Monotype Good Cores (see post 136 for updates)

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Yeah! Although, I didn't pay attention to the EVs, is it 60 HP to get the Liechi Berry boost after just 3 subs? I can't remember now :s
I have absolutely no clue. I used it as a gimmick set in STABmons. I might want to bring sexy SubLiechi Greninja back, though. That or Specs Crawdaunt
 

Zar

What a time
is a Contributor Alumnus
Defensive Core (Fire)





Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- ExtremeSpeed
- Flare Blitz




Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 HP
- Lava Plume
- Earth Power
- Toxic
- Protect



Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 HP
- Fire Blast
- Roost
- SolarBeam
- Focus Blast




Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 HP
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn


Introduction: This is a pretty simple Bulky Core for Fire.You mainly have Arcanine as the Switch in for most Physical attackers and get off a Intimidate and get a Will-O-Wisp in IF possible,if not then switch out to Torkoal and Stealth Rock/Rapid Spin/Yawn whatever works in that situation.If its a special attacker,your walls will be Heatran and Charizard Y kinda.Heatran will survive most special attacks but is weak to Landorus-I and Keldeo.Thats where Charizard Y comes in.Now Charizard Y can't really do much to Landorus-I if it has Rock Slide/Gravity.Charizard Y provides for an excellent attacker as well.You can run Defog on it as an alternative to Roost but since you already have Torkoal for Rapid Spin,I don't really find it that useful.An alternative for Heatran would be Specially Defensive Rotom-Heat,It can provide Screens which will make this core even bulkier but Heatran with its Specially Defensive Bulk and Toxic Stall works just fine too.
  • Volcarona, now Volcarona is one of the best Special set-up sweepers Fire gets.It can run a bulky variant which can set up easily on Ground Pokemon and sweep them afterwards.It has an excellent Special Attack with Good Speed and Good Special Defense.
  • Entei
    , Entei can rip-apart Generic Flying-monotypes with a life orb and Stone Edge. It also gives Fire some coverage against Fairy-monotypes.
  • Rotom-Heat
    , serves as a great Special wall for Fire. Plus it gets Light Screen/Reflect/Will-O-Wisp/Thunder Wave. I personally love using Screens Rotom-H,as it helps give out some much needed bulk to Fire-monotype for atleast 7-8 turns. It can also cripple physical attackers with Will-O-Wisp.
  • Darmanitan
    , provides amazing power and an amazing late-game sweeper with a Choice Scarf.With Sun,this Pokemon wrecks almost anything that isn't a physical wall
  • Infernape, it can run multiple sets and has great variety.A Focus Sash lead Infernape with Taunt would work well with this Core.Life Orb/Scarf/Banded Infernape works fine too and is a good alternative to Darmanitan too.It gets Fighting Coverage which can deal with Chansey,Umbreon,Porygon-2 and so on.
  • Victini, Another Pokemon that can run a number of sets.The Scarf Physical set is more often used with V-Create as the main move.Even Scarf Special Victini works too and if you're feeling weirder,you could run Assault Vest on Victini to add even more bulk to the core.


Terrakion - Now Terrakion is a major prick for almost all Fire-monotypes. There isn't any clear-cut solution to this,but Arcanine and Torkoal come in clutch against this. With a Choice Scarf,a Stone Edge will hurt everything.

How to defeat it?: Well, here Arcanine and Torkoal are gonna be your main walls to Terrakion.I'd suggest first going to Arcanine and getting off an Intimdate and if you can,get off a Will-O-Wisp,if you're switching into Arcanine on a Stone Edge,I'd go to Torkoal and try to burn it with a Lava Plume.



-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Arcanine: 182-216 (47.3 - 56.2%) -- 23.4% chance to 2HKO after Leftovers recovery

-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery

Yeah..Shits Complicated in Fire


Azumarill - Azumarill...now if Azumarill gets a Belly Drum up and you don't Yawn/Burn it. You're kinda screwed but its another pokemon Arcanine can do really good against it.

How to defeat it?: Simple,Just don't let it Belly Drum and use Solar Beam with Charizard.But if you do let it Belly Drum,well then its a completely different story.You gotta go to Charizard Y and sack and then go to Arcanine to get off a Will-O-Wisp and burn it next turn with Will-O-Wisp.Arcanine survives an Aqua Jet at +5.


-1 252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine in Sun: 86-104 (22.4 - 27.1%) -- possible 5HKO after Leftovers recovery

+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Arcanine in Sun: 230-272 (60 - 71%) -- guaranteed 2HKO after Leftovers recovery

-1 252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine: 264-312 (68.9 - 81.4%) -- guaranteed 2HKO after Leftovers recovery



Garchomp/Garchomp-Mega - Yet another Pokemon Arcanine and Torkoal can really shine against.A Choice Scarf Garchomp really puts a dent on Fire but Arcanine can wall it pretty nicely.Now with Garchomp-Mega its a different story. Its not the biggest threat but with the added bulk, its tough to kill it.

How to defeat it?: As usual,go to Arcanine and get an Intimidate on it and then go to Torkoal and try to Burn it with Lava Plume or even Yawn it.Same thing with Mega-Garchomp.


-1 252 Atk Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery

-1 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 222-264 (57.9 - 68.9%) -- guaranteed 2HKO after Leftovers recovery

-1 252 Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 152-180 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery



Gyarados-Mega - Gyarados-mega will probably sweep and crush this core, if the Gyarados has Substitute and leads with it while you lead wit Torkoal, it can easily set up a substitute and start Dragon Dancing and it will sweep you.

How to defeat it?: Lead with Arcanine when you see it and Will-O-Wisp it first turn,if it has substitute,then you're out of choices really and are being forced to switch,at this point theres really nothing you can do except break the substitute and keep Intimidating it.This is a match-up that you should rely on other pokemon like Infernape,Victini to deal with instead.


-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery

-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery


Keldeo - Keldeo can do quite a number against Torkoal and Arcanine but here's where Charizard Y and Heatran can come into play.Charizard Y dominates in this match up.The only move that is really going to hurt Charizard Y is Hidden Power Rock but not most Keldeos run that.Even so Heatran can easily take an Hidden Power Rock.

How to defeat it?: Charizard Y with SolarBeam/Air Slash will easily OHKO it but keep in mind the Calm Mind Keldeo set will give Charizard Y a run for its money.Even still a Choice Specs Keldeo with Hydro Pump does VERY hit hard!
252 SpA Choice Specs Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 236-278 (79.1 - 93.2%) -- guaranteed 2HKO

252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran: 248-294 (64.4 - 76.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran in Sun: 122-146 (31.6 - 37.9%) -- 0.5% chance to 3HKO after Leftovers recovery

252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO




Mega-Diancie - Now this is Pokemon will absolutely demolish this core.You have to really play around it to actually beat it.It gets access to moves like Earth Power which will wreck Torkoal,Arcanine and Heatran and Diamond Storm which will annihilate Charizard Y with a 50% chance to get a defensive boost too.Nothing is switching into this.You're best bet is running Flash Cannon on your Heatran for this.

How to defeat it?: It's kinda simple,You have to sack a pokemon that you don't feel important to the match anymore and then go to Heatran and Flash Cannon it to the face!Even so,Heatran might not even survive an Earth Power after Stealth Rock Damage.


252 SpA Mega Diancie Earth Power vs. 252 HP / 252+ SpD Heatran: 316-376 (81.8 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock

4 SpA Heatran Flash Cannon vs. 0 HP / 0- SpD Mega Diancie: 444-528 (184.2 - 219%) -- guaranteed OHKO


Feel free to point out any any flaws.
 
Last edited:

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Defensive Core (Fire)





Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- ExtremeSpeed
- Flare Blitz




Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 HP
- Lava Plume
- Earth Power
- Toxic
- Protect



Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 HP
- Fire Blast
- Roost
- SolarBeam
- Focus Blast




Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 HP
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn


Introduction: This is a pretty simple Bulky Core for Fire.You mainly have Arcanine as the Switch in for most Physical attackers and get off a Intimidate and get a Will-O-Wisp in IF possible,if not then switch out to Torkoal and Stealth Rock/Rapid Spin/Yawn whatever works in that situation.If its a special attacker,your walls will be Heatran and Charizard Y kinda.Heatran will survive most special attacks but is weak to Landorus-I and Keldeo.Thats where Charizard Y comes in.Now Charizard Y can't really do much to Landorus-I if it has Rock Slide/Gravity.Charizard Y provides for an excellent attacker as well.You can run Defog on it as an alternative to Roost but since you already have Torkoal for Rapid Spin,I don't really find it that useful.An alternative for Heatran would be Specially Defensive Rotom-Heat,It can provide Screens which will make this core even bulkier but Heatran with its Specially Defensive Bulk and Toxic Stall works just fine too.
  • Volcarona, now Volcarona is one of the best Special set-up sweepers Fire gets.It can run a bulky variant which can set up easily on Ground Pokemon and sweep them afterwards.It has an excellent Special Attack with Good Speed and Good Special Defense.
  • Entei
    , Entei can rip-apart Generic Flying-monotypes with a life orb and Stone Edge. It also gives Fire some coverage against Fairy-monotypes.
  • Rotom-Heat
    , serves as a great Special wall for Fire. Plus it gets Light Screen/Reflect/Will-O-Wisp/Thunder Wave. I personally love using Screens Rotom-H,as it helps give out some much needed bulk to Fire-monotype for atleast 7-8 turns. It can also cripple physical attackers with Will-O-Wisp.
  • Darmanitan
    , provides amazing power and an amazing late-game sweeper with a Choice Scarf.With Sun,this Pokemon wrecks almost anything that isn't a physical wall
  • Infernape, it can run multiple sets and has great variety.A Focus Sash lead Infernape with Taunt would work well with this Core.Life Orb/Scarf/Banded Infernape works fine too and is a good alternative to Darmanitan too.It gets Fighting Coverage which can deal with Chansey,Umbreon,Porygon-2 and so on.
  • Victini, Another Pokemon that can run a number of sets.The Scarf Physical set is more often used with V-Create as the main move.Even Scarf Special Victini works too and if you're feeling weirder,you could run Assault Vest on Victini to add even more bulk to the core.


