Resource SM Good Cores

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Original thread by Halcyon
Good Cores Thread: ORAS Edition v2 by Gareth De Voir
Good Ubers Cores for All Generations by 0kay
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SM Ubers Cores

In the process of teambuilding, a strong core is a key component to make the process easier, and give the team a good back bone. This thread will be used for the purpose of showing off some great cores! With SPL and all these other tournaments about to start, feel free to post some cores that you've used or seen while building or watching tour games. You may like this thread to show off some cool mons that you put together, or just to steal some ideas for your own teambuilding, whatever works for you.

So what constitutes a good core?
An offensive core utilizes two Pokemon that are able to work together to break through whatever Pokemon the opponent is using, allowing the rest of the team to support those two Pokemon as the focal point. A good defensive core is a combination of two Pokemon that are able to switch into or check a good chunk of the offensive Pokemon in the meta, serving as the backbone of the team. Balanced cores a mix of these definitions, being able to check almost all Pokemon while still carrying some type of offensive presence.
Please label your core with the tag 'Hyper Offensive,' 'Bulky Offensive,' 'Balanced,' or 'Stall' in bold so that I don't have to try and decide where your core goes.

Hyper Offense

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Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sticky Web
- Encore
- Stealth Rock
- Toxic

Lunala @ Choice Specs
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Moongeist Beam
- Psyshock
- Moonblast

I've been using this core a lot in this gen, Shuckle is a good way to set up Sticky Webs and Stealth Rock, can beat Defog users without difficulty using Encore on the defog and toxic after. The good thing about this core is the support Sticky Webs gives, Lunala is a powerful Pokemon and I tested Choice Specs on this jewel, giving good scores, Moongeist Beam Specs KO most of the metagame and Sticky Webs helps here dropping opposing pokemons speed, with choice specs it hits hard against Blissey, Arceus-Dark, Primal-Groudon, and more stuff, also this thing avoids Rapid Spin from Excadrill and defog from Giratina-Origin (Non Shadow Sneak), helps a lot, this core can be used with Z-Splash Solgaleo too, its a nice way to do a clean sweep under webs, have fun.

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Tapu Lele @ Terrain EXtender / Psychium Z
Ability: Psychic Surge
EVs: 40 Def / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Psychic Terrain /Shadow Ball

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Superpower /Psyshock
- Psycho Boost
- Knock Off / Pursuit
- Ice Beam

Pretty basic Psyspam core with Tapu Lele + Deoxys-Attack. Tapu Lele sets up Psychic Terrain while Deoxys-Attack abuses the terrain being up. The whole idea of this core is to drop boosted Psycho boosts, Psychics and Psyshocks, in addition to being protected against priority allowing Deoxys-Attack to pick up an easy kill even VS the likes of Yveltal, SD Arceus forms, Giratina-Origin, Mega Lucario, Rayquaza, and Mega Kangaskhan. EV spread on Tapu Lele enables it to outpace 252+ Primal Groudon in addition to surviving a Shadow Claw from Jolly Life Orb Arceus while maximizing its Special Attack stat. Psychic and Moonblast are STAB. Psychic instead of Psyshock on Tapu Lele since it enables it to hit Xerneas, Primal- Groudon and Arceus-Water harder while Moonblast allows it to hit the likes of Yveltal, Tyranitar, and Mega Sableye who would wall Tapu Lele otherwise. Taunt allows it to prevent Xerneas from clicking Geomancy on it and potentially sweeping while also being useful in preventing Arceus from getting rid of SR. It also forces some mons out so it can take advantage of that and fire off a Psychic or Shattered Psyche to hit something really hard. Psychic Terrain allows it to set the terrain again if it runs out while Shadow Ball allows it to deal significant damage to Solgaleo and Tapu Lele, while severely damaging Lunala.

Rash nature allows Deoxys-Attack to capitalize on it's special attacking prowess. Superpower allows it to hit Tyranitar since Deoxs-Attack would get Pursuit trapped otherwise. Psyshock allows it to pick off a weakened mon without resorting to the use of Psycho Boost. Psycho Boost is a nuke especially with terrain active as it is able to OHKO a lot of mons, Ho-Oh for example. Knock Off provides general utility, screwing over something that heavily relies on its item like Chansey while hitting Lugia, Aegislash, Solgaleo and Lunala. Pursuit allows it to trap THE TRAP GOD Mega-Gengar. Ice Beam allows it to decimate Mega-Salamence, Zygarde-Complete and hits Yveltal.

These types of builds tend to be matchup reliant and is somewhat gimmicky if not built properly. I'd personally run Terrain Extender instead of Psychium Z as it helps stave off priority attacks for a longer duration since priority can be annoying especially considering the fact that 5 turns go by very quick. This makes the matchup vs SD Arceus and the aforementioned priority users better. Sure Shattered Psyche is nice as it hits something really hard but yeah Deoxys-Attack has more turns to abuse.
Tapu Lele Shattered Psyche Calcs
252 SpA Tapu Lele Shattered Psyche vs. 252 HP / 252+ SpD Primal Groudon in Psychic Terrain: 331-391 (81.9 - 96.7%) -- guaranteed 2HKO
252 SpA Tapu Lele Shattered Psyche vs. 168 HP / 24 SpD Primal Groudon in Psychic Terrain: 456-537 (119 - 140.2%) -- guaranteed OHKO
252 SpA Tapu Lele Shattered Psyche vs. 0 HP / 0 SpD Arceus in Psychic Terrain: 367-433 (96.3 - 113.6%) -- 81.3% chance to OHKO
252 SpA Tapu Lele Shattered Psyche vs. 252 HP / 0 SpD Arceus in Psychic Terrain: 367-433 (82.6 - 97.5%) -- guaranteed 2HKO
252 SpA Tapu Lele Shattered Psyche vs. 176 HP / 0 SpD Xerneas in Psychic Terrain: 436-514 (99.7 - 117.6%) -- 93.8% chance to OHKO

Deoxys-Attack Psycho Boost
252+ SpA Life Orb Deoxys-Attack Psycho Boost vs. 248 HP / 252+ SpD Groudon-Primal: 484-569 (120 - 141.1%) -- guaranteed OHKO in Psychic Terrain: 484-569 (120 - 141.1%) -- guaranteed OHKO
252+ SpA Life Orb Deoxys-Attack Psycho Boost vs. 248 HP / 0 SpD Kyogre-Primal in Psychic Terrain: 417-491 (103.4 - 121.8%) -- guaranteed OHKO
252+ SpA Life Orb Deoxys-Attack Psycho Boost vs. 248 HP / 52 SpD Ho-Oh in Psychic Terrain: 417-491 (100.4 - 118.3%) -- guaranteed OHKO

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Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Oblivion Wing
- Heat Wave
- U-turn

Lucario-Mega @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Iron Tail

Pretty basic offensive combo. Mega Lucario is really good at murdering stuff, but bulky Ghost-types and Zygarde-Complete are a couple things it can struggle against. Yveltal takes care of those obstacles nicely, and can make use of U-turn to get Mega Lucario into battle against things it can set up safely on like Tyranitar and Blissey. Mega Lucario makes a nice offensive check to Fairy-types and Arceus-Rock/Dark in return. Neither of these can switch into Xerneas though, so a Fairy-type switch-in such as Primal Groudon is recommended. A late-game cleaner such EKiller or Xerneas is also nice here since this core does a good job of softening most defensive cores.


