WOAH where'd the balance cores go? My beautiful latias domination :(
All better :)
WOAH where'd the balance cores go? My beautiful latias domination :(
HelloToday I will be presenting some offensive cores that I have being using lately to give you all some ideas. Later in the day I might come up with some nice defensive ones because there's an extreeeeeeeeeeeme lack of them, but for now enjoy your free half of a team here or just to get some ideas flowing. Let's begin.
Offensive Core: M-Diancie + Volcarona + Keldeo
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This core is built on M-Diancie with an underrated threat in the form of Volcarona and the very consistent Keldeo. M-Diancie provides the check to stuff such as Talonflame, M-Pinsir, and overall has a lot of firepower on it to beat Balanced builds as well as offensive threats such as Bisharp and Heatran with Earth Power while the other two moves are pretty standard. Volcarona provides a secondary set up sweeper with enough speed to outrun Choice Scarf Landorus-T after a single Quiver Dance. Life Orb is for added fire power but some other good items that can be used are Passho Berry to have a better chance of setting up on offensive and defensive water types, or Lum Berry to save you from Paralysis or Toxic. Scarf Keldeo acts as a more concrete revenge killer and helps mitigate the cores issue with M-Gyarados, M-Lopunny, and Gyarados a bit. Other options you can try out are 4 Def / 252 SpA / 252 Spe M-Diancie with a Naive nature and Protect or Calm Mind on the last slot over Rock Polish and Choice Specs or Sub Calm Mind Keldeo for an added stall / wall breaker. Some partners that I have enjoyed using is Garchomp with Stealth Rock and Swords Dance, Bisharp as a Pursuit trapper for a secondary answer to bulky Psychic types to pair up with Volcarona, and Focus Sash Thunder Wave Alakazam to cripple set up sweepers and threats to the build such as Mega Metagross and Mega Aerodactyl. Offensive Psychic types such as Alakazam and the Latis also make beating AV Conkeldurr and M-Venusaur a bit easier as well.
Diancie @ Diancite
Ability: Clear Body
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Moonblast
- Earth Power
- Diamond Storm
- Rock Polish
Volcarona @ Life Orb
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Bug Buzz
- Quiver Dance
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Icy Wind
- Scald
- Hidden Power [Electric]
Offensive Core: Entei + Dragonite + Lucario
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This core is suited to more Hyper Offense and emphasizes on its offensive momentum and priority that all of them provide. To be honest everything is pretty standard so the only thing I can explain is that Superpower allows Dragonite to beat Air Balloon Excadrill variants, Heatran, Ferrothorn, and Tyranitar all at once. I have Bullet Punch on Lucario to help the partners issues with M-Diancie and M-Altaria first and foremost. You can feel free to use Iron Tail or Crunch over that to break Clefable and Slowbro which includes bulky Psychic types as well. Speaking of Slowbro you'll want partners who can take down bulky water types so something such as Specs or Calm Mind Raikou, Thundurus, or Calm Mind / Nasty Plot Celebi or even M-Venusaur are some good examples of some to use. You also have the option of running Thunder Punch on Dragonite for Gyarados and Slowbro although replacing Ice Punch will make Landorus-T a tad bit annoying. Azelf I find is the best Stealth Rock user to use as it maintains momentum for the team with its utility and high speed and is already a fantastic lead on these Hyper Offensive builds anyways. Choice Scarf Diggersby or Diggersby in general forms well with the core either to add more priority and power with its Life Orb Set or just as a solid revenge killer.
Entei @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- ExtremeSpeed
- Superpower / Earthquake
- Ice Punch / Thunder Punch
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Close Combat
- Bullet Punch / Iron Tail / Crunch
- ExtremeSpeed
- Swords Dance
Offensive Core: M-Pinsir + Starmie + Weavile
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The core is built around Pinsir as a more definitive wall-breaker with Feint to outpace such moves as Brave Bird by Talonflame, Spiky Shield by Chesnaught, and general +1 priority as well. Adamant gives Pinsir a bit more power and allows you to net more KOs easily on defensive behemoths such as Defensive Lando-T, Slowbro, and does a good 50%-60% or so on Raikou switch ins and 60% - 70% on Thundurus just off of Return alone, so they can never switch in safely. If your concern is getting the jump on Garchomp and below and you already have a good wallbreaker, something my team was in need of in this build, then Jolly is perfectly fine and should be used. Starmie is hazard removal along with a general cleaner. Hydro Pump is the only thing really mandatory along with Rapid Spin and from there you have coverage options depending on your team such as Psyshock for STAB to hit Keldeo, Conkeldurr, Rotom-W and M-Venusaur, HP Fire to hit Ferrothorn, Skarmory, and Scizor, Ice Beam for the Latis twins, Flying types, and x4 Ice weak mons such as Garchomp, and Grass Knot to put a big dent on bulky water types such as Slowbro and Suicune. Weavile I personally use as a revenge killer and a pursuit trapper on the team that it's used on with the option of having Low Kick to hit Tyranitar, Heatran, and Bisharps if you feel there is a necessity on your particular build. Low Kick does help with Choice Scarf Tyranitar which is annoying for Starmie and Pinsir anyways. Good partners include Magnezone, Mamoswine, Gengar, Bisharp, Thundurus, and both Incarnate Landorus and Therian Landorus just to give you some ideas.
Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Frustration
- Feint / Quick Attack
- Swords Dance
- Close Combat
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Psyshock / Grass Knot / Ice Beam
- Hidden Power [Fire]
- Rapid Spin
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Ice Shard
- Icicle Crash
- Low Kick / Pursuit
That's all I have for now. Where's all the defensive cores :s?
Edited in HP Fire; forgot Duggy handles Heatran. Put the 4 EVs into Special Attack as Dugtrio wants it's defences to be that low to hit 201 HP for Seismic Toss and to get to Reversal range easier.For this core, I think HP Fire Sylveon would be a better choice than HP Ground, because Dugtrio already handles Heatran. Also, you're missing 4 EVs on Dugtrio, but other than, it's fine :]
I was browsing and I saw this core. I was wondering if this core would function similarly with Mega Heracross?Not exactly sure why people are posting Contrary Serperior cores when it isn't even officially available but ok lol. Anyways here's a core I've been using for quite a bit.
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Heracross @ Choice Band
Ability: Guts
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Megahorn
- Close Combat
- Knock Off
- Facade / Sleep Talk
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Sludge Wave / Psychic / HP Ice
- Calm Mind
By default breaks stall pretty well, can rip apart various balanced cores, and offense has a hard time switching into these on a consistent basis. Heracross is able to break the checks and counters to Lando-I such as Bronzong, Cresselia, Chansey, and your average special defensive walls while Lando-I exploits the weak special side of various physically defensive walls and breaks those. Facade is nice since it's spammable on Heracross after a status but Sleep Talk is pretty hilarious as a Spore absorber on teams that need one. I use Sludge Wave Lando-I on most of my builds now a days cause it has really solid coverage for just about everything. Psychic can be put where Sludge Wave is though to help with Gengar and Conkeldurr, the former pretty much walling you at this point. I like the core on more bulky offense or balanced teams so that there is a defensive backbone for the two to ride off of as they aren't exactly bulky. Slowbro + Ferrothorn is the defensive backbone I've been using lately which has been nice to counteract stuff like Mega Metagross and M-Lopunny, Healing Wish Latias helps with giving them a second wind, and on offensive builds stuff like Bisharp, Mega Metagross, Rotom-W, and Gengar are pretty good team-mates. That's it.
Yes but just use standard SD M-Heracross set if that's the case.I was browsing and I saw this core. I was wondering if this core would function similarly with Mega Heracross?
I'll try that Spread on Talonflame. But I've tested moves with Gyarados, and EQ has worked the best for me.If you are running SD Talonflame, I recommend running 80 HP / 252 Atk / 176 Spe with a Jolly nature so you can outspeed Raikou and Thundurus. I would also replace Earthquake on Gyarados with substitute or taunt, since Serperior already handles Rotom-W.
Please use that spread on Talonflame and get rid of or slash EQ behind something else. Thx.I'll try that Spread on Talonflame. But I've tested moves with Gyarados, and EQ has worked the best for me.
If you have sub or taunt, which you really should have one or the other, you can avoid a wisp and cleanly 2HKO it with Crunch. I'll change it myself if I have to, but I want you to understand.Earthquake is what gives Gyarados a way to stop weakened Rotom-W.
I like concept of the core but the set heatran isn't that great. Without Scarf, Special Heatran can't get many kills and ends up dying earlier on because of it lacking the speed and/or bulk a heatran needs. If you are really wanting rocks up for lop just use special defensive Heatran or go with a sucide lead like terrakion(bad example) or such.![]()
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Offensive core Lopunny/Heatran
Personally, i found this core very viable because lopunny cleans extremely well in lategame, but she lacks immediate power and she needs hazards in order to get important kills, such as on tios after two switchins on the rocks:
252 Atk Mega Lopunny Return vs. 0 HP / 0 Def Latios: 208-246 (69.5 - 82.2%) -- guaranteed 2HKO after Stealth Rock
Heatran is here to block flying spam, set hazards, forcing out tios (w/o eq obv), help lopunny to hit mega scizor, metagross before the mega evolution, switch in on wow getting flash fire boost and stallbreak, creating free switchins for the rabbit who still has a reasonable bulk, but can't really switch in on a lot of moves.
Since this core is pretty weak to fight, i suggest as third member scarf Landorus-T that can u-turn guaranteeing other momentum to our fantastic cleaner.
Sets:
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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Fake Out
- High Jump Kick
- Ice Punch
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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Fire Blast
- Stealth Rock
- Taunt
- Earth Power
First, thanks for the rate, than i see your point, but stallbreaking is necessary to give more free switch-ins, anyways i'll consider your suggestionI like concept of the core but the set heatran isn't that great. Without Scarf, Special Heatran can't get many kills and ends up dying earlier on because of it lacking the speed and/or bulk a heatran needs. If you are really wanting rocks up for lop just use special defensive Heatran or go with a sucide lead like terrakion(bad example) or such.
But you can just toxic Zard x anyways, and non-EQ variants cannot do much. Trust me, toxic is much better.I like earth power because it's a way to hitting hard zard x and OHKOing him after the sr on the switch-in