Terrakion - Now Terrakion is a major prick for almost all Fire-monotypes. There isn't any clear-cut solution to this,but Arcanine and Torkoal come in clutch against this. With a Choice Scarf,a Stone Edge will hurt everything.

How to defeat it?: Well, here Arcanine and Torkoal are gonna be your main walls to Terrakion.I'd suggest first going to Arcanine and getting off an Intimdate and if you can,get off a Will-O-Wisp,if you're switching into Arcanine on a Stone Edge,I'd go to Torkoal and try to burn it with a Lava Plume.



-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Arcanine: 182-216 (47.3 - 56.2%) -- 23.4% chance to 2HKO after Leftovers recovery

-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery

Yeah..Shits Complicated in Fire


Azumarill - Azumarill...now if Azumarill gets a Belly Drum up and you don't Yawn/Burn it. You're kinda screwed but its another pokemon Arcanine can do really good against it.

How to defeat it?: Simple,Just don't let it Belly Drum and use Solar Beam with Charizard.But if you do let it Belly Drum,well then its a completely different story.You gotta go to Charizard Y and sack and then go to Arcanine to get off a Will-O-Wisp and burn it next turn with Will-O-Wisp.Arcanine survives an Aqua Jet at +5.


-1 252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine in Sun: 86-104 (22.4 - 27.1%) -- possible 5HKO after Leftovers recovery

+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Arcanine in Sun: 230-272 (60 - 71%) -- guaranteed 2HKO after Leftovers recovery

-1 252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine: 264-312 (68.9 - 81.4%) -- guaranteed 2HKO after Leftovers recovery


Garchomp/Garchomp-Mega - Yet another Pokemon Arcanine and Torkoal can really shine against.A Choice Scarf Garchomp really puts a dent on Fire but Arcanine can wall it pretty nicely.Now with Garchomp-Mega its a different story. Its not the biggest threat but with the added bulk, its tough to kill it.

How to defeat it?: As usual,go to Arcanine and get an Intimidate on it and then go to Torkoal and try to Burn it with Lava Plume or even Yawn it.Same thing with Mega-Garchomp.


-1 252 Atk Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery

-1 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 222-264 (57.9 - 68.9%) -- guaranteed 2HKO after Leftovers recovery

-1 252 Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 152-180 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery



Gyarados-Mega - Gyarados-mega will probably sweep and crush this core, if the Gyarados has Substitute and leads with it while you lead wit Torkoal, it can easily set up a substitute and start Dragon Dancing and it will sweep you.

How to defeat it?: Lead with Arcanine when you see it and Will-O-Wisp it first turn,if it has substitute,then you're out of choices really and are being forced to switch,at this point theres really nothing you can do except break the substitute and keep Intimidating it.This is a match-up that you should rely on other pokemon like Infernape,Victini to deal with instead.


-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery

-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery


Keldeo - Keldeo can do quite a number against Torkoal and Arcanine but here's where Charizard Y and Heatran can come into play.Charizard Y dominates in this match up.The only move that is really going to hurt Charizard Y is Hidden Power Rock but not most Keldeos run that.Even so Heatran can easily take an Hidden Power Rock.

How to defeat it?: Charizard Y with SolarBeam/Air Slash will easily OHKO it but keep in mind the Calm Mind Keldeo set will give Charizard Y a run for its money.Even still a Choice Specs Keldeo with Hydro Pump does VERY hit hard!
252 SpA Choice Specs Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 236-278 (79.1 - 93.2%) -- guaranteed 2HKO

252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran: 248-294 (64.4 - 76.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran in Sun: 122-146 (31.6 - 37.9%) -- 0.5% chance to 3HKO after Leftovers recovery

252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO




Mega-Diancie - Now this is Pokemon will absolutely demolish this core.You have to really play around it to actually beat it.It gets access to moves like Earth Power which will wreck Torkoal,Arcanine and Heatran and Diamond Storm which will annihilate Charizard Y with a 50% chance to get a defensive boost too.Nothing is switching into this.You're best bet is running Flash Cannon on your Heatran for this.

How to defeat it?: It's kinda simple,You have to sack a pokemon that you don't feel important to the match anymore and then go to Heatran and Flash Cannon it to the face!Even so,Heatran might not even survive an Earth Power after Stealth Rock Damage.


252 SpA Mega Diancie Earth Power vs. 252 HP / 252+ SpD Heatran: 316-376 (81.8 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock

4 SpA Heatran Flash Cannon vs. 0 HP / 0- SpD Mega Diancie: 444-528 (184.2 - 219%) -- guaranteed OHKO


Feel free to point out any any flaws.
Zarif, we pretty much already have this core.

Also, as a general comment for everyone, lets keep the cores at 2-3 Pokemon.
 

InfernapeTropius11

get on my level
Defensive Core (Fire)





Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- ExtremeSpeed
- Flare Blitz




Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 HP
- Lava Plume
- Earth Power
- Toxic
- Protect



Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 HP
- Fire Blast
- Roost
- SolarBeam
- Focus Blast




Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 HP
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn


Introduction: This is a pretty simple Bulky Core for Fire.You mainly have Arcanine as the Switch in for most Physical attackers and get off a Intimidate and get a Will-O-Wisp in IF possible,if not then switch out to Torkoal and Stealth Rock/Rapid Spin/Yawn whatever works in that situation.If its a special attacker,your walls will be Heatran and Charizard Y kinda.Heatran will survive most special attacks but is weak to Landorus-I and Keldeo.Thats where Charizard Y comes in.Now Charizard Y can't really do much to Landorus-I if it has Rock Slide/Gravity.Charizard Y provides for an excellent attacker as well.You can run Defog on it as an alternative to Roost but since you already have Torkoal for Rapid Spin,I don't really find it that useful.An alternative for Heatran would be Specially Defensive Rotom-Heat,It can provide Screens which will make this core even bulkier but Heatran with its Specially Defensive Bulk and Toxic Stall works just fine too.
  • Volcarona, now Volcarona is one of the best Special set-up sweepers Fire gets.It can run a bulky variant which can set up easily on Ground Pokemon and sweep them afterwards.It has an excellent Special Attack with Good Speed and Good Special Defense.
  • Entei
    , Entei can rip-apart Generic Flying-monotypes with a life orb and Stone Edge. It also gives Fire some coverage against Fairy-monotypes.
  • Rotom-Heat
    , serves as a great Special wall for Fire. Plus it gets Light Screen/Reflect/Will-O-Wisp/Thunder Wave. I personally love using Screens Rotom-H,as it helps give out some much needed bulk to Fire-monotype for atleast 7-8 turns. It can also cripple physical attackers with Will-O-Wisp.
  • Darmanitan
    , provides amazing power and an amazing late-game sweeper with a Choice Scarf.With Sun,this Pokemon wrecks almost anything that isn't a physical wall
  • Infernape, it can run multiple sets and has great variety.A Focus Sash lead Infernape with Taunt would work well with this Core.Life Orb/Scarf/Banded Infernape works fine too and is a good alternative to Darmanitan too.It gets Fighting Coverage which can deal with Chansey,Umbreon,Porygon-2 and so on.
  • Victini, Another Pokemon that can run a number of sets.The Scarf Physical set is more often used with V-Create as the main move.Even Scarf Special Victini works too and if you're feeling weirder,you could run Assault Vest on Victini to add even more bulk to the core.


Terrakion - Now Terrakion is a major prick for almost all Fire-monotypes. There isn't any clear-cut solution to this,but Arcanine and Torkoal come in clutch against this. With a Choice Scarf,a Stone Edge will hurt everything.

How to defeat it?: Well, here Arcanine and Torkoal are gonna be your main walls to Terrakion.I'd suggest first going to Arcanine and getting off an Intimdate and if you can,get off a Will-O-Wisp,if you're switching into Arcanine on a Stone Edge,I'd go to Torkoal and try to burn it with a Lava Plume.



-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Arcanine: 182-216 (47.3 - 56.2%) -- 23.4% chance to 2HKO after Leftovers recovery

-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery

Yeah..Shits Complicated in Fire


Azumarill - Azumarill...now if Azumarill gets a Belly Drum up and you don't Yawn/Burn it. You're kinda screwed but its another pokemon Arcanine can do really good against it.

How to defeat it?: Simple,Just don't let it Belly Drum and use Solar Beam with Charizard.But if you do let it Belly Drum,well then its a completely different story.You gotta go to Charizard Y and sack and then go to Arcanine to get off a Will-O-Wisp and burn it next turn with Will-O-Wisp.Arcanine survives an Aqua Jet at +5.


