[Gen 7] S/M CAP Good Cores Thread

snake

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approved by HeaLnDeaL

Understanding the concept of a core is important when teambuilding. A core is made up of 2 or 3 Pokemon that work together to accomplish some sort of goal during the battle. Offensive cores tend to care less about covering weaknesses and more about type coverage and pivoting, overwhelming the opposing team and breaking down its cores, while defensive cores aim to be able to switch into as many common and threatening attacks in the metagame, lasting long enough to win the battle. Balance teams are usually made up of a defensive core and an offensive core, though hybrid cores do exist.

To submit a core, it must be in this format:

Sprites: Must be a 3D sprites, unless the CAP sprite is unavailable
Importable: Must be in a hide tag, copy and paste it from the teambuilder, sets should be in the same order as the sprites
Description: Must be in a hide tag, include a brief explanation of how the pokemon synergize together, variation between standard sets, and slashes if applicable

Example of a 2 Pokemon core (remember that a core can be 3 Pokemon also):


Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Taunt

Tomohawk @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Focus Blast / Aura Sphere
- Nature Power
- Healing Wish / Roost
Tapu Koko remains a great pivot to this day and is capable of cleaning up weakened teams on its own, but it struggles with Grass-types like Ferrothorn, Pyroak, and Assault Vest Tangrowth and Ground-type Pokemon like Zygarde and Colossoil despite running Hidden Power Ice. Tomohawk complements Tapu Koko very well: Life Orb Hurricane hits Tapu Koko's checks extremely hard and Focus Blast can weaken down Assault Vest Magearna and KO Ferrothorn. Nature Power lets Tomohawk take care of most Pokemon faster than this core, and Tapu Koko's Electric Terrain turns Nature Power into Thunderbolt, making Tomohawk harder to switch into. Healing Wish lets Tapu Koko or another teammate stick around for more turns and gives it a free switch-in. Aura Sphere is a more accurate STAB move, and Roost can be used on a bulkier team.

This core is a great start to an offensive team. A Steel-type like Magearna or Celesteela can help check Fairy-types like Tapu Lele. Dugtrio traps specially bulky Pokemon like Mollux and Plasmanta. A Ground-type like Colossoil or Zygarde can take advantage of the removal of Water-types and Grass-types.


This is also the place to propose edits to a core, but don't be mean about it. This is not the place to add more teammates to a core to finish off a team. An example of a good edit post would be (and it doesn't have to be word for word this way):

If the main goal of running Tomohawk with Tapu Koko is to break open bulky Grass-types and check Ground-types, stallbreaker Tomohawk can be run as well. Therefore, Taunt and Roost should be slash with Nature Power and Healing Wish, respectively.
 
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snake

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Offensive Cores

Drapionswing's Mega Charizard X + Shift Gear Magearna
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost / Earthquake

Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Aura Sphere
- Thunderbolt
- Flash Cannon
Mega Charizard X relies on Magearna to burst through physical walls like Tomohawk with it's powerful Flash Cannon and potential Corkscrew Crash. Magearna provides Mega Charizard X with a nice pivot into Fairy-types, which can then potentially provide an oppurtunity to set up Shift Gear. Similarly, Magearna relies on Mega Charizard X to break through and take advantage of bulkier threats like opposing Magearna, which also provides Mega Charizard X with setup opportunities. This core should be played very aggressively through a lot of double switches to pressure defensive teams.


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Deck Knight's SD Flyinium Z Landorus-T + Volt Switch Choice Specs Magearna + Mystic Water Ash-Greninja
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Fly
- U-turn
- Swords Dance

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Dazzling Gleam
- Hidden Power [Ground]

Greninja-Ash @ Mystic Water
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Shuriken
- Ice Beam
- Dark Pulse
- Hydro Pump
This core utilizes the offensive pressure of Landorus-T and Magearna, combined with their ability to pivot using U-turn and Volt Switch into Ash-Greninja to provide it the cover it needs to get off the KO for Battle Bond, and get it in safely throughout the match. Magearna is EV'd to outrun Bulky Rotom-Wash, as it can 2HKO it with Specs Dazzling Gleam. The rest is in HP because bulk is one of Magearna's selling points as a Core selection.
Landorus's Supersonic Skystrike is notable for being able to OHKO Tomohawk, and since Landorus also scouts with U-turn, many opponents initially believe it is Banded or Scarf. Once opponents are weakened, Landorus can also sweep late-game by setting up a Swords Dance and eliminating threats with Earthquake and Fly.

Specs Magearna is chosen because Life Orb ruins Magearna's bulkiness too quickly, while with Expert Belt Magearna would rarely hit SE with Dazzling Gleam or Flash Cannon. Specs has its own drawbacks but the immediate power is worth it. Magearna can also snowball very easily once Fairy or Steel resists are dealt with, as the Specs boost combines with whatever stat-boost it gains from Soul Heart. Hidden Power Ground is selected because Mollux, Plasmanta, and Heatran seem to love switching into this thing, and Specs HP Ground to the face makes them cry.

Ash-Greninja utilizes Mystic Water to boost its Hydro Pump and Water-Shuriken without exposing it to wear-down from Life Orb or a Choice Lock. In addition to sniping its KO for Battle Bond, it is also excellent at cleaning weakened teams by being able to switch moves.



Drapionswing's Life Orb Tapu Koko + Flame Orb Colossoil
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch / U-turn
- Roost
- Hidden Power [Ice]

Colossoil (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit / Sucker Punch
- U-turn
This ColoKoko VoltTurn is great at picking apart balance teams as they are capable of pressuring each other's checks with their respectable offensive stabs and pivoting to each other.

