PU Good Cores



Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 204 HP / 228 Atk / 76 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Acid Armor
- Calm Mind
- Recover
- Psyshock


Favorite core of all-time! Stoutland is a monster physical attack that is one of the heaviest hitters in the PU tier, with nice bulk Stoutland can also tank more non super effective hits. Stoutlands only weakness is fighting and Duosion is able to counter all fighting types in PU as well as take any unwanted toxic or willow-wisps aimed for Stoutland. Duosion can set up on pokemon that threaten Stoutland. In return, pokemon that threaten Duosion, Stoutland can switch in. This core works in perfect synergy I find this core to be one of the best in PU currently.
 


Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 204 HP / 228 Atk / 76 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Crunch

Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Acid Armor
- Calm Mind
- Recover
- Psyshock


Favorite core of all-time! Stoutland is a monster physical attack that is one of the heaviest hitters in the PU tier, with nice bulk Stoutland can also tank more non super effective hits. Stoutlands only weakness is fighting and Duosion is able to counter all fighting types in PU as well as take any unwanted toxic or willow-wisps aimed for Stoutland. Duosion can set up on pokemon that threaten Stoutland. In return, pokemon that threaten Duosion, Stoutland can switch in. This core works in perfect synergy I find this core to be one of the best in PU currently.
It is a nice core and all, but the thing about Duosion countering any Fighting-types is wrong. The only viable Fighting-type is pretty much Machoke, and all you get from switching in is a Knock Off that does a ton. Scraggy is not great, but it is a Fighting that completely counters Duosion. In addition, Stoutland wants to have status in all honesty so it can spam Facade, especially with the smashers gone. Still a nice core, but isn't as good as you make it sound.
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
It is a nice core and all, but the thing about Duosion countering any Fighting-types is wrong. The only viable Fighting-type is pretty much Machoke, and all you get from switching in is a Knock Off that does a ton. Scraggy is not great, but it is a Fighting that completely counters Duosion. In addition, Stoutland wants to have status in all honesty so it can spam Facade, especially with the smashers gone. Still a nice core, but isn't as good as you make it sound.
How do you mention scraggy before monferno

But yeah that's not really a core, the reasoning for how they support each other is shaky af (duo beating fightings, facade stout needing a status absorber to work). They could go on a team together but a core is kinda strong
 

Grim

The Ghost
is a Tiering Contributor Alumnusis a Contributor Alumnus

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Knock Off
- Return
- Pursuit


Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Nice dual wallbreaker core I have been using lately. The idea is that the few checks and counters Nasty Plot Raichu has, such as Roselia and Grumpig, get weakened or straight up destroyed by Dodrio's Choice Banded Pursuit. Dodrio's few checks are Rock- and Steel-types, and while Raichu might not be the first thing that comes to mind, it actually beats most Rock- and Steel-types in PU 1v1. Lightningrod is also nice to discourage faster Electric-types from using their STABs against Dodrio, and Dodrio's Flying-type discourages Ground-type attacks against Raichu. Basically you got two wallbreakers, on the physical and special side, that beat each others checks pretty well.
 
Floatzel+Dodrio(no images :c)

Floatzel @ Choice Specs
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Baton Pass/Switcheroo

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Quick Attack
- Return
- Knock Off/Baton Pass


Choice Specs Floatzel is an great wallbreaker, kills rocks and ground types who cause trouble to CB Dodrio,(piloswine, golem, carbink, probopass) otherwise, CB Dodrio get rid of bulky grass types/special walls(lickilicky, hypno, roselia) who can beat Floatzel, also like to knock off some things like clefairy, who otherwise wall floatzel
 
Last edited:

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Posting an offensive core that I think is pretty good right now:

+


Zebstrika is a really potent threat in PU right now, given its ability to both clean and threaten offensively based teams. However, what holds it back are basically specially defensive Pokemon (especially those with access to reliable recovery) and Ground types that don't mind HP Grass / HP Ice.

This is where Simisage comes in: Simisage is able to OHKO the two most prominent Ground type Stealth Rockers in PU with its LO boosted Leaf Storm: physically defensive Stunfisk and standard Piloswine (calcs below). Simisage needs to be at 72% or higher in order to avoid being taken out by Piloswine's Ice Shard, but you always OHKO Piloswine after Rocks with Leaf Storm.

