as I can remember) and maximize his physical defense, while creeping uninvested base 70s. Brave Bird is the best STAB move, as even uninvested, its powerful enough to 2HKO Conkeldurr. Yeah. That happened. Stealth Rock is chosen, but if you already have a teammate that has it, it can be foregone for Spikes or Toxic. Roost is recovery, while Defog clears hazards.

This core does have its weaknesses. Mixed Thundurus with Superpower can dismantle this, as well as Keldeo with the right prediction. The VenuTran core can help alleviate this somewhat (someone should post that imo) as Venusaur handles both of the aforementioned threats. Bulky fighting types can be a problem as well, though Terrakion needs to be at +2 to 2HKO Skarm w/ Close Combat. Conk can be somewhat of a problem if Skarm is weakened, but then again he's handled by Venusaur. This core is best used on stall, semi-stall, or even some balanced teams. It's standard. Everyone knows it, so I'm posting it just so its in writing.
 
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PokemonMegaBeast

Im Still Here!
205.gif

@leftovers
Bold Nature
252 EVs Def 252 EVs HP 4 EVs Sp Atk
Toxic Spikes
Spikes
Rapid Spin
Volt Switch

Very Good For Defensive Side Works Well With

598.gif

@Leftovers/Occa Berry
Careful Nature
252 EVs Sp Def 252 EVs Hp 4 EVs Atk
Spikes
Stealth Rock
Gyro Ball
Power Whip

Very nice Sp Def and Def Core
OR Instead Of FerroThorn

006-mega-y.gif

@Charizardite Y
Timid/Modest Nature
252 EVs Sp Atk 252 EVs Spd 4 EVs Sp Def
Solar Bean
Dragon Pulse/Air Slash
Fire Blast/Flamethrower
Roost

Eats the Sp attacking Water attacks under sun. Offensive rock types switch in to Forretress :)
 
205.gif

@leftovers
Bold Nature
252 EVs Def 252 EVs HP 4 EVs Sp Atk
Toxic Spikes
Spikes
Rapid Spin
Volt Switch

Very Good For Defensive Side Works Well With

598.gif

@Leftovers/Occa Berry
Careful Nature
252 EVs Sp Def 252 EVs Hp 4 EVs Atk
Spikes
Stealth Rock
Gyro Ball
Power Whip

Very nice Sp Def and Def Core
OR Instead Of FerroThorn

006-mega-y.gif

@Charizardite Y
Timid/Modest Nature
252 EVs Sp Atk 252 EVs Spd 4 EVs Sp Def
Solar Bean
Dragon Pulse/Air Slash
Fire Blast/Flamethrower
Roost

Eats the Sp attacking Water attacks under sun. Offensive rock types switch in to Forretress :)

So uh, what exactly does this accomplish? I don't really see any explanation nor a real reason to use this. And Forretress is mediocre this gen. If you want something to switch into rock moves then choose something that can threaten them back. Both Terrakion and Tyranitar, the only two OU Rock types, have no problem with Forretress. The best check that comes to mind is Scarf Excadrill, who not only threatens the aforementioned Pokémon with STAB Earthquake, but also spins away the Stealth Rocks that Charizard hates. It's also worth mentioning that Forretress under sun is just asking to be burnt to a crisp.

I don't really know what Ferrothorn is even doing... Occa Berry won't help any in the sun.
 

Tormented

Well-Known Member
UU Defensive Core

slowbro.gif

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Scald
- Psyshock
- Calm Mind

blissey.gif

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

aromatisse.gif

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Blissey and Slowbro are two defensive walls commonly seen together and Aromatisse is a great underrated wall from RU that works very well with them. The main things it counters are things like Heracross, M-Absol and Mixed LO Hydreigon which can easily beat both Slowbro and Blissey. It's also a fantastic defensive counter for Sableye and other common stallbreakers because Aroma Veil makes it immun to Taunt.