Landorus-Therian @ Dragonium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Outrage
- Explosion

Smeargle @ Focus Sash
Ability: Technician
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Rapid Spin
- Roar
- Sticky Web

Landorus Therian with Smeargle its and old and interesting core, Old because this core was used in ORAS on Sticky Webs teams, the core have a variation that can be Landorus-T + Shuckle, but I prefer this because Dragonium Z its used, Landorus-T Dragonium Z its a really interesting set because Webs hate Giratina-Origin and defensive stuff, at the moment Outrage Z Adamant brings down Giratina-Origin, Salamence Mega and Zygarde at 100% (Not Complete Form), this is helpful for Webs, Smeargle have that moveset because testing I found that Substitute set up users were a dangerous threat and Roar was the way to stop them, also helps vs Excadrill or others Rapid Spin users.

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Forretress @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Explosion
- Rapid Spin

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rock Tomb / Stone Edge
- Taunt
- Pursuit / Earthquake

This core its pretty good and old, the first time this core appeared was in XY times, becoming famous thanks to Dice's team, but the term "Old" doesn't make it bad, it is actually good on this metagame vs some Hyper Offense teams thanks to Forretress + Taunt Aerodactyl, being able to set up hazzards and thanks to Sturdy, Red Card its a Item that helps vs Baton Pass, also helps vs Xerneas boosted, Aerodactyl Mega can set up Stealth Rocks in the field and can switch in one time vs Ho-Oh or Salamence-Mega on the roost, Taunt its for some walls and stuff that try to Thunder Wave, Rock Tomb is used to drop speed vs faster stuff, making easy to revenge kill, Stone Edge its a better option if u want damage with Aerodactyl and take down Salamence, Pursuit its a choice to stop Lunala non-scarf from switch and Deoxys-Attack non-full speed, Earthquake its another choice to hit hard Primal Groudon and Solgaleo, pretty useful core that has been used on SPL Match Astounded vs Sin Victim.

http://replay.pokemonshowdown.com/smogtours-gen7pokebankubers-233853

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Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Sludge Wave
- Taunt

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

The main function of this core is to use Yveltal to U-Turn on things that would switch in and wall it and then go to mega gengar and trap them. Things like Xerneas, Arceus-Fairy, Ferrothorn, Celesteela, and Skarmory all don't like getting U-Turned on and can easily be exploited by this core. On a different note of what threats each pokemon checks, Mega Gengar helps to check Ekiller and most Fairy types while Yveltal helps clean up the weakness of most ghost and dark types checking things like Scarf Lunala, Ghostceus, and other Yveltal. This core heavily dislikes Ho-oh, so it would be wise to get some sort of way to break through ho-oh or cripple it. The core also isn't too solid vs certain bulky support Arceus, mainly Darkceus, Dragceus, and Waterceus since they can just toxic you and recover spam. Solid choices to support this core are strong physical attackers that don't mind having bulky steels gone or fairies. Two good examples are SD Primal Groudon and SD Groundceus, which both benefit either from steels being gone, fairies, or both and at the same time can also pressure support Arceus forms and Ho-oh.


wolves (Aerodactyl-Mega) (M) @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Tomb
- Earthquake
- Stealth Rock
- Taunt

silver surfer (Cloyster) (M) @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Shell Smash
- Spikes
- Rapid Spin

this is the best core suited to utilizing cloyster in the curent metagame, which unlike forretress is ranked and actually does something during games. simple premise, set up spikes with cloyster while using taunt aerodactyl to prevent defog or vice versa - set up rocks with aerodactyl and applying hard offensive pressure to prevent defog. team options include ekiller, mega gengar, ghostceus, xerneas, rp pdon, and lunala.


Lucario @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Close Combat
-Iron Tail
-Bullet Punch
-Swords Dance

Groudon @ Red Orb
Ability: Drought
EVs: 52 Atk / 240 SpA / 152 SpD / 64 Spe
Rash Nature
-Precipice Blades
-Fire Blast
-Hidden Power [Ice]
-Rock Polish

On the surface this just looks like two of the strongest sweepers in the tier slapped together, but they actually have a surprising amount of synergy together. Mega Lucario and physical RP Groudon share a lot of similar checks, but mixed RP Groudon can lure a number of those such as Mega Salamence and Landorus-Therian to make it easier for Luke to sweep later on. Many RP Groudon checks such as Support Arceus are setup fodder for Mega Luke. More importantly, the two of them cover each other's status weaknesses, with P-don absorbing T-Wave and Will-o-Wisp for Luke, and Luke returning the favour by taking Toxic for P-don. Just make sure to pack a good Zygarde-C answer because even with Hidden Power Ice, the fat raid boss dragon can take a beating from these two all day long.

Bulky Offense

Dugtrio @ Groundium Z / Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Memento
- Stealth Rock
- Toxic
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 188 Def / 252 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Hidden Power [Ground]
- Thunder

Pretty good offensive core that can fit on numerous types of builds but usually ends up looking like bulky offense. The goal is to remove xerneas checks with duggy using arena trap. A ton of checks like Pdon, Solgaleo, Magearna, and Toxapex. It can power through them with z eq pretty easily allowing xern to sweep. Dugtrio can also remove weakened mons obviously kinda like how mgar can work but it's a lot weaker so these mons need to be close to zero. A sash set can also be used to utilize trapping then suiciding with memento for xern to setup easier or perhaps setting up sr. The moveset on xerneas is pretty self explanatory. Thunder and hp ground provide the best coverage in sumo so far. A resttalk set can be used but since the goal of this set is to remove checks and go for an easy setup and sweep I think coverage is a lot better.

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Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 128 Atk / 132 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

A really dangerous core if it manages to get going. Mega Scizor is really good at baiting Fire-types such as Primal Groudon and Ho-Oh to switch-in, which you can exploit with U-turn to get Primal Kyogre in for a free attack against the opponent's team. Against a team that relies mostly on Primal Groudon to check Primal Kyogre, this can be quite advantageous. Any Primal Kyogre set works in this core, but CM + 3 Atks is the most fun set so I picked that one. Swords Dance + Roost also lets Mega Scizor take on more defensive Primal Kyogre checks such as Ferrothorn and Blissey if necessary. This core will need a mon that can actually switch into Primal Groudon if something goes wrong though, so Giratina-O makes a good partner here.


Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 200 SpD / 60 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Very self-explanatory. P Don checks a bunch of threats like usual, and Kyogre covers most things that threaten Primal Groudon. Defensive Donner just had so much splashability, while you can change the Kyogre set for how offensive/defensive your team is. EVs on the offensive Ogre can change depending how much bulk you want on (can go full Spe or full HP or anywhere in between depending on how you play). You'll note that this core itself is still weak to opposing Primal Groudons, which is why you'd still have to patch that weakness up, but that's very easy. You can base whole bunch of teams around as your defensive backbone depending on how offensive/defensive you want to be.

For bulky offense you can easily go: PDon + POgre (offensive set) + Scarf Lando-T or Mega Mence -> 3 other sweepers
For balance you can easily go: PDon + POgre + Gira-O -> splashable mon (eg Supportceus) + 2 other attackers or whatever

Great thing about this core is how versatile it is. I've even put it onto bordering-HO type offense teams and it's worked beautifully. All you need is your choice of Ground-resist, then you can pretty run whatever the hell you want.