252+ Atk Piloswine Ice Shard vs. 0 HP / 0 Def Simisage: 176-210 (60.4 - 72.1%) -- guaranteed 2HKO

The real selling point of this offensive core lies in the fact that Simisage is able to break the special walls or tanks in PU that hold it back: it can remove Vigoroth's Eviolite via Knock Off and then KO with Superpower, it can beat Clefairy with a combination of Knock Off + Gunk Shot, it seriously mauls Grumpig with Knock Off, and it threatens Lickilicky and Regice with a supereffective Superpower.

In return, Zebstrika checks Floatzel (lacking Choice Scarf) and counters Jumpluff for Simisage; without these two threats outspeeding and OHKOing Simisage with Ice Beam/Ice Punch and Acrobatics, respectively, Simisage is free to wallbreak and wreak havoc on the other team's defensive answers to Zebstrika.

This core can be completed by something like Relicanth very easily. It both protects you from threats like Dodrio / Stoutland and is able to set up Stealth Rock so that Simisage has an easier time wallbreaking. Coincidentally, it also has great type synergy with Sap Sipper Zebstrika / Simisage.

4 SpA Life Orb Simisage Leaf Storm vs. 248 HP / 8 SpD Eviolite Piloswine: 359-424 (89 - 105.2%) -- guaranteed OHKO after Stealth Rock

4 SpA Life Orb Simisage Leaf Storm vs. 248 HP / 8 SpD Stunfisk: 359-424 (85.2 - 100.7%) -- 43.8% chance to OHKO after Stealth Rock

252 Atk Life Orb Simisage Superpower vs. 0 HP / 0 Def Regice: 281-333 (93.3 - 110.6%) -- guaranteed OHKO after Stealth Rock

252 Atk Life Orb Simisage Gunk Shot vs. 252 HP / 4 Def Eviolite Clefairy: 333-393 (96.8 - 114.2%) -- 75% chance to OHKO

252 Atk Life Orb Simisage Knock Off (97.5 BP) vs. 248 HP / 24 Def Grumpig: 309-367 (85.1 - 101.1%) -- 81.3% chance to OHKO after Stealth Rock

252 Atk Life Orb Simisage Superpower vs. 248 HP / 8 Def Lickilicky: 291-343 (68.7 - 81%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+
-1 252 Atk Life Orb Simisage Superpower vs. 248 HP / 8 Def Lickilicky: 192-229 (45.3 - 54.1%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Simisage Knock Off (97.5 BP) vs. 248 HP / 0 Def Eviolite Vigoroth: 91-108 (25 - 29.7%) -- 1.1% chance to 3HKO after Stealth Rock
+
252 Atk Life Orb Simisage Superpower vs. 248 HP / 0 Def Vigoroth: 338-398 (93.1 - 109.6%) -- guaranteed OHKO after Stealth Rock
(^Without Eviolite)

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Leaf Storm
- Gunk Shot
- Knock Off
- Superpower

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Overheat
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Defensive Core:
+


This core is pretty basic, but is an effective defensive core for entry hazard setting and removal that addresses a large portion of the meta by itself. For example, using these two in combination means you'll no longer be weak to really potent threats like Dodrio, Jumpluff, Zebstrika, Raichu, and many others. While they are not counters, these two also provide you with 2 soft checks to Stoutland, which is pretty nice.

Additionally, Vullaby and Stunfisk can set the stage for slower choiced wallbreakers like Stoutland (or even lesser used options like Adamant CB Basculin), given this core has access to reliable paralysis and a slow U-Turn. Likewise, Vullaby is great because it gets a free switch in against Roselia (and even avoids being powdered via Overcoat) and can Defog, so teams with this core are less susceptible to being beaten by hazard stack.

I made the core with SpDef Stunfisk and Def Vullaby to check things like Jumpluff, Floatzel, and Simipour more effectively, but you can actually reverse this to fit your team by using Def Stunfisk and SpDef Vullaby.

Strong physical hitters with SE Rock / Ground coverage (Golem) actually give this core a lot of problems. After you've added a Golem switch-in of some kind, the next step would be to account for your weakness to Ice. T-wave Grumpig works well (especially in conjunction with Stunfisk's paralysis), as do Fire-types, given you already have the hazard removal to help prevent them from being whittled away by SR.

Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic / Thunder Wave
- Discharge
- Earth Power
- Stealth Rock

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn / Whirlwind
- Defog
- Roost
- Foul Play

Offensive Core:

+

This is a more offensive core that is geared toward luring and removing Regice's normal checks and counters, which in turn makes clicking Rock Polish a pretty easy win condition to pull off.

For example, Grumpig is a pretty common switch-in to Simisear's Sub/NP/Focus Blast/Fire Blast set, but if Grumpig switches into Simisear in this case, it's OHKOed by Knock Off after SR damage. Flash Fire Pokemon like Rapidash and Ninetales that may switch in to catch a Fire Blast from Simsear are also OHKOed by Rock Slide, which leaves Regice poised to sweep with LO Ice Beam at +2.

There are some positive and negative side effects to using this core: pros include not being walled by Grass-types, which opens up the way for offensive Water-types, like CB Floatzel. Cons include being weak to SR and Rock-types in general, which means you'll need something that can switch into a Rock-type attack and beat them reliably (Stunfisk and Machoke are options). Using a Defogger or Spinner of some kind is really necessary here, as Simisear and Regice are obviously both crippled by entry hazards and LO recoil.

While Rapidash can be lured with Simisear's Rock Slide, it's also a good idea to use a reliable switch-in in order to have some kind of counter play for Rapidash when using this core (Solrock / Gabite are nice examples of Rapidash counters).

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Overheat / Fire Blast
- Superpower / Low Kick
- Knock Off
- Rock Slide

Regice @ Life Orb
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP
- Rock Polish
- Thunderbolt
- Ice Beam
- Focus Blast
 
Last edited:

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Balanced core:

+


The idea behind this core is to get a sweep going with CM Duosion. The Pokemon that can stop Duosion from sweeping much less getting up a Calm Mind are Steel-types, and special walls such as Lickilicky. The one thing they all have in common: Machoke beats them all. Machoke also has Knock Off to wear down other Psychic-types such as Grumpig and has Bullet Punch to break Kadabra's Focus Sash. This core can be easily worn down by Pokemon such as Dodrio and Stoutland as it is slow, but can still work out well if you can cover for them. RestTalk Machoke can be used for more longevity as well over AoA.


Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Recover
- Psyshock
- Acid Armor / Signal Beam

Machoke @ Eviolite
Ability: Guts
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch
 
Last edited:
Defensive Weather Core

+


2xTheTap touched on a very similar concept with Stunfisk+Vullaby, but I'll post this here anyway as I think it differentiates itself enough to warrant a seperate post.

Hippopotas @ Eviolite
Ability: Sand Stream
EVs: 248 HP / 128 Def / 132 SpD
Impish Nature
- Slack Off
- Stealth Rock
- Whirlwind
- Earthquake

Vullaby (F) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Roost
- Defog
- Brave Bird


My attempt at a defensive sand core. Hippopotas' ability in Sand Stream and Vullaby's Overcoat have huge synergetic qualities and allow both to bypass their lack luster offensive stats as Sandstorm can whittle and wear down your opponents offensive threats while these two regain health or set/remove Stealth Rocks on/from the field.

Hippopotas can switch into Electric and Rock type attacks, aiding Vullaby as your opponent likely switches into something on the turn you Defog to threaten it out. Vullaby likewise walls physical Grasses and other heavy physical hitters that Hippo may be overwhelmed by.

Brave Bird is a useful addition to this set, as this core doesn't handle Roselia or Machoke very well once they are present on the field. Brave Bird 2HKO's mixed def Roselia and has a 72% chance to 2HKO Machoke after Stealth Rock and Sandstorm damage, which is important, as its Knock Off threatens the core's defensive capabilities.

I usually pair this duo with Politoed or Mixed Def Roselia carrying Rest over Synthesis, as these two arent likely to survive when switching into most heavy Water hitters such as Specs Floatzel, Simipour and Basculin.

Regice and Rotom-F are also notable threats to this core but, with Hippo's ability to lay rocks reliably throughout the course of a game, they are worn down when switching into either of these.
 