-1 252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine in Sun: 86-104 (22.4 - 27.1%) -- possible 5HKO after Leftovers recovery

+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Arcanine in Sun: 230-272 (60 - 71%) -- guaranteed 2HKO after Leftovers recovery

-1 252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine: 264-312 (68.9 - 81.4%) -- guaranteed 2HKO after Leftovers recovery


Garchomp/Garchomp-Mega - Yet another Pokemon Arcanine and Torkoal can really shine against.A Choice Scarf Garchomp really puts a dent on Fire but Arcanine can wall it pretty nicely.Now with Garchomp-Mega its a different story. Its not the biggest threat but with the added bulk, its tough to kill it.

How to defeat it?: As usual,go to Arcanine and get an Intimidate on it and then go to Torkoal and try to Burn it with Lava Plume or even Yawn it.Same thing with Mega-Garchomp.


-1 252 Atk Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery

-1 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 222-264 (57.9 - 68.9%) -- guaranteed 2HKO after Leftovers recovery

-1 252 Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 152-180 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery



Gyarados-Mega - Gyarados-mega will probably sweep and crush this core, if the Gyarados has Substitute and leads with it while you lead wit Torkoal, it can easily set up a substitute and start Dragon Dancing and it will sweep you.

How to defeat it?: Lead with Arcanine when you see it and Will-O-Wisp it first turn,if it has substitute,then you're out of choices really and are being forced to switch,at this point theres really nothing you can do except break the substitute and keep Intimidating it.This is a match-up that you should rely on other pokemon like Infernape,Victini to deal with instead.


-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery

-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery


Keldeo - Keldeo can do quite a number against Torkoal and Arcanine but here's where Charizard Y and Heatran can come into play.Charizard Y dominates in this match up.The only move that is really going to hurt Charizard Y is Hidden Power Rock but not most Keldeos run that.Even so Heatran can easily take an Hidden Power Rock.

How to defeat it?: Charizard Y with SolarBeam/Air Slash will easily OHKO it but keep in mind the Calm Mind Keldeo set will give Charizard Y a run for its money.Even still a Choice Specs Keldeo with Hydro Pump does VERY hit hard!
252 SpA Choice Specs Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 236-278 (79.1 - 93.2%) -- guaranteed 2HKO

252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran: 248-294 (64.4 - 76.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran in Sun: 122-146 (31.6 - 37.9%) -- 0.5% chance to 3HKO after Leftovers recovery

252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO




Mega-Diancie - Now this is Pokemon will absolutely demolish this core.You have to really play around it to actually beat it.It gets access to moves like Earth Power which will wreck Torkoal,Arcanine and Heatran and Diamond Storm which will annihilate Charizard Y with a 50% chance to get a defensive boost too.Nothing is switching into this.You're best bet is running Flash Cannon on your Heatran for this.

How to defeat it?: It's kinda simple,You have to sack a pokemon that you don't feel important to the match anymore and then go to Heatran and Flash Cannon it to the face!Even so,Heatran might not even survive an Earth Power after Stealth Rock Damage.


252 SpA Mega Diancie Earth Power vs. 252 HP / 252+ SpD Heatran: 316-376 (81.8 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock

4 SpA Heatran Flash Cannon vs. 0 HP / 0- SpD Mega Diancie: 444-528 (184.2 - 219%) -- guaranteed OHKO


Feel free to point out any any flaws.
Heatran, Zard Y, and Torkoalall have 0 HP IVs, you might want to change that. Also, run 248 HP on Torkoal/Arcanine and the final 4 in SpD on Zard Y so you can switch in on Stealth Rock more often if you let Torkoal die, or couldn't get a chance to spin. You might also want to mention that Zard Y's Sun gives Morning Sun 2/3 recovery instead of 1/2 on Arcanine while also weakening the Water moves it takes. Ninetales could be mentioned as a decent special attacker to support the Core, and of course, even more Sun (and can hold Heat Rock). After one D-Dance ScarfTini still outspeeds so you can sack it to break the Sub, and BandNape Mach Punch finishes it off if it took Rocks damage and one Sub (so 50%ish).
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Well, this is my 100th post, so I thought I'd do something semi-special for it. I feel like I spend a ton of time on Smogon, but almost all my activity is spent in private conversations. This climb to 100 posts has been pretty slow.

Seeing as I manage this thread and its seen a resurgence of late, I'll contribute the core I built around for the Battle of the Types tournament Dream Eater Gengar and Sandman recently hosted. OmniaX and I ended up winning the challenge, both running this amazing Swampert set.


Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Roar
- Yawn
- Scald


Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Earthquake
- Waterfall


Manaphy @ Salac Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Energy Ball
- Ice Beam
- Surf

Motivation/Set Details: The core principle I built around was creating a team that would generate free turns for my setup sweepers to do their job. This is a bit more challenging in Monotype than other metagames because of the shared weaknesses. Thus, I decided to use the move Yawn to help generate the free turns. When thinking about the Pokemon I wanted to place the move on I decided it needed to be on something that would enter the match often, and could hang around for a while. On a Water team, the Electric immunity inevitably pivots in, and out, throughout a match, which lead me to place Yawn on Swampert. The rest of the moveset is pretty standard. Sometimes you actually need to use Roar over Yawn and Swampert is my hazard setter. I run Scald over EQ b/c people love to burn Swampert, plus Scald's 80% burn chance is nice. The setup sweepers are nothing special. I run 168-Jolly to out-speed Jolly Breloom and break its sash with Gyarados (252 Adamant is just a few points short). Depending on the matchup, Manaphy may end up being a wall-breaker opposed to a sweeper.

How to Use: If played well, this core can threaten the vast majority of the metagame. I find almost every type is weak to either Manaphy or Mega-Gyarados, sometimes both. Swampert is the key member as it will be helping both Pokemon setup. Early game, you use it to annoy the opponent and try to get your hazards up. Its best to maintain a fair amount of health as it often needs to switch in, but I actually try to get status on it in many matches. Most players will status a Swampert, and then just try to stall it out. While I don't recommend sacking it unnecessarily, allowing Swampert to die to status in the late game as it uses Yawn provides a free switch-in and free turn for a sweeper to take advantage of. While I can't seem to find any replays of it, this strategy has won me so many matches. If timed/executed correctly, most teams will not have an answer and they rarely see it coming.

Threats: Grass teams suck to play against... Mega-Venu, Ferrothorn, Skymin and co. all wreck this core. That said, I just accept Grass as an auto-loss and hope I don't face it b/c Skymin is just too much imo. Mega-Manectric and Thundurus-I can be problematic as well. Gyarados has to be at +2 in order to out-speed Mega-Mane, but Swampert can switch in and force it to hard-switch. Thundy's Prankster t-wave causes problems and it can also OHKO Manaphy, which prevent the Salac Berry from activating. I will often sack my Greninja to paralysis in order to remove Thundurus vs. Electric as it allows Gyara to sweep unabated.

Good Partners:
This core loves super-fast pokemon to help clean-up if a sweep fails, or to get off crucial damage on a threat. While almost any Water team benefits from Greninja and Keldeo, this core almost can't function without them. Scarf Keldeo cleans up after Manaphy/Gyara quite nicely. Lastly, some form of hazard control is needed. With this, I like to incorporate a Grass resist. Tentacruel and Empoleon are the preferred Pokemon.

Replays:

vs Bug. Gyarados Sweeps
vs Water. Manaphy Sweeps
vs ArVaDa's Flying. This was a haxy battle, and they are quite prepared for my strats with a Haze Articuno, but this is the only replay I can find where the Yawn, then sweep idea is displayed.
vs Electric. This is a perfect example of sacking Greninja to remove Thundy for a Gyarados Sweep. With Thundy gone on turn 1, I just have to kill Manectric and it is gg. The Yawn+sweep w/ Gyara almost never fails vs. Electric, although it wasn't needed in this battle.
 
Replays:
vs Bug. Gyarados Sweeps
vs Water. Manaphy Sweeps
vs ArVaDa's Flying. This was a haxy battle, and they are quite prepared for my strats with a Haze Articuno, but this is the only replay I can find where the Yawn, then sweep idea is displayed.
vs Electric. This is a perfect example of sacking Greninja to remove Thundy for a Gyarados Sweep. With Thundy gone on turn 1, I just have to kill Manectric and it is gg. The Yawn+sweep w/ Gyara almost never fails vs. Electric, although it wasn't needed in this battle.
I like how my replay has a title haha. That core is generally a pain in the ass because it preys on letting something die so something else can come in and rip holes. Besides the fact that greninja is a little bastard to flying teams.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
I like how my replay has a title haha. That core is generally a pain in the ass because it preys on letting something die so something else can come in and rip holes. Besides the fact that greninja is a little bastard to flying teams.
To be fair, your flying team is quite different from all the others I routinely encounter. Whenever you decide to retire it I'm sure everyone would love to see one of the cores from that team. :P
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Thread Update/Repurpsing

With our initial goal of providing multiple cores for each type done, and slight uptick in activity on the thread recently, I'd like to shift this thread over to discussion/submission a couple new things:

1) Submission of Cores that have proven themselves in the metagame, either by winning some form of Tournament or achieving a high rank on the ladder.

2) Submission of Cores and general discussion pertaining to the Monotype Core Laddering Challenge. These can be sets, cores, etc. (credit to InfernapeTropius11 for this idea)

3) Submission of Cores that support mega-evolutions.

