Monotype Good Cores (see post 136 for updates)

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Offensive Core


Dragonite @ Weakness Policy
Ability: Mulitscale
EVs: 4 HP / 252 Atk / 252 SpE
Jolly Nature
- Dragon Dance
- Fire Punch
- Extremespeed
- Dragon Claw

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Draco Meteor
- Earthquake
- Stone Edge
- Dragon Claw

I'm too lazy to change the format so I keep quoting myself and just subbing in pokemon names to the link to that (spanish?) website for different pictures.

Dragonite is a late game sweeper that you use when you know you can't keep stealth rocks off the field any longer, a pokemon is KOd by something that can't touch dragonite itself, or when the opponet's team loses it's counter. Dragonite's multiscale prevents it from being OHKOd by anything but ice types, greninja, and specs/band dragons. Afterwards it uses it's high power and neutral coverage to lay the smack down on the other team. Extremespeed kills weaker speedy pokemon and scarfers with a bit of prior damage, which should be the only thing left to check him before you start dancing.

Garchomp prevents +1 charizard X or scarf kyurem W from wrekcing a dragon team, and he works as a pretty effective scarfer in all of the neutral match ups thanks to his tremendous coverage, and beutiful STABs.


  • The opponet may rely on a trick or switcheroo pokemon to beat dragonite..
  • Shared x 4 weak to ice attacks
  • Dragonite requires dedicated defog support to reach his full potential.
  • Dragonite has to choose coverage for skarmory/ferrothron or heatran
  • Sableye and thundurus-I are not a good trade for foddering dragonite.


Good Partners
  • Druddigon
  • Hydregion
  • Latios
  • Goodra
  • Latias
  • Kyurem-Black
[/quote]
 
Last edited:

scpinion

Life > Monotype... unfortunately :)
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OR/AS Mega's have officially hit the ladder!
The Good Cores thread is ready to accept your cores containing the new Mega-Evolutions.

See the OP for more information and make sure to follow the same posting format! I copy/pasted the posting format below just so you can easily read it. :)
Make sure your sets can be copy/paste into the Pokemon Showdown! Teambuilder.
Up to 3 Pokemon can be used, 4 is pushing it, however, if the core is good enough it can be accepted

Please denote your core as Offensive, Defensive or Balanced when posting.

Also, please utilize sprites (or another similar graphic) to add some aesthetic appeal!
go to this link: http://play.pokemonshowdown.com/sprites/xyani/

Click on the animated sprite link of interest.
Copy the URL from your address bar.
(or just right click and "copy link address")

For example, the link for based god monotyke is: http://play.pokemonshowdown.com/sprites/xyani/mantyke.gif

In the post editor click on the image button (beside the smiley face)

Paste your link and click "insert"

<an image of the Pokemon (sprites preferred)>
Pokemon @ Item
Ability: [Ability]
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, SAtk, SDef, Spd]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

<an image of the Pokemon (sprites preferred)>
Pokemon @ Item
Ability: [Ability]
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, SAtk, SDef, Spd]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

In a paragraph, describe how the core works

In a paragraph, describe threats to the core. Please place this section inside hide tags to make it easier to navigate the thread. (thanks AFD)
(all cores have weaknesses, don't forget this section!)

In a paragraph, describe what Pokemon support the core well
(this can be a specific list or something generic like "hazard control")

If you have Replays of this core in action we would love to see them! However, replays are certainly not a requirement.
 

feen

control
is a Top Tiering Contributoris a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
Defensive Core For Mono-Flying



Sets:


Infernus (Mega-Charizard X) @ Charizardite X
Ability: Tough Claws
EVs: 224HP/ 252SpD/ 28Spe
Careful Nature
-Will-o-Wisp
-Dragon Claw
-Flare Blitz/Fire Punch
-Roost



Railgun (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252HP/252SpD/4Spe
Calm Nature
-Discharge
-Toxic/Heat Wave
-Defog
-Roost



Tutankhamun (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252HP/252Def/4Atk
Impish Nature
-Stealth Rock/Stone Edge
-U-Turn
-Knock Off
-Earthquake



Icarus (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252HP/252Def/4Atk
Impish Nature
-Stealth Rock/Defog/Toxic
-Brave Bird/Counter
-Roost
-Whirlwind

Core in detail:
Skarmory and Landorus-T are the physical walls, while Charizard X and Zapdos are the special walls. I'll explain the sets step by step here

Mega Charizard X- This set takes advantage of the amazing typing Charizard-X has. With a bulk of 78/111/85, it's weak to Ground, a type which the other members of the team is immune to, Dragons, which can be played around (More easily if you use a togekiss) and Rock, which is mostly physical and you have two great walls of rock types in Landorus-Therian and Skarmory. Also, it can tank ice beams, which this core is weak to. Will-o-Wisp cripples the physical attackers (Reks Bisharp and Mega Mawile), and the EVs make is Specially Bulky which makes it really difficult to take down. As for the speed EVs, it really depends on your team, on how much speed you want to run. Dragon Claw is the usual STAB which hits hard on many things, since it takes boost from Tough Claws. Flare Blitz OHKOs many things, such as Mega Gardevoir and Nidoking, but the HP loss sucks, so Fire Punch can also be used. Using Roost ensures the Zard's longevity and it becomes really hard to take down for certain types.

Zapdos- SpD Zapdos walls many of the special attackers in monotype. With a bulk of 90/85/90, it is a really annoying and superb wall against many types. It tanks Electric attacks like a boss and covers the weakness in electric. Discharge hits hard coming as STAB from a base 125 SpA, which can also parahax faster opponents and scarfs (and watch them rage). Heat Wave hits steel types hard while Toxic destroys the longevity of many mons. Defog is mandatory on Zapdos because 1. Flying Monotype. 2. Charizard. Roost helps Zapdos stalling. Best special wall of flying right here.

Landorus-Therian- This is the set that abuses it's ability. With a bulk of 89/90/80, the stats look not impressive from here but with Intimidate, it's capable of survivng almost all physical attacks and hit hard from a Base 145 Atk stat.It tanks Rock type attacks which removes the rock weakness . U-Turn helps keep the momentum, Knock off removes the foe's precious items, Earthquake is the powerful STAB and you can run Stone Edge to give the EdgeQuake coverage or Stealth Rock to set hazards.

Skarmory- Flying's best physical wall. With a bulk of 65/140/70, it can tank physical attacks like a boss and either hit with Brave Bird or Whirlwind them away. This is basically a Landorus-Therian with reliable recovery. Defog gives another chance to remove hazards once Zapdos dies, while Stealth Rock gives Landorus-Therian a chance to use 4 attacking moves. Brave Bird is the strongest attack Skarmory gets, with a little drawback. Counter is a surprise attack which can destroy many threats such as Bisharp, Mega Mawile, Mega Gyarados, Dragon Dance Mega Tyranitar, Mega Medicham, Swords Dance Mega Garchomp, Dragonite, Mega Salamence, Mega Charizard X, Darmanitan, Victini, but if you run counter you literally have nothing against special attackers and if the opponent knows you carry that you're dek'd. Roost gives it reliable recovery while whirlwind wrecks set up sweepers attempting to set up on it.

Good teammates: Togekiss (Heal Bell support), A fast scarfer like Thundurus-Therian or Staraptor.