Last edited:
Ok I've removed all of the cores with Piloswine, updated the archive with the new cores, and removed cleftang because honestly it's an outdated meme.
Offensive core:

+


The idea behind this core is to get a sweep going with CM Duosion. The Pokemon that can stop Duosion from sweeping much less getting up a Calm Mind are Steel-types, and special walls such as Lickilicky. The one thing they all have in common: Machoke beats them all. Machoke also has Knock Off to wear down other Psychic-types such as Grumpig and has Bullet Punch to break Kadabra's Focus Sash. This core can be easily worn down by Pokemon such as Dodrio and Stoutland as it is slow, but can still work out well if you can cover for them. RestTalk Machoke can be used for more longevity as well over AoA.


Duosion @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Recover
- Psyshock
- Signal Beam

Machoke @ Eviolite
Ability: Guts
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Ice Punch
This core is fine, but do you mind changing it to a Balanced Core? This really isnt offensive. Also I would prefer Duosion be changed to Calm Mind + Acid Armor, since that moreso appreciates Darks and Psychics being gone, and I honestly think it's the better set in this meta.
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
This core is fine, but do you mind changing it to a Balanced Core? This really isnt offensive. Also I would prefer Duosion be changed to Calm Mind + Acid Armor, since that moreso appreciates Darks and Psychics being gone, and I honestly think it's the better set in this meta.
Yeah I get what you're saying. I just like Signal Beam for the added coverage is all.
 

ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
Offensive Core (FloatDuck)


Floatzel @ Choice Band
Ability: Swift Swim/ Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Frustration
- Baton Pass/ Switcheroo



Golduck @ Splash Plate/ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk
- Hydro Pump
- Ice Beam
- Psyshock/ Hidden Power Electric
- Rain Dance

So as we are all aware Water is a very very strong Type in the PU teir. Floatzel's Banded set does a great job breaking the checks of Swift Swim Golduck. It 2hko's Roselia with Ice Punch, and 2hko's Politoed with Frustration after Stealth Rock damage. Golduck is also great at breaking banded Floatzel's checks such as luring in Tangela and Gourgeist with Ice Beam and rose with Psyshock making it easier to spam Waterfall.


Floatzel @ Choice Band
Ability: Swift Swim
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Frustration
- Baton Pass

Golduck @ Splash Plate
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Psyshock
- Rain Dance
 
Last edited:
Defensive Core



Swalot @ Rocky Helmet
Ability: Sticky Hold
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Pain Split
- Sludge Bomb
- Yawn
- Encore

Meganium @ Leftovers
Ability: Overgrow
EVs: 228 HP / 4 Atk / 236 SpD / 40 Spe
Gentle Nature
- Toxic
- Giga Drain
- Dragon Tail
- Synthesis


Nice core that I have been working around lately Swalot and Meganium. Swalot has Sticky hold which is a great ability in this tier, because of the amount of knock usage. Swalot is the the defensive pokemon with 252 in hp and defensive. Also pain-split is nice recovery if low on health, encore for any pokemon that attempts to set up against Swalot along with yawn that allows you to force a switch with your opponent. Meganium is a nice special wall that can resist the ground attacks and can take most psychic special attackers. Meganium also has dragon tail for any pokemon that attempts to set up also has giga drain and synthesis as forms of recovery. Meganium also hates being toxic which swalot can eat up. This core is useful but not saying it is perfect few weaknesses. Well hope you enjoy. :)
Edit: Calc for Linoone people: +6 252+ Atk Linoone Extreme Speed vs. 252 HP / 252 Def Swalot: 339-400 (83.9 - 99%) -- guaranteed 2HKO
 

MrAldo

Hey
is a Social Media Contributoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Forum Moderator Alumnus
On that meganium, having a gentle nature is detrimental cause you sacrifice important physical bulk on a mon that all around good bulk, and dragon tail is more useful for the utility rather than the damage it can do. Calm nature should be the main option. Cute core there.
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Defensive Core

+

In the same way that Carracosta used to be a great partner for Roselia due to its solid typing and physical bulk, Relicanth can easily work alongside Roselia to form a solid defensive hazard stacking core. Whats more, because of Relicanth's access to Yawn and good attacking power even when uninvested can easily wear down switchins to Roselia while Roselia can switch in on the Electric- and Grass-types Relicanth hates so much. This core is troubled by Pokemon such as NP Ninetales, so its best to keep that in mind.