4) Submission of Cores that build around a specific theme.

If you have a core that doesn't meet one of these requirements, just shoot it to me in a pm before posting!
 
XY Mega Sharp Offensive (Dark) I didnt read the post above before posting this sorry.

Predator (Sharpedo) (M) @ Sharpedonite
Ability: Speed Boost => Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Ice Fang
- Protect
- Waterfall

Aruval (Bisharp) (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance

Imagine (Zoroark) (F) @ Choice Specs/ Life Orb
Ability: Illusion
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Night Daze/ Dark Pulse
- Extrasensory
- Grass Knot/ Flamethrower
- Focus Blast

Overall simple but efficient.


The way this core works is by capitalizing on Zoroark's ability of Illusion. It allows Zoroark to disguise as either Sharpedo or Bisharp. Sharpedo and Bisharp being the natural physical threats that they are tend to lure switch ins to a physical wall. With Choice Specs, Zoroark will be able to OHKO-2HKO most switch ins for Bisharp and Sharp. Special walls like Chansey that beat Zoroark or dealt with by Bisharp or Sharp. When using this core its best to keep Sharpedo out of battle for the most part. Adamant is ran on Sharpedo and Bisharp to deal as much damage as possible and assure some KOs after rocks. Zoroark can run Life Orb if you dont like being locked into a move. Overall it is a good idea to keep Sharpedo as healthy as possible so that it wont be killed by various priority when late game cleaning.



Fighting Types-
Overall between Terrakion and Keldeo outspeeding every poke in the core and scarf Terrakion being faster than Sharpedo after a speed boost its a hard match up. The core is also weak to strong mach punch users such as Breloom.

How to Beat- Sableye tends to work very well with this core, specially defensive with confide can beat Keldeo and force Terrakion into a 50/50 where it can have its Close Combat absorbed by Sableye or Stone Edge tanked by Bisharp. Physically defensive Mandibuzz can take a Stone Edge from Scarf Terrakion if its already in and can roost to scout what it locks itself into but isnt able to switch into Stone Edge. Tyranitar can live a hit from Keldeo and twave it.

<=ugly no skill scarf sadia
Choice Scarf Togekiss- Deserves a special mention since its scarf set is gaining popularity on both flying and fairy. Overall Tyranitar would be able to switch in once on a Dazzling Gleam and while Bisharp can take a hit and OHKO back its not a switch in. Jolly Sharpedo can outspeed after speed boost but leaves a noticeable lack in power. Tyranitar is great in both matchups since it can set up rocks and since it isnt 2HKOd by Togekiss it can twave it as well. If its not scarf then its probably defensive and can be killed by Bisharp and if it is offensive without scarf Sharpedo can beat it.
252 Atk Strong Jaw Mega Sharpedo Ice Fang vs. 0 HP / 4 Def Togekiss: 234-276 (75.2 - 88.7%) -- guaranteed 2HKO


 
I heard you needed a Char-Y core c:
Balanced Charizard-Y Core (Flying)


Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Taunt
- Earthquake
- Toxic
- Roost / U-turn

How it works

This is simple, use Charizard-Y to wallbreak pretty much everything. Gliscor beats most of its most common counters / checks such as Chansey and Scarf Excadrill. It also protects Zard-Y from status. Drought nullifies their Water weakness, and Charizard-Y can take (weak) Ice Beams for Gliscor since it has a half decent Special Defense stat. Roost lets Charizard live longer.

Threatlist

Fast BoltBeam Spammers

The problem's obvious, they all outspeed Charizard & Gliscor, and are free to click the appropriate move at no cost. Thunderbolt flat out kills Charizard, while Gliscor gets dented by HP Ice if not KOed.

Stealth Rock

SR doesn't bother Gliscor too much, but it instantly strips Charizard 50% of its health which is kinda bad. Pretty easy to prevent though.

Politoed

Takes away the sun, and Zard-Y + Gliscor's neutrality to Water. Prevents Zard from spamming Solarbeam as well.

Strong Water Types

Unfortunately, Drought doesn't make Char-Y invincible and they're still easily 2HKOed by STAB Water moves. Gyarados can take a Solarbeam / Focus Blast (If it doesn't Mega) and proceed to set up.

Support

Defog

Pretty much mandatory on every Flying team since Rocks hurt way too much. Zapdos is notable for beating BoltBeam mons (without STAB Ice attacks) whereas Skarmory can take Physical Ice attacks. But then again, why not add both. :P

Stealth Rock Support

Charizard forces a lot of switches, and extra chip damage never hurts. Landorus-T provides U-turn (more on the next part), whereas Skarmory can just hazard stack.

Volt-Turn Support

Charizard isn't too bulky, so getting in freely is pretty nice. Landorus-T + Staraptor are notable for luring phyiscal walls such as Ferrothorn and Skarmory. Thundy-T can switch into predicted Thunderbolts, but Gliscor does the same thing.

Water Checks / Counters

Water spam is annoying, so it's mandatory to have a Water check. Togekiss can easily wall a majority of Special Water types while paralyzing them. (Makes Zard's job easier) Zapdos doubles as a Defogger as well as a Water check. Discharge bops most of them, and those who live don't appreciate being paraed. Skarmory can phase out Gyarados as long as it doesn't taunt. Finally, Articuno's the bane of special Water types. Freeze Dry just kills everything :(

Replays:

None atm since I don't really save replays. :(
 
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InfernapeTropius11

get on my level
I heard you needed a Char-Y core c:
Balanced Charizard-Y Core (Flying)


Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Earthquake
- Toxic
- Roost / U-turn

How it works

This is simple, use Charizard-Y to wallbreak pretty much everything. Gliscor beats most of its most common counters / checks such as Chansey and Scarf Excadrill. It also protects Zard-Y from status. Drought nullifies their Water weakness, and Charizard-Y can take (weak) Ice Beams for Gliscor since it has a half decent Special Defense stat. Roost lets Charizard live longer.

Threatlist

Fast BoltBeam Spammers

The problem's obvious, they all outspeed Charizard & Gliscor, and are free to click the appropriate move at no cost. Thunderbolt flat out kills Charizard, while Gliscor gets dented by HP Ice if not KOed.

Stealth Rock

SR doesn't bother Gliscor too much, but it instantly strips Charizard 50% of its health which is kinda bad. Pretty easy to prevent though.

Support

Defog

Pretty much mandatory on every Flying team since Rocks hurt way too much. Zapdos is notable for beating BoltBeam mons (without STAB Ice attacks) whereas Skarmory can take Physical Ice attacks. But then again, why not add both. :P

Stealth Rock Support

Charizard forces a lot of switches, and extra chip damage never hurts. Landorus-T provides U-turn (more on the next part), whereas Skarmory can just hazard stack.

Volt-Turn Support

Charizard isn't too bulky, so getting in freely is pretty nice. Landorus-T + Staraptor are notable for luring phyiscal walls such as Ferrothorn and Skarmory. Thundy-T can switch into predicted Thunderbolts, but Gliscor does the same thing.

Replays:

None atm since I don't really save replays. :(
Nice core! I've been thinking about trying something like that out. Just one thing though, you seem to have missed 8 EVs on Gliscor :P
 
DEFENSIVE ARTICUNO CORE!

Brief Credentials
:

This core has a tad over 1100 battles played.

This core is timeless in high ladder, meaning even if the moves and sets are known, you will have the ability to combat your opponent, as my W/L has risen not fallen over time.


Iceman (Articuno) @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 SpD / 56 Spe
Calm Nature
- Reflect
- Roost
- Freeze-Dry
- Haze



Espresso (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 SpD / 16 Spe
Careful Nature
- Earthquake
- Toxic
- Taunt
- Roost


Motivation/Set Details/Usage Tips: The real reason I chose these pokemon was because I was sick and tired of losing to what I call "air superiority" pokemon/tactics like gravity, mega diancie, clefable, mega sableye, kyurem-w, mega slowbro, suicune, and greninja. Provided the support to switch in on greninja, unless it is carrying rock slide, it WILL get walled, not only that, but you have reliable recovery in roost to shake it off and come in again. The other choices to fill this role are gyarados and mantine, neither of which helped my calm mind problem (haze it). I also like Articuno because it can set up a reflect in Landorus-I's face when it tries to set up gravity. Now if he goes to excadrill, gliscor will wall it to kingdom come and back. If they go into mamoswine, articuno can stay in and wall it provided it isn't running stone edge.

Gliscor fills the ever needed diancie hole. At a point in time, although the stats do not reflect this, there was a very good user I would always meet in the high ladder with an HP fire diancie. Iron head just wasn't going to work because it could come in and kill any of my other pokemon, then switch out when skarmory came it, it just didn't work. Gliscor solves this problem. No matter what the spread (bar an hp ice variant that shouldn't exist), it will only get get 3hko'd by any move. If it sets up a calm mind on the switch you can get 1 earthquake in and then brave bird can clean up from there. Toxic allows you to stay in on levitation/flying/defensive water/ice beam pokes and stall them out.