Threats to the core:



This can ice beam through your entire team and destroy it. If it's scarf ninja (Which is getting more used nowadays thanks to a certain Dark type user), it can destroy the scarfs in your team as well.
How to beat it: If it's not scarfed, OHKO it with Scarf Thundurus-Therian or Scarf Staraptor. If it's scarfed, it lacks the power so Zard X can wall it easily and kill it.



This can set rocks and make it really difficult to switch into anything. Fire Blast kills Skarm, Ice Beam kills Landorus, Stone Edge kills Zapdos and Zard.
How to beat it: Landorus can hit hard with EQ or U-Turn and switch to Zapdos, Ttar usually doesn't carry Ice Beam so Landorus is the way to kill. If it has ice beam, staraptor or a shaky focus miss from Thundurus-T will kill it after weakening it.



One word: Gravity.
........
Also some Landoruses carry Rock Slide and destroys the core.
How to beat it: If it has gravity, sack the least useful pokemon in your team. Since you'll only see gravity in Ground, sack Charizard imo. Then go to a scarfer and kill it. If it has Rock Slide, it will switch in to your Zapdos. Roost the first turn and see if it has rock slide or not. If it does, switch to skarm, then switch back to a scarfer as it will focus blast, then kill it.

And lastly, these things


Why is Kyurem-W even in monotype? Idek. Anyways Sub Kyurem-B destroys what flying has to offer, ice beaming and fusion bolting everything to oblivion. Kyurem-W, on the other hand, sweeps with the scarf variant, OHKOing almost everything with ice beam.
How to beat them: Kyurem-Black: If it's scarf set, Toxic with Zapdos and then roost stall, or make it use Fusion Bolt and use Lando to hit. If it's Sub, sack something, go to Skarmory and whirlwind it, and next time be aware of the sub and attack it. Focus Blast with Thundurus-Therian or Close Combat with Staraptor hits it hard then go to Zard to kill.
Kyurem-White: Welp, gg. Jk most are scarf, go to zard and tank an ice beam, roost, it will switch out, continue this and if it switches into zard, switch to togekiss because it's gonna draco meteor. Focus Miss from scarf thundy and Close Combat from Staraptor gets it.
 

DoW

formally Death on Wings
Defensive Core For Mono-Flying



Sets:


Infernus (Mega-Charizard X) @ Charizardite X
Ability: Tough Claws
EVs: 224HP/ 252SpD/ 28Spe
Careful Nature
-Will-o-Wisp
-Dragon Claw
-Flare Blitz/Fire Punch
-Roost



Railgun (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252HP/252SpD/4Spe
Calm Nature
-Discharge
-Toxic/Heat Wave
-Defog
-Roost



Tutankhamun (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252HP/252Def/4Atk
Impish Nature
-Stealth Rock/Stone Edge
-U-Turn
-Knock Off
-Earthquake



Icarus (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252HP/252Def/4Atk
Impish Nature
-Stealth Rock/Defog/Toxic
-Brave Bird/Counter
-Roost
-Whirlwind

Core in detail:
Skarmory and Landorus-T are the physical walls, while Charizard X and Zapdos are the special walls. I'll explain the sets step by step here

Mega Charizard X- This set takes advantage of the amazing typing Charizard-X has. With a bulk of 78/111/85, it's weak to Ground, a type which the other members of the team is immune to, Dragons, which can be played around (More easily if you use a togekiss) and Rock, which is mostly physical and you have two great walls of rock types in Landorus-Therian and Skarmory. Also, it can tank ice beams, which this core is weak to. Will-o-Wisp cripples the physical attackers (Reks Bisharp and Mega Mawile), and the EVs make is Specially Bulky which makes it really difficult to take down. As for the speed EVs, it really depends on your team, on how much speed you want to run. Dragon Claw is the usual STAB which hits hard on many things, since it takes boost from Tough Claws. Flare Blitz OHKOs many things, such as Mega Gardevoir and Nidoking, but the HP loss sucks, so Fire Punch can also be used. Using Roost ensures the Zard's longevity and it becomes really hard to take down for certain types.

Zapdos- SpD Zapdos walls many of the special attackers in monotype. With a bulk of 90/85/90, it is a really annoying and superb wall against many types. It tanks Electric attacks like a boss and covers the weakness in electric. Discharge hits hard coming as STAB from a base 125 SpA, which can also parahax faster opponents and scarfs (and watch them rage). Heat Wave hits steel types hard while Toxic destroys the longevity of many mons. Defog is mandatory on Zapdos because 1. Flying Monotype. 2. Charizard. Roost helps Zapdos stalling. Best special wall of flying right here.

Landorus-Therian- This is the set that abuses it's ability. With a bulk of 89/90/80, the stats look not impressive from here but with Intimidate, it's capable of survivng almost all physical attacks and hit hard from a Base 145 Atk stat.It tanks Rock type attacks which removes the rock weakness . U-Turn helps keep the momentum, Knock off removes the foe's precious items, Earthquake is the powerful STAB and you can run Stone Edge to give the EdgeQuake coverage or Stealth Rock to set hazards.

Skarmory- Flying's best physical wall. With a bulk of 65/140/70, it can tank physical attacks like a boss and either hit with Brave Bird or Whirlwind them away. This is basically a Landorus-Therian with reliable recovery. Defog gives another chance to remove hazards once Zapdos dies, while Stealth Rock gives Landorus-Therian a chance to use 4 attacking moves. Brave Bird is the strongest attack Skarmory gets, with a little drawback. Counter is a surprise attack which can destroy many threats such as Bisharp, Mega Mawile, Mega Gyarados, Dragon Dance Mega Tyranitar, Mega Medicham, Swords Dance Mega Garchomp, Dragonite, Mega Salamence, Mega Charizard X, Darmanitan, Victini, but if you run counter you literally have nothing against special attackers and if the opponent knows you carry that you're dek'd. Roost gives it reliable recovery while whirlwind wrecks set up sweepers attempting to set up on it.

Good teammates: Togekiss (Heal Bell support), A fast scarfer like Thundurus-Therian or Staraptor.

Threats to the core:



This can ice beam through your entire team and destroy it. If it's scarf ninja (Which is getting more used nowadays thanks to a certain Dark type user), it can destroy the scarfs in your team as well.
How to beat it: If it's not scarfed, OHKO it with Scarf Thundurus-Therian or Scarf Staraptor. If it's scarfed, it lacks the power so Zard X can wall it easily and kill it.



This can set rocks and make it really difficult to switch into anything. Fire Blast kills Skarm, Ice Beam kills Landorus, Stone Edge kills Zapdos and Zard.
How to beat it: Landorus can hit hard with EQ or U-Turn and switch to Zapdos, Ttar usually doesn't carry Ice Beam so Landorus is the way to kill. If it has ice beam, staraptor or a shaky focus miss from Thundurus-T will kill it after weakening it.



One word: Gravity.
........
Also some Landoruses carry Rock Slide and destroys the core.
How to beat it: If it has gravity, sack the least useful pokemon in your team. Since you'll only see gravity in Ground, sack Charizard imo. Then go to a scarfer and kill it. If it has Rock Slide, it will switch in to your Zapdos. Roost the first turn and see if it has rock slide or not. If it does, switch to skarm, then switch back to a scarfer as it will focus blast, then kill it.