Relicanth @ Leftovers
Ability: Rock Head
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Head Smash
- Waterfall
- Yawn

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 80 Def / 180 SpD
Calm Nature
- Spikes
- Synthesis
- Giga Drain
- Sludge Bomb
 
Offensive Core
+
+


Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Superpower
- Facade
- Crunch

Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Frustration
- Knock Off
- Quick Attack

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Knock Off
- Superpower
- Gunk Shot


So this is a core I've been really liking and have been using on a lot of my teams. Stoutland and Dodrio act as the normal spam parrt of the core. These are are really cool because they can break mons for each other. Stoutland can break things like Probopass, non Colbur Solrock, and Metang with the right predictions for Dodrio to sweep with its Choice Scarf.

Simisage is added in because it's an amazing partner for normal spam teams. It breaks down a lot of problem mons that normal types have a hard time breaking without the need for heavy predictions. It manages to break down Colbur Solrock, Tangela, Relicanth, Metang, Probopass, and knock off eviolites on mons such as Vullaby so that way Stoutland and Dodrio are free to spam their STAB moves of choice.
 
Last edited:
Offensive Core
+


Configuration 1
Mr. Mime @ Choice Specs
Ability: Filter
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature / Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Dazzling Gleam
- Focus Blast / Baton Pass
- Healing Wish / Baton Pass

Monferno @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- U-turn
- Thunder Punch

Configuration 2
Mr. Mime @ Choice Scarf
Ability: Filter
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- U-turn
- Mach Punch


Monferno+Mime have very nice offensive synergy in the current meta and are a great core I've been using lately.

Configuration 1
Monferno @ Choice Scarf possesses very spammable high BP STAB's in Close Combat and Flare Blitz and secures quite alot of KO's on offense after Stealth Rocks, while Mr. Mime @ Choice Specs breaks down many common defensive cores in the current meta. Mr. Mime also appreciates Monferno's Fighting coverage against Steel types instead of having to rely on innacurate Focus Blast to hit said Steels.

This core also has the added bonus of putting immense pressure on Roselia, rarely giving it oppurtunities to lay down its infamous Spikes of Recurring Infliction™, helping offensive teams keep needed momentum while not being impaired by constant entry hazard damage (Roselia is OHKO'd by Scarf Flare Blitz and Specs Psyshock, respectively).

Speaking of momentum, while Baton Pass on Mr. Mime isn't as useful as Healing Wish in most situations, it does form a nice momentum core with Monferno's U-turn or, if Healing Wish is absolutely necessary to your team's overall composition, it could be used over Focus Blast if you are confident in your ability to bring in Monferno on a predicted Steel type.
While this core is quite weak to strong priority, it is a great starting point for a more offensively minded team, in my opinion.

Configuration 2
AoA Monferno @ Life Orb and Mr. Mime @ Choice Scarf work in a very similar fashion, although this core requires more previous damage on fast offensive threats to secure KO's from Monferno's Mach Punch and either of Scarf Mr. Mime's attacking options.

Healing Wish is very key to this configuration, and is much more useful here then on the previous. Life Orb+Flare Blitz means Monferno is hard tasked to stay alive long enough to claim as many kills as it would like to against bulkier teams, but Mr. Mime's Healing Wish gives Monferno new life and another shot at breaking down your opponent's team.

Hope y'all enjoy this core. :]
 
Last edited:

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Core for Balance teams:

+

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- U-turn
- Earthquake
- Roost
- Defog

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Volt Switch
- Earth Power
- Flash Cannon

When building around multiple SR weak Pokemon on the same team (or a single x4 SR weak Pokemon like CB Ninjask or Articuno), this is basically the SR laying and removal core that I use.

Probopass is here for laying SR and is used over other options for its ability to trap Steel-types. Sturdy may seem better in this meta, but Magnet Pull syngergizes better with the SR weak Pokemon that need Steel-types removed (again, Ninjask and Articuno are good examples of Pokemon that enjoy seeing defensive threats like Klang or Probopass trapped). This Probopass is faster than others you've seen, but its Speed can be modified to fit the team you need. It is ideal when it is ran with enough Speed to trap uninvested Klang and Metang.