The Slowbro set is very standard Max Hp and Def to counter most physical attackers in the tier with calm mind to beat Crocune which would otherwise beat the core. Calm Mind Bro is also a great late game sweeper.

Blissey also standard. Takes on basically every special attacker without a problem. The moveset depends on what you want it to do. It can pass huge wishes to the rest of the team but Soft-Boiled works fine too since you already have Aromatisse with wish. You also don't need Heal Bell thanks to Aromatisse so you have free moveslots to use moves like Toxic and Stealth rock.

The main common threats that can beat this core are Mixed NP Infernape and Sub CM Chandelure so put something on the team to counter them. Bulky M-Aerodactyl for example is a great check as it can live a hit, outspeed and ohko both and can also support the team with defog.
 
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Naoto Shirogane

The Detective Prince
lc core

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Zorua @ Eviolite
Ability: Illusion
Level: 5
EVs: 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]


Misdreavus @ Eviolite
Ability: Levitate
Level: 5
EVs: 200 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
- Will-O-Wisp

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 108 HP / 200 Atk / 200 Spe
Jolly Nature
- Drain Punch
- Earthquake
- Knock Off
- Sucker Punch

The core work round taking out each others weakness. zorua covers misdeavus ghost and dark weakness and covers croagunks psychic weakness while misdeavus covers zoruas fighting weakness and croagunks ground weakness. croagunk deals with scraggy which is a pain to them both and can deal with other fighting types with knock off and sucka punch he can deal with ghosts. zorua can be used to lure threats out to misdrevus by abusing it's ability. croagunk takes out scraggy and pawniard who zorua and misdeavus. misdeavus can burn pokes making it much easier for zorua to set up without getting koed.
 
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Minedreigon

A monument to all your sins
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Ice Punch

Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SpA / 80 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Will-O-Wisp
- Substitute
- Taunt

I'm on my phone, so no pictures.

Mega Tyranitar can set up on multiple offensive Pokemon due to its massive bulk. It's weakness to fighting can be a real pain though. Unfortunately, stall runs things that stop it dead in its tracks, such as Quagsire and Skarm. Mega Gengar changes that, having no problem sub taunting both of them/burning them/hurting them with a hard hitting Shadow Ball. It also shuts down Tankzard's Will o wisp. Thanks to this, Mega Ttar gets much more setup chances against stall then normal. The core still works against offence. Gengar can burn any powerful physical attackers, making Mega Ttar set up even easier. It's Spdef is already damn high due to the sandstorm. The pair have fantastic synergy as well.

To support this core you'll want something for most Aegislash, more so Sub Toxic. Heatran beats that thing quite well, having a lot if Spdef, Lava Pulme and and an immunity to Toxic.
 

Saph~

Serebii Champion x.x
gengar-mega.gif
|
xerneas.gif


Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 252 SAtk / 120 Spd / 28 Def / 108 HP
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Psyshock/Aromatherapy/Sub/Whatever

Gengar @ Gengarite
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Sludge Wave
- Focus Blast/HP Fire
- Taunt
- Destiny Bond

This core is pretty much everywhere on the ubers ladder. The general idea of it is utilizing gengar to trap threats that would normally stop Xerneas from sweeping entire teams. Threat eliminated ? (Y/N. If Yes continue to the next step. If No, rinse and repeat.) Switch to Xerneas, click geomancy, win. I honestly wish there was more strategy to it, but there isn't. Geomancy with powerherb allows for a huge one turn boost in everything Xerneas needs to sweep. Xerneas while having a counter for it is hard enough to deal with, yet alone with it's counters eliminated. Which of course is where mega gar plays its part in the core.