Threats: Physical aggression from anything they aren't resistant to is dangerous. They definitely can take a hit, but once we start delving into the really big hitters like crawdaunt, diggersby, and even just an altaria will make them uncomfortable. You have reflect and haze to keep the boosting minimal, but sometimes articuno can't get it up. Stealth rocks is an issue, but really it is an issue for all flying teams just like kyurem-b, I would not say running articuno weakens you to stealth rocks any more than anything else. You should be carrying defog regardless.
Good Partners: Heal bell, physical resistances, lots of defog, and things that can eat up physical or special bolt/beam coverage is always helpful. Charizard X, Zapdos, and skarmory mitigate weaknesses. You can run heal bell on dragonite or togekiss.

Here, http://pastebin.com/wiBHmJWH, is a showcase gallery of replays you can watch if you care to see more, otherwise I think the proof is in the pudding, just "/rank arvada". I've only used flying on this account and the team has been the same pokes but different move combinations for about 1100 battles now. The replays I posted in the viability thread here ----> http://www.smogon.com/forums/thread...before-reserving.3517737/page-48#post-6064608

Final Notes

I haven't retired the team, I've just been pestered by a few people to post this. The sets posted are the ones I run.

The reason Articuno's speed is goofy is because I was tired of ArkenCiel and his stupid max speed jolly azumarill was fast enough to belly drum and KO my whole team. Articuno survives the aqua jet and hazes the belly drum away, which seals the match. 220 also outspeeds max invested but neutral nature base 60s for 1 extra set of EVs, I think it is worth it.

InfernapeTropius11 Edit: nvm.
 
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InfernapeTropius11

get on my level
DEFENSIVE ARTICUNO CORE!

Brief Credentials
:

This core has a tad over 1100 battles played.

This core is timeless in high ladder, meaning even if the moves and sets are known, you will have the ability to combat your opponent, as my W/L has risen not fallen over time.


Iceman (Articuno) @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 SpD / 56 Spe
Calm Nature
- Reflect
- Roost
- Freeze-Dry
- Haze



Espresso (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 SpD / 16 Spe
Careful Nature
- Earthquake
- Toxic
- Taunt
- Roost


Motivation/Set Details/Usage Tips: The real reason I chose these pokemon was because I was sick and tired of losing to what I call "air superiority" pokemon/tactics like gravity, mega diancie, clefable, mega sableye, kyurem-w, mega slowbro, suicune, and greninja. Provided the support to switch in on greninja, unless it is carrying rock slide, it WILL get walled, not only that, but you have reliable recovery in roost to shake it off and come in again. The other choices to fill this role are gyarados and mantine, neither of which helped my calm mind problem (haze it). I also like Articuno because it can set up a reflect in Landorus-I's face when it tries to set up gravity. Now if he goes to excadrill, gliscor will wall it to kingdom come and back. If they go into mamoswine, articuno can stay in and wall it provided it isn't running stone edge.

Gliscor fills the ever needed diancie hole. At a point in time, although the stats do not reflect this, there was a very good user I would always meet in the high ladder with an HP fire diancie. Iron head just wasn't going to work because it could come in and kill any of my other pokemon, then switch out when skarmory came it, it just didn't work. Gliscor solves this problem. No matter what the spread (bar an hp ice variant that shouldn't exist), it will only get get 3hko'd by any move. If it sets up a calm mind on the switch you can get 1 earthquake in and then brave bird can clean up from there. Toxic allows you to stay in on levitation/flying/defensive water/ice beam pokes and stall them out.

Threats: Physical aggression from anything they aren't resistant to is dangerous. They definitely can take a hit, but once we start delving into the really big hitters like crawdaunt, diggersby, and even just an altaria will make them uncomfortable. You have reflect and haze to keep the boosting minimal, but sometimes articuno can't get it up. Stealth rocks is an issue, but really it is an issue for all flying teams just like kyurem-b, I would not say running articuno weakens you to stealth rocks any more than anything else. You should be carrying defog regardless.
Good Partners: Heal bell, physical resistances, lots of defog, and things that can eat up physical or special bolt/beam coverage is always helpful. Charizard X, Zapdos, and skarmory mitigate weaknesses. You can run heal bell on dragonite or togekiss.

Here, http://pastebin.com/wiBHmJWH, is a showcase gallery of replays you can watch if you care to see more, otherwise I think the proof is in the pudding, just "/rank arvada". I've only used flying on this account and the team has been the same pokes but different move combinations for about 1100 battles now. The replays I posted in the viability thread here ----> http://www.smogon.com/forums/thread...before-reserving.3517737/page-48#post-6064608

Final Notes

I haven't retired the team, I've just been pestered by a few people to post this. The sets posted are the ones I run.

The reason Articuno's speed is goofy is because I was tired of ArkenCiel and his stupid max speed jolly azumarill was fast enough to belly drum and KO my whole team. Articuno survives the aqua jet and hazes the belly drum away, which seals the match. 220 also outspeeds max invested but neutral nature base 60s for 1 extra set of EVs, I think it is worth it.

Also InfernapeTropius11 , she missed 4 not 8.... :p
Glad you finally posted this core! And no, she did have 8 missing lol. The original spread was HP/Def/SpD: 244/252/4, then she added 8 to SpD
 

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Hidden Power (Ground)
- Protect


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


Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Diamond Storm
- Moonblast
- Trick Room
- Stealth Rock

An alternate fairy core I discovered by watching replays. It looks very fun.

This core's aim is to enable Gardevoir to sweep. Modest Hyper Voice is one of the most powerful attacks in the tier, and being able to launch them off without worry about being outsped helps a lot. Diancie sets up stealth rock to break Focus Sash and Sturdy, and can also set up trick room to allow Gardevoir to sweep through faster teams such as dragon or achieve a late-game sweep. Klefki provides a valuable steel neutrality, priority Thunder Wave to support Gardevoir, and priority Screens in order to keep the team going. Foul play is one of the few checks this team has a chance of getting against Mega Metagross, and is therefore Mandatory. Gardevoir itself is just a standard attacking set with HP Ground for Heatran and Protect to ensure it gets to change its speed tier. At 108 Speed, it is exactly one point faster than a Jolly base speed 70 Pokemon such as Bisharp, Breloom, Pre-Mega Metagross, and Swampert. The rest is allocated to bulk to increase the benefit of screens.


Aside from Mega-Scizor and Mega-Metagross, which are reputable for single handedly sweeping fairy teams, this core mainly struggles with things that it cannot cripple such as Excadrill and other speedy Pokemon who super-effect the core such as Genesect. It has the ability to cripple threats that would otherwise sweep it by sacrificing Klefki, but in the case of Excadrill this will not matter either. This core also struggles with what few Pokemon Gardevoir cannot break.


Mainly the more popular fairy pokemon will combo with this team, as with any fairy team, thus Azumarill, Togekiss, Clefable, and Slurpuff. If desperate for paralysis, one could also use Whimsicott for priority stun spore. Sylveon is notable for doing a similar job to Gardevoir in this core, but can choose to run specs to achieve more raw power. An alternate playstyle of trick room could also be preferred if one chooses to dedicate to it, in which case one could choose to use a minimum speed spread on Gardevoir and use trick room in place of another move. If this is the case, Aromatisse may help to get trick room up.
 
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Having been keeping a close eye on the Monotype Core Laddering Challenges, I've begun a personal project. I call it the, (forgive the pun on the US education system) Common Core Project. I will be comparing the teams of the top finishers and picking out what they have in common. I will then turn this information into a core and post it in this thread.

Please note that it is possible, once we reach the third challenges for any type, that there may not be an entire core in common between the three teams of a type. If this is the case I will note what all three (or more) teams do share, but give cores based on common points between only some of the teams. I may also take liberties with sets, but I will try to limit them to being based off of the Top Finisher Write-Ups, Monotype Statistics, or Monotype Viability Rankings thread. Regardless, I will try to limit the number of shown sets on any given Pokemon to two.

The first Common Core to be posted for your convenience is poison type.



Drapion @ Choice Scarf / Choice Band / Assault Vest
Ability: Battle Armor / Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
; 252 HP / 36 Atk / 220 SpD
Jolly / Careful Nature
- Knock Off
- Earthquake
- Ice Fang / Poison Jab
- Rock Slide

Drapion is the most viable psychic immunity that poison has, and it has access to both decent stats and a good offensive movepool, as well as an interesting base 95 speed. Considering this, it's no surprise that Drapion is one of the staples on the poison teams of two top finishers.


Nidoqueen (F) @ Focus Sash / Shuca Berry
Ability: Sheer Force
EVs: 36 HP / 252 SpA / 220 Spe
; 252 HP / 240 Def / 16 Spe
Modest Nature
- Stealth Rock
- Earth Power / Flamethrower
- Ice Beam
- Taunt / Fire Blast

While Drapion may not have been surprising for both players to use, Nidoqueen certainly was. Being only seventh in popularity, Nidoqueen has a very humble position in poison, often ignored for its counterpart Nidoking. Even more surprising is that the two used similar sets, preferring the more offensive Focus Sash set.

Nidoqueen pairs well enough with Drapion defensively, attracting psychic type attacks and possibly taking some physical hits for it if the player opts for the more defensive Nidoqueen set. The two form an interesting offensive core, having great coverage together and having stealth rock to keep the pressure up. Taunt preserves rocks and can prevent many kinds of opposing shenanigans as well as preventing the rocks from being defogged away.

At just a glance this core is weak to ground, so teammates that beat ground are greatly appreciated. Powerful and fast attackers such as scarf Victini may threaten the more offensive version of the core, especially physically based ones. The more defensive version does not appreciate setup sweepers such as Gallade-Mega and Keldeo. In review, I'd call it a solid core that, if used properly, is very capable of pressuring defensive teams such as many flying and normal type teams.
 