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We Destroy That (Yveltal) @ Charti Berry
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Foul Play
- Taunt
- Roost
- Toxic

We Break That (Lunala) @ Choice Specs
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Ice Beam
- Focus Blast

This core is primarily based on providing lunala, whether is scarf, specs, or anything else, and giving it a much needed dark/ghost resist. Lunala does most of the work due to its ability to punish most mons with it's coverage but having a check to mons like ekiller, SD pdon, and more is nice in itself. The specific sets I chose deal with a wide chunk of the mons in the tier barring speedy threats (which shouldn't be a problem if you support the core well enough). Primarily this core allows you to really pressure those bulkier based team while also have a check to most physical mons on an offensive based team. If you are worried about getting outsped by mons like deo, then just change luna to scarf and you have better means of dealing with offense. I does of course have weaknesses, but, again, as long as you have the proper support mons to back up the core, you're in a solid position


monster (Dialga) @ Shuca Berry
Ability: Pressure
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast / Thunder
- Flash
- Stealth Rock

teeth (Groudon-Primal) @ Red Orb
Ability: Desolate Land
Shiny: Yes
EVs: 168 HP / 252 Atk / 32 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Stone Edge / Fire Punch
- Precipice Blades
- Swords Dance

simple combo, dialga is able to check common rp pdon checks such as mence and waterceus while also setting up rocks, freeing up pdon's moveslot for a team. as we all know, pdon is a vicious sweeper and can be dangerous in any game. mixed rock polish pdon is also an option for this core as is toxic or roar somewhere on dialga. partners include stuff that can handle opposing pdon such as groundceus and a secondary check to xerneas such as ho oh. also get a groundceus check o,o


Arceus @ Life Orb
Ability: Multitype
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
-Extremespeed
-Shadow Claw
-Recover
-Swords Dance

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 HP / 252 SpA / 252 Spe
Mild Nature
-Dark Pulse
-Oblivion Wing
-Sucker Punch
-Knock Off

Simple concept. Ekiller struggles to deal with ghost-types, which Y-God can come into with impunity and proceed to get off chip damage to ease the late game Arceus sweep. Yveltal can also Knock Off to get rid of Leftovers, Choice Scarfs etc that can annoy Arceus. While Arceus doesn't offer Yveltal much in terms of team support, it helps finish off fast sweepers such as Xerneas who can easily set up on Yveltal. The utility of two STAB priority options between them can get you out of many desperate situations. Both can keep themselves relatively healthy between Recover and Oblivion Wing, though it is recommended to keep around a status absorber as Toxic will take its toll.

Balance

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Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Thousand Arrows
- Dragon Tail
- Rest
- Sleep Talk / Glare

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

This combo is pretty dope. Ferrothorn and Zygarde can handle each of their respective checks pretty decently (though Taunt is a problem for both in a sense), and they both form a nice parashuffling core if Glare is used. Spreading paralysis that can catch Ground-types like RP PDon along with large resid with Spikes + DTail can be pretty potent for bulkier wallbreakers like LO ygod and such. The damage from Spikes can actually help out Zygarde against the frailer things it checks (MLuke can't really pressure Zyg pre-Power Construct if 3 layers of Spikes are up and/or do you really want a parad MLuke). You also really annoy support Arc formes with para so it's harder for them to Defog or just do their job since Ferro can just switch in on most just fine. Granted Xern isn't fully covered so adding PDon is really nice with Leech Seed recovery and a potential SR setter, and the core doesn't really do much against most Psychic-types so preparing for that is a must. Overall this is a really nice basis for a core that doesn't just sit there and sponge damage like a bunch of non-Ho-Oh balance cores and can be really flexible for what additional team members it can have since everyone likes Spikes, Leech Seed and yellow magic.

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Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Hammer Arm
- Earthquake
- Toxic
- Roost

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Defog
- Recover

Buzzwole and Arceus-Water cover most physical threats together, barring stuff like SD PDon with Fire Punch and Zekrom. PDon doesn't usually use Fire-type coverage on its SD sets which takes a lot of pressure off Arceus-Water, and in general Buzzwole blends most SD Grounds into protein shakes before hitting the gym to work on his quads. In return, Arceus-Water takes care of a lot of physically oriented Flying-types like Ho-Oh and Mega Salamence. This core has issues with things like Xerneas, Yveltal, strong Psychic-types, and offensive Primal Kyogre so partners such as Primal Groudon, Yveltal, and Magearna/Klefki work well alongside here, especially since this core is rock-solid against Ground-types.

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Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Rest
- Coil
- Dragon Tail

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Heart Swap
- Volt Switch

Surprised no one has posted this yet as I've seen it being used a lot on the ladder in the past few days. Magearna provides a switch-in for basically everything that stops Zygarde-C from setting up. It's probably the best Xerneas check out there with Heart Swap and its typing also lets it beat Taunt Yvetal which shuts down this Zygarde set. Additionally, it walls Iceceus, Waterceus and POgre which often carry Ice-type coverage, though it can't do much in return and has to pivot out into a check with it's slow Volt Switch. Meanwhile, Zygarde-C sets up all over Magearna's biggest counter in Primal Groudon, as well as bulkier mons which Magearna really struggles to break through, such as Ferrothorn and Toxapex.


Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 200 SpD / 60 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Toxic
- Rest
- Sleep Talk

Very self-explanatory. P Don checks a bunch of threats like usual, and Kyogre covers most things that threaten Primal Groudon. Defensive Donner just had so much splashability, while you can change the Kyogre set for how offensive/defensive your team is. EVs on the offensive Ogre can change depending how much bulk you want on (can go full Spe or full HP or anywhere in between depending on how you play). You'll note that this core itself is still weak to opposing Primal Groudons, which is why you'd still have to patch that weakness up, but that's very easy. You can base whole bunch of teams around as your defensive backbone depending on how offensive/defensive you want to be.

For bulky offense you can easily go: PDon + POgre (offensive set) + Scarf Lando-T or Mega Mence -> 3 other sweepers
For balance you can easily go: PDon + POgre + Gira-O -> splashable mon (eg Supportceus) + 2 other attackers or whatever

Great thing about this core is how versatile it is. I've even put it onto bordering-HO type offense teams and it's worked beautifully. All you need is your choice of Ground-resist, then you can pretty run whatever the hell you want.

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Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Hammer Arm
- Earthquake
- Toxic
- Roost

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 80 Atk / 176 SpD
Adamant Nature
- Poison Jab
- Knock Off
- Pursuit
- Shadow Sneak

This is another Buzzwole defensive core that I've been testing and it's actually pretty nice. Rather than focusing on the full stop of physical attackers like Buzzwole + Arc-Water, the addition of Alolan Muk covers a lot more holes with hard checks when teambuilding. Alolan Muk struggles greatly with most Ground-types and Mega Lucario, which Buzzwole can take care of quite handily. Buzzwole primarily struggles with most special attackers like Xerneas and general Psychics and Ghosts, which Alolan Muk eats up most of the time. Essentially what this core does is take care of common wallbreakers quite well, mainly SD Primal Groudon, Tapu Lele cores, Darkrai, Deoxys-A, Lunala, Mega Gengar and Mega Lucario (and to some extent Xerneas and Yveltal but pls don't use Muk as your only Xern check). That can take a lot of strain off other team members since one of the core members has reliable recovery while the other can Pursuit trap important targets. However, this core doesn't cover absolutely everything, with Xerneas, Primal Kyogre, and Mega Salamence being left out of this core's capabilities. Primal Groudon is always a good team member to handle Primal Kyogre and Xerneas, and Arceus-Rock or Arceus-Fairy can deal with Salamence. Giratina-O and Ferrothorn are also notable teammates to provide Defog support or Leech Seed and Spikes to supplement Alolan Muk's average offensive presence and lack of recovery.


Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 80 Atk / 176 SpD
Adamant Nature
- Poison Jab / Clear Smog
- Knock Off
- Pursuit
- Shadow Sneak

A really solid defensive backbone for the new meta, this is capable of dealing expertly with strong ground types like groudon, zygarde-c and arceus-g while also taking care of the promiment ghost type threats known as gengar and lunala. They support one another very well; muk can take care of the ghost types that threaten slobro while slowbro can take care of the grounds. Not only can they support eachother well, they support other teammates very effectively. Primal groudon appreciates slowbro's ability to wall zygarde-c and ho-oh and muk's ability to trap lugia. Arceus steel/poison share this appreciation, and they are options to consider using with this core as it needs a proper xerneas check. Most other teammates have an easier time when gengar/lunala as well as lugia is off the field thanks to muk, especially defensive teams or hazard-oriented teams. This core is not without weakness, arceus-w and primal kyogre dont care about either of the two, while xerneas is still a large threat without clear smog on muk. Overall it is one of the best defensive backbones of the meta.