And lastly, these things


Why is Kyurem-W even in monotype? Idek. Anyways Sub Kyurem-B destroys what flying has to offer, ice beaming and fusion bolting everything to oblivion. Kyurem-W, on the other hand, sweeps with the scarf variant, OHKOing almost everything with ice beam.
How to beat them: Kyurem-Black: If it's scarf set, Toxic with Zapdos and then roost stall, or make it use Fusion Bolt and use Lando to hit. If it's Sub, sack something, go to Skarmory and whirlwind it, and next time be aware of the sub and attack it. Focus Blast with Thundurus-Therian or Close Combat with Staraptor hits it hard then go to Zard to kill.
Kyurem-White: Welp, gg. Jk most are scarf, go to zard and tank an ice beam, roost, it will switch out, continue this and if it switches into zard, switch to togekiss because it's gonna draco meteor. Focus Miss from scarf thundy and Close Combat from Staraptor gets it.
Looking at your core, I notice that Mega Gyarados would actually fit in really nicely over Zard X. Missing out on willo is somewhat nasty, but with a bulky resttalk/waterfall/dragon tail set it can do a good job of walling things, it has naturally more special bulk and a dual intimidate is always nice. It doesn't help a whole load against Kyu-B but it's the best answer flying's got to Kyu-W, and it beats Greninja, Ttar and Landorus. IDK, just something worth considering maybe.
 
Offensive Core


Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Recover
- Shadow Ball / Dark Pulse
- Will-O-Wisp

Bisharp @ Life Orb
Ability: Defiant
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance

Don't have time to do this right now, but eh.

Mega Sableye answers dark's need for a viable status absorber. Against competent opponets, it's best to stay in normal form untill you've burned their physical attackers, as you can be broken, and to avoid cm wars, as sableye will come off the loser against traditional mons like crocune. can sweep a huge variety of teams, although synchronize pokemon can still status him, phsyical (and volt turn teams) can wear him down enough to go to the next uncrippled attacker, and physical fairies can still wreck him while burned (and they can come in and hit before the burn comes out due to the speed loss) Shadow Ball preffered for coverage on fighting and fairy pokemon. It can even limit the number of times you need to send in Mandibuzz by stealing the opponet's hazards.

SD bisharp keeps the opponet from wanting to defog, even if they are a flying team crippled by the status. It also traumitizes sticky web teams. Knock off is your strongest attack in geneneral, and your go to option when something wants to be cute, as it can do tremendous damage even to a opponet that sets up iron defense or wisps in your face. Iron head and the speed EVs creeps some fairys, which greatly extends bisharp's value.


  • Mach Punch wrecks bisharp..
  • Sablye does not work as a sweeper while calm mind pokemon or quiver dance volcarona is alive.
  • Defoggers will predict a defiant boost and use things like heat wave/thunder wave/ whirlwind if you go for the boost..
  • Sableye has to run mono coverage, leading it to choose which teams it gets walled by.
  • Sablye can't take a Choice Specs attack or Life orb lando-I on after only one Calm mind. so it should know to switch out.
  • Dragon Tail teams can phase sablye with little penalty, as it's lack of investment, means its attacks are very weak when unboosted.
  • Both Charizard Mega's eat sableye for breakfeast., and if it's already mega evolved, so does mega gyarados's ever popular sub dd set.
  • When first added, you had to type in sable and altaria's item manually with the import/export button, as the one on the item list is misspelt and will display invalid.


Good Partners
  • Tyranitar
  • Hydregion
  • Greninja
  • Drapion
  • Crawdaunt
  • mandibuzz
[/quote][/quote]
 

feen

control
is a Top Tiering Contributoris a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
Looking at your core, I notice that Mega Gyarados would actually fit in really nicely over Zard X. Missing out on willo is somewhat nasty, but with a bulky resttalk/waterfall/dragon tail set it can do a good job of walling things, it has naturally more special bulk and a dual intimidate is always nice. It doesn't help a whole load against Kyu-B but it's the best answer flying's got to Kyu-W, and it beats Greninja, Ttar and Landorus. IDK, just something worth considering maybe.
Grass Knot Greninja tho >.>
 

DoW

formally Death on Wings
MFW the calc's down so I don't have a proper answer... Anyway, with bulky 'dos it should take an ice beam and grass knot, although badly, then wreck back with dragon tail. I guess it wouldn't live, but it'd outright beat scarf greninja locked into ice beam while LO greninja wouldn't like dragon tail especially factoring in LO recoil and potentially two loads of SR given it's phazed out. IDK though, I can't calc it and Grass Knot is 120 BP against mega gyara... in any case, it answers some of the problems, so would potentially be worth testing as a replacement for zard. If nothing else, losing the SR weakness is nice.
 
OFFENSIVE CORE

MEGA BEEDRILL + VOLCARONA + FORRETRESS or ARMALDO


BUSTA (Beedrill) @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Drill Run

shitty gen 5 sprite..ew
HOT AND SPICY (Volcarona) @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Giga Drain/Roost/Hidden Power [Ice]



LIL' TUCKER (Forretress) @ Mental Herb OR Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Stealth Rock
- Rapid Spin
- Volt Switch
- Spikes

OR


BIG BOIII (Armaldo) @ Mental Herb
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Stone Edge/Rock Slide/Rock Blast

Pretty self explanatory. You set as many hazards as you can with Forretress, or preserve him so he can remove hazards later on. If you set tons of hazards, you have two choices in this core. You can either wreak havoc with Beedrill, or set up on some kids with Volcarona. Beedrill knocks out a lot of pokemon, as well as doing a significant bit to Salamence-Mega with Poison Jab, as well as that scrumptious chance to poison. Beedrill can also cripple Pokemon like Skarmory with Knock Off, since Rocky Helmet (hopefully) is going be helpful in stopping Beedrill from U-Turning in and out. Volcarona helps with taking down nasty physically defensive Pokemon that threaten Beedrill and overall is a really magnificent set-up sweeper. If you want, you can run Megahorn over U-Turn on Beedrill if you're worried that hazards are going to wear him down in all of the madness of going in and out. LIL' TUCKER or BIG BOIII is obviously the spinner here; Forretress has access to Spikes and Volt Switch, something Armaldo wishes it had. However, Armaldo can shoot off a Knock Off and can actually take on some Fire types.


Most Fire types (ones that can take a hit from Beedrill and can break through Volcarona). For the most part, Hidden Power Ground Volcarona is an option to BOP Torkoal. Also, if you run Armaldo, you can take a hit from a none sun boosted mon' and KILL IT hehe.

MEGA SALAMENCE (fuck u) Thankfully, Salamence is going to get the BOOT, the BAN, the KICK from the tier soon enough. However, MEGA SALAMENCE bops this entire core with the nice and powerful SUBSTITUTE, DRAGON DANCE, RETURN. You can use that CHOICE SCARF GENESECT packed with the ice cold ICE BEAM. Armaldo can also survive an unboosted Return and use his TRAP CARD to bop Salamence with a Rock Blast.

Covert Cobblestoners Sneaky Pebbles really destroy all Buges in general (;___;), you really have to try your best to preserve Forretress or Armaldo to take the Incognito Igneouses off of your lawn.

Genesect This MONSTER.. Pretty much every set BOPS this team. Beedrill can barely do a thing to this MONSTER, your best chance is keeping Volcarona at a nice and healthy HP, keeping the ROCKS off your mum's backyard, or hoping the Genesect isn't Choice Scarf/winning Genesect SPEED TIE.