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Hello everyone, its time for the next common core. Today's common core, posted for your convenience, is dark type.


Sableye @ Sablenite / Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
; 224 HP / 252 SpD / 32 Spe
Bold / Calm Nature
- Recover
- Will-O-Wisp
- Calm Mind / Knock Off / Foul Play
- Taunt / Dazzling Gleam / Dark Pulse

A Pokemon that no dark team seems to go without, Sableye is one of the best support Pokemon a player could ask for. Though its stats are disappointing, it makes up for it by having a good support movepool and an absolutely glowing ability in Prankster. With its mega stone, Sableye gains the ability to evolve for both better defenses and one of the greatest abilities in the game: Magic Bounce. Not only does it get this excellent ability upon mega evolving, it also retains the benefits of Prankster on the turn that it does so. It only makes sense for both top finishers to use this excellent Pokemon.

Between the two top finishers, both forms of Sableye were showcased. One used a no-attacks fully defensive Sableye meant to stall the opposing team, and the other used a standard Calm Mind Sableye Mega with Dazzling Gleam for its one attack. Base form Sableye could choose also use Knock Off or Foul Play as their single attack, and Mega Sableye could opt to use Dark Pulse instead of Dazzling Gleam.


Tyranitar @ Tyranitarite / Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpA
; 252 HP / 4 Atk / 252 SpD
Brave / Careful Nature
- Stone Edge
- Earthquake / Stealth Rock
- Fire Blast / Thunder Wave
- Ice Beam / Iron Head

Tyranitar is another staple member of dark teams. With great bulk and offensive stats but poor speed, Tyranitar is a traditional tank. It has access to a broad offensive movepool and relatively good support movepool. With sand stream as its ability its rock typing gives it a boost to its special defense, making it especially bulky on that side. In its mega form it gets a boost to most areas, making it a monstrous tank in return for giving up the ability to hold another item. With its flexibility and bulk, it makes a lot of sense that both top finishers used this beast.

Once again the two top finishers displayed both sides of their pokemon, one using a support based Tyranitar and the other an offensive Mega Tyranitar. The support Tyranitar carries the staple move Stealth Rock, the ability to cripple the pokemon whose attacks it is taking with Thunder Wave, Iron Head to form a paraflinch combination with Thunder Wave and cover fairy types, and Stone Edge because of its status as Tyranitar's most effective STAB attack. The Mega Tyranitar used by the other top finisher used a physically based mixed attacking moveset of Stone Edge, Earthquake, Fire Blast, and Ice Beam. Having the famous Edge-quake combination as well as fire and ice type coverage gives Tyranitar the ability to net consistent super-effective hits in order to cause as much damage as possible.

The two together form a sturdy core, with Sableye immune to Tyranitar's great weakness to fighting type moves and Tyranitar able to remove threats to Sableye. Offensively Sableye supports Tyranitar in its efforts to remove Sableye's checks and break through defensive cores, and possibly even deflect status once Sableye has mega-evolved.

This core is somewhat weak to powerful fairies that can break through such as Mega Gardevoir and Azumarill. Altaria greatly threatens this core, able to launch powerful fairy moves, heal bell to remove its own status, and roost off whatever damage it takes. Despite these flaws the core is very powerful, and dark players rarely seem to go without it.

This common core carried a couple of surprises. The first was that despite there being two different megas, one top finisher used two while the other used none. The second, and perhaps greatest, surprise was the fact that Bisharp was not part of it. The best answer to both fairy and normal, and an incredibly powerful setup sweeper, it is a great testament to the creativity of the top finisher who used this team that he did not include Bisharp.
 
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Offensive Core (Ground)
I understand that a very similar core has already been contributed by All Falls Down, but I feel like this addition fits the shift in the meta since the time when the core was posted. Also, this core is completely revolved around getting Excadrill to sweep, rather than having an offensive core where Excadrill CAN sweep, if you can see the difference.

OR




Get Walled (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Slack Off
- Whirlwind
- Toxic




Land Shark (Garchomp) @ Lum Berry
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Outrage

or




Land Shark (Garchomp-Mega) @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Earthquake
- Outrage
- Fire Blast
- Draco Meteor




6-0 steel GG (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Psychic
- Sludge Wave/Focus Blast
- Gravity


fast like sanic (Excadrill) @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- X-Scissor/Rapid Spin


How to use:
As you can see, this core is completely revolved around getting Excadrill to sweep. Hippowdon is reserved as pure Taunt bait to aid in further crippling walls while not leaving him open to become set up bait. He sets up sand and hazards, and is more than bulky enough to keep sand on the field for as long as Excadrill needs it. Garchomp is there purely to wall break. I recommend regular Garchomp over Mega-Garchomp due to Garchomp loosing a significant amount of speed upon mega evolving, and to not make him weather reliant, as sand is sometimes needed to achieve a crucial 2HKO(against oppossing Hippowdons, for example). Landorus is the star of the team if you can get good at predicting. If you are able to get a combination of Gravity + sand + a switch into Excadrill, then you are more likely than not guaranteed three KOs against certain types. His coverage moves aid in what types you find more difficult to deal with. Focus Blast can help break Normal, which can do a great job at walling this core.
The Excadrill set is standard, but you will want to run Jolly over Adamant to outspeed Scarfed Greninja, who can both outspeed and OHKO in the sand. Excadrill really only needs three moves. If you feel like hazards hinder your double switches, Rapid Spin can be run. Choice Band > Life Orb to maximize damage out speed during the turns that Gravity and sand are in the field, and to mitigate recoil damage, as Excadrill will often times have to take several hits to be able to come in during Gravity turns while the sand in activated.

Good Teammates

Gastrodon and Seismitoad serve as wonderful pivots with their Water immunities. Gastrodon can further work with Hippowdon and Gliscor in crippling walls, while Seismitoad offers more of an offensive presence to help stop your loss of momentum.
Gliscor offers a speedy Taunt to prevent walls from healing, acts as a status absorber and spreading, and can single handedly stall teams to death if they are unable to break him.
Camerupt doesn't have too many safe switch ins outside of Zapdos and Chansey, so he can further aid in wall breaking or wearing down threats. His typing also allows him to take neutral damage from Grass and Ice attacks.



Opposing genie spam can become a huge threat to Ground due to the combination of Sheer Force + Life Orb for the Incarnate Formes coupled with the possible combination of Grass Knot and Hidden Power Ice. Luckily, Excadrill can freely switch into the moves, but is at a risk for a possible Focus Blast or Earth Power.



Water teams are not necessarily problematic. However, skillful Water teams that skillfully abuse skillful Swift Swim can lead to a cancerous weather war where you are at a disadvantage.


LO/Banded Mamoswine can become very problematic, as Hippowdon doesn't enjoy switching into an Icicle Crash/Spear, and Garchomp and Landorus do not enjoy Ice Shards. However, Excadrill check it without difficulty.



If you are unfortunate enough to be laddering at dead times and are pitted against a low ladder ice team with [Mega] Abamosnow, just quit. Nothing can safely switch into him, and he overrides your weather. Odds are that 8/6 of his teammates are also carrying Ice Shard.


Mega-Gyarados in the hands of a good Bird or Water user will sweep this core and its' teammates, as Gastrodon and Seismitoad cannot tank his Waterfalls. If the user is reckless and brings out Mega-Gyarados early in the game, you can whittle it out and phaze is so Excadrill can take care of it later in the game.


Replays:
http://pokemonshowdown.com/replay/monotype-219087088 VS Fire

http://pokemonshowdown.com/replay/monotype-219089909 VS Dragon

http://replay.pokemonshowdown.com/monotype-219090455 VS Fairy





VS Flying
This replay shows how the core and effectively get sand + Gravity up on the field, and how the addition of Taunt Gliscor can aid in breaking down walls or fat mons. Also, the switch in the last few turns of the replay from Excadrill to Landorus happened because I completely derped and forgot that Garchomp broke Gliscor and that I no longer needed Gravity to clean up.
http://pokemonshowdown.com/replay/monotype-219088402
 
Hello internet, it's time for the Dragon type Common Core. Apologies for being so late.
Note: I do take most type requests.




Garchomp @ Choice Scarf / Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
252 Hp / 252 Atk / 4 Spe
Naive / Adamant Nature
- Earthquake
- Fire Blast / Stealth Rock
- Stone Edge
- Outrage / Dragon Tail

Garchomp has been famous since its release in Diamond & Pearl, and its not hard to see why. Great offensive typing that is also decent defensively, decent bulk, great attack with a usable special attack, and a frankly amazing speed tier. Combine this with its great offensive movepool, and you have one of Dragon's staple Pokemon, and possibly its best Stealth Rock setter.

One top finisher utilized a scarfed version of this land-shark, which has the advantage of out-speeding every scarf base 101 or lower. The standard Edgequake combo with fire blast to catch Skarmory and Ferrothorn, as well as its strongest STAB in Outrage, its easy to see why scarf was a great choice. The other top finisher, however, got a bit more creative. This version of Garchomp was a bulky attacker and rock setter carrying rocky helmet to get massive recoil damage on opposing Pokemon, as well as carrying a phasing move in dragon tail. This one took on more of a support role, but is no less effective than an offensive Garchomp.
Update: With the banning of Zapdos it is perfectly legitimate to forgo Stone Edge for Dragon Tail.