Ho-oh @ Life Orb
Ability: Regenerator
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
-Sacred Fire
-Brave Bird
-Toxic
-Roost

Gengar @ Gengarite
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
-Hex
-Focus Blast
-Will-o-Wisp
-Substitute

Ho-oh is one of the best status spreaders in the tier and between Sacred Fire and Toxic, you can get a status condition on pretty much any common Ho-oh switch in. This allows Mega Gengar to trap and annihilate many of them with Hex, such as support Arceus and Lugia. It also has the capacity to traps many Stealth Rock setters to allow Ho-oh to switch in freely as the game progresses. In return, Ho-oh is immune to the plethora of ground-type coverage moves aimed at Gengar and although it can't beat powerful ground types like Primal Groudon and Arceus Ground on its own, it can put them on life support via Toxic. Defog/Rapid Spin support is mandatory with the inclusion of Ho-oh.


About as solid as it gets when it comes to defensive cores on balance.
Primal Groudon takes care of pretty much anything that Celesteela doesn't like to deal with, bar fast Primal Groudon with a fire move.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Toxic
- Heavy Slam
- Protect

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 212 SpD / 44 Spe
Careful Nature
- Stone Edge
- Precipice Blades
- Stealth Rock
- Roar


Another one that I am fond of myself.
Trout used it in SPL as well.
Calm Mind + Judgement gives you something to abuse the amazing offensive typing that is Dark, while Magearna keeps the things that Arceus Dark doesn't like to deal with (mainly Xerneas) at bay.
Magearna-Original @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur
- Shadow Ball
- Pain Split

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Recover
- Refresh

Stall

+

Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Thousand Arrows
- Dragon Tail
- Rest
- Sleep Talk

Blissey @ Shed Shell
Ability: Natural Cure
EVs: 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Snatch
- Toxic
- Heal Bell
- Soft-Boiled

This is a combination that is very easy to use and implement into a stall team. Zygarde is your physical wall that can take care of threats such as Mence, Pdon, and Lucario. Blissey on the other hand, handles specially offensive Pokemon like Pogre, Xerneas, and CM Arceus formes. Despite the fact that this core alone can check most of the metagame, it is still heavily threatened by Deo-A and Lunala (if it has Psyshock/Ice Beam that is) so some type of Pursuit trapper would help out immensely when using these 2 mons.


Physically-defensive Ho-Oh is a double-sided wall which can counter many Pokémon in the Übers metagame, and its longevity is further augmented by its insane healing potential thanks to Recover and Regenerator. Giratina makes an excellent Defog user thanks to its Pressure Ability, which allows it to outstall the opponent's Stealth Rock in most cases. As such, it synergizes extremely well with Ho-Oh, which really appreciates having Stealth Rock off its side of the field. With its incredibly huge physical bulk, it can take powerful physical attacks aimed at Ho-Oh and Clefable, while its resistance to Water also allows it to take attacks of such a type aimed at Ho-Oh somewhat. In turn, Ho-Oh, with its high Special Defense, can take super effective special attacks aimed at Giratina, such as Moongeist Beams, Moonblasts, Ice Beams and Dark Pulses. Clefable's immunity and resistance to Dragon- and Dark-type attacks respectively aimed at Giratina is awesome. Heal Bell can wake Giratina up from its sleep when it uses Rest, and cure Ho-Oh of undesirable status effects such as Toxic. Finally, with its Unaware Ability, Clefable can counter most Calm Mind or Swords Dance Arceus Formes, as well as Geomancy Xerneas.
Clefable (F) @ Leftovers
Ability: Unaware
EVs: 212 HP / 80 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Moonblast
- Protect
- Wish

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Impish Nature
- Brave Bird
- Recover
- Sacred Fire
- Toxic

Giratina @ Leftovers
Ability: Pressure
EVs: 220 HP / 216 Def / 72 SpD
Relaxed Nature
IVs: 30 Spe
- Defog
- Dragon Tail
- Rest
- Toxic


Chansey, as we all know, is extremely reliable when dealing with the majority of the special attackers in the tier. It can cover pretty much all of your team's specially oriented weaknesses, but struggles with both physical attackers and Lunala/Gengar. Arceus-Ground covers the former by being able to provide a solid check to Primal Groudon, Mence and other physical attackers while still being able to Defog and cripple switch-ins with Toxic. Chansey can, in return, check special attackers that might give Arceus-Ground problems and its ability to serve as a cleric further aids Arceus-Ground by getting rid of annoying status conditions that could otherwise trouble it. With Arceus-Ground being able to check Primal Groudon and somewhat check threats like Lucario, Muk-A has a lot more breathing room to work with and can do what it does best, that being pursuit trapping (Gengar, Lunala, Deoxys, etc.) and overall checking most of the Ghost and Psychic (and sometimes even Dark) type Pokemon in the tier for Chansey. The core is overall extremely balanced and reliable, but it still struggles with some Pokemon, such as some Steel-types (Celesteela, Ferrothorn, Skarmory, etc.) and can't break down some teams on it's own. Despite those hindrances, it's an extremely effective starting point for stall teams, being able to patch up a large number of holes and lay down a solid foundation.

If anyone wants to add/change anything to this, feel free to do so.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Bold Nature
- Protect
- Wish
- Toxic / Seismic Toss
- Heal Bell

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Bold Nature
- Judgment
- Toxic / Ice Beam
- Recover
- Defog

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 80 Atk / 176 SpD
Adamant Nature
- Pursuit
- Knock Off
- Poison Jab
- Shadow Sneak
 
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mags

Banned deucer.

Dugtrio @ Groundium Z / Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Memento
- Stealth Rock
- Toxic

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 188 Def / 252 SpA / 68 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Hidden Power [Ground]
- Thunder

Pretty good offensive core that can fit on numerous types of builds but usually ends up looking like bulky offense. The goal is to remove xerneas checks with duggy using arena trap. A ton of checks like Pdon, Solgaleo, Magearna, and Toxapex. It can power through them with z eq pretty easily allowing xern to sweep. Dugtrio can also remove weakened mons obviously kinda like how mgar can work but it's a lot weaker so these mons need to be close to zero. A sash set can also be used to utilize trapping then suiciding with memento for xern to setup easier or perhaps setting up sr. The moveset on xerneas is pretty self explanatory. Thunder and hp ground provide the best coverage in sumo so far. A resttalk set can be used but since the goal of this set is to remove checks and go for an easy setup and sweep I think coverage is a lot better.
 
Hyper Offense

+

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Sticky Web
- Encore
- Stealth Rock
- Toxic

Lunala @ Choice Specs
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Moongeist Beam
- Psyshock
- Moonblast


I've been using this core a lot on this gen, Shuckle its a good way to set up Sticky Webs and Stealth Rock, can beat Defog users without difficult using Encore on the defog and toxic after, The good thing about this core its the support Sticky Webs do, Lunala its a powerful Pokemon and I tested Choice Specs on this jewel, giving good scores, Moongeist Beam Specs KO most of the metagame and Sticky Webs helps here dropping opposing pokemons speed, with choice specs it hits hard Blissey, Arceus-Dark, Primal-Groudon, and more stuff, also this thing avoid Rapid Spin from Excadrill and defog from Giratina-Origin (Non Shadow Sneak), helps a lot, this core can be used with Z-Splash Solgaleo too, its a nice way to do a clean sweep under webs, have fun.
 