Pinsir This BEAST pretty much bops most Buges. Genesect can come in for free on a Quick Attack and ONE HIT KNOCK OUT (nice n fatal) this thing with a Blaze Kick, Flamethrower, Ice Beam, and do hella with Iron Head, and Extreme Speed. Also taken on by a healthy Armaldo.
Thundurus This THREAT hits this entire core for a whopping 2HKO pretty much,, THUNDER WAVE cripples Beedrill, and Thunderbolt KOs Volcarona after Stealth Rock. Your best bet is preserving Armaldo to take Thundurus down.


GOOD PARTNERS

(ง ͠ ͠° ͟ل͜ ͡°)ง thanks bro appreciate it (ง ͠ ͠° ͟ل͜ ͡°)ง

GENESECT
SCIZOR
GALVANTULA
DURANT
HERACROSS
VIVILON


 

feen

control
is a Top Tiering Contributoris a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
MFW the calc's down so I don't have a proper answer... Anyway, with bulky 'dos it should take an ice beam and grass knot, although badly, then wreck back with dragon tail. I guess it wouldn't live, but it'd outright beat scarf greninja locked into ice beam while LO greninja wouldn't like dragon tail especially factoring in LO recoil and potentially two loads of SR given it's phazed out. IDK though, I can't calc it and Grass Knot is 120 BP against mega gyara... in any case, it answers some of the problems, so would potentially be worth testing as a replacement for zard. If nothing else, losing the SR weakness is nice.
Also Mega Gyara has no reliable recovery, and prone to WoW burns and Confide Sableye can wall the core
 

DoW

formally Death on Wings
Also Mega Gyara has no reliable recovery, and prone to WoW burns and Confide Sableye can wall the core
Hmm... Firstly, the set I suggested was rest/sleep talk/waterfall/dragon tail which doesn't like sableye but will recover from a WoW. The recovery's not great, but I find it's bulky enough for it to work, especially if you've got heal bell toge on your team. But anyway, only a suggestion.
 
Offensive Core


Metagross @ Metagrossite
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Meteor Mash
- Earthquake
- Bullet Punch
- Grass Knot

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin



Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

I'm coming down with whooping cough, but at least I still have a silver tongue.

Meatgross's Mega functions surprisingly like a Life Orb Keldeo, although with way more bulk and without the recoil damage. The given set allows it to take it's revenge killers down with it, as outspeeding is not enough anymore, they must also be at full health. It also wards off sucker punch to an extent, which is nice given that the megastone makes it the stronger than the knock off many STAB abusers will also have. Trading in zen headbutt, earthwquake, or ice punch dramatically improves your performance against ceirtain types, and metagross mega is still very cabable as a pursuit user if you want to go that way. Provides a ton of offensive momentum for the generally stally steel type. Grass knot is for slowbro and other weakened bulky waters, and dosen't get weakened if you suffer a burn.

Mold Breaker Excadrill dosen't try to compete with other scarfed pokemon, but settles for dealing with unboosted +natures, outside of a couple outliers (mainly base 145-150 megaevolutions) Mold breaker makes it very threatening to rotom, and also increases damage against a couple of other pokemon. His t wave immunity sometimes puts in work, and he does outspeed+1 dragonite. His attacks are considerably weaker than his ground type set, but in the past I've run toxic over rapid spin to hit tanks like slowbro, hippowdon, mandibuzz, and now megasablye, on the switch in, as you'll be switching out after these pokemon have come in anyway, so you mine as well give them something to remember.

Modest Magnezone's speed numbers. 84 for uninvested base 70s (scizor/skarmory) 140 for heatran, 168 for uninvested base 80s (mandibuzz) In monotype running speed creep is less popular than maxing out bulk on what few walls each type gets, so a speedy magnezone can put in far more work here than in OU, at the cost of his bulk, but that was never special to begin with. As one of the few special attackers on a steel team, magnezone is primarily cares about hitting physical walls and tanks that don't invest and speed, as they are the main obstacle to the other attackers and stall core. The specs set can easily power through the a suicune or mega sablye with one or even 2 calm minds under its belt thanks to the tremendous power of its stab. Utterly eliminates specific bulky offensive threats, but often has to watch out for moves like superpower, and the opponet fast switching to bring you in as bait.


  • Base 100 or higher DD pokemon are not really open fore revenge killing, as only metagross could tank a hit, and they might display an even more offensive spread than you expected.
  • Victini is still very much a problem.
  • Fighting teams still a problem if you don't find room for zen headbutt on metagross (and keldeo in particular)
  • Switching into foul play does substantial damage to metagross and excadrill
  • Life Orb sets of bisharp will Kill the last two without a boost if they take 2-3 turns of stealth rock damage.
  • While magnezone can snipe hippowdon with grass knot, this will give excadrill the maximum number of sandrush turns, which will be fatal if the ground team succeeded in killing skarmory already.


Good Partners
  • Skarmory
  • Heatran
  • Klefki
  • Ferrothron
  • Bisharp
  • Jirachi
 
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Balance Core


Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Reflect
- Light Screen
- Spikes
- Thunder Wave

Bisharp @ Life Orb
Ability: Defiant
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance



Doublade @ Eviolite
Ability: No Guard
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Sacred Sword
- Iron Head
- Shadow Sneak

I'm coming down with whooping cough, but at least I still have a silver tongue.

Klefki can let a steel team go on the offensive faster than the "wait till hazards wear them down" which pokemon like mawile, scizor, and metagross apreciate. It can run foul play, but without stab, it acheives unimpressive results, and many of the pokemon offending it will be defoggers who don't care much about speed or ground types. Thunder wave can stop an offensive mon like victini or volcarona teams from walking all over your team.

Bisharp threatens anyone trying to get cute and take down klefki's screens or spikes early, giving you more time to use them to pound or wear down the enemy. It can also defeat an impressive array of bulky mons with it's own setup abilities. Suckerpunch allows it to threaten even fast/scarf pokemon, and with spike support, even excadrill and magnezone become a non issue before SD.

Doublade has tremendous physical bulk, and forces most fighting pokemon to play mind games. It can and will shrug off a non stab knock off, and can tank earthquakes in a pinch. It's priorty can force around some psychics and ghosts like gengar, as well as keep opposing victini from coming in. Iron head preffered because gyro ball won't reach full power on slow things like sablye and fairies.


  • zapdos can come in and use heatwave instead of defog, leading to some disastorus switches.
  • Duoblade can't win an arms race with slowbro, although it gives megasableye a good run for it's money.
  • Core is weak to bulky wisp users (charizards especially) as they can kill klefki slowly to lower amount of turns screens are up and cripple the other two without taking much damage.
  • Keldeo isn't impressed by bisharp in most situations and doublade dosen't have the special bulk to take a specs or LO scald.
  • Klefki is taunt bait and, can only para in return, additionally, lures in SD ground pokemon like garchomp.
  • Stronger earthquake users and lanod-I can power throught the screens and prevent setup.