Together, Vibrava and Probopass act as a slow VoltTurn core, taking hits and bringing in Pokemon that need a turn for setup or that are more frail for free. Probopass resists all of Vibrava's weakness, while in return Vibrava provides Probopass with a valuable immunity to Ground-type attacks.

Pelipper is a similar option that you can use over Vibrava, and has exceptional type synergy with Probopass. (Water / Ground / Fighting are all resisted for Probopass, and in return, Probopass resists Rock). However, using Pelipper with another Stealth Rock weak Pokemon would stack SR weaknesses, which is undesirable for a team to be switching in and out constantly via U-Turn or Volt Switch with SR on the field. Vullaby also deserves an honorable mention for a possible Defog partner, is not nearly as passive as Vibrava or Pelipper can be, but is also SR weak and can affect team synergy negatively if you're using more than 2 SR weak Pokemon.

The core itself is weak to threats like Fraxure. For example, its +1 Outrage OHKOes Vibrava, and its Superpower or Low Kick faints Probopass. To help remedy this, Scarfers faster than 384 Speed (i.e. +1 252 Jolly Fraxure) can be used in tandem with this core. Choice Scarf Mr. Mime is a great partner for its ability to outspeed and OHKO +1 Fraxure via STAB Dazzling Gleam.
 
Last edited:

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sleep Powder
- Acrobatics
- U-turn
- Seed Bomb

Politoed @ Leftovers
Ability: Water Absorb
EVs: 228 HP / 216 SpA / 64 Spe
Modest Nature
- Scald
- Ice Beam
- Hidden Power [Electric]
- Encore

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 56 Atk / 204 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Toxic

This is a nice balanced core that provides a lot of type synergy and utility in just three slots, leaving the rest of the team available to use strong/fast threats to break opposing cores. With the core, you already have covered your Normal/Water/Fire/Flying/Electric checks as well as Stealth Rock. I know people like to hate on SDef Golem, but it works very well here as a check to Electric-types, which the rest of the core seriously appreciates, while still packing decently powerful Earthquakes and Stone Edges (shoutout Tect for that :D). And offensive Politoed can be pretty hard to switch into and packs a fair amount of bulk, checking most Water-types. Jumpluff rounds out the core by checking several threats like Machoke and Simisage while also providing some Speed.

The fourth slot on each Pokemon is pretty variable (most notably Toxic>Seed Bomb/U-turn on Jumpluff if the rest of the team can't break Vigoroth) but I've posted my favorite: Toxic on Golem to break down things like Tangela as well as several Defog users like Vibrava and Vullaby, and Encore on Politoed to catch a lot of defensive Pokemon and setup sweepers like Linoone. The core has a bit of trouble switching into Roselia so something to handle that is nice.
 
Last edited:
Balanced Core

+


Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Pursuit

Ninetales @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Energy Ball
- Substitute


Metang and Ninetales form a good core, and i'll show why.
Metang provides rocks, which are really good for Ninetales, letting it wallbreaker or sweep more efficiently and can take 1v1 some of Ninetales checks and counters. Metang can beat Kadabra and Grumpig by breaking the former's sash and weakening the latter via Pursuit trap. Metang can also beat Probopass and some fire-types attempting to switch in via Earthquake (which are a problem, as the relevant fire types can speed tie (opposing Ninetales) or outspeed (Simisear and Rapidash), while providing a strong check to normal spam. Ninetales can take on bulky grass like Tangela and Gourgeist for Metang, and thanks to Metang's coverage, it is able to run Substitute over Dark Pulse (which was for Grumpig, but Metang can weaken it) or Hidden Power Ground (which was for Probopass and others fire types). Occasionally, Ninetales can even come in on some fire-types that force Metang out, although relies on predict, or it can get OHKO'd by Rapidash's Drill Run or by Simisear's Rock Slide. Ninetales can also beat some bulky water-types for Metang (can't switch in, but can deal some damage with a boosted Energy Ball.