BIG G CHOPPA

Banned deucer.
Psyspam

+


Tapu Lele @ Terrain EXtender / Psychium Z
Ability: Psychic Surge
EVs: 40 Def / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Psychic Terrain /Shadow Ball

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Superpower /Psyshock
- Psycho Boost
- Knock Off / Pursuit
- Ice Beam


Pretty basic Psyspam core with Tapu Lele + Deoxys-Attack. Tapu Lele sets up Psychic Terrain while Deoxys-Attack abuses the terrain being up. The whole idea of this core is to drop boosted Psycho boosts, Psychics and Psyshocks, in addition to being protected against priority allowing Deoxys-Attack to pick up an easy kill even VS the likes of Yveltal, SD Arceus forms, Giratina-Origin, Mega Lucario, Rayquaza, and Mega Kangaskhan. EV spread on Tapu Lele enables it to outpace 252+ Primal Groudon in addition to surviving a Shadow Claw from Jolly Life Orb Arceus while maximizing its Special Attack stat. Psychic and Moonblast are STAB. Psychic instead of Psyshock on Tapu Lele since it enables it to hit Xerneas, Primal- Groudon and Arceus-Water harder while Moonblast allows it to hit the likes of Yveltal, Tyranitar, and Mega Sableye who would wall Tapu Lele otherwise. Taunt allows it to prevent Xerneas from clicking Geomancy on it and potentially sweeping while also being useful in preventing Arceus from getting rid of SR. It also forces some mons out so it can take advantage of that and fire off a Psychic or Shattered Psyche to hit something really hard. Psychic Terrain allows it to set the terrain again if it runs out while Shadow Ball allows it to deal significant damage to Solgaleo and Tapu Lele, while severely damaging Lunala.

Rash nature allows Deoxys-Attack to capitalize on it's special attacking prowess. Superpower allows it to hit Tyranitar since Deoxs-Attack would get Pursuit trapped otherwise. Psyshock allows it to pick off a weakened mon without resorting to the use of Psycho Boost. Psycho Boost is a nuke especially with terrain active as it is able to OHKO a lot of mons, Ho-Oh for example. Knock Off provides general utility, screwing over something that heavily relies on its item like Chansey while hitting Lugia, Aegislash, Solgaleo and Lunala. Pursuit allows it to trap THE TRAP GOD Mega-Gengar. Ice Beam allows it to decimate Mega-Salamence, Zygarde-Complete and hits Yveltal.

These types of builds tend to be matchup reliant and is somewhat gimmicky if not built properly. I'd personally run Terrain Extender instead of Psychium Z as it helps stave off priority attacks for a longer duration since priority can be annoying especially considering the fact that 5 turns go by very quick. This makes the matchup vs SD Arceus and the aforementioned priority users better. Sure Shattered Psyche is nice as it hits something really hard but yeah Deoxys-Attack has more turns to abuse.

Edit: s/o to acacia for the idea as she actually theorized this set shortly after it was leaked because she was considering things that would beat wish killer when sumo came out. She realized psychic terrain + deo a was the only offensive core that could stop the unbeatable wish killer.

Tapu Lele Shattered Psyche Calcs
252 SpA Tapu Lele Shattered Psyche vs. 252 HP / 252+ SpD Primal Groudon in Psychic Terrain: 331-391 (81.9 - 96.7%) -- guaranteed 2HKO
252 SpA Tapu Lele Shattered Psyche vs. 168 HP / 24 SpD Primal Groudon in Psychic Terrain: 456-537 (119 - 140.2%) -- guaranteed OHKO
252 SpA Tapu Lele Shattered Psyche vs. 0 HP / 0 SpD Arceus in Psychic Terrain: 367-433 (96.3 - 113.6%) -- 81.3% chance to OHKO
252 SpA Tapu Lele Shattered Psyche vs. 252 HP / 0 SpD Arceus in Psychic Terrain: 367-433 (82.6 - 97.5%) -- guaranteed 2HKO
252 SpA Tapu Lele Shattered Psyche vs. 176 HP / 0 SpD Xerneas in Psychic Terrain: 436-514 (99.7 - 117.6%) -- 93.8% chance to OHKO

Deoxys-Attack Psycho Boost
252+ SpA Life Orb Deoxys-Attack Psycho Boost vs. 248 HP / 252+ SpD Groudon-Primal: 484-569 (120 - 141.1%) -- guaranteed OHKO in Psychic Terrain: 484-569 (120 - 141.1%) -- guaranteed OHKO
252+ SpA Life Orb Deoxys-Attack Psycho Boost vs. 248 HP / 0 SpD Kyogre-Primal in Psychic Terrain: 417-491 (103.4 - 121.8%) -- guaranteed OHKO
252+ SpA Life Orb Deoxys-Attack Psycho Boost vs. 248 HP / 52 SpD Ho-Oh in Psychic Terrain: 417-491 (100.4 - 118.3%) -- guaranteed OHKO
 
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Balance
+


Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Heart Swap
- Pain Split / Calm Mind / Thunder Wave

Yveltal @ Leftovers / Rocky Helmet / Charti Berry
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 Spe
Bold / Impish Nature
IVs: 0 Atk / 31 Atk
- Foul Play
- Roost
- Taunt
- Toxic / Sucker Punch


These two work very well defensively. While Magearna checks Xerneas, Lugia (tanky Yveltal is outpaced and Toxic'd unless you run serious Speed investment, which is ill-advised) opposing Yveltal and support Arceus formes like Water, Dark and Rock that would trouble its partner, defensive Yveltal checks Ekiller, Ghostceus, Pdon, Solgaleo, Lunala and Zygarde-Complete for Magearna. Having your own Pdon to check Pogre helps this core out tremendously, as well.

The first three moves for each set is pretty much mandatory on them in this meta, while the 4th one is interchangeable. For Magearna, Pain Split is its only form of recovery other than Leftovers, and it's not that bad in a metagame with Pokemon that have ginormous HP stats. Calm Mind lets it put a dent in some of the support Arceus formes while acting as a potential set up sweeper and helping it fight against opposing Magearna more efficiently. Thunder Wave can cripple Solgaleo and other Steels that like to come in on it. As for Yveltal, Toxic lets it whittle down bulky Pokemon, and with Taunt preventing Recovers/Roost from happening, it's a potent combination. Sucker Punch lets it revenge-kill Lunala, Mega Salamence and other faster threats. Bold is used when not running Sucker Punch so you take as little damage as possible from opposing Foul Play users, while Impish is used for Sucker Punch sets.
 
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Thought I'd give a stall core so that the OP would at least have 1 core per section.
+

Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Thousand Arrows
- Dragon Tail
- Rest
- Sleep Talk

Blissey @ Shed Shell
Ability: Natural Cure
EVs: 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Snatch
- Toxic
- Heal Bell
- Soft-Boiled

This is a combination that is very easy to use and implement into a stall team. Zygarde is your physical wall that can take care of threats such as Mence, Pdon, and Lucario. Blissey on the other hand, handles specially offensive Pokemon like Pogre, Xerneas, and CM Arceus formes. Despite the fact that this core alone can check most of the metagame, it is still heavily threatened by Deo-A and Lunala (if it has Psyshock/Ice Beam that is) so some type of Pursuit trapper would help out immensely when using these 2 mons.
 