Colossoil is a really powerful Pokemon this generation due to the recent changes to the burn mechanics, making Flame Orb its best set. However, it struggles with Tomohawk, Landorus-T, Skarmory, and Celesteela due to their typing or access to recovery. Tapu Koko can beat these Pokemon and form a powerful VoltTurn core with Colossoil. Tapu Koko has Thunderbolt for a nice, powerful STAB. Volt Switch is used to allow you to retain momentum and gain initiative, but Tapu Koko can use U-Turn to prevent your pivot option from being blocked by Ground-types. Roost is used over other moves like Dazzling Gleam to allow this core with some longevity. Last, Hidden Power Ice is used to hit Ground-types, such as Landorus-T or Garchomp super effectively. 252 EVs in both Special Attack and Speed are used to take advantage of that amazing speed tier and tremendous power. In return, Colossoil can lure and beat some of the bulky Grass-types and other defensive switchins for Tapu Koko. Earthquake is a powerful Ground-type STAB allowing you 2HKO the even likes of offensive Mega Venusaur. Knock Off is a nice offensive utility due to it's ability to remove the foe's item which is nice for pressuring other defensive Grass-types such as Pyroak and Ferrothorn. Pursuit is used to trap Mollux for Tapu Koko, however if this is not your main concern you can run Sucker Punch so Colossoil can retain offensive pressure versus faster teams. U-Turn allows you to pivot out against its typical Flying-type checks for Colossoil such as Skarmory, Celesteela, Tomohawk and Landorus-T and can give Tapu Koko a free switch-in. Flame Orb gives Colossoil the power of a Choice Band and the ability to switch moves with less recoil than a Life Orb. Maximum Speed investment is used to allow Colossoil to outspeed as many Pokemon as possible, including +0 Aurumoth, and 252 Attack EVs maximizes Colossoil's damage output.

Although Colossoil can 2HKO a large number of defensive Grass-types for Tapu Koko it can't take them on in a one on one situation. Syclant is a nice option with this core as not only does it beat Grass-types, but it also pressures Ground-types for Tapu Koko and Flying-types for Colossoil, and it also has U-turn. Hazard removal is a must have with this core, so Tomohawk being a good option as it gains momentum on the Ground-types that check Tapu Koko.
252 Atk Guts Colossoil Earthquake vs. 252 HP / 88+ Def Ferrothorn: 157-186 (44.6 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Guts Colossoil Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 153-180 (43.4 - 51.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Guts Colossoil Earthquake vs. 252 HP / 0 Def Pyroak: 225-265 (50.6 - 59.6%) -- guaranteed 2HKO
252 Atk Guts Colossoil Knock Off (97.5 BP) vs. 252 HP / 0 Def Pyroak: 219-258 (49.3 - 58.1%) -- 60.5% chance to 2HKO after Leftovers recovery
252 Atk Guts Colossoil Earthquake vs. 232 HP / 0 Def Venusaur-Mega: 196-232 (54.5 - 64.6%) -- guaranteed 2HKO
252 Atk Guts Colossoil Knock Off vs. 232 HP / 0 Def Venusaur-Mega: 127-151 (35.3 - 42%) -- guaranteed 3HKO
 
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snake

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Balanced Cores

Arcade's Specially Defensive Mollux + Choice Band Tapu Bulu
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Recover
- Sludge Bomb
- Rapid Spin

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Zen Headbutt
- Superpower
In short, Mollux and Tapu Bulu have some of the best type synergies I've seen in ages for a 2 mon core. Tapu Bulu is weak to Flying, Poison (x4), Fire, Steel, and Ice. Mollux resists Poison (x4 also) Fire, Steel, and Ice. Mollux is weak to Ground (x4), Psychic, Rock, and Water whilst Tapu Bulu resists Ground and Water, whilst hitting Rock Super Effectively. Whilst this core is quite slow, its one of the best stops to rain I've seen in a long time and easy to switch around. Mollux is amazing in the current metagame and at the moment can force a lot of switches. This means that Mollux can easily Rapid Spin or recover or simply spread burns or poisons. Grassy Terrain can help Mollux out even more whilst not worrying about it fearing opposing boosted grass type moves. For this core to work to the best of its ability, you need a strong Flying-type check and a fast Pokemon. A fast electric type like Tapu Koko or Raikou is recommended.


GreenGogoatttt's Physically Defensive Landorus + Specially Defensive Rotom-W
Landorus-Therian @ Leftovers / Flynium Z
Ability: Intimidate
EVs: 252 HP / 208 Def / 48 Spe OR 252 HP / 44 Atk / 164 Def / 48 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off / Stone Edge / Fly

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe OR 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp / Toxic
Coming back from ORAS, Landorus-T + Rotom-W is my favorite core to use. Landorus-T and Rotom-W have almost perfect switching synergy with Landorus-T taking care of Grass-types and Rotom-W taking care of Water- and Ice-types. They also form a nice VoltTurn core to give bigger offensive threats free switch-ins. Not much else to say, this core has for a worked for a long time.



Deck Knight's Mega Scizor + Cyclohm VoltTurn Core
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Knock Off
- U-turn
- Defog
- Roost

Cyclohm @ Leftovers
Ability: Shield Dust
EVs: 252 HP / 152 Def / 104 SpD
Bold Nature
IVs: 0 Atk
- Discharge
- Flamethrower
- Slack Off
- Volt Switch
A Balance Volt-Turn Support Core consisting of Defog Mega-Scizor and Volt Switch Cyclohm. This core works by utilzing Mega-Scizor and Cyclohm's great type synergy and good mixed defenses to provide defensive pressure and support. While some might find a Mega-Scizor without Bullet Punch wanting, Knock Off provides so much utility by breaking off Eviolites, Choice Items and Life Orb that the overall bulk of the two wins out. Defog also keeps hazards off the field.

For Cyclohm's part, it can cripple opposing teams with Discharge or scare out major offensive and defensive Steel-type threats with Flamethrower. Shield Dust or Static can be used, and provide their own differing benefits. With both Pokemon having high bulk, recovery, and pivoting moves, combined they provide an excellent defensive backbone without killing your team's momentum.

Other options depending on your team build could have Cyclohm run Ice Beam rather than Flamethrower, depending on which Pokemon threaten your overall team more. If you intend to have another Pokemon as your Defogger, give Mega Scizor Bullet Punch so it can clean up between pivots.
 