Grumpig:

If decides to switch: 252+ Atk Metang Pursuit vs. 252 HP / 0 Def Grumpig: 190-224 (52.1 - 61.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
If decides to stay: 252+ Atk Metang Meteor Mash vs. 252 HP / 0 Def Grumpig: 160-189 (43.9 - 51.9%) -- 69.5% chance to 2HKO after Stealth Rock and Leftovers recovery
What can do at best to Metang: 252+ SpA Grumpig Shadow Ball vs. 252 HP / 0 SpD Eviolite Metang: 120-142 (37 - 43.8%) -- guaranteed 3HKO after Stealth Rock

Kadabra:

Switching: 252+ Atk Metang Pursuit vs. 4 HP / 0 Def Kadabra: 328-386 (147.7 - 173.8%) -- guaranteed OHKO
What can do at best: 252 SpA Kadabra Shadow Ball vs. 252 HP / 0 SpD Eviolite Metang: 134-158 (41.3 - 48.7%) -- 13.3% chance to 2HKO after Stealth Rock
Probopass:

252+ Atk Metang Earthquake vs. 172 HP / 0 Def Probopass: 244-288 (80.2 - 94.7%) -- 6.3% chance to OHKO after Stealth Rock
What can do at best: 252+ SpA Probopass Earth Power vs. 252 HP / 0 SpD Eviolite Metang: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO after Stealth Rock

Fire-types trying to switch-in:

252+ Atk Metang Earthquake vs. 0 HP / 4 Def Rapidash: 222-262 (81.9 - 96.6%) -- guaranteed OHKO after Stealth Rock
252+ Atk Metang Earthquake vs. 0 HP / 0 Def Simisear: 242-286 (83.1 - 98.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Metang Earthquake vs. 0 HP / 0 Def Ninetales: 212-250 (73.8 - 87.1%) -- 87.5% chance to OHKO after Stealth Rock

Bulky Grasses:

252 SpA Life Orb Ninetales Fire Blast vs. 252 HP / 0 SpD Eviolite Tangela: 463-546 (138.6 - 163.4%) -- guaranteed OHKO
252 SpA Life Orb Ninetales Fire Blast vs. 248 HP / 0 SpD Gourgeist-Super: 432-510 (115.8 - 136.7%) -- guaranteed OHKO
+2 252 SpA Life Orb Ninetales Fire Blast vs. 252 HP / 180+ SpD Eviolite Roselia: 406-478 (133.5 - 157.2%) -- guaranteed OHKO

Bulky waters:

+2 252 SpA Life Orb Ninetales Energy Ball vs. 248 HP / 8 SpD Pelipper: 246-290 (76.1 - 89.7%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Life Orb Ninetales Energy Ball vs. 200 HP / 0 SpD Politoed: 372-439 (100.2 - 118.3%) -- guaranteed OHKO
252 SpA Life Orb Ninetales Energy Ball vs. 252 HP / 0 SpD Relicanth: 530-624 (131.1 - 154.4%) -- guaranteed OHKO
 
Last edited:
Offensive Quadruped Core.

upload_2015-11-2_10-14-55.jpeg
+
upload_2015-11-2_10-15-12.png


Sawsbuck @ Choice Scarf
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Horn Leech
- Double-Edge
- Jump Kick
- Baton Pass

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Overheat


This four-legged fury of a core focuses on speed, momentum and pressure. This also provides dual immunities in Grass and Electric which can also provide a +1 in there respective offensive stat allowing the possibility of a sweep Defoggers/SR setters also enjoy these immunities along with the momentum provided from Baton Pass/Volt Switch.
 
Last edited:

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Alright so the tier shift has happened, and after some time passed, I'll post some cores I believe will work fine.

Offensive Core

+

So basically Exeggutor come to PU and has access to good dual STAB coverage, however it does struggle with Dark-types such as Pawniard and Zweilous. Monferno comes in to provide a solid check to both with Close Combat while also providing momentum with U-Turn so Exeggutor can take advantage of its ability to wallbreak. This core is weak to Water-types, mainly Simipour and Floatzel, so having a solid Water check such as Politoed or even Tank Regice wold make a fine addition.