Balance

+


Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Thousand Arrows
- Dragon Tail
- Rest
- Glare / Sleep Talk

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip


This combo is pretty dope. Ferrothorn and Zygarde can handle each of their respective checks pretty decently (though Taunt is a problem for both in a sense), and they both form a nice parashuffling core if Glare is used. Spreading paralysis that can catch Ground-types like RP PDon along with large resid with Spikes + DTail can be pretty potent for bulkier wallbreakers like LO ygod and such. The damage from Spikes can actually help out Zygarde against the frailer things it checks (MLuke can't really pressure Zyg pre-Power Construct if 3 layers of Spikes are up and/or do you really want a parad MLuke). You also really annoy support Arc formes with para so it's harder for them to Defog or just do their job since Ferro can just switch in on most just fine. Granted Xern isn't fully covered so adding PDon is really nice with Leech Seed recovery and a potential SR setter, and the core doesn't really do much against most Psychic-types so preparing for that is a must. Overall this is a really nice basis for a core that doesn't just sit there and sponge damage like a bunch of non-Ho-Oh balance cores and can be really flexible for what additional team members it can have since everyone likes Spikes, Leech Seed and yellow magic.
 
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Krauersaut

h.t.d.t.
is a Top Social Media Contributor Alumnus
Balance

+


Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Thousand Arrows
- Glare / Dragon Tail
- Rest
- Sleep Talk / Glare

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip


This combo is pretty dope. Ferrothorn and Zygarde can handle each of their respective checks pretty decently (though Taunt is a problem for both in a sense), and they both form a nice parashuffling core if Glare is used. Spreading paralysis that can catch Ground-types like RP PDon along with large resid with Spikes + DTail can be pretty potent for bulkier wallbreakers like LO ygod and such. The damage from Spikes can actually help out Zygarde against the frailer things it checks (MLuke can't really pressure Zyg pre-Power Construct if 3 layers of Spikes are up and/or do you really want a parad MLuke). You also really annoy support Arc formes with para so it's harder for them to Defog or just do their job since Ferro can just switch in on most just fine. Granted Xern isn't fully covered so adding PDon is really nice with Leech Seed recovery and a potential SR setter, and the core doesn't really do much against most Psychic-types so preparing for that is a must. Overall this is a really nice basis for a core that doesn't just sit there and sponge damage like a bunch of non-Ho-Oh balance cores and can be really flexible for what additional team members it can have since everyone likes Spikes, Leech Seed and yellow magic.
dont slash glare over dragon tail on a team that has spikes support lol
 

Fireburn

BARN ALL
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This thread is pretty barren so here's some quick stuff:
Offense:

+


Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Oblivion Wing
- Heat Wave
- U-turn

Lucario-Mega @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Iron Tail


Pretty basic offensive combo. Mega Lucario is really good at murdering stuff, but bulky Ghost-types and Zygarde-Complete are a couple things it can struggle against. Yveltal takes care of those obstacles nicely, and can make use of U-turn to get Mega Lucario into battle against things it can set up safely on like Tyranitar and Blissey. Mega Lucario makes a nice offensive check to Fairy-types and Arceus-Rock/Dark in return. Neither of these can switch into Xerneas though, so a Fairy-type switch-in such as Primal Groudon is recommended. A late-game cleaner such EKiller or Xerneas is also nice here since this core does a good job of softening most defensive cores.

Bulky Offense:

+


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 128 Atk / 132 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder


A really dangerous core if it manages to get going. Mega Scizor is really good at baiting Fire-types such as Primal Groudon and Ho-Oh to switch-in, which you can exploit with U-turn to get Primal Kyogre in for a free attack against the opponent's team. Against a team that relies mostly on Primal Groudon to check Primal Kyogre, this can be quite advantageous. Any Primal Kyogre set works in this core, but CM + 3 Atks is the most fun set so I picked that one. Swords Dance + Roost also lets Mega Scizor take on more defensive Primal Kyogre checks such as Ferrothorn and Blissey if necessary. This core will need a mon that can actually switch into Primal Groudon if something goes wrong though, so Giratina-O makes a good partner here.

Balance:

+


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Hammer Arm
- Earthquake
- Toxic
- Roost

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Defog
- Recover


Buzzwole and Arceus-Water cover most physical threats together, barring stuff like SD PDon with Fire Punch and Zekrom. PDon doesn't usually use Fire-type coverage on its SD sets which takes a lot of pressure off Arceus-Water, and in general Buzzwole blends most SD Grounds into protein shakes before hitting the gym to work on his quads. In return, Arceus-Water takes care of a lot of physically oriented Flying-types like Ho-Oh and Mega Salamence. This core has issues with things like Xerneas, Yveltal, strong Psychic-types, and offensive Primal Kyogre so partners such as Primal Groudon, Yveltal, and Magearna/Klefki/Ferrothorn work well alongside here, especially since this core is rock-solid against Ground-types.
 
U should use hurricane on yveltal since it lets you beat arc fairy oo

Also its a bit stronger than dark pulse if you need extra power for some reason
Most Arceus-Fairy with Calm Mind run enough speed to Outspeed Yveltal Timid, specially for the reason that Yveltal Specs run Hurricane.
 
Balance

+


Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Rest
- Coil
- Dragon Tail

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Heart Swap
- Volt Switch

Surprised no one has posted this yet as I've seen it being used a lot on the ladder in the past few days. Magearna provides a switch-in for basically everything that stops Zygarde-C from setting up. It's probably the best Xerneas check out there with Heart Swap and its typing also lets it beat Taunt Yvetal which shuts down this Zygarde set. Additionally, it walls Iceceus, Waterceus and POgre which often carry Ice-type coverage, though it can't do much in return and has to pivot out into a check with it's slow Volt Switch. Meanwhile, Zygarde-C sets up all over Magearna's biggest counter in Primal Groudon, as well as bulkier mons which Magearna really struggles to break through, such as Ferrothorn and Toxapex.
 

shrang

General Kenobi
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Bulky offense/Balance



Bulky offense

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 200 SpD / 60 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Balance
Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 200 SpD / 60 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Toxic
- Rest
- Sleep Talk


Very self-explanatory. P Don checks a bunch of threats like usual, and Kyogre covers most things that threaten Primal Groudon. Defensive Donner just had so much splashability, while you can change the Kyogre set for how offensive/defensive your team is. EVs on the offensive Ogre can change depending how much bulk you want on (can go full Spe or full HP or anywhere in between depending on how you play). You'll note that this core itself is still weak to opposing Primal Groudons, which is why you'd still have to patch that weakness up, but that's very easy. You can base whole bunch of teams around as your defensive backbone depending on how offensive/defensive you want to be.

For bulky offense you can easily go: PDon + POgre (offensive set) + Scarf Lando-T or Mega Mence -> 3 other sweepers
For balance you can easily go: PDon + POgre + Gira-O -> splashable mon (eg Supportceus) + 2 other attackers or whatever

Great thing about this core is how versatile it is. I've even put it onto bordering-HO type offense teams and it's worked beautifully. All you need is your choice of Ground-resist, then you can pretty run whatever the hell you want.
 