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snake

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Defensive Cores

Deck Knight's Spikes Ferrothorn + Toxic Spikes Toxapex
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 16 Def / 240 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze
A classic partial FWG core, with two nearly unkillable Pokemon with strong type complementarity. Since the Tapus field effects all benefit grounded Pokemon, this core of Spikes/Toxic Spikes users makes the lives of those Pokemon extremely short-lived. Ferrothorn's passive damage from Iron Barbs combined with Protect and Leech Seed allow it to wear down any opponent that can't immediately threaten it, while Toxapex hard-walls the Fire and Fighting attacks aimed at Ferrothorn.

In return, Toxapex can Haze set-up sweepers, set Toxic Spikes to put foes Ferrothorn can stall with Protect on a timer, spread status with Scald, and of course it can use Recover and Regenerator to stay healthy throughout the match. Ferrothorn effortlessly switches into the Electric and Psychic attacks that target Toxapex. The EVs on Toxapex are set so that Download on Genesect and Porygon-Z boost Attack instead of Special Attack (378 Def, 380 SpD).

This core looks like a stall build, but is perfectly acceptable on balance teams as well because it answers so many threats and gets in the crucial chip damage that enables more offensive Pokemon like Xurkitree and Tapu Lele to sweep.



Sundar's Specially Defensive Mollux + Physically Defensive Tomohawk + Utility Mega Sableye
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Recover
- Heal Bell / Stealth Rock

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Haze
- Rapid Spin
- Air Slash

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Will-O-Wisp
- Knock Off
- Foul Play
This core is mainly defensive due to the Pokemon having different roles in walling a variety of threats. Mollux can tank many special attacks, including Fairy-type attacks that Tomohawk and Mega Sableye struggle with, and retaliate with Lava Plume and Sludge Bomb. Tomohawk is a physical wall that walls Colossoil, Revenankh, Necturna, Kitsunoh, Mega Crucibelle, Mega Charizard X through sheer physical bulk or Haze. As Mollux struggles against a 4x weakness towards Ground-type moves, Tomohawk can be able to defend Mollux through its immunity. Rapid Spin is run to clear off any hazards, and Haze can clear boosts off of set up sweepers. Mega Sableye can spread burns on physical attackers barring Fire-types and burn immunities. Foul Play circumvents Mega Sableye's low attacking stats. Mega Sableye checks Psychic-types threatening Mollux and Tomohawk. Mega Sableye is also very useful due to it's Magic Bounce ability to reflect hazards onto the opponent's field, relieving Tomohawk of the stress of removing Stealth Rock for the entire battle.
While Mollux checks most Tapu Koko sets, a good bulky Grass- or Ground-type can assist in checking and wearing down Hidden Power Ground variants.



Rage.Spam.Quit.'s FerroFini Core
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 136 Def / 120 SpD
Impish Nature
- Power Whip
- Leech Seed
- Knock Off
- Stealth Rock

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Defog
- Taunt
- Nature's Madness
Ferrothorn provides a great answer to Tapu Koko, Tapu Lele, and can make mind games with Tapu Bulu, helping beat the Tapus for Fini. It also provides a Poison immunity to support Tapu Fini, and can help with its recovery by passing on Leech Seeds. Furthermore, it also sets up Stealth Rock, putting a checkmark on that list of "Must Haves" for a Balance/Bulky Offense team.

In return, Tapu Fini stomachs Fire type attacks from Volkraken and Mega Charizard X (although it can get worn down, hence why Leech Seed passed from Ferrothorn helps) for Ferrothorn. It also gives a Fighting resist, helping beat Mega Heracross, Keldeo, Terrakion, etc. It also sports Defog, which means with this defensive core, you don't have to worry about your hazard game anymore when teambuilding.

Notes: For the third member of this core, add something to beat Pyroak, Mollux, and Mega Charizard Y, such as Mega Crucibelle or Zygarde.
 
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BALANCE CORE

Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Recover
- Sludge Bomb
- Rapid Spin

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Zen Headbutt
- Superpower

In short, Mollux and Tapu Bulu have some of the best type synergies I've seen in ages for a 2 mon core. Tapu Bulu is weak to Flying, Poison (x4), Fire, Steel, and Ice. Mollux resists Poison (x4 also) Fire, Steel, and Ice. Mollux is weak to Ground (x4), Psychic, Rock, and Water whilst Tapu Bulu resists Ground and Water, whilst hitting Rock Super Effectively. Whilst this core is quite slow, its one of the best stops to rain I've seen in a long time and easy to switch around. Mollux is amazing in the current metagame and at the moment can force a lot of switches. This means that Mollux can easily Rapid Spin or recover or simply spread burns or poisons. Grassy Terrain can help Mollux out even more whilst not worrying about it fearing opposing boosted grass type moves. For this core to work to the best of its ability, you need a strong Flying-type check and a fast Pokemon. A fast electric type like Tapu Koko or Raikou is recommended.
 

Deck Knight

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So here's a replay from a tourny match where I was halfway through the teambuilder with just this core: http://replay.pokemonshowdown.com/gen7cap-499647729

Stall / Balance Defensive Core:

+


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 16 Def / 240 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze
A classic partial FWG core, with two nearly unkillable Pokemon with strong type complementarity. Since the Tapus field effects all benefit grounded Pokemon, this core of Spikes/Toxic Spikes users makes the lives of those Pokemon extremely short-lived. Ferrothorn's passive damage from Iron Barbs combined with Protect and Leech Seed allow it to wear down any opponent that can't immediately threaten it, while Toxapex hard-walls the Fire and Fighting attacks aimed at Ferrothorn.

In return, Toxapex can Haze set-up sweepers, set Toxic Spikes to put foes Ferrothorn can stall with Protect on a timer, spread status with Scald, and of course it can use Recover and Regenerator to stay healthy throughout the match. Ferrothorn effortlessly switches into the Electric and Psychic attacks that target Toxapex. The EVs on Toxapex are set so that Download on Genesect and Porygon-Z boost Attack instead of Special Attack (378 Def, 380 SpD).

This core looks like a stall build, but is perfectly acceptable on balance teams as well because it answers so many threats and gets in the crucial chip damage that enables more offensive Pokemon like Xurkitree and Tapu Lele to sweep.
 