Hydreigon @ Life Orb / Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor / Tailwind
- Flamethrower
- Earth Power

Hydreigon is unique in its typing, which is great offensively and acceptable defensively, it's fast enough to outspeed most pokemon, it has great offensive stats, it carries an immunity to ground, and it has an expansive movepool. This monster has made many a player suffer in a Pokemon Black and White play-through. It's easy to see why it's a staple member of Dragon, able to combat psychic and steel excellently, as well as launch off powerful STAB attacks, and is just fast enough to outspeed things like Kyurem-Black and Meloetta.

One finisher used the steel-busting life orb special attacking set, which has great coverage and good power. He utilized the standard four attacks on this set, Draco Meteor as primary STAB, Dark Pulse as the way to eat through Psychic, and then the combination of Flamethrower and Earth Power to devour steel and get great overall coverage. The other finisher used a focus sash special attacker with a similar moveset, but with the addition of Tailwind instead of Draco Meteor as a possible way to make a game take a 180 degree turn. In combination with Garchomp, this beast and the Landshark can aggressively eat their way through some teams.


Kyurem-Black @ Choice Scarf / Assault Vest
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
4 Atk / 252 SpA / 252 Spe
Jolly / Hasty Nature
- Fusion Bolt / Ice Beam
- Outrage / Earth Power
- Iron Head
- Dragon Claw / Stone Edge

With the stats of an Uber and a powerful offensive typing, it's always been the defensive liability of the Ice typing and the lack of a good physical Ice STAB that's held Kyurem-Black back from a spot in the uber tier. In a Dragon team, however, that typing can be essential defensively, as many dragon teams have nothing else that takes neutral damage from ice type attacks. Its movepool is below-average, lacking a lot of coverage on both sides and often making up for it by utilizing a mixed set. However, despite all of these flaws, this monster is still carrying the body of an uber and some powerful attacks. Those two things in combination with Kyurem-Black's neutrality to ice make Kyurem-Black another staple member of Dragon.

Once again, one top finisher opted for a more standard choice scarf set, although that player decided to forgo ice beam in return for carrying two Dragon STAB. That player instead only carried two coverage moves, Fusion Bolt and Iron Head. The other top finisher used a specially based mixed attacking Assault Vest, making the most out of Kyurem-Black's neutrality to ice attacks, its uber-esque body and its mixed movepool. Surprisingly, this player did not use Fusion Bolt, instead using Ice Beam, Earth Power, Iron Head, and Stone Edge to obtain some unexpected coverage. This monster either forms a pseudo-defensive core with bulky Garchomp, with both helping to cover each other's weaknesses, or it supplements the offensive power of Dragon using coverage that many other Dragons simply don't have.


Latios (M) @ Life Orb / Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Defog / Draco Meteor
- Hidden Power [Fire] / Ice Beam
- Surf / Shadow Ball

The final member of this core, Latios is yet another famous dragon. A unique Dragon/Psychic typing shared only with its sister Latias, blazing fast speed, great special attack, decent physical bulk and good special bulk, and a vast movepool make Latios a very powerful Pokemon, especially in offensive roles. In addition to a wide variety of attacks, it also gets trick, defog, roost, support moves, and setup moves to allow it to get creative. It also carries an immunity to Ground, which is very valuable. These factors make for an excellent Pokemon that is indispensable to many Dragon Teams

Both players elected to use this as a fast sweeper, although the sets differed significantly. One top finisher used an offensive defog set to keep hazards out of the way while also taking out hazards setters. This player elected to use Defog, Surf, and Hidden Power [Fire] in order to defeat a majority of stealth rock and spikes users, and Psyshock as obligatory STAB that defeats a majority of Fighting as well as giving Latios the ability to attack on both sides. The other top finisher, who elected to use Choice Scarf, used Psyshock as well, but also utilized Draco Meteor as Latios's most powerful STAB, Ice Beam for its coverage against Flying, Ground, and opposing Dragon, and Shadow Ball in order to further damage psychic. Shadow Ball also acts as a way to finish off or weaken a Mega Metagross so that a teammate such as this player's rocky helmet Garchomp can finish it off. The choice scarf makes Latios the second fastest unboosted Pokemon in the majority of the meta, beaten only by scarf bearing Greninja, and it can therefore devour entire Fighting teams after Stealth Rocks have been set up. In combination with the other three pokemon of this core, Latios offers a variety of offensive coverage and hazard removal to the team that keeps the pressure up as well as possibly relieving opposing pressure.

This core is of course weak to fast Pokemon that can super-effect the majority of its members, such as Metagross-Mega and Scarf Genesect. It's also incredibly weak to the Porygon2/Chansey core, which is often considered an Achilles' heel of Dragon. Another weakness is that most or all of these Pokemon may carry a Dragon type STAB, and therefore all lose out on a moveslot against Fairy types.

This core actually brings to light a concern for dragon players, which is the increasing struggle to remain diverse while also covering everything that it can. Most Common Cores are two or three Pokemon. Dragon has so far proven unique in the fact that it consisted of four Pokemon. This is the surprise of the core, because one would usually think that Dragon would be flexible. It instead proved to be the most rigid in terms of team members, despite the surplus of powerful Dragon types.

Note: With the banning of Greninja, Metagross-Mega, and Zapdos, this core can dedicate towards other threats. It also struggles less to become diverse now.
 
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Balance Core


Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power Ice

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Energy Ball



Raikou @ Lum Berry
Ability: Pressure
EVs: 88 HP / 204 SpA / 216 Spe
Timid Nature
- Extrasensory
- Thunderbolt
- Calm Mind
- Hidden power [Ice]


Manetric is a good pokemon for momentum, and it has all important fire and ice coverage, as well as the speed to take on lando-I. It can tank hits reasonably well after intimidate, and more importantly, the debuff means that when he goes to true defensive mons like zapdos or rotom the opponet's attacks will still be below your healing.

Galvantula's hazard gives electric more leeway against wall breakers and allows your team to worry less about scarfed pokemon, as well as giving a buffer that still allows you to attack +1 dragon dancers. I find it rare that I get to use energy ball, but I have gotten the privelege of using against greedy swamperts a few times, so it has slightly edged out thunder wave in galvantula's carreer.

Calm mind raikou fills various needs for an electric team. The choice of lum allows this one to lead against breloom, and it still generally wins calm mind wars with the 110 mons that it outspeeds or anything except volcarona for that matter. Extrasensory has the main job of hitting mega venasaur, as rare as he is, since he can wipe the entire team. It's the obvious Check for mega sableye, but is till very effective at forcing around teams or switches to electric immune mons in other match ups, and a good all around sweeper if webs are up. Substitute sets can deal with things like celebi better, avoiding leech seed on top of spore. HP grass is only really viable with Life orb.


  • Mega Venasaur is likely to completely walll any coverage the rest of your team is running making raikou important to keep alive.
  • Volcarona can eat through electric.
  • Mega Swampert needs +1 to gurantee a raikou OHko with HP grass, even if 252 life orb is run..
  • Mega Zard-X can muscle through the team between his resistances and coverage.
  • Neutral tanks like metagross, tyranitar, and snorlax can tank a few hits from anything on the team and then deal a lot of damage.
  • No good switch in to big wall breakers like band terrakion and medicham, making early webs very important.
  • Celebi is basically a death wall if you are unfortunate enough to come across it.
  • Ground monos and other ground mons like gliscor (spdef lives manetric)and garchomp.
  • Dragon pokemon like goodra and kyurem are very hard to wear down.
  • Unaware clefable is a bigger problem than magic guard for this team
  • Really appreciates additional fighting coverage on team partners.


Good Partners
  • Zapdos
  • Rotom-W
  • Thundurus-I
  • Eelektross
  • Electrivire
[/quote][/quote][/quote]
 
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Defensive Core (dragon)

View attachment 27963

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil
- Earthquake
- Dragon Tail


View attachment 27964

Goodra @ Assault Vest
Ability: Gooey
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Wave
- Thunderbolt


View attachment 27965

Kyurem-Black @ life orb/choice scarf
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe or alternatively 252 Atk / 32 SpA / 224 SpD
Jolly Nature
- Fusion Bolt
- ice beam
- earth power/outrage
- roost/iron head





How does this core work exactly?

Using Kyurem-b to sponge ice attacks and being able to handle fairies are a major plus in my book pairing that with goodra.
You're able to patch up Zygardes weak points one of them being a four times weakness to ice and fairies. Although it can tank some special attacks, so long as its not stab and couple that with Goodra's special bulk makes it even more amazing, being able to tank fairy moves and removing major threats to Zygarde such as Togekiss and Whimmiscott which they both completely wall Zygardes moves

Other team mates to consider running to help support Zygarde more or to buff your team overall are.

Using Druddigon as a lead Pokemon, lead Druddigon is good in particular due to it have access to glare Stealth rocks which can cripple your opponents team from turn one while also setting up hazards.

Another good team mate to consider would be Latios, Latios can be either used as a defogger where you can also run Dragonite for the synergy. Another set to consider would be scarf Latios, scarf Latios can be used effectively to speed creep your opponent and also trick your opponents Pokemon if they're setting up in your face.