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Bulky-Offense

+


We Destroy That (Yveltal) @ Charti Berry
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Foul Play
- Taunt
- Roost
- Toxic

We Break That (Lunala) @ Choice Specs
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Ice Beam
- Focus Blast


This core is primarily based on providing lunala, whether is scarf, specs, or anything else, a much needed dark/ghost resist. Lunala does most of the work due to its ability to punish most mons with it's coverage but having a check to mons like ekiller, SD pdon, and more is nice in itself. The specific sets I chose deal with a wide chunk of the mons in the tier barring speedy threats (which shouldn't be a problem if you support the core well enough). Primarily this core allows you to really pressure those bulkier based team while also have a check to most physical mons on an offensive based team. If you are worried about getting outsped by mons like deo, then just change luna to scarf and you have better means of dealing with offense. It does of course have weaknesses, but, again, as long as you have the proper support mons to back up the core, you're in a solid position
 
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Balance

+


Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Hammer Arm
- Earthquake
- Toxic
- Roost

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 80 Atk / 176 SpD
Adamant Nature
- Poison Jab
- Knock Off
- Pursuit
- Shadow Sneak

kids love balance cores

This is another Buzzwole defensive core that I've been testing and it's actually pretty nice. Rather than focusing on the full stop of physical attackers like Buzzwole + Arc-Water, the addition of Alolan Muk covers a lot more holes with hard checks when teambuilding. Alolan Muk struggles greatly with most Ground-types and Mega Lucario, which Buzzwole can take care of quite handily. Buzzwole primarily struggles with most special attackers like Xerneas and general Psychics and Ghosts, which Alolan Muk eats up most of the time. Essentially what this core does is take care of common wallbreakers quite well, mainly SD Primal Groudon, Tapu Lele cores, Darkrai, Deoxys-A, Lunala, Mega Gengar and Mega Lucario (and to some extent Xerneas and Yveltal but pls don't use Muk as your only Xern check). That can take a lot of strain off other team members since one of the core members has reliable recovery while the other can Pursuit trap important targets. However, this core doesn't cover absolutely everything, with Xerneas, Primal Kyogre, and Mega Salamence being left out of this core's capabilities. Primal Groudon is always a good team member to handle Primal Kyogre and Xerneas, and Arceus-Rock or Arceus-Fairy can deal with Salamence. Giratina-O and Ferrothorn are also notable teammates to provide Defog support or Leech Seed and Spikes to supplement Alolan Muk's average offensive presence and lack of recovery.
 
Here is a core dump of all the things i have found success with...
Balance



Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 80 Atk / 176 SpD
Adamant Nature
- Poison Jab / Clear Smog
- Knock Off
- Pursuit
- Shadow Sneak


A really solid defensive backbone for the new meta, this is capable of dealing expertly with strong ground types like groudon, zygarde-c and arceus-g while also taking care of the promiment ghost type threats known as gengar and lunala. They support one another very well; muk can take care of the ghost types that threaten slobro while slowbro can take care of the grounds. Not only can they support eachother well, they support other teammates very effectively. Primal groudon appreciates slowbro's ability to wall zygarde-c and ho-oh and muk's ability to trap lugia. Arceus steel/poison share this appreciation, and they are options to consider using with this core as it needs a proper xerneas check. Most other teammates have an easier time when gengar/lunala as well as lugia is off the field thanks to muk, especially defensive teams or hazard-oriented teams. This core is not without weakness, arceus-w and primal kyogre dont care about either of the two, while xerneas is still a large threat without clear smog on muk. Overall it is one of the best defensive backbones of the meta.

edit: thanks AM for the iron defense suggestion

Balance


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Spikes
- Toxic
- Whirlwind

Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Thousand Arrows
- Dragon Tail
- Sleep Talk

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Fleur Cannon
- Heart Swap
- Volt Switch


A balanced core focused around hazard stacking. Skarmory and zygarde provide great synergy for eachother, firstly by covering eachothers checks like ho-oh and groudon on Zygarde's side, and salamence on Skarmory's side, and secondly in their ability to shuffle the opponent and rack up spikes damage. Magearna is on for pivoting and to help with xerneas and yveltal, as this core lacks support on the special defense side, but ultimately this core focuses on covering eachother's threats as much as possible while maintaining the spikes shuffle.

Offensive



Arceus-Ice @ Icicle Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Thunder

Groudon @ Red Orb
Ability: Drought
EVs: 56 Atk / 252 SpA / 144 SpD / 56 Spe
Mild Nature
- Rock Polish
- Fire Blast
- Dragon Pulse
- Precipice Blades


A great suprise offense core, which uses some niche sets that together work really well. Arceus-I covers salamence, zygarde-c and non-cm primal kyogre quite well, so it deals with the threats that tend to give mixed primal groudon a lot of trouble. Primal groudon, on the other hand, is able to sweep enitre teams with those pokemon gone with its mixed rock polish set. Fire blast gives groudon the ability to smoke ferrothorn and related steel types that trouble arceus, but at the end of the day Primal Groudon will supporting way less than it will be sweeping. The obvious weaknesses here are ho-oh and calm mind primal kyogre. A stealth rock setter and hazard remover is also needed to support these two, dialga works quite well in this regard, as does giratina-o or even tentacruel for hazard removal.
 
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AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Machiavelli I would consider Iron Defense over Scald on M-Slowbro on that core. I've faced that team sin and victim used for Week 2 of SPL a lot on the ladder in the past, except with Arceus Ground versions which is much better than the Dragon version on the team.

http://replay.pokemonshowdown.com/smogtours-gen7pokebankubers-237281

Iron Defense stops it getting steam rolled by SD Normal Arceus which is a big problem if its a Refresh Variant as well. Even Foul Play is a better option over Scald but otherwise Iron Defense is one of the better options to combat numerous physical sweepers and primarily physical contact mons in the tier. Other than fishing burns on specific steels like Ferrothorn and Celesteela I don't see too much appeal on Scald for M-Slowbro.
 
Offense Core
| Webs Core by Jhonx.
Landorus-Therian @ Dragonium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Outrage
- Explosion

Smeargle @ Focus Sash
Ability: Technician
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Rapid Spin
- Roar
- Sticky Web

Landorus Therian with Smeargle its and old and interesting core, Old because this core was used in ORAS on Sticky Webs teams, the core have a variation that can be Landorus-T + Shuckle, but I prefer this because Dragonium Z its used, Landorus-T Dragonium Z its a really interesting set because Webs hate Giratina-Origin and defensive stuff, at the moment Outrage Z Adamant brings down Giratina-Origin, Salamence Mega and Zygarde at 100% (Not Complete Form), this is helpful for Webs, Smeargle have that moveset because testing I found that Substitute set up users were a dangerous threat and Roar was the way to stop them, also helps vs Excadrill or others Rapid Spin users.
 
Looks like a few people on this thread give the ''core'' word the wrong meaning as some of these aren't viable at all=s

Cores
are typically made up of a group of Pokémon that, when used together, work excellently toward accomplishing a specific goal.

Offensive Core:
''An offensive core is a group of Pokémon that are both focused, and designed to enable the team to break through most other team styles while being balanced for general play''. ~Bloo
However, I would like to add these kind of cores take advantage or abuse from their nice coverage to attack with their huge offensive stats. Also, the mainly point is on hitting extremely hard on everything they can or at least getting neutral damage.

Defensive Core: ''A defensive core is a group of Pokémon chosen to give a team a solid set of resistances and the ability to switch into most, if not all, of the common and threatening attacks in the metagame, allowing it to stick around long enough to beat other teams''. ~Bloo
AKA when you use 2/3 pokemon that can cover each other weaknesses and you build around those.



 
Looks like a few people on this thread give the ''core'' word the wrong meaning as some of these aren't viable at all=s
Cores are typically made up of a group of Pokémon that, when used together, work excellently toward accomplishing a specific goal.

Offensive Core:
''An offensive core is a group of Pokémon that are both focused, and designed to enable the team to break through most other team styles while being balanced for general play''. ~Bloo
However, I would like to add these kind of cores take advantage or abuse from their nice coverage to attack with their huge offensive stats. Also, the mainly point is on hitting extremely hard on everything they can or at least getting neutral damage.

Defensive Core: ''A defensive core is a group of Pokémon chosen to give a team a solid set of resistances and the ability to switch into most, if not all, of the common and threatening attacks in the metagame, allowing it to stick around long enough to beat other teams''. ~Bloo
AKA when you use 2/3 pokemon that can cover each other weaknesses and you build around those.
instead of quoting other people can you be specific about which of these cores aren't viable?