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snake

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Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Bullet Punch / Thunder Punch

Buzzwole @ Life Orb / Expert Belt
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Leech Life
- Ice Punch
- Superpower / Roost
- Earthquake / Roost

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic
Mega Metagross is a top threat in the CAP Metagame, but it struggles against Ground- and Dark-types . That's where Buzzwole comes in, able to check many of the offensive Ground- and Dark-types in the metagame. Mega Metagross can stomach the Flying-, Fairy-, and Psychic-type moves aimed for Buzzwole as well. The choice between Bullet Punch and Thunder Punch boils down to whether you want to be able to beat Syclant, Stratagem, Kerfluffle, or weakened set up sweepers more easily or to snipe Pelipper off of rain teams and other Water- and Flying- types. Buzzwole can run 4 attacks for almost perfect coverage across the metagame, but Roost helps to mitigate Life Orb recoil alongside Leech Life. Expert Belt is another option if the Life Orb recoil is too annoying. Between Mega Metagross and Buzzwole, they can wear down and take out most Grass-types, including Amoonguss, Malaconda, Tangrowth, and Ferrothorn (if Superpower is run), so Waterium Z Manaphy is a great option as a cleaner. Good teammates for this core would include those with hazard control and those who can provide additional pressure on bulky Water-types.
 

emma

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DPL Champion

Balance Core

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
IVs: 0 SpA
- Earthquake
- Knock Off / Stone Edge
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe OR 248 HP / 252 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


Coming back from XY, Landorus-T + Rotom-W is my favorite core to use to date. LandoT and Washtom have almost perfect switching synergy with LandoT taking care of Grass-types and Washtom taking care of Water and Ice-types. They also form a nice VolTurn core to get in bigger offensive threats. Not much else to say, this core has for a worked for a long time and I do not see it stopping.
 
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Drapionswing

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+ [insert magearna sprite here]

Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Aura Sphere
- Thunderbolt
- Flash Cannon

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost/Earthquake


The core at hand is very offensive. Mega Charizard X relies on magearna to burst through physical walls like tomohawk with it's powerful flash cannon and potential corkscrew crash. Magearna provides Mega Charizard X with a nice pivot into fairy types which can then potentiallly provide a setup oppurtunity. Similarly, magearna relies on charizard x to break through and take advantage of more bulky threats like opposing magearna and also providing Mega Charizard x with setup opportunities. This core can be played very aggressive through a lot of doubling allowing the offensive nature of the core to pressure defensive teams
 
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Deck Knight

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Suggested edit on the Magearna / Zard X Core: Replace Thunderbolt with Fleur Cannon on Magearna and Roost with Earthquake on ZardX. Resisted Fleur Cannon is still stronger than neutral Thunderbolt because of STAB. Fleur Cannon is also very likely to score a KO when neutral, meaning the net SpA reduction is only -1 thanks to Soul Heart. As the core is designed to be offensive and because Magerna really needs to get in a Shift Gear to start a sweep anyway, it's ideal to inflict massive chunk damage to weaken opponents, then the actual sweep can start with a combination of Aura Sphere and Flash Cannon.

One last note, Flash Cannon followed by Fleur Cannon can KO Mixed Wall Hippowdon, a Pokemon that gives Charizard immense trouble. While Flash Cannon -> Corkscrew Crash can also do this, using Fleur Cannon doesn't use up your Z-Move that turn, so you can save it for later to net another KO. Ideally you use Fleur Cannon to finish off bulky foes hit by Flash Cannon early game, and late-game you net a KO with Corkscrew Crash to start snowballing. Without a Life Orb and using Timid Magearna only has 359 Special Attack. It really does need a way to break down threats first because it just doesn't have the raw power with Flash Cannon.

Additionally, Magearna really needs to be able to one-shot Tomohawk because LO Earth Power Tomohawk gives this core massive problems. There's nothing particularly wrong with Steelium-Z as an item, Corkscrew Crash can serve as an alternate to a Fleur Cannon where it's more appropriate, and following up a Corkscrew Crash with a Fleur Cannon is going to be very threatening to everything except Steel types. The chief component of Magearna's bulk is it's great typing, but it's being used here with Steelium-Z to try and overwhelm opponents, and Fleur Cannon just does a much better job of that over Thunderbolt.

As to Zard, again this core is being billed as offensive. Not bulky offensive, but offensive as in get in there, threaten opponents, and try to wallbreak. Without Earthquake, Heatran easily switches into ZardX and Magearna is unable to come in and punish it effectively. If Roost does something to accomplish the task of this core that is more suitable than the huge coverage and threat removing ability of Earthquake, I don't immediately see it.
 
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Drapionswing

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Suggested edit on the Magearna / Zard X Core: Replace Thunderbolt with Fleur Cannon on Magearna and Roost with Earthquake on ZardX. Resisted Fleur Cannon is still stronger than neutral Thunderbolt because of STAB. Fleur Cannon is also very likely to score a KO when neutral, meaning the net SpA reduction is only -1 thanks to Soul Heart. As the core is designed to be offensive and because Magerna really needs to get in a Shift Gear to start a sweep anyway, it's ideal to inflict massive chunk damage to weaken opponents, then actual sweep can start with a combination of Aura Sphere and Flash Cannon.

Additionally, Magearna really needs to be able to one-shot Tomohawk because LO Earth Power Tomohawk gives this core massive problems. There's nothing particularly wrong with Steelium-Z as an item, Corkscrew Crash can serve as an alternate to a Fleur Cannon where it's more appropriate, and following up a Corkscrew Crash with a Fleur Cannon is going to be very threatening to everything except Steel types. The chief component of Magearna's bulk is it's great typing, but it's being used here with Steelium-Z to try and overwhelm opponents, and Fleur Cannon just does a much better job of that over Thunderbolt.