While there are many sweepers that can be paired with Mega-Gengar to cause havoc for your opponent, Xerneas is one of the most popular used because of sheer level of over-powered that comes with Xerneas' Power Herb Geomancy. Aegislash is one of the more notable counters to Xerneas that MGar isn't able to trap due to it also being a ghost type. You might consider adding in something that deals with Aegislash among others, (Landorus-T or an Arceus for example). Yvetal also gets a mention for pairing extremely well with Mega Gengar, pairing with Yvetal's U-turn and its typing to draw Fairies out, it plays in the same way as Xerneas/Gar. Except with the idea to draw out mostly fairies with Yvetal. This tier is a minefield.
 
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Eaglehawk

Banned
As a suggestion, I would like to mention that there are multiple variations to the PinkCore. There are several viable (RIP Florges) components to it, which are:

- Slowbro
- Blissey
- Mew
- Aromatisse
- Gligar
- Granbull
- Alomomola

And thus cores emerge such as:
Blissey + Mew + Slowbro+ Aromatisse
Granbull + Blissey + Mew + Slowbro
Almomola + Blissey + Aromatisse
Slowbro + Mew + Gligar + Blissey
 

Ironthunder

The Uncultured One
What about RotomW/MegaSaur/Tran core?

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hydro Pump
- Will-O-Wisp
- Volt Switch
- Pain Split

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Leech Seed
- Synthesis
- Giga Drain
- Sludge Bomb

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Protect

Essentially the point is that they can counter a LOT of things. Rotom-W and MegaSaur tank Water for Heatran, Heatran tanks Bug/Flying/Psychic for MegaSaur, and MegaSaur tanks Grass and Electric for Rotom-W. Rotom-W also covers Ground for Heatran. Between them, they cover pretty much everything they're weak to. Plus, they can take on several issues, such as Azumarill, Skarmory and Aegislash. The only issues arise from Taunt, as most of the team relies on WoW/LSeed to whittle them down, or to force a switch, Chansey, who walls them with the team's special bias, and hazard tactics, which whittle the health, due to the reliance on switching in the core. Also, other MegaSaurs counter the core, due to Thick Fat.
 

Shinjick

semi pro trainer
heres a strange core I made it dosen't really have a tier but it can be used in most tiers and works well in UU but also can be handy in OU

Defensive Core

magcargo
;219;
item rocky helm/focus sash/weakness policy
ability flame body
nature bold/relaxed
Ev 252hp/252defense/4special attack or attack
moves
Lava Plume has high burn rate
Ancient power/rockslide
Curse best boosting option working well with the above items and lets you actualy become a wall
recover

Mantine
;226;
item leftovers
ability water absorb
nature bold/calm
Ev 252hp/252defence/4special defence unless running calm
moves
scald
toxic
protect
aqua ring

Steelix
;208;
item Sitrus berry
ability sturdy
nature sassy
Ev 252hp/252special defence/4defence
moves
Earthquake
dragon tail works well and much better then roar for steelix since the only fairy his truely scared of is Togerkiss
curse wins hands down
rest your bulky and will be sticking around even with two wasted turns

Info
quick run down Magcargo is bait luring in ground and water moves as well as fighting which you can use to switch either Mantine in for all 3 while steelix for the rock and electric moves that mantine fears he also works as a burner and sometimes a tank if you've managed to take out his x4 weakness users

Mantine switches in for most cases for Magcargo taking on his X4 weaknesses to ground and water using them as leftover recovery or water absorb healing which makes your opponent have to guess what weaknesses to target which plays a big role in the effectiveness of this core Mantine also plays as both a scout and a status inducer which is why you don't run sleep/talk since that would hinder the ability to scout for your dreaded electric weaknesses and taunters

Steelix plays the role of filling in rock and Electric weaknesses often being switched in to cover mantine but sometimes Magcargo as well he doubles as a setup tank who can be very hard to break phazing out setup sweepers with ease his able to use rest rather easily since even vs setup sweepers most won't knock you out before you wake up and dragon tail them the only notable ones are strong setup special sweepers who'd break you
 
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Psynergy

Strong Winds
Staff member
Super Mod
This is an annoying core I see all the time in RU lately.