I might agree with you but rn you are just reiterating words of someone else and while vaguely pointing out that you don't like some of the combinations of mons posted which is a pointless exercise honestly
 
Of course I quoted Bloo since her concepts are worthy to mention, I couldn't give a better and clear explanation.

However you're right I should have mentioned a couples of core that aren't good or viable in the current meta such as:
Skarmory + Zygarde + Magearna, while this core covers both sides defensive and special defensive, it struggles pretty much against Water-types (POgre or Waterceus) in any case a better Spike user would be Ferrothorn which is able to check them both.
Yveltal + Magearna. Magearna should be paired with a physical defensive Pokemon capable to check its Fire- and Ground-types weaknessess and we know that defensive Yveltal is a waste of moveslot in SM, there are another options like Arceus-Water/Dragon, Giratina-O, Zygarde(already posted).
And the last one, as I mentioned on discord (dunno if you were reading tho) Arceus-Ice + Primal Groudon doesn't represent a solid offensive core to me, even though Iceceus helps PDon, it gives Ho-Oh too much room without pressuring it unless you hit Thunder which isn't an OHKO.
 
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overdose

formerly charizardfan49
Offensive (Sun)

+


Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Precipice Blades
- Stealth Rock
- Stone Edge
- Dragon Tail

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Rush
- Flare Blitz
- Roost


Sun offense, namely charizard sun is an effective, yet underused play style that is able to dismantle a lot of stall and balance teams. Regular Groudon provides sun and stealth rock support while being surprisingly bulky without any investment. Charizard-Mega-X is very strong under sun being able to KO SD Arceus formed with flare blitz. While a bit gimmicky, Charizard-Mega-X is the best sun abuser and is potent when used correctly.



Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Precipice Blades
- Stealth Rock
- Stone Edge
- Dragon Tail

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Palkia @ Psychium Z
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Heal Block
- Fire Blast
- Hydro Pump

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 240 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Draco Meteor
- Defog

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Stone Edge
- Recover

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Rush
- Flare Blitz
- Roost

Just because, I'm going to drop the full team import which is undefeated in seasonals and is surprisingly solid although utilizing underrated Pokemon because I'm not going to be using the team competitively anymore as its lost its surprise factor.


Also requesting that Charizard-Mega-X gets an analysis and is ranked on the viability thread, as it's the best sun abuser that's a mega.
 
Last edited:

overdose

formerly charizardfan49
Offensive (Sun) 2

+



Two preface, there was a high demand for me to post a charizard y core and team and here I am, to please the people. (Mostly because I'm too nice to say no and get pushed around lol)

Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Precipice Blades
- Stealth Rock
- Stone Edge
- Dragon Tail

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Solar Beam
- Fire Blast
- Air Slash


Sun offense, namely charizard sun is an effective, yet underused play style that is able to dismantle a lot of stall and balance teams. Regular Groudon provides sun and stealth rock support while being surprisingly bulky without any investment. Charizard-Mega-Y is very strong under sun being able to KO SD Arceus formed with fire blast along with threatening support arceus formes for earth plate groudon. While a bit gimmicky, Charizard-Mega-Y is an amazing fire type and is potent when used correctly.



Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Precipice Blades
- Stealth Rock
- Stone Edge
- Dragon Tail

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Palkia @ Psychium Z
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Heal Block
- Fire Blast
- Hydro Pump

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 240 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Draco Meteor
- Defog

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Stone Edge
- Recover

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Solar Beam
- Fire Blast
- Air Slash

Just like before, I'm going to drop the full team import which is surprisingly solid while utilizing underrated Pokemon because I'm not going to be using the team competitively anymore as its lost its surprise factor.

If you want to abuse sun to the fullest, run Z Grassium Venesuar with growth instead of Magearna to have an offensive sun Xerneas check and also run support arceus-fairy to deal with darks better.


Also requesting that Charizard-Mega-Y gets an analysis and is ranked on the viability thread, as it's one of the strongest special attackers in the tier and threatens support arceus formes.
 
Offensive (Sun) 2

+



Two preface, there was a high demand for me to post a charizard y core and team and here I am, to please the people. (Mostly because I'm too nice to say no and get pushed around lol)

Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Precipice Blades
- Stealth Rock
- Stone Edge
- Dragon Tail

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Solar Beam
- Fire Blast
- Air Slash


Sun offense, namely charizard sun is an effective, yet underused play style that is able to dismantle a lot of stall and balance teams. Regular Groudon provides sun and stealth rock support while being surprisingly bulky without any investment. Charizard-Mega-Y is very strong under sun being able to KO SD Arceus formed with fire blast along with threatening support arceus formes for earth plate groudon. While a bit gimmicky, Charizard-Mega-Y is an amazing fire type and is potent when used correctly.



Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Precipice Blades
- Stealth Rock
- Stone Edge
- Dragon Tail

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Palkia @ Psychium Z
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Heal Block
- Fire Blast
- Hydro Pump

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 240 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Draco Meteor
- Defog

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Stone Edge
- Recover

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Solar Beam
- Fire Blast
- Air Slash

Just like before, I'm going to drop the full team import which is surprisingly solid while utilizing underrated Pokemon because I'm not going to be using the team competitively anymore as its lost its surprise factor.

If you want to abuse sun to the fullest, run Z Grassium Venesuar with growth instead of Magearna to have an offensive sun Xerneas check and also run support arceus-fairy to deal with darks better.


Also requesting that Charizard-Mega-Y gets an analysis and is ranked on the viability thread, as it's one of the strongest special attackers in the tier and threatens support arceus formes.
I dont consider Charizard Y need get an analysis and a rank on viability thread because its too bad for Ubers, Stealth Rocks its a thing that every team have on ubers, making Charizard-Y a lot weaker, for other side it cant do a lot as you say, maybe it can check Solgaleo and Skarmory or Ferrothorn, but the main threats of ubers destroys Charizard Y because Solarbeam doesnt do much, let me show u with calcs.

Kyogre will destroy Charizard and trap u in the solarbeam pretty easy because his ability set up Rain and cant change the weather without Pdon.
252 SpA Charizard-Mega-Y Solar Beam (60 BP) vs. 248 HP / 0 SpD Kyogre-Primal: 102-122 (25.3 - 30.2%) -- guaranteed 4HKO
252+ SpA Charizard-Mega-Y Solar Beam (60 BP) vs. 248 HP / 0 SpD Kyogre-Primal: 112-132 (27.7 - 32.7%) -- guaranteed 4HKO

To Primal Groudon maybe its a bit useful, but not enough cuz u get KO'd:
252+ SpA Charizard-Mega-Y Solar Beam vs. 248 HP / 252+ SpD Groudon-Primal: 129-152 (32 - 37.7%) -- 92.7% chance to 3HKO
252+ SpA Charizard-Mega-Y Solar Beam vs. 152 HP / 44 SpD Groudon-Primal: 174-205 (45.9 - 54%) -- 47.7% chance to 2HKO

Works vs Arceus-Support, but not much dmg and Arceus Support have recover or judgment, so if SR is up and Zard-Y is damaged, its a KO from Arceus:
252+ SpA Charizard-Mega-Y Solar Beam vs. 252 HP / 0 SpD Arceus-Water: 286-338 (64.4 - 76.1%) -- guaranteed 2HKO
0 SpA Splash Plate Arceus-Water Judgment vs. 0 HP / 4 SpD Charizard-Mega-Y: 134-158 (45.1 - 53.1%) -- 25% chance to 2HKO

Only can beat things that Charizard-Y can outspeed like Solgaleo, Ferrothorn or things like that, and Arceus-Ground Support, but due to the lack of power without being Modest, Zard sucks.
 
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