Good Partners
  • Skarmory
  • Heatran
  • Mawile
  • Ferrothron
  • Scizor
  • Jirachi
 
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feen

control
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Balanced Core for Fairy

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Thunder Wave
- Light Screen
- Reflect

Diancie @ Diancite
Ability: Magic Guard
EVs: 252Atk / 4SpA / 252Spe
Hasty Nature
-Diamond Storm
-Calm Mind
-Moonblast
-Earth Power

This core takes fully advantage of Klefki's dual screens and then uses Mega Diancie to sweep the rest of the team with a whooping 110 BST

Good Teammates: Togekiss, Azumaril, Gardevoir, Clefable, Slurpuff

Threats:

Scarf Terrakkion, can hit hard
Mega Medicham, broken power with Bullet Punch
Scarf Genesect, hits hard with Download boost
Mega Scizor, priority Technician boosted Bullet Punches
Sturdy Magnezone, can survive one and kill with Flash Cannon

How to handle those threats:
Terrakkion
: Klefki paralyse with T-wave
Mega Medicham: Azumaril can tank a hit and ohko with play rough
Scarf Genesect: Clefable can Flamethrower it
Mega Scizor: Clefable can Flamethrower it if it doesnt set up, Klefki can Foul Play
Sturdy Magnezone: Use SR Clefable to break the 100% HP
 
Balanced Core for Fairy

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Thunder Wave
- Light Screen
- Reflect

Diancie @ Diancite
Ability: Magic Guard
EVs: 252Atk / 4SpA / 252Spe
Hasty Nature
-Diamond Storm
-Calm Mind
-Moonblast
-Earth Power

This core takes fully advantage of Klefki's dual screens and then uses Mega Diancie to sweep the rest of the team with a whooping 110 BST

Good Teammates: Togekiss, Azumaril, Gardevoir, Clefable, Slurpuff

Threats:

Scarf Terrakkion, can hit hard
Mega Medicham, broken power with Bullet Punch
Scarf Genesect, hits hard with Download boost
Mega Scizor, priority Technician boosted Bullet Punches
Sturdy Magnezone, can survive one and kill with Flash Cannon

How to handle those threats:
Terrakkion
: Klefki paralyse with T-wave
Mega Medicham: Azumaril can tank a hit and ohko with play rough
Scarf Genesect: Clefable can Flamethrower it
Mega Scizor: Clefable can Flamethrower it if it doesnt set up, Klefki can Foul Play
Sturdy Magnezone: Use SR Clefable to break the 100% HP
I'd add ground types to this list of threats though.
 

feen

control
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Balanced Core for Psychic

Mew @ Leftovers
Ability: Synchronize
EVs: 196 HP / 4 Def / 180 SpD / 128 Spe
Calm Nature
- Will-O-Wisp
- Heal Bell
- Stealth Rock
- Taunt/Defog

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Fire Blast/Flamethrower
- Thunder Wave/Calm Mind
- Scald
- Slack Off

Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt/Ice Punch/Shadow Sneak
- Knock Off

How to use:

Mew acts as a Special Wall while Slowbro is the physical wall. If faced against an attacker, burn with mew and go to Gallade and SD, starting in a great sweep. Mew can have Defog over Taunt to remove hazards while Calm Mind can be run over Thunder Wave on Slowbo making it a great late-game sweeper. Zen Headbutt is the primary stab which hits HARD while Ice Punch can obliterate Landorus-I which can otherwise form huge holes in the team. Shadow Sneak is also used as a priority.

Good Teammates: Scarf/AV Victini, AV/SpD Meloetta, Scarf Gardevoir, Trick Scarf Uxie, Azelf

Threats to the core:
Bisharp:
Knock off 2hkos everything and 1hko if it gets a SD boost (How to beat it: Use a scarfer and trick it, then play accordingly)
Hydreigon: Hits hard on anything and literally destroys with STAB Dark Pulse (How to beat it: Scarf/AV Victini, Mega Gallade, Scarf Gardevoir)
Scarf Moxie Heracross: Literally KOs everything with STAB Megahorn (How to beat it: Scarf Victini, pray for misses, burn it on the switch with Mew)
Genesect: U-turns the core into oblivion (How to beat it: Scarf Victini)
Mega-Beedrill: Adaptability U-Turn. RIP (How to beat it: Scarf Victini, Priority)
Assault Vest Conkeldurr: Enjoys burn and rips with knock off (How to beat it: Sack something and go to a fast revenge-killer like Mega Gallade)
 
Defensive Core Mono Flying

Charizardite Y
Ability- Drought
Nature- Calm
EVs, 252 hp, 252 spdf, 4 spatk

Will-O-Wisp
Flamethrower
Roost
Air Slash/ Solarbeam/ Focus Blast


Leftovers
Ability- Pressure
Nature-Bold
EVs, 252 hp, 252 def, 4 Spatk

Discharge
Toxic
Roost
Defog


Leftovers
Ability- Serene Grace
Nature- Calm
EVs, 252 hp, 252 SpDf, 4 Spatk

Thunder Wave
Air Slash
Roost
Heal Bell

Leftovers
Ability- Sturdy
Nature- Impish
EVs, 252 hp, 252 Def, 4 Attack

Toxic/whirlwind
Defog
Roost
Brave Bird

Mega Charizard Y- This set was basically designed to protect my team from powerful special water sweepers (Greninja and Keldeo and the like). The ability Drought allows you to switch Charizard in on any special water attack; so I would recommend leading it against any team playing Greninja, Keldeo, or Politoed. Zards monstrous base special defense state of 115 allows it to stand up to nearly any non STAB super effective special attack. Will-o-Wisp allows you to turn of physical attackers that zard out-speeds, as well as the ones that try to set up; for example: Bisharp, Mawile, Scrafty, and Gyarados. Wisp also allows you to roost stall certain troublesome Pokemon such as Tentacruel and Keldeo. The biggest downside to Zard is the typing. You need to keep stealth rocks off the field to use any iteration of Charizard.

Zapdos- Physically defensive Zapdos serves the purpose of protecting you from Fire and Steel type physical sweepers. Zapdos doesnt get OHKOd by swords danced Bisharp, and the high probability of discharge to paralyze forces Bisharp and Mega Mawile into a non-optimal sucker punches. Toxic Allows you to roost stall most physical sweepers, but you are completely useless against Excadrill. Zapdos has a formidable HP stat, as well as above average special defense which allows it to emergency defog under most circumstances if you can afford to lose it.

Togekiss- This set is pretty easy to use. Heal bell saves your team from status ailments. Thunder Wave slows your opponents down enough for Air Slash to flinch nearly any pokemon out of the game. Togekiss is an enormous special wall which cannot realistically be OHKOd by any special sweepers. But you do need to be careful about when you switch into Togekiss. Greninja, Gengar, and most electric types can easily 2 shot Toge.

Skarmory- Skarmory is the hands down the reigning physical wall champion. I personally like to use toxic on Skarm because it very few physical sweepers can even 2 shot it. Skarmory should be kept out of the way of STAB fire type moves, and cannot generally stop steel sweepers, but it is the bane of fighting teams, and protects your team from most ice type pokemon with which you would otherwise struggle (weavile, mamoswine, avalugg, etc...).

There are always still threats-



Ground teams with gravity will rip most flying teams to shreds if you aren't careful. Charizard Y can usually handle one earth power but just barely. Luckily in the sun Flamethrower will kill Landorus. But as a back up plan I personally play choice band Dragonite who can take a hit from Landorus and easily OHKO it in retaliation. Flying teams often play Rock Slide Landorus which is also a problem for this core. You may have to sac Skarm to toxic it then roost stall it with Zapdos.



To this core Kyurem Black is far more dangerous than its white counterpart thanks to Charizard. If it is scarfed KB is less of a problem because none of its physical attacks can break through a Zapdos; however mixed life orb or sub 3 attacks can put a big dent in this core. the trick to beating it is deciding if its investment is in physical or special attack. If it is in physical you need to use Zapdos to toxic roost stall, if it is in special you will need to use togekiss to Thunder Wave it or else you dont stand any real chance.



Thundurus just thunderbolts through your core. You need to force thundurus into a situation where it goes head to head with Charizard in the sun, otherwise you will probably have to sacrifice your Skarmory to get toxic in on it. After that Zapdos roosting can usually stall it out.



Charizard Mega X presents many problems for this core. If it runs dragon dance the best this core can do is toxic it with Skarm and then try to stall it out by sacrificing your least valuable pokemon. The Will-o-Wisp set is slightly less threatening because Zapdos can handle a Flare Blitz from a Bulky Char, so all you have to do is use discharge it to death, or toxic stall it.
 

scpinion

Life > Monotype... unfortunately :)
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Defensive Core Mono Flying

Charizardite Y
Ability- Drought
Nature- Calm
EVs, 252 hp, 252 spdf, 4 spatk

Will-O-Wisp
Flamethrower
Roost
Air Slash/ Solarbeam/ Focus Blast


Leftovers
Ability- Pressure
Nature-Bold
EVs, 252 hp, 252 def, 4 Spatk

Discharge
Toxic
Roost
Defog


Leftovers
Ability- Serene Grace
Nature- Calm
EVs, 252 hp, 252 SpDf, 4 Spatk

Thunder Wave
Air Slash
Roost
Heal Bell

Leftovers
Ability- Sturdy
Nature- Impish
EVs, 252 hp, 252 Def, 4 Attack

Toxic/whirlwind
Defog
Roost
Brave Bird

Mega Charizard Y- This set was basically designed to protect my team from powerful special water sweepers (Greninja and Keldeo and the like). The ability Drought allows you to switch Charizard in on any special water attack; so I would recommend leading it against any team playing Greninja, Keldeo, or Politoed. Zards monstrous base special defense state of 115 allows it to stand up to nearly any non STAB super effective special attack. Will-o-Wisp allows you to turn of physical attackers that zard out-speeds, as well as the ones that try to set up; for example: Bisharp, Mawile, Scrafty, and Gyarados. Wisp also allows you to roost stall certain troublesome Pokemon such as Tentacruel and Keldeo. The biggest downside to Zard is the typing. You need to keep stealth rocks off the field to use any iteration of Charizard.

Zapdos- Physically defensive Zapdos serves the purpose of protecting you from Fire and Steel type physical sweepers. Zapdos doesnt get OHKOd by swords danced Bisharp, and the high probability of discharge to paralyze forces Bisharp and Mega Mawile into a non-optimal sucker punches. Toxic Allows you to roost stall most physical sweepers, but you are completely useless against Excadrill. Zapdos has a formidable HP stat, as well as above average special defense which allows it to emergency defog under most circumstances if you can afford to lose it.

Togekiss- This set is pretty easy to use. Heal bell saves your team from status ailments. Thunder Wave slows your opponents down enough for Air Slash to flinch nearly any pokemon out of the game. Togekiss is an enormous special wall which cannot realistically be OHKOd by any special sweepers. But you do need to be careful about when you switch into Togekiss. Greninja, Gengar, and most electric types can easily 2 shot Toge.

Skarmory- Skarmory is the hands down the reigning physical wall champion. I personally like to use toxic on Skarm because it very few physical sweepers can even 2 shot it. Skarmory should be kept out of the way of STAB fire type moves, and cannot generally stop steel sweepers, but it is the bane of fighting teams, and protects your team from most ice type pokemon with which you would otherwise struggle (weavile, mamoswine, avalugg, etc...).

There are always still threats-



Ground teams with gravity will rip most flying teams to shreds if you aren't careful. Charizard Y can usually handle one earth power but just barely. Luckily in the sun Flamethrower will kill Landorus. But as a back up plan I personally play choice band Dragonite who can take a hit from Landorus and easily OHKO it in retaliation. Flying teams often play Rock Slide Landorus which is also a problem for this core. You may have to sac Skarm to toxic it then roost stall it with Zapdos.



To this core Kyurem Black is far more dangerous than its white counterpart thanks to Charizard. If it is scarfed KB is less of a problem because none of its physical attacks can break through a Zapdos; however mixed life orb or sub 3 attacks can put a big dent in this core. the trick to beating it is deciding if its investment is in physical or special attack. If it is in physical you need to use Zapdos to toxic roost stall, if it is in special you will need to use togekiss to Thunder Wave it or else you dont stand any real chance.



Thundurus just thunderbolts through your core. You need to force thundurus into a situation where it goes head to head with Charizard in the sun, otherwise you will probably have to sacrifice your Skarmory to get toxic in on it. After that Zapdos roosting can usually stall it out.



Charizard Mega X presents many problems for this core. If it runs dragon dance the best this core can do is toxic it with Skarm and then try to stall it out by sacrificing your least valuable pokemon. The Will-o-Wisp set is slightly less threatening because Zapdos can handle a Flare Blitz from a Bulky Char, so all you have to do is use discharge it to death, or toxic stall it.

Zach, you have an excellent CharY core; and I really want a core w/ it in it given all the CharX spam. There are a couple cores w/ essentially the same Pokemon in it already so, will you please add a paragraph on why/how this core plays differently from AFD's and Arifeen's cores?
 
Offensive Core Monotype ELECTRIC
(seeing as Electric is the only type without two cores, I thought why not.)
Importable is at the bottom.
@

252 Special Attack 252 Speed 4 Defence
- Thunderbolt
- Thunder Wave

- Hidden Power [Ice] or Hidden Power [Flying]
- Focus Blast

@

252 Hitpoints 252 Attack 4 Speed
- Thunder Punch
- Knock Off
- Drain Punch
- Rock Slide


This core basically functions off of Thundurus-Incarnate's amazing potential as a Special Attacker with correct support. Eelektross provides a relatively safe switch in to Chansey, (and Blissey, if you prefer her, althought Chansey outclasses her) Porygon, and many other Special Attackers or Bulky Pokémon like Magnezone and opposing Thundurus-Incarnate. Not to mention, Eelektross' hitpoints don't have to watched so carefully, since Knock Off cripples most of the threats it switches in to (see the relevant threats it can cripple below). Rock Slide provides an easy way to kill of annoying Quiver Dance Volcaronas, while Drain Punch can weaken Heatran to the point that Heatran is killed off by Thundurus' Focus Blast or Thunderbolt. Knock Off is also a move you can use to hit Psychic types really hard, and Thunder Punch serves as a basic STAB. Thundurus also has Thunder Wave, so don't hesitate to prematurely paralyze threatening sweepers that can sweep you clean, however, if you think it won't damage you in the long run, you can paralyze the sweeper once it poses the biggest threat.




Things Eelektross Weakens or Kills That Thundurus Can't Directly Take On

Magnezone -
Loses its Choice item or Leftovers(?lol). Continue to take down with Drain Punch.

Porygon - Loses its Eviolite. Continue to weaken with Drain Punch.
&
Chansey & Blissey - Lose their Eviolite and Leftovers, respectively. Continue to take both down with Drain Punch.
Thundurus - Loses Life Orb (possibly Leftovers). Continue to kill with Rock Slide.
&
Metagross and Mega Metagross - Both are weakened by Knock Off, Metagross can then be damaged by another Knock Off until it dies, or you can pivot out into something that can take the hit. Mega Metagross can be weakened as well, but be careful because a well played Mega Metagross can destroy you, but you can deal with it by paralyzing it with Thundurus-I's Thunder Wave.
Ferrothorn - Ferrothorn can't be instantly KO'ed (252 SpA Life Orb Thundurus Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 252-299 (71.5 - 84.9%) -- guaranteed 2HKO after Leftovers recovery) so whittle Ferrothorn down with a Drain Punch, or you can just damage it enough for Hidden Power Flying from Thundurus to kill.



Threats

@

Mega Metagross - As explained before, this monster pretty much 2HKOes an entire Monotype team. You can choose to Thunder Wave this beast and continue to kill it off with a Choice Specs Magnezone, which again works very well with this core, performing a similar role as Thundurus.


Ferrothorn - A well played Ferrothorn can rely on its other teammates to sponge hits that this behemoth can't. Heatran takes Fire attacks, Skarmory takes Fighting, etc. A Ferrothorn can easily play around you and find a way to safely get a check inside, e.g Venusaur-Mega or Excadrill. Just try and risk the Focus Blast on Ferrothorn, because a dead Ferrothorn puts you in an amazing position.


Landorus-Incarnate - A well played Landorus-Incarnate with Gravity can bulldoze an Electric team with apparent ease. Earth Power knocks down everything in one hit once Gravity is set up. Your best chance is playing around the fact that your opponent can switch into Landorus once he gets an opportunity. Also note that Gravity Landorus isn't too common, so don't worry yourself too much.

GOOD TEAMMATES
thx bro

Choiced Magnezone (w/ Sturdy)

Physically Defensive Zapdos (Defog)

Specially Defensive Rotom-Wash (Takes on Greninja)

Importable

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice] / Hidden Power [Flying]
- Focus Blast

Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Drain Punch
- Thunder Punch
- Knock Off
- Rock Slide






 
Last edited:
Balance Core


Lopunny @ Lopunnyite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Encore

Smeargle @ Focus sash
Ability: Oblivious
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Memento
- Stealth Rock
- Sticky Web
- Spore / Dark Void



Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4Atk / 252 Spe
Adamant Nature
- Transform


Loppunny becomes very fast after becoming mega, and always getting a STAB fake out in addition is a nice bonus for fast opponet's with some bulk, like latios and landorus. Encoring on a predicted support or setup move can extend what it can be switched into to relatively healthy opponets. Hits All common Ghosts very hard.

Smeargle always wins against bulky SR leads, but against other teams, you might not want to lead with him. Although early SR seems the most productive use of him, waiting to chase something out with mega loppuny or diggersby and double switching to him can deny a wall mon's support options. This may even be their actual spinner/defogger. Memento can easily fuel the most reckless sweeping attempts, from double dance diggersby to power up punch abuse, and even benefits special attackers, who would almost never get a chance to use their boosting moves otherwise. The speed control of the webs massively benefits the offensive mons available to a normal team, and even gives some last hit chances with seismic toss that would otherwise be impossible without t wave support.

Ditto Prevents pokemon with set up moves like Charizard X from ever using them just by the threat of it coming out, which goes a long way to making things like staraptor/porygon2/ and chansey last even longer. It can also come in and equalize the hazards against teams that try to stack them without something to remove their own or steal roosts and run. .


  • Pokemon like normal gyarados may not run coverage that works on themselves, and sweepers that prefer bulk>muscle (most calm mind pokemon, drain punch bulk up mons, and a handful of SD types) simply cannot be taken out by ditto . Subsitute users can still attempt to setup on a normal team.
  • If smeargle goes for the accurate spore, grass types and mandibuzz can scoff at him, but if he runs void inaccuracy rears its ugly head
  • Lopunny's 135 attack finds itself short against the fattest of walls, and while it's coverage is perfect, a skarmory or hippodon won't be budging anytime soon.
  • Lopunny can't handle boosted priority users, although it can usually tank a neutral one or sucker punch otherwise..
  • Loppuny hates status, which is also a very easy way to lose your ditto as both an active and passive threat- They'll set up all they want if you switch it out after it's parad or burned..
  • Loppuny still loses to faster scarfed pokemon, and ditto can only tie them,
  • Hawlucha :Unburden cannot be copied, and if he procs his item on a slow member of your team, he can outspeed lopunny.
  • Lum berry pokemon can be hard to recognize in team preview, so try to judge how desperate an opponet leading a slow pokemon against smeargle really is.


Good Partners
  • Chansey
  • Porygon2
  • Staraptor
  • Meloetta
  • Diggersby
  • Exploud
[/quote]
 
Last edited:
Offensive Core


Gengar @ Life Orb
Ability: Levitate
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Substitute
- Disable
- Sludge Bomb
- Pain Split

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Trick
- Energy Ball



Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Destiny Bond
- Spikes
- Ice Beam
- Thunder Wave


This Gengar just beats the tar out of many many, walls, and while behind a sub can easily chase and heal with very little opening to hit back against choiced pokemon or dedicated walls.

Chandelure hits hard and fast, and can threaten to cripple most of the walls ( but not neccesarily the tanks like av azumarill) that want to come in on it with a trick. I find the fire immunity more helpful than the ability to bypass sub/ screen, as between it and gengar's levitate, you cover aegislash's prime weakness, especially with a ceirtain other mon on your team.

I choose thunder wave over icy wind, because it is hard to fit clerics onto a team in monotype, and the types that are immune to it (ground, electric) are not among an ice team's hardest match ups. Additionally it Provides superior support should they be willing to lead with a priority pokemon. Frosslass will still be crippled, but they get the effectiveness of what could well be their MVP against ice shot way down. Icy wind is still very good if your opponet isn't prepared, has a lum lead, or happens to be a volt turn lead or a friggin galvantula.


  • Meloetta can still completely wipe ghost teams.
  • Tricking chandelure to break a wall will probbably be done while a fast glue pokemon like latios or metagross is still alive, which means chandelure can't check them later in the match on its own.
  • Lopunny: The new scrappy loppuny commits sins againt all of them, especially frosslass, whose sash will be broken with fake out.
  • Gengar can't touch pokemon resistant or immune to poison.
  • Frosslass's hazards can't be maintained without extreme effort against teams with decent defoggers, although it give mose of them something to think about.
  • Chandelure's unboosted attacks can fall flat without prior damage on some targets, notably keldeo and terrakion.
  • Hyper offensive teams are difficult for gengar to handle
  • Infiltrator pokemon, while rare, can appear and make life difficult as the ones not outspeeding gengar are usually scarfed to begin with.


Good Partners
  • Aegislash
  • Sableye
  • Gourgeist
  • Trevenant
[/quote][/quote]
 
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Balance Core


Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Calm Mind
- Dark Pulse

Chandelure @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dynamic Punch
- Stealth Rock
- Stone Edge

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword

The old ghost cores don't seem rooted in reality to me...

Sablye's mega is just massively useful. It can survive physical attacks of even scarf victini v-create or mega metagross metor mash caliber, and after it's tanked and hit with burn, it can often heal off. It's calm mind allows it to become equally invulnerable to special attacks, and eventually to start killing things itself. Finally it's new ability, breaks any conceivable attempt at stall by blocking status, hazards, phasing moves, and more.

Golurk's unique access to stealth rock is very nice, especially with quake edge being god given coverage against teams that use suicide leads, as these pokemon are almost always vulnerable, it's perfect accuracy dynamic punch can sometimes let him hax his way into getting hazards with confusion.