As to Zard, again this core is being billed as offensive. Not bulky offensive, but offensive as in get in there, threaten opponents, and try to wallbreak. Without Earthquake, Heatran easily switches into ZardX and Magearna is unable to come in and punish it effectively. If Roost does something to accomplish the task of this core that is more suitable than the huge coverage and threat removing ability of Earthquake, I don't immediately see it.
Thunderbolt on magearna is to break through bulky waters like toxapex, mantine, slowbro and fleur cannon although a powerful stab before setting up defeats the purpose of this set as it decreases it's ability to clean a lategame or sweep which I've seen through testing.
If tomohawk is offensive it already beats this core because it should be running 252 speed with a modest nature so there's nothing this core can.
And roost, in my opinion, is a better option over eq despite not beating heatran (which magearna lures and weakens anyway as aura sphere puts it in range of +1 dragon claw) it allows charizard to have longevity and more usability throughout the game as I can go for flare blitz more comfortably as I know I can heal it up at a later date.
 

snake

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Balance Core

Landorus-Therian @ Leftovers / Flynium Z
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
If Leftovers 252 HP / 208 Def / 48 Spe on Lando (don't want to get outsped by Modest Magearna and 8 SpD is useless with Mega Manectric unreleased I think).
If Flynium Z, 252 HP / 44 Atk / 164 Def / 48 Spe (for guaranteed OHKO on Tomohawk w/o rocks)

Impish Nature Impish best nature always
IVs: 0 SpA
- Earthquake
- Knock Off / Stone Edge / Fly
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe imo 248 HP / 252 SpD / 8 Spe
Bold Nature obvs Calm Nature w/ above spread
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Coming back from XY, Landorus-T + Rotom-W is my favorite core to use to date. LandoT and Washtom have almost perfect switching synergy with LandoT taking care of Grass-types and Washtom taking care of Water and Ice-types. They also form a nice VolTurn core to get in bigger offensive threats. Not much else to say, this core has for a worked for a long time and I do not see it stopping.
Going to propose an edit. Specially defensive Rotom-W seems more useful with Landorus-T as a partner. Also, Supersonic Skystrike is a good move for Landorus-T to have if the team is going more offensive. Personally, I don't really like the core as is because it's two physically defensive Pokemon and right now the metagame is heavily specially oriented.

+ [insert magearna sprite here]

Magearna @ Steelium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Aura Sphere
- Thunderbolt
- Flash Cannon

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost / Earthquake
The core at hand is very offensive. Charizard relies on magearna to burst through physical walls like tomohawk with it's powerful flash cannon and potential corkscrew crash. Magearna provides Charizard with a nice pivot into fairy types which can then potentiallly provide a setup oppurtunity. Similarly, magearna relies on charizard to break through and take advantage of more bulky threats like opposing magearna and also providing charizard with setup opportunities. This core can be played very aggressive through a lot of doubling allowing the offensive nature of the core to pressure defensive teams
Quick GP note, make sure you put "Mega Charizard X" when appropriate. I do think Earthquake is worth a slash as it hits Mollux, which can harass this core otherwise, walling Magearna and doing 47-55% to Mega Charizard X with Sludge Bomb (mind the chance to poison) and amount of times you have to boost to get past it otherwise. Perhaps another teammate to eliminate Mollux would be better than running Earthquake, but it still has merit. Roost is still a great option so it should definitely be there. I was thinking about Thunder Punch, but Magearna has Thunderbolt, which is probably good enough.


I'll hold off on putting these in the archive until later today, just to generate some discussion on them. Drap's looks good on its own, so if it doesn't get discussion, I'll go ahead and put it in the offensive archive, but I think GGT's need a little updating before I put it in the balance archive.

EDIT added cores
 
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Defensive Core
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Recover
- Heal Bell / Stealth Rock

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Haze
- Rapid Spin
- Air Slash

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Will-O-Wisp
- Knock Off
- Foul Play

This core is mainly defensive due to the Pokemon having different roles in walling a variety of threats. In the case of Mollux, everyone has known from experience that it can be able to tank any form of special attack from a specific Pokemon, except if it is a super-effective move. For example, both Tomohawk and Mega Sableye struggle when facing against Fairy-type Pokemon. As Mollux can run its Poison STABs against these fairies, it can be proven to be a check / counter to the fairy threats. In the case of Tomohawk, it is very well known as a Physical Wall against a variety of threats, including but not limited to: Colossoil, Revenankh, Necturna, Kitsunoh, Mega Crucibelle, Mega Charizard X, and so on. As Mollux struggles against a 4x weakness towards Ground-type moves, Tomohawk can be able to defend Mollux as it has Ground coverage, as it is a Fighting / Flying type Pokemon, and tackle it back with its own STAB moves. There are many circumstances in which the STABs of Tomohawk are useless against some Pokemon like Excadrill, but can help in leaving some damage when another Pokemon to take over for Tomo. The role of Rapid Spin in the case of Tomohawk is to clear off any hazards that are currently on user's field, as to making an easy switch-in for any Pokemon this core is built around without getting affected a bit or a lot by the hazards (Stealth Rocks, Spikes, Toxic Spikes, etc). The role of Mega Sableye in this Defensive Core is that it can act as a problem against Physical users (except if the user is a Fire-type pokemon or has the ability of Water Bubble). The most interesting part about Mega Sab when it burns physical users with Will-O-Wisp, it can attack them pretty hardly with its Dark-type STAB move (Foul Play) as it is focused towards the Attack stat of the Physical user. As Tomohawk and Mollux struggle against Psychic users, Mega Sableye can be able to defend them as it is immune to Psychic-type moves and can take advantage of any physical or special Psychic-type pokemon threatening both Mollux and Tomohawk. Mega Sableye is also very useful due to it's Magic Bounce ability to reflect hazards onto the opponent's field, making a safe space (hazard-less) for not only the other parts of this core, but the Pokemon at which the core is built upon.

EDIT:

For better clarification, this core has trouble facing a lot of threats in Balance Teams. Some examples include Fairy-types and Ice-types. Fairy-types can be able to take advantage of the core as well as check for Mollux (seriously HP Ground Kerfluffle or any other fairy-type running any Psychic moves is a thing on Ladder and in CAP Battles). One instance is Tapu Koko, at which it can threaten both Tomohawk and Mega Sableye with its main STABs if Mollux has fainted. In the case of Ice-types, one pokemon, Mamoswine, that can threaten the core, as it can check for Tomohawk and Mollux with its Ice and Ground STABs.


