UU Cores

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Amaroq

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Welcome to the new UU Cores thread! The purpose of this thread is for the community to post and discuss various cores that work well in the metagame.

As you all know, a core is a group of usually 2 or 3 Pokemon in the team that work together toward a specific goal. These goals include breaking through opposing teams (Offensive), covering each other's weaknesses while providing the team with a solid set of resistances (Defensive), and checking important threats in the UU metagame while exerting offensive pressure upon the opposing team (Balanced). All cores are welcome in this thread, as long as they meet the following guidelines:
  1. Cores posted here must be tested to ensure that they perform well in the metagame. Try to keep slashes to a minimum.

  2. Include a short, concise description or explanation of the core, which should contain the following information:
  • How the core works
  • How to use the core
Please follow the following format when presenting a core:

Sprites of core Pokemon.

Names of core Pokemon.

Short description of how the core functions.


Keldeo + Bisharp

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Bisharp @ Assault Vest
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

A nice offensive core for the lads, and a pretty simple one at that as well. Assault Vest Bisharp is there to come in and trap (or to at least play mindgames between Sucker and Pursuit) the Psychics/faster Pokemon like Latias, Celebi, Alakazam, Starmie, and Gengar for Keldeo. With those kinds of Pokemon gone, Specs Keldeo can proceed to easily punch holes in a variety of different team archetypes just due to its sheer power and lack of checks after the aforementioned Pokemon are eliminated. Keldeo also benefits Bisharp by providing pressure to Pokemon that usually check Bisharp, like Hippowdon, Gliscor, or even Pokemon like Bewear, which has been gaining some popularity lately. But yeah, overall, really good core featuring a couple of the best Pokemon in the metagame right now :toast:


Cobalion @ Shuca Berry/Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock/Stone Edge
- Swords Dance
- Close Combat
- Iron Head

Latias @ Life Orb/Soul Dew
Ability: Levitate
IVs: 0 Atk
- Calm Mind/Defog
- Roost/Hidden Power [Fire]
- Psyshock
- Draco Meteor
Have been using this core in my last team and it has worked very well so far. Latias & Cobalion are both fast & potent pokemons that are able to check a lot of common threats while also being quite threatening themselves. The best part about this combination is how well these two deal with each others checks: Cobalion is one of our best answers to dark types such as Sharpedo and most importantly Bisharp which has been one of the most commonly used Latias check lately. It also happens to deal well with most sets Scizor which is also great for variants that don't carry Hidden Power [Fire]. On the other hand Latias and more so the Calm Mind variants shuts down most, if not all, things that tend to annoy Cobalion, namely very bulky Ground types like Hippodown, Gliscor and Quagsire while also being a decent check to both Keldeo, Victini and Volcanion which all tend to threaten Cobalion out. There are a few options on both sets, all of them are viable but I've been personally toyed around Shuca + SR Coba & CM Roost Latias. Fightnium Z is great if the Z spot isnt taken already, Stone Edge works if the team already has a potent SR user. The options on Latias are relatively self explanatory so I won't get too much into details. Hope you guys will enjoy using this core as much as I did!


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 76 Def / 192 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Roost / Pursuit
Really good synergy with eachother due to the Sand, Hippowdon giving Mega Aero the SpDef boost and all, and also insanely easy to build around with a lot of good Pokemon fitting well with Sand. Some mons to pair with these 2 would be the obvious SandDoge, as well as the 2 Magic Guarders in the tier Alakazam and Reuniclus. It also wouldn't hurt to pair it with some Scald/Burn absorbers such as Celebi or Serp, which are always necessary as Scalders are always a nuisance to these types of teams (which a lot of the time rely on hard hitting physical attackers like Stout).


Scizor @ Life Orb
Ability: Technician
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Superpower
- Bug Bite
- Bullet Punch

Bisharp @ Life Orb / Lum Berry / Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
use on offensive teams since they wear down each others answers (most commonly keldeo) really really well. For example, one Knock Off + Sucker Punch from Bisharp will put it into +2 Scizor range or +2 Scizor putting Raikou (admittedly not a Bisharp answer but not the point) into Bisharp Sucker Punch range. but yeah both boost and damage shit until one dies and that usually leaves the other with a lot of freedom to punish remaining pokemon. Naturally this core struggles with fire types, strong ground types and keldeo so Pokemon such as Latias which deter those isn't horrible and it can heal up one of them with healing wish.


Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Bisharp @ Assault Vest
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head
A nice offensive core for the lads, and a pretty simple one at that as well. Assault Vest Bisharp is there to come in and trap (or to at least play mindgames between Sucker and Pursuit) the Psychics/faster Pokemon like Latias, