Monotype Good Cores (see post 136 for updates)

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Hello thread-surfers, I've been slacking a bit on these but here's today's common core, the Fire type core.
Note: There will be no flying type core until core challenge 3, seeing as the core is no longer legal.


Infernape (M) @ Focus Sash / Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
; 252 Atk / 4 SpD / 252 Spe
Hasty / Jolly Nature
- Close Combat
- Mach Punch
- Thunderpunch / Fake Out
- Flamethrower / Flare Blitz

Infernape is one of Fire's most common attackers, and understandably so. It helps fire with its rock weakness by providing a fighting type STAB, and is often times one of the only things standing between the team and a Terrakion sweep. It offsets its poor bulk with its excellent offensive stats, its very important base 108 speed, and its good offensive movepool. These factors are what makes Infernape a core part of fire teams. The top finisher, who won both fire core challenges, used a sash mixed attacker Infernape with Close Combat, Mach Punch, ThunderPunch, and Flamethrower. He also included Fake out on one of his team write-ups. Sash mixed infernape could have also used Fire Blast or Overheat instead of Flamethrower. Infernape could also choose to be solely a physical attacker, using Flare Blitz instead of a special-based fire type attack. In this case, Focus Sash is not the preferred item, being replaced by Life Orb or Choice Band.


Victini @ Choice Scarf / Assault Vest
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
; 252 SpA / 4 SpD / 252 Spe
Jolly / Timid Nature
- V-create / Blue Flare
- Zen Headbutt / Psyshock
- Bolt Strike / Energy Ball
- U-turn / Glaciate

Victini is a common sight in both fire and psychic teams, and its not hard to see why. It has base 100 for all stats and an expansive offensive movepool, giving it excellent versatility and ability to take on threats to the Fire type. The top finisher used a physical scarf set consisting of V-Create, Zen Headbutt, Bolt Strike, and U-turn. One could alternatively choose to use a special scarf set with Blue Flare, Psyshock, and Energy Ball, with the last moveslot being a choice between U-turn and Glaciate. Assault Vest also works with either set of moves, allowing the user to have some additional bulk and to fake a scarf. Alternative to both of these sets would be a mixed set with V-Create, Bolt Strike, and Energy Ball, which would have a lot of potential use against Water.

These two together handle a lot of threats to Fire and have great offensive coverage. They can pressure many teams, offering the ability to apply a consistent offense. The two don't pair that well defensively, each only providing one resist to one of the other's weaknesses, but Fire is rarely defensive in nature. The two appreciate the support of hazards and hazard removal, because this core is hazard weak. This core is weak to fast pokemon that super effect both members and get past Victini's scarf, such as Excadrill in sand and Choice Scarf Terrakion. This core also does not appreciate cores that resist both members. Despite their great coverage together, Dragons can still wall this core, as can a swampert, so a way to deal with these is incredibly important. The surprise of this core is that it lacked Torkoal, which I thoroughly expected to be a common member because of its status as Fire's most consistent hazard remover.
 
Hello viewers, today we're going to do a common core on one of the less powerful types. It's time for fairies to see some love. The fairy common 'core' will be split into two entries, because there are five members shared.

We'll start with perhaps fairy's most infamous core, the setup core.


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

Normally there would be two sets per Pokemon, but there just isn't for Klefki. The only real choice for Klefki is it's fourth move, Foul Play or Spikes. Fairy teams simply can't go without the other three moves. Thunder Wave with Prankster is a sort of panic button, stopping most setup sweepers in their tracks. This feature has saved many Fairy teams from being swept. The choice between Foul Play and Spikes is a serious one, because Foul Play can do immense damage, but spikes break sashes for the teammates. Klefki also provides the best p\Poison immunity and Steel neutrality still legal on Fairy. Being a Pokemon that fairy really can't succeed without, it's presence was inevitable.



Azumarill @ Sitrus Berry / Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum / Waterfall
- Knock Off / Superpower

All about hitting hard, Azumarill is another central and famous piece of Fairy. Having the most threatening boosting move in the game combined with a priority STAB, as well as good coverage and great typing to top it off, this cute little bunny is a monster in disguise. It's base 50 attack is deceptive, truthfully double the shown amount. Add in Belly Drum, and it reaches an insane 1744 attack. The risk in the Belly Drum strategy is minimized by Klefki's screen support, Azumarill's natural bulk, and sitrus berry to help fix the loss of health. Belly Drum is generally expected out of Fairy team, and reasonably so. Both top finishers utilized a Belly Drum Azumarill because of its great effectiveness. One could also choose to utilize Choice Band to skip the setup and have immediate power, however. This is less overwhelming, but also far less dedicated to staying on the field and more difficult to predict.



Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Flamethrower
- Stealth Rock / Cosmic Power / Calm Mind

Clefable, while not the a Pokemon I assumed would be a common member, is another very valuable member of Fairy. It's type, while not bringing anything in particular to the team, is not a bad defensive typing in many situations. It's stats, while also not that impressive, are just high enough for Clefable to do it's job. Clefable truly begins to come together with its ability, Magic Guard. Preventing indirect damage, it stops any wayward toxic or burn from keeping Clefable from boosting. It also acts as a great status absorber, protecting teammates. When supported by Klefki's screens, Clefable becomes even harder to take down and has an even easier time getting boosts. Clefable is also gifted with a reliable STAB, great coverage moves, and reliable recovery. Moonblast, Soft-Boiled, and Flamethrower are near-conditional on Clefable, but both top finishers went a different route for their fourth move. One used Stealth Rock, seeing as hazards were absent from the rest of the team. The other used Cosmic Power, which made Clefable incredibly difficult to deal damage to while it freely threw Moonblast and Flamethrower back. Although neither top finisher used it, Calm Mind is Clefable's most common boosting move, and therefore deserves a mention for it's offensive capability versus Cosmic Power's defensive capability.

This core struggles when it can't find an opportunity to set up. Anything that threatens Klefki despite screens and thunder wave, such as band Diggersby and Excadrill, can prevent this core from even getting started. Taunt users that don't fear Klefki also greatly annoy this core, such as Thundurus or Gliscor. Klefki is the most vital part of this core, and Fairy will often struggle if Klefki faints, gets tricked, or otherwise can't fulfill its role. Additionally, Defog also annoys this core because of the constant screen removal.
 
The second, simpler part of the Fairy 'core' is the fast attackers.



Diancie @ Diancite / Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
; 252 Hp / 4 Def / 252 SpD
Naive / Sassy Nature
- Moonblast
- Diamond Storm
- Earth Power / Stealth Rock
- Protect / Calm Mind / Trick Room

Diancie-Mega is the first member of the attacker core, Mega Mawile's 'replacement'. Having a blazing fast base 110 speed post-mega, Overwhelming mixed offenses, and usable defenses, Diancie-Mega is a powerful mixed attacker with good coverage. Although it has to be mixed, 4 Atk still gives Diancie-Mega an attack stat two points less than the average Garchomp. Add this to an overwhelming fully invested special attack stat and you get a truly fearsome pokemon. Diamond Storm is the move which Mega Diancie goes mixed for, and it provides valuable Rock type coverage. Earth Power rounds out the EdgeQuake coverage and hits on the opposite side of Diamond Storm. Moonblast is obligatory hard-hitting STAB. One top finisher used protect, which allowed him to change speed tiers with Diancie safely, while the other used Calm Mind for extra power, especially against switch ins like specially defensive Gliscor. If one chooses to use Diancie as non-mega (unlikely), then it can be built as a specially defensive Stealth Rock and Trick Room setter, which can help to beat faster teams.



Gardevoir @ Choice Scarf / Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
; 144 Hp / 4 Def / 252 SpA / 108 Spe
Modest Nature
- Psyshock
- Moonblast / Hyper Voice
- Trick / Focus Blast / Hidden Power Ground
- Healing Wish / Protect

Gardevoir is the other member of the attacker core. While it's base speed is not excellent, it is usable for a scarf when combined with Gardevoir's respectable hitting power. This helps to offset its fragility. Gardevoir gets Psyshock, which provides a respectable STAB that allows Gardevoir to hit on both sides while also helping fairy teams immensely against the occasional poison type. It also gets Moonblast for STAB and Focus Blast for coverage. Scarf Gardevoir also has access to trick in order to cripple defensive Pokemon such as Skarmory or Porygon2, who might otherwise cause problems. Finally it has Healing Wish, which at the expense of Gardevoir will give one teammate a fresh start in the battle. This is incredibly important to many fairy teams, especially when Azumarill, Diancie, and Klefki have no reliable recovery. Alternatively, one could choose to use Gardevoir-mega, who performs the function of a wallbreaker and a powerful special sweeper. Mega Gardevoir opts for hyper voice over Moonblast to obtain increased power and has the options of Focus Blast, Hidden Power Ground, and Protect for the last two moveslots. Protect allows it to change speed tiers and scout while Focus Blast and Hidden Power Ground provide coverage.

The offensive core gets ripped to shreds by most things with a scarf and a good Steel move, or powerful Steel priority (Scizor). The same applies for Steel type walls who do not take significant damage from the moves of the members. Additionally, both members of the offensive core are somewhat fragile, meaning that a mistake can be costly to either.

The two cores together make up a good team, although sorely lacking on proper walls. The offensive core provides a backup plan in case the setup attackers of the team fail to win, and is somewhat secondary to the setup core. The team itself is mostly offensive, with only slight elements of defensiveness. The common appearance of steel, which is Fairy's greatest weakness, in the Monotype metagame has an unfortunate tendency to suppress fairy's presence, which is why fairy is so unpopular.

This Common 'Core' sets the new record for the most shared Pokemon between any core, with almost both entire teams being very similar. This shows just how much difficulty Fairy has as a type in adapting to our metagame. Hopefully the future will bring better times to this type.
 

Sabella

formerly Booty
is a Tournament Directoris a Forum Moderatoris a Tiering Contributoris a Past WCoP Champion
Hey guys on mobile so i will post more about this later but i would like to see a core of possible gothitelle and mega latios. I was think gothitelle would more along the lines with something like dragon dance latios removing all physical walls such as skarm porygon 2 chansey clefable helping lati set up on something else and try sweep... its something we havent seen so id like to see if someone could use this idea comptetively before i go and try it lol
 
Offensive Core (Psychic)
The current offensive Psychic cores include a mix of Balance and Defensive cores that support sweeper or hard hitter, so I wanted to add a fully offensive core that is supported by one of the other two cores, not included as part of it. I wanted to try a offensive core that does not include Victini, seeing as how Victini cannot handle anywhere near as many threats as Deoxys.

Edit: I keep editing out the extra spoiler script, but it won't edit out and continues to splice it in two for some reason

Call Me DMG (Medicham) @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt/Thunder Punch
- High Jump Kick
- Ice Punch

fast like sanic (Deoxys-Speed) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Naive/Jolly Nature
- Fire Punch
- Superpower
- Psycho Boost/Zen Headbutt
- Extremespeed/ Ice Punch/ Ice Beam/Substitue



Gardevoir-Senpai (Gardevoir) (M) @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock/Focus Blast/HP Fire
- Healing Wish
- Trick
How to use: Medicham nukes everything that it hits. The set is standard. Dual STABs are chosen to optimize its overall damage input, as its' dual STABs offer incredible neutral coverage. Thunder Punch can be used over Zen Heatbutt to 2HKO Slowbro after Stealth Rocks, who completely walls this set. 16 HP EVs allow it to live a Quick Attack from Mega-Pinsir at full health and OHKO it after Stealth Rock damage.

Deoxys is used to kill a myriad of things that threaten Medicham, itself, Gardevoir, and Psychic in general. Fire Punch allows it to
outspeed and OHKO Scarfed Genesect, who can be of great annoyance to Psychic teams. Superpower is used to outspeed and OHKO: Scarfed Excadrill(Steel), Scarfed Krookodile, Spd/Dragon Dance (Mega) Tyranitar, Scarf Hydreigon, a +1 speed boosted Mega Sharpedo, and can easily take out Bisharp if Substitute is chosen as a slot. Psycho Boost/Zen Headbutt allows Deoxys to OHKO Scarfed Heracross. Both moves OHKO, but a stray burn can result in a failed revenge killing scenario. Also, Psychic has a possibility to NOT OHKO. The last slot depends soley on which threats you would like to score a surprise kill on. Extremespeed allows it to revenge kill things like +2 Scolipede and Yanmega, while Ice Beam/Ice Punch allow it to OHKO (Mega) Garchomp(Wall breaker set) and (scarf) Landorus-I/T. Substitute can be used to bait a Sucker Punch from Bisharp and then OHKO with Superpower.

Gardevoir patches up any holes that Deoxys and Medicham cannot cover. Gardevoir can OHKO Sableye, who cripples and burn stalls both of its' partners. Gardevoir can also 2HKO Slowbro, or cripple an annoying threat with Trick that may or may not stay in on Medicham or Deoxys(please exclude Mew in this), such as Mew, Klefki, CM Slowbro, Zapdos, Doublade, and Ferrothorn(Protect varients). Psychock allows it to hit special walls slightly harder, and Focus Blast allows it to have more use against opposing Steel teams. HP Fire, however, can be used to 2HKO/weaken Doublade, who also walls this core. Healing Wish allows Gardevoir to double as support for Medicham. Gardevoir is also neutral to Dark, so it can freely switch in one LO Hydreigon and remove the thread or one of its' partners if it decides to switch out.

Good Teammates:

Slowbro can be used as a wall to fall back on, and can also cripple threats with Thunder Wave to allow Medicham to get rid of them. Flamethrower also allows it to deal with Ferrothorn and Doublade.
Jirachi and Mew can provide hazards, hazard removal, and Wish support. Mew can also burn threats to allow Medicham to sponge a hit, or Knock Off scarves, while Jirachi can be used to further spread paralysis. Jirachi also eliminates a weakness to Gardevoir.
Meloetta can be used to check/counter things like Gengar, Doublade, Aegislash, Thundurus, and Landorus-I.
Victini can be used to deal with threats to the core to allow Deoxys the use of extended coverage.



Gyarados completely destroys Psychic teams. Bulky Gyarados can come in on choice locked Gardevoir and proceed to set up. Choice locked Psyshock guarantees a +1. Bulky/Sleep Talk Gyarados can also comfortably set up on Deoxys and Gardevoir. Deoxys-S can only revenge kill MEGA-Gyarados if it is at +1.

Landorus-I can come in on Medicham and force it out, hitting the switch in hard. Landorus-I can also come in on Gardevoir and scare it out with Sludge Wave, or take a hit and remove Gardevoir with Sludge Wave or set up on Rock Polish on it. Deoxys can only OHKO with it with Ice Punch or Ice Beam. Scarfed Lando-T can also scare out Gardevoir and a weakened Medicham.



Thundurus can scare Medicham away with a powerful Thunderbolt, and Gardevoir with a Thunder Wave. At full health, Medicham can take a LO Thunderbolt and OHKO with Ice Punch, only to have Gardevoir bring him back later in the battle.



Doublade and Aegislash completely wall this core and can punish Medicham. Gardevoir, however, can disrupt either of them with Trick.


Bulky Mega-Scizor can come in on Medicham(and survive a HJK) or Gardevoir and proceed to set up. At +2, it can OHKO Medicham and Deoxys after Stealth Rocks.


A bulky Volcarona can be problematic, unless rocks are on the field. Bulkarona can survive a HJK and Zen Heatbutt from Medicham and outspeed it the following turn. Gardevoir fails to 2HKO with Psychock. Deoxys can only revenge kill it at low HP with Extremespeed.


Slowbro deserves an honorable mention. If Thunder Punch isn't chosen on Medicham, he completely walls the core. A good user would scout Trick on Gardevoir if a CM set is used, and a good user wouldn't allow it to take a Moonblast to begin with.

yea, i like to save them replays as i test teams.
 
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Hello, its (finally) time for the next Common Core! This time I'll be giving you information about how to build fighting (teaching you to punch stuff).
Reminder: You can make requests for me to prioritize certain types.



Infernape @ Focus Sash / Choice Band
Ability: Blaze / Iron Fist
EVs: 4 Def / 252 SpA / 252 Spe
; 252 Atk / 4 SpD / 252 Spe
Naive / Jolly Nature
- Stealth Rock / Close Combat
- Vacuum Wave / Mach Punch
- Flamethrower / Thunder Punch
- Endeavor / Flare Blitz

The first member of this core is Infernape. Also appearing in the Fire Core, Infernape offsets its poor defenses with great mixed offensive stats, an important base 108 speed, and a good offensive movepool. To fighting teams it brings a way past Skarmory, hazard support, and priority moves, as well as taunt.

Being a rather versatile pokemon, the two top finishers used completely different sets. The first used a Stealth Rock setting Infernape with Sash+Endeavor, as well as priority in Vacuum Wave to finish off anything that fails to take it down. Additionally, it has Flamethrower to help the team get past Skarmory. The other used a Choice Band Infernape with Iron Fist, maximizing Infernape's immediate physical hitting power, as well as nearly OHKOing Excadrill from full with a priority move. This set has the advantage of doing large amounts of damage and having a more potent priority move. This set used Close Combat and Mach Punch for hitting power and priority, respectively. It also used Flare Blitz for powerful Fire type STAB and Thunder Punch for coverage against Flying and Water.



Keldeo @ Leftovers / Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Calm Mind / Icy Wind
- Substitute / Hidden Power Ghost

Keldeo has been powerful ever since its introduction in Gen V, and hasn't stopped being staple on fighting since. Bringing to the table powerful water moves in Scald and Hydro Pump as well as a special Fighting type STAB that hits on the physical side instead, one would question why this monster isn't ban-worthy. The simple response is that it lacks good coverage and a usable ability. These two factors alone would put many Pokemon in NU or PU, so it is a testament to Keldeo's power and typing that it has remained OU since its release. What it brings to Fighting is powerful water type moves where there are none else to be found.

The two top finishers once again used differing sets. The first used Substitute+Calm Mind Keldeo, which is has the capability to utterly destroy teams that expect the more common Choice Specs set. Its two attacks in the case of this set are Scald, which carries an incredibly valuable burn chance, as well as Secret Swords, allowing it to hit on both sides. The second top finisher instead opted for the more popular Choice Specs set, which hits very hard with no setup required. This set carried Scald and Secret Sword as well, but carried Icy Wind for Ice type coverage and Hidden Power Ghost to cover psychic types as well as provide Keldeo with perfect neutral coverage. One could opt for a number of other types for Hidden Power, however, such as Flying or Electric.



Terrakion @ Choice Scarf / Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Close Combat
- Earthquake
- Stone Edge
- Iron Head / Stealth Rock

The final member of this core, Terrakion has also been a traditional staple for Fighting teams. Carrying a base 108 scarf speed, the majority of the metagame is outsped by this beast when it carries a scarf, and has the attack stat to back it up. Terrakion has good offensive coverage in EdgeQuake to go with Close Combat, and can carry Iron Head in the last slot to help beat fairy or X-Scissor to beat weaker psychic types. Alternatively, Terrakion is capable of carrying Stealth Rock and acting as a lead.

Both top finishers utilized scarf Terrakion, which is simply too valuable for most teams not to use. Both also used the four attacks Close Combat, Earthquake, Stone Edge, and Iron Head. The only difference between the Terrakions used by both was the nature. One used jolly in order to outspeed almost every other scarf pokemon, and the other used Adamant to gain additional power in return for not outspeeding scarf users of base 95 speed or higher. One could opt to use Terrakion as a Focus Sash using Stealth Rock setter, but this job is usually best left to a teammate.

These three make a potent offensive core that covers a large portion of the metagame. Having excellent ability to apply offensive pressure, this core is very effective when used well. However, this core is lacking defensively, and certain pokemon can consistently threaten it, such as Scarf Togekiss coming in on Keldeo or Infernape. Fairies also threaten this core greatly, notably Azumarill. This core also falls short against what few Pokemon can consistently wall it, and it takes prediction to get past stall cores that are capable of walling it, such as those carried by Flying. Stealth Rock support is very important to this team, as with most Hyper Offensive styles of play.

The thing that surprised me most about this core was the lack of Breloom, which has the capability of taking a member of the opponent's team out of the game completely. In combination with its Technician-boosted Grass type STAB Bullet Seed, it forms a Fire/Water/Grass offensive core. It also has priority in Mach Punch and rock type coverage in Rock Tomb, all boosted by Technician. It can also take advantage of the sleep it induces to use Swords Dance, giving it the opportunity to do serious damage. Considering these factors, its absence from the second top finisher's team truly did catch me off guard.
 

eren

je suis d'ailleurs
Reserving for a massive.core dump (not a shitpost, pun intended) pls dont kill me
Reserving:
So fuck hide tags, you aint seeing none of those here...
Lets get into my terribad cores!!


Balanced Normal:



Description: This is a very efficient core for a more offensively minded normal team (meanies who run 5 walls and SubCosmicPass Lop can suck my ass [I run it lol]). This core allows for more proficient handling of Fighting Monotypes whilst maintaining defensive synergy, allowing it to be named balance.

How They Work Together: The first part of the core, Based Lord Bird Jesus (Mega Pidgeot) serves as a faster attacker to help take on mutiple types that hinder Normal's stalling capabilities, including Steel and Fighting, due to access of No Guard Hurricane and Heat Wave and very high Special Attack and Speed. Furthermore, it forms a bird spam core with staraptor, who also pressures fighting types and serves as a more solid revenge killer if equipped with a choice scarf. Also, with the ability Intimidate, Staraptor serves as an emergency check to physical attackers if running an attacking set, or a counter to most fighting types if physically defensive. The Final part of the core, Chansey, serves as a vast check/counter to the majority of the special attacking metagame including, but not limited to prominent threats such as Volcarona, Mega Zard Y (not a rare physical variant though), Hydreigon, and the Latis. It also serves as a great cleric that can provide both wish support and heal bell support.

Sets:
@

Ability: Big Pecks -> No Guard
EVs: 252 SpA / 4 Atk Or 4 Def / 252 Spe
Naive or Timid Nature
- Hurricane
- Heat Wave
- U-turn / Defog
- Roost / Hidden Power Ground


@

Ability: Natural Cure
EVs: 248 Hp / 252 Def / 8 SpD Or 252 Def / 252 SpD / 4 Spe (using slashes)
Impish Nature
- Wish / Soft-Boiled
- Protect / Thunder Wave / Toxic / Stealth Rocks
- Seismic Toss
- Heal Bell / Stealth Rocks

@
/

Ability: Intimidate / Reckless
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Double-Edge

OR
@

Ability: Intimidate
EVs: 248 Hp / 252 Def / 8 Atk (Speed creep could and should be added, wont list mine for obvious reasons :/)
Impish Nature
- Feather Dance
- Roost
- Toxic / U-turn
- Brave Bird


Checks and Counters:
Keldeo:
Keldeo proves to be a massive threat to this core due to it being one of the few special attackers that can aim at chansey's physical defense rather its special defense with its move, Secret Sword. With its Choice Specs set, Keldeo can actually flat out OHKO Mega Pidgeot with a Hydro Pump. This means that Keldeo basically gets a kill each time if you are predicted correctly. While Specs poses the most damage immediate power wise, the Choice Scarf set can also prove dangerous since it can outspeed Scarf Staraptor and Mega Pidgeot and proceed to 2HKO them both with Secret Sword. Lastly, the SubCm set. While it can be handled more easily than both Choice Sets, it is still a pain to deal with. Find a way to get in your Pidgeot in on a Sub or Calm Mind and you can force a switch. Thunder Wave or Toxic from Chansey can help wear it down.

Terrakion: Terrakion also poses a massive threat to this normal core with its ever-present Choice Banded set. This set is able to OHKO every member if predicted correctly. However, if Terrakion CC's, you can come in with either Pidgeot or Scarf Staraptor to revenge it. Another massive threat to the core is Terrakion's Choice Scarfed Set. It out speeds every mon on the core and 2HKOes, not even allowing for safe revenging. Another way of handling Terrakion is nabbing it on the switch in on Chansey with Thunder Wave or Toxic, limiting its use over the course of the match.


Excadrill: Pray your opponent doesn't know to play pokemon. Excadrill, in particular the Sand Rush set, is the biggest threat to this core. It resists STABs from all our pokemon on this core, is immune to both thunder wave and toxic, and outspeeds all the mons of this core, being able to 2HKO or OHKO each. To be frank, with this core, your best way of beating it is nabbing it on the switch in on pidgeot with a heat wave.

Teammates:
Meloetta:
Meloetta is, to be frank, the best Keldeo check Normal has. Its neutral to both its STABs, and is only 3HKOed by Specs Variants. Meloetta an also be an emergency check to Terrakion.

Calcs that Matter:

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Meloetta: 162-192 (40 - 47.5%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Keldeo Secret Sword vs. 252 HP / 0 Def Meloetta: 172-204 (42.5 - 50.4%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Terrakion Close Combat vs. 252 HP / 0 Def Meloetta: 243-286 (60.1 - 70.7%) -- guaranteed 2HKO after Leftovers recovery (hence emrgency).


What Sets Can I Run?: Meloetta has a couple of very neat sets that are very viable on normal, and ass vest isnt one ;-;. Some very good ones include: SPd with Leftovers, Choice Specs, Choice Scarf, thnx 1 True Lycan, and a SpD Relic Song set.

 
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Slurmz , Terrakion and Excadrill aren't a treath if Staraptor has the bulky set.
The Core Bulky Raptor with Support Chansey (Or better, Porygon2) counter Excadrill easily and Terrakion too.
 
Offensive Core


Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

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



Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 216 Spe
Mild Nature
- Iron Head
- Icy Wind / thunderbolt
- Hidden Power Fire
- Healing Wish

Massive dump, shit posting, seems a bit... scatological if you ask me.

With mega gross behind bars, scizor is more attractive than ever. As it is suitable for priority it can afford to invest in bulk, and with HP and defense comparable to skarmory, it is more than a match for the 4 physical attackers on standard fighting teams, only demanding back up support against keldeo and infernape. It is also quite useful in a variety of matchups, atlhough choosing between knock off and bug bite can cause hang ups against teams with bulky megas or where both dark and bug are neutral.

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.

mix Jirachi doesn't need to be faster than anything after bulky lando-t as thinkgs that run full timid/jolly at 100-110 like keldeo are better tanked and handled by a fully healed partner than jirachi itself, which allows it to pseudo check the pokemon that it "gives up" by not running scarf, as well as get some completely new KOs on mons like skarmory and ferrorthorn, who will come in expecting to be safe from danager. Icy wind allows you to snipe a couple of super threatening ground mons and get a psuedo-thunderwave effect for the purpose of spamming iron head, while thunderbolt hits another common anti-jirachi pokemon, slowbro. Icy wind has slightly more utility, but if you run a partner like klefki or twave ferrothorn, the upsides of thunderbolt become more prominent. Preserving a 34%ish partner with healing wish has won me so many steel games that I'm surprised jirachi isn't used more. You can bring ferrothron out of megapert's earthquake range after it tanks secret sword against water, bring scizor back to life after it's been forced to go through hawlucha, (and have something to lead against breloom to boot), or recover excadrill from dying to chip damage.


  • While excadrill can outspeed +1 bulky gyarados and volcarona and slow dragon dancers like altaria and dragonite, offensive spreads or fast dragon dancrs will be able to cover all three mons
  • Victini is still very much a problem.
  • -Even with both skarmory and scizor to force out conkuldur and terakion, the fighting trainer controls the amount of double switches
  • Switching into foul play does substantial damage to svizor and excadrill
  • Life Orb sets of bisharp will Kill excadrilll without a boost if it takes 2-3 turns of stealth rock damage.
  • Forced to switch out and use tanks to handele water pokemon and fast pivots like landorus.


Good Partners
  • Skarmory
  • Heatran
  • Klefki
  • Ferrothron
  • Bisharp
  • Magnezone
 
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eren

je suis d'ailleurs
Slurmz , Terrakion and Excadrill aren't a treath if Staraptor has the bulky set.
The Core Bulky Raptor with Support Chansey (Or better, Porygon2) counter Excadrill easily and Terrakion too.
sorry for late response, busy with irl shit...

How exactly does Raptor counter SD Exca?
How does Pory2 counter SD Exca or Banded Terrak?
-1 252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Staraptor: 146-172 (39.1 - 46.1%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Staraptor: 218-257 (58.4 - 68.9%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Staraptor Brave Bird vs. 4 HP / 0 Def Excadrill: 114-135 (31.4 - 37.2%) -- 83.8% chance to 3HKO
-1 252 Atk Choice Band Terrakion Close Combat vs. 248 HP / 252+ Def Staraptor: 177-208 (47.4 - 55.7%) -- 21.1% chance to 2HKO after Leftovers recovery
+2 252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Eviolite Porygon2: 247-292 (66 - 78%) -- guaranteed 2HKO
0 SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Excadrill: 96-114 (26.5 - 31.4%) -- guaranteed 4HKO
252 Atk Choice Band Terrakion Close Combat vs. 252 HP / 252+ Def Eviolite Porygon2: 302-356 (80.7 - 95.1%) -- guaranteed 2HKO


Also, im legit about to type a sentence for each of these things lol. ;/
E: as previously stated, ive been really busy... hoping to finish within the next year 2 weeks or less
 

InfernapeTropius11

get on my level
sorry for late response, busy with irl shit...

How exactly does Raptor counter SD Exca?
How does Pory2 counter SD Exca or Banded Terrak?
-1 252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Staraptor: 146-172 (39.1 - 46.1%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Life Orb Excadrill Rock Slide vs. 248 HP / 252+ Def Staraptor: 218-257 (58.4 - 68.9%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Staraptor Brave Bird vs. 4 HP / 0 Def Excadrill: 114-135 (31.4 - 37.2%) -- 83.8% chance to 3HKO
-1 252 Atk Choice Band Terrakion Close Combat vs. 248 HP / 252+ Def Staraptor: 177-208 (47.4 - 55.7%) -- 21.1% chance to 2HKO after Leftovers recovery
+2 252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Eviolite Porygon2: 247-292 (66 - 78%) -- guaranteed 2HKO
0 SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Excadrill: 96-114 (26.5 - 31.4%) -- guaranteed 4HKO
252 Atk Choice Band Terrakion Close Combat vs. 252 HP / 252+ Def Eviolite Porygon2: 302-356 (80.7 - 95.1%) -- guaranteed 2HKO


Also, im legit about to type a sentence for each of these things lol. ;/
E: as previously stated, ive been really busy... hoping to finish within the next year 2 weeks or less
BulkyRaptor wins via Feather Dance/Roost stalling, barring criteria of course, letting LO Recoil stack up with the occasional BB when it can.
 

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Calm Mind
- Substitute/Hidden Power Electric/Hidden Power Ghost/Hidden Power Bug
Now, this varient of Keldeo with all these options helps to kill checks and counters, like Slowbro, Celebi. This core has flaws as does every other core you'll find. Anyways, this Keldeo sets up on things that beats Mega Swampert-M, and can demolish many teams after correct setup. The options of the hidden powers are up to you.

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Hammer Arm/Superpower

Normally stopped idly in its path by stall, or mons like Skarmory, this pokemon excels with a Keldeo helping it to eliminate checks and counters. Swampert-M annihilates offensive pokemon, while Keldeo sets up on the likes of Sableye-M and other mons that attempt to stall out rain. Swampert-M has a lot of options for its own little pleasure, including the rare Sludge Wave, which bops Whimsicott, which imo is worth the option. Other than that, this set is pretty cookie cutter generic. Speed creeps Heatran w/o Rain up, and helps it outspeed those tricky 150 speed megas.

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 62 Atk / 252 SpA / 194 Spe
Rash Nature
- Draco Meteor
- Waterfall
- Hydro Pump
- Outrage
This helps to kill like Slowbro and mons that check both of these.
... Politoed obviously. Politoed gots a lot of options, specs, scarf, support, here's a sample.

Politoed @ Eject Button
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SPDEF or 252 HP / 252 SPDEF/ 4 DEF
Bold/Calm Nature
- Scald
- Encore
- Toxic
- Perish Song
Kabutops-Can Spin and set rocks, and be a potent sweeper.
Gyarados-Weakens Grass mons, kills Celebi most notably, which gives this core problems.
Gorebyss-Swift Swim mon that can boost pretty handily and dish it out heavily.
Azumarill-Hits like a brick, and can do sap sipper too. Handy.

Alright, well, here's a core for Mega Swampert-M. Basically, this is a model of the common Ground core: Excadrill/Landorus, in different form.
 
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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Ok so this is my first Mono-core of the generation (just started recently getting back into it after dabbling a bit in XY and even offering up a core for that meta, lol). So I decided coming back this time that I would main a more popular type as when I came into Monotype in XY I tried my hardest to make my favorite type, Rock, a thing, but in all honesty I wasn't enjoying. So coming back in ORAS, it took me awhile to settle into Water (the current type I am maining) trying before that Dark, Bug, and then Psychic. Anyways, enough about me...onto the core/s:

Balance Core


Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off / Superpower

AND


Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Defog
- Roar

AND


Gyarados @ Leftovers
Ability: Intimidate
EVs: 224 HP / 100 Atk / 184 Def
Impish Nature
- Taunt
- Thunder Wave
- Waterfall
- Bounce

This core is a nice balance core I found and believe it stands up against a good amount of threats while also having solid defensive synergy as well. Choice Band Azumarill is probably the best wallbreaker Water teams have to offer. It has great STABs that can beat Fighting, Dark, and Dragon for Water while its Water STAB provides nice neutral coverage with its Fairy STAB as it hits Steels bar Ferrothorn and Empoleon and Fires bar Volcanion. Empoleon is a great partner as it provides Azumarill with defensive synergy due to their secondary typings since Empoleon is immune to Poison-type attacks and neutral to Grass-type moves while Azumarill's Fairy typing takes care of Empoleon's Fighting weakness. Empoleon also can get rid of every entry hazard very easily with Defog as it is immune to Toxic Spikes and resist Stealth Rock. This is very valuable as all entry hazards wear Azumarill down. Also Empoleon provides Stealth Rock support which can soften up a lot of Pokemon and allow Azumarill to potentially run through them. Roar can also phaze out set up sweepers who may try to set up on Empoleon while racking up hazards damage. Gyarados helps the core by softening up physical attackers with Intimidate while also providing some much needed Thunder Wave support which could let Azumarill outspeed some threats that are faster than it. Taunt is also really good so the team cannot be status'd itself and to prevent recovery from Pokemon such as Mega Venusaur.

Breloom is a threat to most, if not all, Water Monos as its Fighting STAB allows it to take on a multitude of common Water pokes that may tank its Grass STAB such as Empoleon. Rock Tomb also means it can beat out non-Mega Gyarados as it can make it slower and be able to put it to sleep. Speaking of sleep, Spore is also a problem as it can essentially negate the one and only check a Water Monoteam may have for Breloom.

Mega Venusaur is a big threat to any Water Monotype as it is neutral to common Ice-type coverage on Water Monos thanks to Thick Fat. It also has reliable recovery in Synthesis while not being able to be Toxic'd thanks to its Poison typing, making it hard to wear down. only way to stop it is Gyarados as it has decently powerful Flying STAB and Taunt to not let it recover with Synthesis.


Good Partners:
Lanturn
Swampert

Defensive Core


Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 100 Def / 156 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Encore
- Protect

AND


Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Roar
- Yawn

These two have perfect defensive synergy thanks to Azumarill's great Sap Sipper ability. All of Azumarill's weaknesses (Electric and Poison as Sap Sipper gives Grass immunity) are covered by Swampert, immune to the former and resisting the latter. And Swampert's only weakness of 4x is Grass is covered by Azumarill's Sap Sipper. Both of these can as such cover a plethora of Pokemon that may threaten Water teams such as Breloom. Mega Venusaur can still power through this core, but for the most part these two can take on otherwise major threats to Water Monoteams.

Good Partners:
Lanturn (Heal Bell support in particular)
Mega Gyarados (Can appreciated Breloom being gone and it can beat Mega Venusaur with Sub or Mold Breaker Ice Fang)
 
It's time for me to bug the browsers of this thread some more. Now presenting the Bug type core.



Armaldo @ Assault Vest / Leftovers
Ability: Battle Armor
EVs: 248 Hp / 252 Atk/ 8 Def
; 252 Atk / 180 Def / 76 SpD
; 248 Hp / 252 Def / 8 SpD
Adamant / Impish Nature
- Rapid Spin
- Aqua Jet / Stealth Rock
- Earthquake / Knock Off
- Rock Blast / Rock Slide

One of the most central parts of any bug team is its rapid spin support. Having Stealth Rock go up unopposed on the bug player's side of the field is not only dangerous, it can be straight out disastrous. This means that its absolutely necessary to have some way to remove these, leaving the bug player with only three real choices. Among those three, there is Armaldo, Forretress, and Scizor. Scizor removes your own hazards as well as your opponents, limiting the sweeping capability of its teammates. Forretress is more common than Armaldo, but shares a crippling double-weakness to fire with Scizor and Genesect. Thus Armaldo became the preferred option for these two top finishers, it seems.

Armaldo has decent bulk on either side, though not great. It makes up for this by being more flexible than Forretress, able to learn Knock Off and Aqua Jet, use a decently powerful Earthquake, and have Rock-STAB for flying and opposing bug types. The Assault Vest set, preferred by both of the top finishers, gives Armaldo some very noticeable special bulk while allowing it to retain the ability to hit hard. However, a teammate that sets Stealth Rock should be used with Assault Vest Armaldo, which both top finishers did in fact have. The other set is the physically defensive set, which has the ability to set rocks and is not be weak to physical fire STAB such as V-Create. However, Forretress is usually preferred over Armaldo for this job.



Heracross @ Heracronite / Choice Scarf
Ability: Guts / Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Close Combat
- Rock Blast / Rock Slide / Stone Edge
- Pin Missile / Megahorn
- Bullet Seed / Earthquake

Heracross is one of the best known offensive Pokemon of bug, being capable of powering through weakened teams with ease. The first top finisher used mega Heracross, having preferred the Shuckle/Heracross style of bug to fit the Shuckle requirement. This set has the advantage of great power, firing multi-hit moves and close combats off of a staggering base 185 attack. The other top finisher instead used scarf Heracross with Moxie, opting for Adamant nature and Rock Slide over the standard Jolly and Stone Edge.

Mega Heracross smashes into the opposing team and can help to take care of things that threaten Armaldo, such as water types, as well as appreciating Armaldo's ability to take hits for it. Scarf Heracross also appreciates Armaldo's ability to take hits for it, but is less equipped for supporting Armaldo in return. However, Scarf Heracross does extensive damage to many teams, which is a form of support in its own right.



Volcarona @ Lum Berry / Choice Scarf
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance / Bug Buzz
- Fiery Dance
- Hidden Power [Ground] / Hurricane
- Giga Drain / Hidden Power [Ice]

Volcarona is an incredibly unique Bug, carrying a Fire typing. This gives it all kinds of strange applications, one of the most important of which is the ability to fight Steel teams. It also gets one of the best setup moves in the game in Quiver Dance, increasing its ability to threaten. It has another equally scary dance in Fiery Dance, its STAB of choice, which carries a 50% chance of raising Volcarona's special attack one stage. Adding this to decent coverage, you get a rather powerful attacker and setup sweeper.

The first top finisher opted for an offensive Quiver Dance set, carrying Hidden Power [Ground] for Steel and Giga Drain to beat Water and Ground types. This set has the advantage of surprise in many situations, as the standard Volcarona set seems to be the bulky Quiver Dance set. The second top finisher surprisingly decided to forgo Quiver Dance altogether, using a scarf set with Bug Buzz for Psychic and Dark, Hurricane for Fighting, and Hidden Power [Ice] for Flying, Ground, and Dragon. Volcarona absolutely needs rapid spin support to offset its double weakness to Stealth Rock, which is why it was paired with Armaldo.

The three together make up a very offensive core with interesting coverage options and rapid spin support. Heracross and Volcarona deal with most things that wall the other while appreciating Armaldo's ability to relieve pressure on them. Armaldo in return likes their ability to pressure things that keep it from doing its job. The core is unfortunately weak to fast and powerful water type pokemon such as specs Keldeo, which has the ability to deal extensive damage to all of the members and keep rocks up against Armaldo. In fact, most things that can prevent Armaldo from doing its job are an issue for this core.

This core had two surprises. The first was that neither Volcarona was bulky, but this is understandable when additional coverage was needed instead of roost. The second, large surprise was the absence of Genesect, which has the ability to check many of the things that would normally threaten bug teams and turn around entire games on its own. Kudos to lab8 moth for not using this uber powerhouse, replacing it with Vivillon, and still being the top finisher.
 
Dark Balanced Core

I saw that one of the cores lacking from the OP list was a balanced Dark one, and I wanted to try out making one. I've used it for a bit, and I'm liking what it can do together with other powerful darks.


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



Hot Pursuit (Bisharp) @ Life Orb/Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch/Pursuit
- Iron Head
- Low Kick




Swish (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Toxic
- Baton Pass
- Foul Play / Heal Bell



Star of the show:
Okay, if you're using a mono-dark or mono-ghost team, you have to run this little bugger. S-rank viability in OU, in both Ghost and Dark, and anywhere else you can use it, I'm sure. This is 1/3 of the core, being the physically defensive wall. Paired with will-o-wisp and access to Calm Mind, Baebleye is just a monster. Without the opposing team having a fairy/fairy coverage, it is hard to KO easily. This leads to member two. Go to Hell Fairies: Bisharp is the loose fairy check for this team, and most dark teams I'd assume. I like to use Life Orb for the general coverage and use of Sucker Punch, but Scarf is also good if you don't already have a scarfer. Moves are self-explanatory. I guess you could use Brick Break, but the usefulness of Low Kick to hit heavy steels and stuff is better imo. Screens don't get a ton of play anyway.This Wall is Special: Finally in our trio of darkness is the beautiful Umbreon. Here's the thing about this monster... 95/110/130. That is absolutely stupid for something like this. It can take hit after hit after hit, even Dazzling Gleams from non-STAB mons (and probably weaker ones from STAB). This core can't function without it. WishPass means that Life Orb Bisharp takes hits, gives hits, and then can restart. It lets Sableye get worn down, and then you can WishPass it back up to health. Toxic gives you that little bit of extra damage that can really help against set up sweepers. Finally, Foul Play and Heal Bell are what I recommend using. A burn on Sableye just... sucks. It really limits how much it can sweep, but if you don't use Foul Play, Umbreon is taunt fodder, has a hard time tackling fast/prankster subs, etc. Go with your gut on this one.

The biggest threats to the core are Fairies, no doubt. For any Dark team, fast and strong fairy teams like Mega Diancie, Mega Gardy, Banded Azumarill, etc. will just tear it up. This is where a tricky combination of getting M. Sableye set up fast and wearing them down with toxic from Umbreon matters a lot. A scarfed Bisharp can really help too, smacking most threats away with a fast Iron Head.

Fighting doesn't matter a whole lot as Sableye is immune, can burn, and then just proceed to wreck from there.


Tyranitar: A staple of almost every Dark team, which is ironic because it has a 4x weakness to darkness, but Tyranitar can act as a secondary special wall if you want to with Assault Vest. In sand, Ttar can take a monolithic amount of damage while helping to wear the opponent down with sand. Of course, he can also function pretty well with Lefties and become your rock setter. A special set or physical set is a matter of choice. I run a mixed Assault Vest because bulky is better on balance, imo.

Hydreigon: Do I like Hydreigon? No. Do I use it like crazy? Yas. Scarf Hydreigon is a monster, absolute monster, and can shred weakened opponents after Sableye, Toxic damage, and sand do their part. It also has a dynamite movepool. In addition to strong STAB moves, it gets Earth Power, Focus Blast, Flash Cannon (stupid fairies), and U-turn to maintain momentum. Look at what coverage your team needs and roll from there.

Mandibuzz: Can you ever have too many physical walls? Nope, and this gives you a true form of hazard control, not pseudo-control like Sableye has.

Weavile: I don't use it, but it has crazy fast attacks and strong priority in Fake Out + Ice Shard to nuking Flying teams, along with Icicle Crash. It is 4x weak to fighting though and offers you nothing besides true power.
 
Offensive Grass Core


Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb


Serperior @ Leftovers / Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare / Substitute

How the core works:
This is your classic Grass offensive core since Shaymin-Sky was banned. Breloom operates as the physical sweeper, with priority Mach Punch, Bullet Seed for STAB, Rock Tomb for coverage and slowing down the opponent, Spore on those it has trouble with. It is usually better to get Breloom in early before rocks are up and break its sash (unless you have Shiftry). Serperior works well as a late game sweeper, getting free Nasty Plot boosts off Contrary Leaf Storm, with Dragon Pulse and HP Fire are its only other viable coverage options, and Glare to slow down threats while sub can prevent paralysis/toxic which it does not like.

Threats:
- Ice Shard: Can be an issue to both as it breaks Breloom's sash (for faster users), and does a fair bit of damage to both, leading to a 2HKO if the users are faster (see Mamoswine and Weavile).
- Prankster: Pranksters that can burn/paralysis are a nightmare, crippling the core.
- Scarves: If you outspeed, you generally win as the core can't take many (any) hits.


Teammates:
Whimsicott - Abusing Prankster to its full potential, Stun Spore can be used to slow down threats, Encore and Memento can provide safe switch ins, and Tailwind can also be helpful to give the core the speed boost it needs.
Shiftry - The only Defog user on Grass, it is useful for getting rid of rocks for Breloom to come in.
Rotom-Mow - Volt Switch is useful to bring in both safely.
 
Balance Core (Psychic)


Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Reflect Type/Substitute
- Stored Power/Psyshock/Dragon Pulse


Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
- Heal Bell
- Knock Off
- Will-O-Wisp
- Soft-Boiled


Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 216 HP / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Shadow Ball/U-Turn

How to use: Meloetta and Mew provide the support needed to help Latias set up. Mew cripples psychical attackers and knocks off things like Life Orbs and choice items to allow Latias to set up with a little more comfort. Heal Bell > Taunt to prevent Latias from becoming a victim to Toxic. Meloetta is here to beat things that neither of its partners can beat, even with Reflect Type, such as Gengar, while being a great special tank in general and taking care of a Dark immunity to mono attacking Latias with Focus Blast.

Threats to the core: Not very many thanks to Reflect Type. Some of the few: DD+ Heal Bell Malaria, DD/SD Xzard, LO Gengar, Mega-Sableye, Thundurus-I, Heracross, and VoltTurn cores.

Good partners: Slowbro can help whittle down VoltTurn cancer spam with a Rocky Helmet and Regenerator. Jirachi can be used either as Wish or Healing Wish support. Banded/Scarfed Vicitini can help apply offensive pressure while beating some of the threats to the core.
 
Last edited:

DoW

formally Death on Wings
Balance Core (Psychic)


Latias (F) @ Latiasite
Ability: Levitate
EVs: 248 HP or Def / 8 Def or Hp / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Reflect Type/Substitute
- Stored Power/Psyshock/Dragon Pulse
It's a very nice core, however I think there are better M-Latias EV spreads. For one thing, if you want max speed, run 248 HP / 8 Def / 252 Spe, don't even consider 8 HP / 248 Def.
I personally run 248 HP / 180 Def / 80 Spe Bold, which IIRC outspeeds excadrill and provides a whole load of bulk, though 44 speed is enough to outspeed bulky Zard X spreads and bold 176 speed allows you to outspeed neutral-nature base 100s. Latias' bulk is more important than its speed on these sets, so max speed Timid isn't particularly useful most of the time.
 
It's a very nice core, however I think there are better M-Latias EV spreads. For one thing, if you want max speed, run 248 HP / 8 Def / 252 Spe, don't even consider 8 HP / 248 Def.
I personally run 248 HP / 180 Def / 80 Spe Bold, which IIRC outspeeds excadrill and provides a whole load of bulk, though 44 speed is enough to outspeed bulky Zard X spreads and bold 176 speed allows you to outspeed neutral-nature base 100s. Latias' bulk is more important than its speed on these sets, so max speed Timid isn't particularly useful most of the time.
While you are correct in the fact that a better EV spread can be utilized for overall maximum bulk, you lose out on speed tying in worst case scenarios against: Mega-Gallade, Mega-Diancie, opposing Lati twins, Gengar, and Froslass. At +1, Diancie and LO Gengar can only 2HKO Latias, and if Latias is at +1 and full Hp, a LO Latios can never kill it with two Draco Meteors, which means that Latias can then begin to set up on him.

In between the base 100-110 speed tiers lie: Infernape and Garchomp, who can Taunt you or leave you with a heavy dent, respectively.
In between the base 88-100 speed tiers(Excadrill) you will find: Mega-Gardevoir, Kyreum-Black, Meloetta, and Gliscor, where getting off a Calm Mind, Reflect type, or an offensive attack in before they can Taunt or damage you can be very advantageous.

It is up to the user what he/she wants to outspeed, so the spread can be customized, but I do not necessarily think that 252 Speed/Def is a bad spread. It is not the most optimal spread, yes, but Mega-Latias is very bulky on the special side and has no way to augment her psychical defense
 

DoW

formally Death on Wings
While you are correct in the fact that a better EV spread can be utilized for overall maximum bulk, you lose out on speed tying in worst case scenarios against: Mega-Gallade, Mega-Diancie, opposing Lati twins, Gengar, and Froslass. At +1, Diancie and LO Gengar can only 2HKO Latias, and if Latias is at +1 and full Hp, a LO Latios can never kill it with two Draco Meteors, which means that Latias can then begin to set up on him.

In between the base 100-110 speed tiers lie: Infernape and Garchomp, who can Taunt you or leave you with a heavy dent, respectively.
In between the base 88-100 speed tiers(Excadrill) you will find: Mega-Gardevoir, Kyreum-Black, Meloetta, and Gliscor, where getting off a Calm Mind, Reflect type, or an offensive attack in before they can Taunt or damage you can be very advantageous.

It is up to the user what he/she wants to outspeed, so the spread can be customized, but I do not necessarily think that 252 Speed/Def is a bad spread. It is not the most optimal spread, yes, but Mega-Latias is very bulky on the special side and has no way to augment her psychical defense
252 Atk Mega Gallade Knock Off vs. 248 HP / 180+ Def Mega Latias: 114-136 (31.4 - 37.4%) -- 83.7% chance to 3HKO: wall'd
252 SpA Mega Diancie Moonblast vs. +1 248 HP / 0 SpD Mega Latias: 170-204 (46.8 - 56.1%) -- 75.4% chance to 2HKO: CM as it comes in, CM after a hit, roost and you'll win.
252 SpA Life Orb Latios Draco Meteor vs. +1 248 HP / 0 SpD Mega Latias: 260-307 (71.6 - 84.5%) -- guaranteed 2HKO: Cm as it comes in, roost as it dracos, and the SpA drop wins you it.
252 SpA Life Orb Gengar Shadow Ball vs. +1 248 HP / 0 SpD Mega Latias: 159-190 (43.8 - 52.3%) -- 16% chance to 2HKO: Same as Diancie
252 SpA Froslass Ice Beam vs. +1 252 HP / 0 SpD Mega Latias: 102-120 (28 - 32.9%) -- guaranteed 4HKO: Yeah no.
Note that speed ties are very iffy and with something like this, always going last is better than a speed tie as otherwise they might go last then first, basically getting two hits in a row which is particularly nasty.

Base 100-110:
Chomp and Infernape can taunt, but M-latias is a late-game cleaner. You want to get rid of taunt before setting up m-latias. Also, scarfchomp OHKO's your m-latias set some of the time while missing out on the OHKO on the bulkier set, which I think is a bigger issue. And I don't know what damage you're thinking infernape will do TBH, it barely scratches a bulky set <_<

M-Garde beats M-lati regardless of the spread. You want its teammates to take care of this threat.
Kyu-B happily tanks a Stored Power after one CM, so unless you're running dragon pulse (which is worse by a long way most of the time) it's gonna win anyway. Also, let's not forget that its most common set is scarf in any case.
Meloetta isn't a threat 252 SpA Choice Specs Meloetta Hyper Voice vs. +1 252 HP / 0 SpD Mega Latias: 102-121 (28 - 33.2%) -- guaranteed 4HKO
Gliscor can break M-latias's sub if it runs the faster spread, but can't with the bulkier spread. So long as you predict the switch-in and get a sub up, you'll win.


Regarding 8 HP / 248 Def / 252 Spe:
252+ Atk Bisharp Sucker Punch vs. 8 HP / 248 Def Mega Latias: 198-234 (65.3 - 77.2%) -- guaranteed 2HKO
252+ Atk Bisharp Sucker Punch vs. 248 HP / 8 Def Mega Latias: 236-282 (65 - 77.6%) -- guaranteed 2HKO
252 SpA Hydreigon Draco Meteor vs. 8 HP / 0 SpD Mega Latias: 290-344 (95.7 - 113.5%) -- 75% chance to OHKO
252 SpA Hydreigon Draco Meteor vs. 248 HP / 0 SpD Mega Latias: 290-344 (79.8 - 94.7%) -- guaranteed 2HKO

So yeah, put EVs into HP then Def, unless the pokemon happens to be named "Chansey", "Blissey" or "Wobbuffet" (and even wobbuffet it's a close call).


tl;dr A bulkier spread's better, also make sure not to run 8 HP / 248 Def spreads, like, ever.
 
252 Atk Mega Gallade Knock Off vs. 248 HP / 180+ Def Mega Latias: 114-136 (31.4 - 37.4%) -- 83.7% chance to 3HKO: wall'd
252 SpA Mega Diancie Moonblast vs. +1 248 HP / 0 SpD Mega Latias: 170-204 (46.8 - 56.1%) -- 75.4% chance to 2HKO: CM as it comes in, CM after a hit, roost and you'll win.
252 SpA Life Orb Latios Draco Meteor vs. +1 248 HP / 0 SpD Mega Latias: 260-307 (71.6 - 84.5%) -- guaranteed 2HKO: Cm as it comes in, roost as it dracos, and the SpA drop wins you it.
252 SpA Life Orb Gengar Shadow Ball vs. +1 248 HP / 0 SpD Mega Latias: 159-190 (43.8 - 52.3%) -- 16% chance to 2HKO: Same as Diancie
252 SpA Froslass Ice Beam vs. +1 252 HP / 0 SpD Mega Latias: 102-120 (28 - 32.9%) -- guaranteed 4HKO: Yeah no.
Note that speed ties are very iffy and with something like this, always going last is better than a speed tie as otherwise they might go last then first, basically getting two hits in a row which is particularly nasty.

Base 100-110:
Chomp and Infernape can taunt, but M-latias is a late-game cleaner. You want to get rid of taunt before setting up m-latias. Also, scarfchomp OHKO's your m-latias set some of the time while missing out on the OHKO on the bulkier set, which I think is a bigger issue. And I don't know what damage you're thinking infernape will do TBH, it barely scratches a bulky set <_<

M-Garde beats M-lati regardless of the spread. You want its teammates to take care of this threat.
Kyu-B happily tanks a Stored Power after one CM, so unless you're running dragon pulse (which is worse by a long way most of the time) it's gonna win anyway. Also, let's not forget that its most common set is scarf in any case.
Meloetta isn't a threat 252 SpA Choice Specs Meloetta Hyper Voice vs. +1 252 HP / 0 SpD Mega Latias: 102-121 (28 - 33.2%) -- guaranteed 4HKO
Gliscor can break M-latias's sub if it runs the faster spread, but can't with the bulkier spread. So long as you predict the switch-in and get a sub up, you'll win.


Regarding 8 HP / 248 Def / 252 Spe:
252+ Atk Bisharp Sucker Punch vs. 8 HP / 248 Def Mega Latias: 198-234 (65.3 - 77.2%) -- guaranteed 2HKO
252+ Atk Bisharp Sucker Punch vs. 248 HP / 8 Def Mega Latias: 236-282 (65 - 77.6%) -- guaranteed 2HKO
252 SpA Hydreigon Draco Meteor vs. 8 HP / 0 SpD Mega Latias: 290-344 (95.7 - 113.5%) -- 75% chance to OHKO
252 SpA Hydreigon Draco Meteor vs. 248 HP / 0 SpD Mega Latias: 290-344 (79.8 - 94.7%) -- guaranteed 2HKO

So yeah, put EVs into HP then Def, unless the pokemon happens to be named "Chansey", "Blissey" or "Wobbuffet" (and even wobbuffet it's a close call).


tl;dr A bulkier spread's better, also make sure not to run 8 HP / 248 Def spreads, like, ever.
I'm giving you a genuine and sarcastic "thank you" for providing those damage calcs. I didn't realize that 60 something odd Hp points can equal the equivalent to that in defense. I'll update my original post with a speed spread that lets it out pace Garchomp, as only only about one fourth of the m actually carry a scarf on either type, and being able to out pace can prevent him from forcing you out of a set up.

In my opinion, if a wall has a decent enough speed tier, then there is not many reasons not to capitalize on them. For example, base 100 speed walls(Mew) can run speed to out pace either Adamant or Jolly base 70 speed mons, so I don't see a reason to lose out on the important base 100 speed benchmark with Latias. Thank you once again for your input ^^
 
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Defensive Fairy



Klefki @ Light Clay
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Reflect
- Light Screen
- Thunder Wave
- Foul Play



Clefable @ Chesto Berry
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
- Cosmic Power
- Rest
- Stored Power
- Charge Beam / Calm Mind

To use this core, all you must do is lead with Klefki - Thunder Wave (if it is unlikely to be blocked by a switch to an immune Pokemon) and Screens (and Foul Play if they try setting up a physical on you) - then switch to Clefable. Before switching to Clefable, however, you may need to take out some threats with teammates (see below), but try to ensure Screens are up before switching into Clefable. Then just Cosmic Power to +6 (this is a defensive set and Clefable will survive most crits, additionally the extra defence will help you to keep going without Resting as much and boost Stored Power's damage) then Charge Beam to +3 (or Calm Mind) and then spam Stored Power until you've won. Rest when necessary (bear in mind that crits can happen, if you can get in another move and go back to sleep and stay out of crit KO range throughout then do that - Rest is used because a full heal in early stages of Cosmic Power boosting will allow you to beat Scizor and other heavy-hitters; since Rest heals status, Unaware is used).

There are a number of threats which will need to be taken out by teammates:

Phazers: Dragon Tail, Whirwind, Roar etc... Ensure that any Pokemon that usually have these moves are taken out since they will render Clefable's stalling useless. Alternatively, allow your other four Pokemon to be KO'd, get Screens up, sac Klefki and send Clefable in last when they can't phaze you! Just make sure any other threats are taken out first.

Hazers: Clear Smog and Haze completely ruin Clefable's stalling. Be sure to take any Pokemon that could have these moves out beforehand.

Topsy-Turvy Malamar: Pretty unique and fairly uncommon, but if you do see a Malamar ensure it is taken out by any Pokemon with a Fairy move on it before using Clefable!

Krookodile: Krookodile doesn't get hit by Charge Beam or Stored Power... Again, play until it is KO'd by a Fairy STAB or by Azu before using Clefable.

Mega Metagross: This is a nightmare for every Fairy team and is virtually the only Pokemon that can punch through Clefable despite Cosmic Power boosts, Reflect and full recovery via. ChestoRest. However, if you see a Mega Metagross just keep Klefki alive and you can switch in on Metagross with Klefki's resistance and high Defence and then TWave and Foul Play.

Acid Spray Tentacruel: Clefable just can't deal with the sharp Special Defence drops and a STAB Scald on top of this is lethal. Toxic and/or Scald Burns are annoying too. A Mega-evolved Diancie can KO the Tentacruel with Earth Power or you can Psychic it with Gardevoir.

Crit Drapion/Focus Energy/high crit chance moves: Crits in general don't serve Clefable well since they ignore its defences. Clefable can take most crits however, as long as you know what your opponent needs you to be on health-wise to KO you, you can Rest before any possibility of them KO'ing you arises. Assume that your opponent will only get one crit in the 3-4 turns it takes for you to Rest and Rest again. In any case, Clefable can sometimes take two crits from full health.

Brick-Breakers/Defoggers: Of course this will break through your Screens. A big problem for any Fairy team reliant on Screens Klefki. Try to remove the Brick-Breakers/Defoggers but Clefable can often cope without the Screens anyway - although they are very useful.

Summarizing the above, good supports are Pokemon which handle Clefable's threats are:
Mega-Diancie or Gardevoir: To remove Acid Spray Tentacruel. Mega-Diancie is the better option since it can also bounce entry hazards and dish out physical damage - although if you aren't using Trick Togekiss then Trick Gardevoir can be useful.

Azumarill: Useful for KOing Krookodile reliably but also Chansey (particularly if Azu runs Superpower), which is useful since Clefable can't boost past Seismic Toss. Chansey isn't a threat per se but it is annoying and Azu can remove it fairly reliably. The bulk it has is also useful for pivoting round as you take out Clefable's threats.

Replays: (scores are generally in the form [my non-fainted Pokemon] - [opponent's non-fainted Pokemon])
Vs Flying (At Turn 27 I am 2-4 down but Cancerfable saves the day and wins in 15 turns. A tiny bit of screens support at the start, main thing Klefki did was paralyze Thunderus-T earlier to give Clefable more setup turns. Taking out Whirlwind Skarm was important, but if that failed then only Azu needed to be sac'ed for it not to matter)
Vs Fighting (Opponent forfeits after he/she goes 4-6 down)
Vs Bug (Bug simply doesn't have an answer to the Cancer - 5-2)
 
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Offensive Core - Normal


Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- Defog/Quick Attack/U-turn


Diggersby @ Life Orb/Focus Sash
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Swords Dance/Quick Attack
- Earthquake
- Frustration
- Fire Punch


Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute/Power-Up Punch/Encore
- Baton Pass
- High Jump Kick
- Frustration


How to use: This is an offensive core that features two very power wall breakers to eliminate walls and punch holes in teams to allow Lopunny to clean reasonably well late game, all the while being supported by Lopunny itself. No one physical wall can survive a conjunction of two hits from either of these, and Lopunny's Sub Passes and Baton Pass pivoting can give Diggersby ample time to set up a Swords Dance. Early in the game, Lopunny acts as a Sub/PuP passer, and turns more into a pivot/cleaner late game. A Choice Band and Adamant nature is chosen on Staraptor to take advantage of his incredible offensive power and benchmark speed tier. A Life Orb on Diggersby is preffered. If you plan on using Diggersby purely to walll break, then an Adamant nature would also be preferred. Damage calculations against some of the bulkiest mons of the tier:
please not the Diggersby is running a Jolly nature in these calculations.

252 Atk Life Orb Huge Power Diggersby Fire Punch vs. 252 HP / 252+ Def Skarmory: 143-169 (42.8 - 50.5%) -- 93.4% chance to 2HKO after Stealth Rock
+2 252 Atk Life Orb Huge Power Diggersby Fire Punch vs. 252 HP / 252+ Def Skarmory: 283-335 (84.7 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock

252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Hippowdon: 165-195 (39.2 - 46.4%) -- guaranteed 3HKO after Stealth Rock
+2 252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Hippowdon: 328-386 (78 - 91.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Hippowdon: 235-277 (55.9 - 65.9%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Quagsire: 204-242 (51.7 - 61.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Quagsire: 292-345 (74.1 - 87.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Slowbro: 173-204 (43.9 - 51.7%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Slowbro: 246-291 (62.4 - 73.8%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Huge Power Diggersby Return vs. 240 HP / 252+ Def Swampert: 199-234 (49.6 - 58.3%) -- 98.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 240 HP / 252+ Def Swampert: 282-333 (70.3 - 83%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Huge Power Diggersby Earthquake vs. 252 HP / 88+ Def Ferrothorn: 168-199 (47.7 - 56.5%) -- 82.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 88+ Def Ferrothorn: 246-289 (69.8 - 82.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Threats to the core: Mach Punch users such as Infernape, Breloom, and Conkdeldurr give the core trouble, but can easily be played around. Mons that outspeed both Staraptor and Diggersby are also an issue, since neither is relatively bulky(Starator is, but you want to maintain as much Hp as possible due to severe recoil), and since you want to preserve both of them in order for them to do their job, you'll often find yourself switching out in a revenge killing scenario and risk becoming set up bait. Scarfed Terrakion can be incredibly problematic, and a Banded Terrakion under webs is basically GGWP.

Good partners: Due to this being a psychical spam core, cleric and/or Wiss pass and Thunder Wave support is appreciated from Chansey and Audino. Stealth Rock support from Chansey is also appreciated. Porygon2 makes an excellent partner and it is a seizable wall that can switch in to lots of things that any of its partners don't want to stay in to, all the while preventing set ups via Thunder Wave and Foul Play. If you are taking a more offensive approach, Specs/Scarf/Nasty Plot Proygon-Z also makes an excellent partner.
 
Offensive Core - Normal


Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Double-Edge
- Close Combat
- Defog/Quick Attack/U-turn


Diggersby @ Life Orb/Focus Sash
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Swords Dance/Quick Attack
- Earthquake
- Frustration
- Fire Punch


Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute/Power-Up Punch/Encore
- Baton Pass
- High Jump Kick
- Frustration


How to use: This is an offensive core that features two very power wall breakers to eliminate walls and punch holes in teams to allow Lopunny to clean reasonably well late game, all the while being supported by Lopunny itself. No one physical wall can survive a conjunction of two hits from either of these, and Lopunny's Sub Passes and Baton Pass pivoting can give Diggersby ample time to set up a Swords Dance. Early in the game, Lopunny acts as a Sub/PuP passer, and turns more into a pivot/cleaner late game. A Choice Band and Adamant nature is chosen on Staraptor to take advantage of his incredible offensive power and benchmark speed tier. A Life Orb on Diggersby is preffered. If you plan on using Diggersby purely to walll break, then an Adamant nature would also be preferred. Damage calculations against some of the bulkiest mons of the tier:
please not the Diggersby is running a Jolly nature in these calculations.

252 Atk Life Orb Huge Power Diggersby Fire Punch vs. 252 HP / 252+ Def Skarmory: 143-169 (42.8 - 50.5%) -- 93.4% chance to 2HKO after Stealth Rock
+2 252 Atk Life Orb Huge Power Diggersby Fire Punch vs. 252 HP / 252+ Def Skarmory: 283-335 (84.7 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock

252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Hippowdon: 165-195 (39.2 - 46.4%) -- guaranteed 3HKO after Stealth Rock
+2 252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Hippowdon: 328-386 (78 - 91.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Hippowdon: 235-277 (55.9 - 65.9%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Quagsire: 204-242 (51.7 - 61.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Quagsire: 292-345 (74.1 - 87.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 252+ Def Slowbro: 173-204 (43.9 - 51.7%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Slowbro: 246-291 (62.4 - 73.8%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Huge Power Diggersby Return vs. 240 HP / 252+ Def Swampert: 199-234 (49.6 - 58.3%) -- 98.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 240 HP / 252+ Def Swampert: 282-333 (70.3 - 83%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Huge Power Diggersby Earthquake vs. 252 HP / 88+ Def Ferrothorn: 168-199 (47.7 - 56.5%) -- 82.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 88+ Def Ferrothorn: 246-289 (69.8 - 82.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Threats to the core: Mach Punch users such as Infernape, Breloom, and Conkdeldurr give the core trouble, but can easily be played around. Mons that outspeed both Staraptor and Diggersby are also an issue, since neither is relatively bulky(Starator is, but you want to maintain as much Hp as possible due to severe recoil), and since you want to preserve both of them in order for them to do their job, you'll often find yourself switching out in a revenge killing scenario and risk becoming set up bait. Scarfed Terrakion can be incredibly problematic, and a Banded Terrakion under webs is basically GGWP.

Good partners: Due to this being a psychical spam core, cleric and/or Wiss pass and Thunder Wave support is appreciated from Chansey and Audino. Stealth Rock support from Chansey is also appreciated. Porygon2 makes an excellent partner and it is a seizable wall that can switch in to lots of things that any of its partners don't want to stay in to, all the while preventing set ups via Thunder Wave and Foul Play. If you are taking a more offensive approach, Specs/Scarf/Nasty Plot Proygon-Z also makes an excellent partner.

In my opinion, Diggersby should be Band and Raptor Scarf to outspeed most Fighting Pokemons.

Did u have saved some replay to show the efficacity of BP M-Bunny?
 
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