And lastly another pokemon to consider would be Latias, if you choose to run Latios as your scarfer you can run Latias as a defogger, one thing to mention that Latias has access to that Latios doesn't is healing wish, healing wish can save you from losing the game being able to fully recovery your Pokemon
and status conditions, while also keeping up the offensive pressure by using a life orb with two stab moves.




used this core so zygarde saves after one coil sometimes
 
Some of the previously mentioned ground cores similar to this one have some flaws in the making them somewhat less efficient in the current meta, i propose one of mine.

Mamoswine-Bulky Core (Ground)


Mamoswine @ Assault Vest
Ability: Thick Fat
EVs: 40 HP / 210 Atk / 252 Sp.Def / 8 Spe
Adamant Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Earthquake


Landorus Life Orb
Ability: Sheer Force
EVs: 252 Sp.Atk / 252 Speed / 4 Def
IV: 0 Atk
Timid Nature
- Earth Power
- Sludge Wave
- Psychic
- Rock Polish


Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 200 Sp.Def / 60 Def
IV: 0 Atk
Calm Nature
- Earth Power
- Scald
- Recover
- Toxik

How To use?
All you need to use this set is predict moves of your opponent. This set of Mamoswine is amazing and tank all special sweeper.
Gastro is there for absorb all water moves and Landorus fighting and grass moves.
Ground is weak to fighting (The Breloom-Keldeo core) and this core can beat him, i'll explain how next.

Some calculs who show Mamoswine's set is really good:

• Against M-Charizard Y
252 SpA Mega Charizard Y Fire Blast vs. 40 HP / 252 SpD Assault Vest Thick Fat Mamoswine in Sun: 228-270 (61.4 - 72.7%) -- guaranteed 2HKO
→ Mamoswine can counter it with Icicle Crash and Ice Shard.
M-Zard Y is a pain for ground because you lose the climat and M-Zard Y easily kill Hippo 1 Vs 1.

• Against Volcarona
252 SpA Volcarona Giga Drain vs. 40 HP / 252 SpD Assault Vest Mamoswine: 122-144 (32.8 - 38.8%) -- 99.1% chance to 3HKO
→ In the case of Volcarona has Giga Drain and Gastro can't wall it, it's pretty usefull.

• Against Victini Scarf-Spe
252 SpA Victini Energy Ball vs. 40 HP / 252 SpD Assault Vest Mamoswine: 118-140 (31.8 - 37.7%) -- 90.1% chance to 3HKO
252 SpA Victini Icy Wind vs. 40 HP / 252 SpD Assault Vest Thick Fat Mamoswine: 18-22 (4.8 - 5.9%) -- possibly the worst move ever
→ Keep Safe Gastrodon and Landorus.

• Against Gengar Life Orb
252 SpA Life Orb Gengar Focus Blast vs. 40 HP / 252 SpD Assault Vest Mamoswine: 247-291 (66.5 - 78.4%) -- guaranteed 2HKO


• Against Latios Life Orb
252 SpA Life Orb Latios Surf/Energy Ball vs. 40 HP / 252 SpD Assault Vest Mamoswine: 185-218 (49.8 - 58.7%) -- 99.6% chance to 2HKO
→ Gastrodon will be safe.

• Against Meloetta AV
252+ SpA Meloetta Energy Ball vs. 40 HP / 252 SpD Assault Vest Mamoswine: 154-182 (41.5 - 49%) -- guaranteed 3HKO
→ Meloetta AV is one counter to Landorus and Gastrodon, it's for this reason i show this calcul.

• Against Thundurus-T
252 SpA Thundurus-T Grass Knot (120 BP) vs. 40 HP / 252 SpD Assault Vest Mamoswine: 204-242 (54.9 - 65.2%) -- guaranteed 2HKO

...

Good Partners


Always this core over and over knew because it works and he's usefull in some situations against differents treaths (explained next)


Diggersby is a treath for all type, only Pokemons like Skarmory can counter it.
I use it mainly with Choice Band and Frustration and not Return for Ditto, Quick Attack (to end some weak sweepers and give a priority move for my team), U-Turn and another move.


Threatlist


This fighting core is a nightmare for ground but we can without the classic Hippo-Excadrill Sand Rush core beat them. (Problem with this core is if Keldeo is Sub CM, Excardrill can only kill the sub).
So, first thing you've to do is break the Sash of Breloom (Stealth Rock, Mamo's Ice Shard, Sandstorm,...) and send Landorus.
You've the opportunity the most of time to Rock Polish your Landorus because the opponent want save him Breloom or use Mach Punch as last move before him death, next Rock Polish, you outspeed all fighting team and OHKO all Pokemon except Conkeldurr (
SpA Life Orb Sheer Force Landorus Psychic vs. 0 HP / 236 SpD Assault Vest Conkeldurr: 213-252 (60.6 - 71.7%) -- guaranteed 2HKO).


To beat Greninja, Mamoswine can do it, indeed, Greninja Life Orb can't 0HKO this set of Mamo:

252 SpA Life Orb Protean Greninja Grass Knot (120 BP) vs. 40 HP / 252 SpD Assault Vest Mamoswine: 312-369 (84 - 99.4%) -- guaranteed 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 40 HP / 252 SpD Assault Vest Mamoswine: 283-338 (76.2 - 91.1%) -- guaranteed 2HKO
This is usefull, you can kill Greninja with Icicle Crash if it does Grass Knot or with Earthquake if it does Hydro-Pump.

But be carefull, you've to have the max of your life.
Of course, if it's the Scarf version with Ice Beam (used on your Landorus by example), you can send Gastrodon or Mamoswine to tank it and Grass Knot just send Landorus and set up to outspeed him next.


Another main threath is this bulky Hyppie.
For destroy it, you've choice:
First case is you send Mamoswine to spam 2 Earthquake (Unless Synthesis, you'll can kill Venu-M with Psychic Landorus).

Second case, you've a Diggersby band in your team, he's very strong and can survive to one Giga-Drain of Bulky-Venu and 2HKO Him of revenge kill.
0SpA Mega Venusaur Giga Drain vs. 0 HP / 0 SpD Diggersby: 236-282 (75.8 - 90.6%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Diggersby Frustration vs. 252 HP / 4 Def Mega Venusaur: 270-318 (74.1 - 87.3%) -- guaranteed 2HKO


This is the horrible thing with M-Venusaur ...
The Dragon Dance set is just horrible, next 2 DD, it's over for you, so how can we kill ?
Classic method used by ground is Hippo-Exca Sand Rush to a lot of damage and with Diggerbsy Quick Attack to kill finally this hell's beast.
Just don't let this Mega-Gyarados set up in front of your Gastrodon, quick switch on another Pokemon (like Hippo) to force M-Gyarados to use offensive move for send Excadrill next and after Diggersby.


Replays: I'm saving some replays, be patient.

•Against Fighting core (Breloom/Keldeo Sub CM):
http://replay.pokemonshowdown.com/monotype-224456442
 
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Offensive Core


Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Substitute
- Pain Split
- Shadow Ball

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

Gengar can force around mons like chansey, and bisharp, although he likes to have help coming in. Gengar can quickly ruin steel teams, as getting heatran into chandelure's shadow ball range is often all that is needed to seal the game. Shadow ball easily 2 HKOs skarmory, and will dent most of it's partners. Substitute is a neccesary evil to get around t-wave and sucker punch, and can often give you a second hit against foes who have double switch minded plans to get around gengar. Gengar's attacks against psychic teams lower reliance on aegislash, which is helpful. His levitate and toxic immunity are important to preserving his partners.

Chandelure provides a switch in for pokemon that will try to wisp aegislash, and against respectable opponent's you can simply use it's presence on your team preview to attack or boost twice with aegislash when they expect you to switch. Flash fire has the power of specs, and is enough of a wall breaker while under that effect that "not very effective" text rarely actually mean the opponet is safe from 2HKOs. Energy ball is needed to prevent setup more than snipe water pokemon, as it isn't particularly powerful without spikes or t-spikes. Chandelure can switch in on ice shards early game and can tank something like a volt switch once per game.


  • Taking a KO with either of these Pokemon can allow something like hydregion to come in easily.
  • Volcarona with substitute. Infiltrator chandelure can trick it, but if it gives you a flash fire bonus while it's unboosted or taking leech seed/toxic damage, then you can kill it, especially since chandelure should outspeed the popular bulky rona at +1.
  • Mega Zard-X can muscle through the team between his resistances and coverage.
  • Priority mindgames with bisharp. Sometimes it's best to sub only once before dropping focus blast, as some users might spam knock off from the get go.
  • Chandelure can achieve a 2HKO on offensive mega altaria after flash fire and an OHKO on 0 hp kyurem.
  • Chandelure needs fire teams to bring out mega-Y as soon as possible. Luckliy the only physical attackers tend to be choiced and can't hurt a dedicated physical mon without stab.
  • Sacrificing gengar by subbing the maximum number of times and pain split CAN put meloetta in chandelure's KO range, but isn't always ideal.
  • Scizor's knock off makes switching out against him very dangerous
  • Weak to most pokemon carrying volt switch
  • You almost have to switch chandelure in against +0 gyarados and spam energy ball, as a potential mega crunch could end the game, so sacking chandelure (who's weak in those matchup's) is always ideal to get them vulnerable to sableye (delay when you mega)
  • Tentacruel needs a ton of prior damage to be KOd by these mons, and can make the game unwinnable if they stay in on him and he uses tspikes.


Good Partners
  • Aegislash
  • Sableye
  • Jellicent
  • Golurk
  • Froslass
  • Gourgeist
  • Cofagrius
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