Aegislash can meet countless pokemon head on, particuarly contact empowered physical attackers, and pokemon with limited coverage against steel, such as the lati@s. It can hit far harder than other uninvested tanks due to its ability, and serves as an all vital pivot for ghost teams, with his most exploitable weaknesses leading to him going on mini sweeps when used as a non-Stab or by a king's shield weakened mon. Shadow Sneak helps with people who would be 2HKO by his special attacks due to lack of investment.


  • Mega Sablye can be broken by Stab Fairy attacks easily.
  • Crazier sword dance pokemon like diggersby and bisharp can break him after getting burned by continuing to build to +4 or so.
  • Toxic Spikes are still more or less unremovable for a ghost team, and by actually affecting sablye, they can ruin your late game plan.
  • Heavy Duty Specs users can beat you at +1 or even +2 calm mind with neutral attacks.
  • Opposing calm mind pokemon (and volcarona) always win the war with sablye.
  • If you mega too early, Teams can contiosn'y do 55%-60% with a physical attacker until they die of burn and then hit you from half health with a fresh LO or Band physical mon, which will be too much for him to take.
  • Stealth rock can be denied by teams with easy to use calm minders..
  • Offensive fire types are effective on both sablye and aegislash, and pokemon like dragon dance nite can beat aegislash if they run earthquake or predict extremley well with fire punch.
  • will o wisp and trick can go through king's shield, so watch out for them taking advantage of your natural safe play reactions.


Good Partners
  • Chandelure
  • Gourgeist
  • Trevenant
  • Gengar
  • Spirtomb
[/quote][/quote][/quote]
 
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DoW

formally Death on Wings
Balance Core


Lopunny @ Lopunnyite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Encore

Smeargle @ Focus sash
Ability: Oblivious
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Memento
- Stealth Rock
- Sticky Web
- Spore / Dark Void



Ditto @ Eviolite
Ability: Imposter
EVs: 252 HP / 4Atk / 252 Spe
Adamant Nature
- Transform


Loppunny becomes very fast after becoming mega, and always getting a STAB fake out in addition is a nice bonus for fast opponet's with some bulk, like latios and landorus. Encoring on a predicted support or setup move can extend what it can be switched into to relatively healthy opponets. Hits All common Ghosts very hard.

Smeargle always wins against bulky SR leads, but against other teams, you might not want to lead with him. Although early SR seems the most productive use of him, waiting to chase something out with mega loppuny or diggersby and double switching to him can deny a wall mon's support options. This may even be their actual spinner/defogger. Memento can easily fuel the most reckless sweeping attempts, from double dance diggersby to power up punch abuse, and even benefits special attackers, who would almost never get a chance to use their boosting moves otherwise. The speed control of the webs massively benefits the offensive mons available to a normal team, and even gives some last hit chances with seismic toss that would otherwise be impossible without t wave support.

Ditto Prevents pokemon with set up moves like Charizard X from ever using them just by the threat of it coming out, which goes a long way to making things like staraptor/porygon2/ and chansey last even longer. It can also come in and equalize the hazards against teams that try to stack them without something to remove their own or steal roosts and run. .


  • Pokemon like normal gyarados may not run coverage that works on themselves, and sweepers that prefer bulk>muscle (most calm mind pokemon, drain punch bulk up mons, and a handful of SD types) simply cannot be taken out by ditto . Subsitute users can still attempt to setup on a normal team.
  • If smeargle goes for the accurate spore, grass types and mandibuzz can scoff at him, but if he runs void inaccuracy rears its ugly head
  • Lopunny's 135 attack finds itself short against the fattest of walls, and while it's coverage is perfect, a skarmory or hippodon won't be budging anytime soon.
  • Lopunny can't handle boosted priority users, although it can usually tank a neutral one or sucker punch otherwise..
  • Loppuny hates status, which is also a very easy way to lose your ditto as both an active and passive threat- They'll set up all they want if you switch it out after it's parad or burned..
  • Loppuny still loses to faster scarfed pokemon, and ditto can only tie them,
  • Hawlucha :Unburden cannot be copied, and if he procs his item on a slow member of your team, he can outspeed lopunny.
  • Lum berry pokemon can be hard to recognize in team preview, so try to judge how desperate an opponet leading a slow pokemon against smeargle really is.


Good Partners
  • Chansey
  • Porygon2
  • Staraptor
  • Meloetta
  • Diggersby
  • Exploud
I was sold on this until I saw eviolite ditto. Did you mean scarf? If you're thinking that sticky web will suffice to slow your opponent down so that you outspeed, you have to remember that you copy the speed drop when you come in, so it'd still be a speed tie. Because of this, it really needs to be a scarf ditto. Otherwise, it looks like a decent core, though I suggest slashing baton pass with encore for lopunny as it can be very useful for retaining momentum.
 
I was sold on this until I saw eviolite ditto. Did you mean scarf? If you're thinking that sticky web will suffice to slow your opponent down so that you outspeed, you have to remember that you copy the speed drop when you come in, so it'd still be a speed tie. Because of this, it really needs to be a scarf ditto. Otherwise, it looks like a decent core, though I suggest slashing baton pass with encore for lopunny as it can be very useful for retaining momentum.
Didn't notice that. I use scarf ditto in the walls of text, sbut I need to learn a lesson about trying to wrote those sets, even short ones, without using an eviolite export tool, especially when I do many in a row. I have a lot of difficulty picking a lopunny's 4th move, as regardless of what you pick up, you only get usage on it rarely (h wish, b pass, encofre, pup, etc). Idk why but a lot of people have been trying to force normal into calm mind wars, so I chose encore to spite them in particuler.
 
n64lord I think you should slash Iron Head(or flash cannon if you prefer a special attack, but imo Iron Head is better) on Shadow Ball, because one of the few things that can threaten the core are fairy types, because Golurk isn't bulky at all and dies easily while Sableye can't set up as long as they are fairy types like Clefable in the opponent's team. Iron Head is a STAB and is actually really good because it generally hit harder than Secret Sword, and you can fully invest in Atk rather than, say, SpD and this way Shadow Sneak will destroy many more things. For example, Sableye can't survive to 2 Shadow Sneak when you are at +2 when fully invested into attack, but can burn and recover without any problem if you run no atk investment. Also it guarantees the OHKO on Mega-Gallade with Shadow Sneak, and I think there are a lot of other relevant examples.

For the Golurk, NelsonVengeance actually showed me a SpD set with an Assault Vest (so Ice Punch instead of SR), and it actually works really well against Volcarona you mentioned which is actually a pain for Ghost teams. I found it really good to switch into some special attack, particularly non-Stab dark attack for example, or STABbed weak fire-type attack (Ghost has trouble with fire if it doesn't run Jellicent) and it can threaten with Strong EQ or Stone Edge. Things it can take care of are Greninja (thinking it can OHKO after SR while it can't and dies), Charizard-Y, Volcarona, Heatran (just prey you don't get burned by Lava Plume), Infernape to some extent (just lead with Golurk, it will taunt you when you DP and then even it it tries to Flamethrower it will do nothing). But it can also take a +4 Dark pulse from MSable, killing it with EQ, which is actually really impressive.

And Dark Pulse > Shadow Ball on Mega Sable, because you don't want to bet set up fodder for Meloetta which can wreak your team (same goes for Chandelure who should run Dark pulse instead of Trick imo).
 
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