If anyone wants to help improve my description about this core, then say ahead!

EDIT: THIS IS A STALL BUILD
 
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snake

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CAP Co-Leader

Defensive Core
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Recover
- Heal Bell / Stealth Rock

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Haze
- Rapid Spin / Stealth Rock
- Air Slash

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Will-O-Wisp
- Knock Off
- Foul Play

This core is mainly defensive due to the Pokemon having different roles in walling a variety of threats. In the case of Mollux, everyone has known from experience that it can be able to tank any form of special attack from a specific Pokemon, except if it is a super-effective move. For example, both Tomohawk and Mega Sableye struggle when facing against Fairy-type Pokemon. As Mollux can run its Poison STABs against these fairies, it can be proven to be a check / counter to the fairy threats. In the case of Tomohawk, it is very well known as a Physical Wall against a variety of threats, including but not limited to: Colossoil, Revenankh, Necturna, Kitsunoh, Mega Crucibelle, Mega Charizard X, and so on. As Mollux struggles against a 4x weakness towards Ground-type moves, Tomohawk can be able to defend Mollux as it has Ground coverage, as it is a Fighting / Flying type Pokemon, and tackle it back with its own STAB moves. There are many circumstances in which the STABs of Tomohawk are useless against some Pokemon like Excadrill, but can help in leaving some damage when another Pokemon to take over for Tomo. The role of Mega Sableye in this Defensive Core is that it can act as a problem against Physical users (except if the user is a Fire-type pokemon or has the ability of Water Bubble). The most interesting part about Mega Sab when it burns physical users with Will-O-Wisp, it can attack them pretty hardly with its Dark-type STAB move (Foul Play) as it is focused towards the Attack stat of the Physical user. As Tomohawk and Mollux struggle against Psychic users, Mega Sableye can be able to defend them as it is immune to Psychic-type moves and can take advantage of any physical or special Psychic-type pokemon threatening both Mollux and Tomohawk. Mega Sableye is also very useful due to it's Magic Bounce ability to reflect hazards onto the opponent's field, making a safe space (hazard-less) for not only the other parts of this core, but the Pokemon at which the core is built upon.


If anyone wants to help improve my description about this core, then say ahead!
Going to propose an edit. Rapid Spin is a good move on Tomohawk removing dangerous hazards for the core. Stealth Rock or Heal Bell can be run on another teammate, depending on the move choice for Mollux.
 

Defensive Core
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Recover
- Heal Bell / Stealth Rock

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Haze
- Rapid Spin
- Air Slash

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Will-O-Wisp
- Knock Off
- Foul Play

This core is mainly defensive due to the Pokemon having different roles in walling a variety of threats. In the case of Mollux, everyone has known from experience that it can be able to tank any form of special attack from a specific Pokemon, except if it is a super-effective move. For example, both Tomohawk and Mega Sableye struggle when facing against Fairy-type Pokemon. As Mollux can run its Poison STABs against these fairies, it can be proven to be a check / counter to the fairy threats. In the case of Tomohawk, it is very well known as a Physical Wall against a variety of threats, including but not limited to: Colossoil, Revenankh, Necturna, Kitsunoh, Mega Crucibelle, Mega Charizard X, and so on. As Mollux struggles against a 4x weakness towards Ground-type moves, Tomohawk can be able to defend Mollux as it has Ground coverage, as it is a Fighting / Flying type Pokemon, and tackle it back with its own STAB moves. There are many circumstances in which the STABs of Tomohawk are useless against some Pokemon like Excadrill, but can help in leaving some damage when another Pokemon to take over for Tomo. The role of Rapid Spin in the case of Tomohawk is to clear off any hazards that are currently on user's field, as to making an easy switch-in for any Pokemon this core is built around without getting affected a bit or a lot by the hazards (Stealth Rocks, Spikes, Toxic Spikes, etc). The role of Mega Sableye in this Defensive Core is that it can act as a problem against Physical users (except if the user is a Fire-type pokemon or has the ability of Water Bubble). The most interesting part about Mega Sab when it burns physical users with Will-O-Wisp, it can attack them pretty hardly with its Dark-type STAB move (Foul Play) as it is focused towards the Attack stat of the Physical user. As Tomohawk and Mollux struggle against Psychic users, Mega Sableye can be able to defend them as it is immune to Psychic-type moves and can take advantage of any physical or special Psychic-type pokemon threatening both Mollux and Tomohawk. Mega Sableye is also very useful due to it's Magic Bounce ability to reflect hazards onto the opponent's field, making a safe space (hazard-less) for not only the other parts of this core, but the Pokemon at which the core is built upon.


If anyone wants to help improve my description about this core, then say ahead!

EDIT: THIS IS A STALL BUILD
You would probably want a really good Ground type for this core, since Tapu Koko is everywhere and completely destroys this core. (albeit after taking a chunk from Sludge Bomb)
 

snake

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You would probably want a really good Ground type for this core, since Tapu Koko is everywhere and completely destroys this core. (albeit after taking a chunk from Sludge Bomb)
Mollux can check non-HP Ground sets pretty well actually, and while another check would be appreciated, I don't want the core to be more than three mons. I can add that another Tapu Koko answer would be appreciated in the description, though!
 
I'll edit out the description a bit snake_rattler regarding some threats that the core has trouble dealing with so then you can add that info to the OP if that is fine with you. Also Drapionswing pointed out that the core has trouble facing with Ice-types as well as Fairy-types (Kerfluffle being an instance as HP Ground is common).
 

snake

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I'll edit out the description a bit snake_rattler regarding some threats that the core has trouble dealing with so then you can add that info to the OP if that is fine with you. Also Drapionswing pointed out that the core has trouble facing with Ice-types as well as Fairy-types (Kerfluffle being an instance as HP Ground is common).
On a stall team, you'd add Chansey and call it a day anyways, but for balance teams this information is valuable. Just edit in your last post when you're done.
 
Okay, I edited the description in my post (see the EDIT: portion of the Description that talks briefly about some threats that the core can face in Balance Teams).
 