Exeggutor @ Life Orb / Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Psychic
- Hidden Power [Fire]
- Giga Drain

Monferno @ Eviolite / Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn


Offensive Core

+

So the idea behind this Normal Spam core is that Bouffalant and Ursaring can work together to wear down each other checks and counters. Bouffalant can set up on Grass-types or weak attacks that can't break it Substitute. Ghost-types such as Misdreavus wall the crap out of Bouff, so enter Ursaring with its access to Swords Dance and Crunch to wear down and beat the troublesome Ghost-types Bouffalant hates so much. This core is very interchangeable as other Normal-types can fufill the same role such as running Vigoroth over Bouffalant and Stoutland over Ursaring. Mr. Mime makes a great partner here as it double resists Fighting while also providing Healing Wish support to either, allowing them to sweep again.


Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 140 HP / 252 Atk / 124 Spe
Adamant Nature
- Substitute
- Swords Dance
- Return
- Earthquake

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Facade
- Close Combat
- Crunch
 

ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
Offensive Core (FloatDuck)


Floatzel @ Choice Band
Ability: Swift Swim/ Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Frustration
- Baton Pass/ Switcheroo



Golduck @ Splash Plate/ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk
- Hydro Pump
- Ice Beam
- Psyshock/ Hidden Power Electric
- Rain Dance

So as we are all aware Water is a very very strong Type in the PU teir. Floatzel's Banded set does a great job breaking the checks of Swift Swim Golduck. It 2hko's Roselia with Ice Punch, and 2hko's Politoed with Frustration after Stealth Rock damage. Golduck is also great at breaking banded Floatzel's checks such as luring in Tangela and Gourgeist with Ice Beam and rose with Psyshock making it easier to spam Waterfall.


Floatzel @ Choice Band
Ability: Swift Swim
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Frustration
- Baton Pass

Golduck @ Splash Plate
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Psyshock
- Rain Dance
OK I have an update for this core... Introducing Floatz-Eel


Floatzel @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Low Kick
- Aqua Jet


Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Shell Smash

So this is similar to FloatDuck in the way it functions, but I feel this is far more superior. So basically it is very very hard for a team to check two powerful water types such as this. Floatzel brings in checks such as Politoed and Lapras, Floatzel can afford to run low kick now as one switch in with Politoed has a very high chance to put it in a +2 HP electric range, and has a chance to OHKO Lapras without Rocks, with rocks it is a solid OHKO. Gorebyss at +2 will lure in things such as kadabra making it easier for Floatzel to clean up at the end.

good Replay here showing how it can break checks. http://replay.pokemonshowdown.com/pu-290322633

252 Atk Choice Band Floatzel Low Kick (120 BP) vs. 248 HP / 0 Def Lapras: 408-480 (88.1 - 103.6%) -- guaranteed OHKO after Stealth Rock

252 Atk Choice Band Floatzel Low Kick (60 BP) vs. 200 HP / 0 Def Politoed: 107-127 (28.8 - 34.2%) -- 2.7% chance to 3HKO

+2 252+ SpA Gorebyss Hidden Power Electric vs. 200 HP / 0 SpD Politoed: 262-310 (70.6 - 83.5%) -- guaranteed 2HKO

+2 252+ SpA Gorebyss Ice Beam vs. 252 HP / 180+ SpD Eviolite Roselia: 234-276 (76.9 - 90.7%) -- 25% chance to OHKO after Stealth Rock
 

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Surprised this one hasn't been posted yet:
Offensive Core

Linoone @ Sitrus Berry
Ability: Pickup
EVs: 172 HP / 252 Atk / 44 Def / 40 SpD
Adamant Nature
- Belly Drum
- Extreme Speed
- Shadow Claw
- Seed Bomb

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Memento
- U-turn

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock


Linoone is one of the best Pokemon in the metagame, and this core is a large reason why its so threatening. Jumpluff is a standard team mate to many frail set up sweepers, and since linoone has to stay above 75%, memento support is very much needed, and Jumpluff is the best user due to its high speed and it can even use Sleep powder. It is also a very good bait to some of linoones checks, particularly steel-types such as Klang and Pawniard which are all trapped by probopass (it also sorta baits tangela), and with U-turn you dont even have to risk double switches. Probopass is the obvious teammate here as it traps steel-types and can set up stealth rock which puts stuff like Pelipper in range of +6 Espeed. Note that probopass should probably be speed creeping even more as weakening other Probopass is very important. Overall a defining core in this metagame.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top