alomomola.gif

Alomomola @ Rocky Helmet / Leftovers
Ability: Regenerator
EVs: 104 HP / 248 Def / 156 SpD
Bold Nature
- Scald
- Wish
- Protect
- Toxic



amoonguss.gif

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 164 Def / 96 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog / Sludge Bomb
- Foul Play / Stun Spore / Synthesis

There is some variation between how these two fit together on a team, but the general principle is always the same. These two alone form an incredibly strong defensive Regnerator core with a combination of Wish support and status. Both of these two cover the other's weaknesses well for the most part, making it difficult to take these two out through brute force especially when simply switching out heals 1/3 of their total HP.

Alomomola's incredible HP stat means it can afford to invest in both defenses a bit more, especially its poor Special Defense. The set itself is a standard Wish + Protect set, with Toxic working well on a stall-focused core like this. Scald has that dumb burn chance and also gives it some way to deal damage outside of Toxic. Rocky Helmet is a usable item here with Alomomola's solid 165/80 physical defenses alongside Regenerator and Wish already providing a ton of healing, but Leftovers is always an option as well if that's not enough recovery for you.

As for Amoonguss, there's Spore, and that's always fun. Giga Drain is the primary STAB, which also serves to keep Amoonguss healthy. Sludge Bomb can work as a secondary STAB with a chance of poison, but Clear Smog is also great to prevent opponents from setting up on you in case Sleep Clause is active. The last choice is a toss-up, Foul Play is yet another way to deal with physical attackers, namely set-up sweepers. Stun Spore is also an alternative status option to deal with faster switch-ins like Scarf Braviary and Delphox, and Synthesis provides yet another method of healing if Black Sludge, Regenerator, Giga Drain and Wish support isn't enough for you. Amoonguss also runs HP Fire on occasion, but that's only good for hitting Escavalier, who's better off being dealt with by Alomomola.

It's not very difficult to build a stall team off of this core since these two handle a lot on their own, but naturally strong special attackers are the biggest threat to this core. Eviolite Magneton can mess with this core if Amoonguss lacks HP Fire, and Delphox can give this core a tough time if it carries Psychic over Psyshock (it usually won't though), but both of these can be dealt with. Similiarly, Specs Exploud can break through with Boomburst and Reuniclus can take out Amoonguss and set up on Alomomola who can't do much back if Reuniclus carries Recover.
 

Shinjick

semi pro trainer
Double Core saw no rules stating singles only but will remove this if people wish me to

Shedinja
item safety goggles immune to sandstorm hail and powder moves
ability wonder guard
nature adamant/naughty
Ev 252attack/252speed
moves
X-scissor
Will-O-Wisp your status move
hone claws a boosting move
shadow sneak/protect

Floatzel
item choice scarf
nature jolly
ability water veil
ev 252speed/252hp/4defence
moves
Soak changes Shedinja to water type
taunt
ice fang well this move is mostly filler it dose let you hit grass types
waterfall


Lightningrod pokemon

Zebstrika
item assault vest
nature adamant/jolly
ability lightningrod
Ev 252hp/252defence or 252 attack/4special defence
moves
flame charge
spark
double kick
return

Sap sipper

Gogoat
item leftovers/Big root
nature adamant/jolly
ability sap sipper
Ev 252hp/252attack/4defence
moves
leech seed/earthquake/return
bulk up boosting move
horn leech
milk drink

Info

run Shedinja and Floatzel togather and use soak on Shedinja right away then switch to your lightning rod pokemon you've chosen it might be best to carry two of these if your looking for advice when fitting this core into a team as for your sap sipper you'll be saving it for last in most cases switching it in when you are about to lose shedinja to a grass move to gain a free boost and possibley change the tide of battle as for advice on the last slot when making a team for this core I'd suggest choosing one of your common problems and putting in a counter or put in a extra trump card incase the core fails you'd be suprised tho how often this Core can work however if you've played your cards right or get lucky at the start of the match
 
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