Offensive Core
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Thunder Punch / Ice Punch
- Bullet Punch

Greninja-Ash @ Choice Specs / Mystic Water
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam / Water Shuriken
- U-Turn

Ash-Greninja is a powerful special Wall-Breaker but it struggles to break Defensive Fairy- and Grass-type Pokemon. Mega Metagross is resistant against both Fairy- and Grass-type Pokemon, and can tackle back with its STABs. Thunder Punch should be run on Mega Metagross in the case of checking a variety of threats including Specially Defensive Celesteela, Pelipper, and Gyarados that is in its Mega Form or has Flynium Z. Ice Punch is another choice of Mega Metagross to use as it can be able to check for some threats like Landorus-T. Mega Metagross struggles against Ghost-, Fire-, Ground-, Dark-, and Steel-type Pokemon. Ash-Greninja is a great partner for Mega Metagross as it can hit physical tanks that wall and offensive threats that outpace Mega Metagross. In addition, Ash-Greninja is resistant and can tank against weak Ghost-, Fire-, and Dark-type moves in a pinch that is super-effective against Mega Metagross. Ash-Greninja can be run with either a Choice Specs, increasing the power of its special attacks, or be able to easily switch moves without receiving recoil from LO with a Mystic Water. Hydro Pump is Ash-Greninja's most powerful move that can check for any Ground-types threatening Mega Metagross. Dark Pulse, Ash-Greninja's best Dark-type STAB threatens Ghost-types such as Kitsunoh and Necturna and Psychic-types such as Mega Metagross, and has excellent neutral coverage alongside Hydro Pump. Ice Beam is used to super-effectively hit some threats such as Cyclohm, Garchomp, and Tomohawk. Alternatively, Ash-Greninja can run Water Shuriken as it is a priority move that can help Greninja to KO any pokemon at low HP. U-Turn is very useful for Greninja as it can be able to gain momentum from its threats. For example, the move can give Mega Metagross a free switch-in against Mollux, so MMeta can KO it with its Psychic STAB more easily. Together, Ash-Greninja and Mega-Metagross can use their priority moves in taking down faster, frail threats such as Pheromosa and Mega Alakazam if Ash-Greninja runs Water Shuriken. This core struggles against Ground coverage and is weak against Cyclohm as it can OHKO Ash-Greninja upon switch-in with its Electric STAB and can wall Mega Metagross.

Like before, please leave out concerns or suggestions that is needed to better understand the core so then I can add it to the description.
 
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Balanced Core


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Bullet Punch
- Meteor Mash
- Zen Headbutt

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 30 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Stone Edge

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic


Tapu Bulu introducted in gen7 has been one of the most used pokemons by far and that is no wonder when you see that it has great stats, good typings and a large movepool. It has been paired with Heatran for those reasons, Heatran is immune or resists all Tapu Bulu's weaknesses and Tapu Bulu resists all of Heatran's weaknesses which makes them a good combo. Finally, the core is missing several key components, one is speed, two, reliable momentum and power, three, checks to common sets that carry coverage against both both bulu and heatran for example Landorus-T and FlyiniumZ , Flying/Fighting like tomohawk or pinsir. Celesteela is there to prevent those threats from sweeping your team. Mega-Metagroos has a great amount of bulk as well as speed and attack. Pinsir is completely walled by it and so is Fidgit or Crucibelle-Mega . It also walls lele which is a big threats to any team. Tapu Bulu and Heatran can really beneficiate from Mega-Metagross as well as Mega Metagross can benefit from fire immunity and Grassy terrain.


SETS: Tapu bulu is banded, woodhammer is used to hit really hard and pressure your oponent, stone edge and superpower are your coverage and hornleech is to stay healthy. You also have 30 ivs in speed, that is for mega scizor to let it u-turn before you attack it so that you're able to hit hard whatever comes in next. Heatran is your stall breaker, it has taunt and toxic for stall, earthpower for fire types and other heatrans, magma storm to trap threats such as magearna, magnezone, tangrowth, ect. Mega-Metagross can pressure the opponent especially since it walls most of the common weaknesses of Heatran and Bulu, therefore the set is purely offensive (to keep the core balanced as well) It has Bullet Punch for priority, Meteordash which 2ohko Flyinium Z Landoru-t as well as hitting super hard and eventually get an attack boost, it also has earthquake as coverage for anything that can be a threat such as Crucibelle or Fidgit and finally Zen Headbutt as stab and for the rare fighting types such as Tomohawk that may come across.

TEAMMATES: I have chosen those teammates for the only reason that they can get pass what the core doesn't or add something to your team(such as power or speed). They would work great in a team.
Landorus-t: is great as physical switch in and general wall +hazards +ground immunity

Mantine: pretty much the same but brings defog instead of stealth rocks +water and ground immunity

Scarf Tapu lele: is a very good threat, adds speed and boosts Mega-Metagross

Tapu koko: great cleaner and pivot boosts Mega Metagross and Second check to Pinsir
 
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Balanced Core


Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Dazzling Gleam
- Hidden Power [Ice]

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 30 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Stone Edge

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic


Tapu Bulu introducted in gen7 has been one of the most used pokemons by far and that is no wonder when you see that it has great stats, good typings and a large movepool. It has been paired with Heatran for those reasons, Heatran is immune or resists all Tapu Bulu's weaknesses and Tapu Bulu resists all of Heatran's weaknesses which makes them a good combo. Finally, the core is missing several key components, one is speed, two, reliable momentum and power, three, checks to common sets that carry coverage against both both bulu and heatran for example Landorus-T and FlyiniumZ , Flying/Fighting like tomohawk or pinsir. Tapu koko can pick off every one of them with its moves and offers you u-turn which is very valuable when you have a bulky attacking core so that you can get your mons in safely. It also benefits from Heatran's ability to chip the oponent with magma storm so it can clean up later on the game. Some threats don't change such as Pheromosa, Mega Metagross ect.

SETS: Tapu bulu is banded, woodhammer is used to hit really hard and pressure your oponent, stone edge and superpower are your coverage and hornleech is to stay healthy. You also have 30 ivs in speed, that is for mega scizor to let it u-turn before you attack it so that you're able to hit hard whatever comes in next. Heatran is your stall breaker, it has taunt and toxic for stall, earthpower for fire types and other heatrans, magma storm to trap threats such as magearna, magnezone, tangrowth, ect. Tapu koko has a zap plate which makes you 1.2x harder with electric attacks and not to mention electric terrain, this thing hits really hard and is a great threat to your opponent.

TEAMMATES: Landorus-t: is great as physical switch in and general wall +hazards +ground immunity
Mantine: pretty much the same but brings defog instead of stealth rocks +water and ground immunity
Some suggestions / concerns I have with the team is that it struggles with Poison a lot, and some threats can be able to trouble the Balance Core a lot. Another suggestion is that I would recommend you can add in LO as an item for Tapu Koko, as it is common in the CAP Ladder and Tours. And having another Tapu Koko set specifically based on a mixed attacker would be handy. I would suggest adding that onto your description that some Poison-type threats, like Fidgit and Scarf Crucibelle, can be able to trouble the core a lot, including some of your own opinions regarding other threats besides the ones I listed and how they can threaten the core.
 
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Some suggestions / concerns I have with the team is that it struggles with Poison a lot, and some threats can be able to trouble the Balance Core a lot. Another suggestion is that I would recommend you can add in LO as an item for Tapu Koko, as it is common in the CAP Ladder and Tours. And having another Tapu Koko set specifically based on a mixed attacker would be handy. I would suggest adding that onto your description that some Poison-type threats, like Fidgit and Scarf Crucibelle, can be able to trouble the core a lot, including some of your own opinions regarding other threats besides the ones I listed and how they can threaten the core.
No, I think the tapu set is fine as it is. Zap plate is a better option especially since Tapu Koko is pretty frail. Then again it is mixed and has u-turn. I don't think bb Tapu Koko should be your Venusaur check and you don't want to get 10% off by switching out. Heatran can deal with that. I still think life orb is viable but I won't add it for the only reason that zap plate is superior.

For the threats, I can add them if you want it to be specific, Fidgit is dealt with the two teamates I have suggested for this core and Crucibelle by lando-t.
I will edit the rest.

Thank you for the feed back! Appreciated.
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader

Balanced Core


Tapu Koko @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Dazzling Gleam
- Hidden Power [Ice]

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 30 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Stone Edge

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic


Tapu Bulu introducted in gen7 has been one of the most used pokemons by far and that is no wonder when you see that it has great stats, good typings and a large movepool. It has been paired with Heatran for those reasons, Heatran is immune or resists all Tapu Bulu's weaknesses and Tapu Bulu resists all of Heatran's weaknesses which makes them a good combo. Finally, the core is missing several key components, one is speed, two, reliable momentum and power, three, checks to common sets that carry coverage against both both bulu and heatran for example Landorus-T and FlyiniumZ , Flying/Fighting like tomohawk or pinsir. Tapu koko can pick off every one of them with its moves and offers you u-turn which is very valuable when you have a bulky attacking core so that you can get your mons in safely. It also benefits from Heatran's ability to chip the oponent with magma storm so it can clean up later on the game. Some threats don't change such as Mega Metagross, Fidgit, Mega crucibelle, ect. I have listed some teammates such as Lando-t who walls all of these. Fidgit and Mega crucibelle can really threaten the core as they both can deal with Heatran and Bulu but if you add Lando-t Mega crucibelle and fidgit won't even be a threat anymore as it walls it completly. Mega Metagross is walled by both Mantine and Land-t. Another threat would be Pheromosa that Mantine can deal with, Lando-t can wall it only if it doesn't run ice beam. Otherwise Mantine would be your first choice.


SETS: Tapu bulu is banded, woodhammer is used to hit really hard and pressure your oponent, stone edge and superpower are your coverage and hornleech is to stay healthy. You also have 30 ivs in speed, that is for mega scizor to let it u-turn before you attack it so that you're able to hit hard whatever comes in next. Heatran is your stall breaker, it has taunt and toxic for stall, earthpower for fire types and other heatrans, magma storm to trap threats such as magearna, magnezone, tangrowth, ect. Tapu koko has a zap plate which makes you 1.2x harder with electric attacks and not to mention electric terrain, this thing hits really hard and is a great threat to your opponent.

TEAMMATES: I have chosen those teammates for the only reason that they can get pass what the core doesn't. They would work great in a team.
Landorus-t: is great as physical switch in and general wall +hazards +ground immunity
Mantine: pretty much the same but brings defog instead of stealth rocks +water and ground immunity
This is a great post! I'm going to make a couple of comments though.

While you're correct in that Flynium Z Landorus-T, offensive Tomohawk, and Mega Pinsir can beat Tapu Bulu and Heatran, offensive Tomohawk and Mega Pinsir more commonly carry Earth Power and Earthquake over Aura Sphere and Close Combat, respectively, as they hit their checks, specially defensive Mollux and physically defensive Cyclohm, again respectively. The problem is that Tapu Koko cannot switch into any of these Ground-type moves. You might want to rethink this third partner, since it can really only double into these other mons if you want to consider this a balance core. It could pass as one now, but I encourage you to think about it since at the moment, Tapu Koko doesn't really check these threats too well.
 
This is a great post! I'm going to make a couple of comments though.

While you're correct in that Flynium Z Landorus-T, offensive Tomohawk, and Mega Pinsir can beat Tapu Bulu and Heatran, offensive Tomohawk and Mega Pinsir more commonly carry Earth Power and Earthquake over Aura Sphere and Close Combat, respectively, as they hit their checks, specially defensive Mollux and physically defensive Cyclohm, again respectively. The problem is that Tapu Koko cannot switch into any of these Ground-type moves. You might want to rethink this third partner, since it can really only double into these other mons if you want to consider this a balance core. It could pass as one now, but I encourage you to think about it since at the moment, Tapu Koko doesn't really check these threats too well.
I have updated my thread, thank you so much for the feedback it really helped out. I included everything you've mentioned and how Mega-Metagross is a better partner.

Please give more feedback if you feel like anything should change.
 

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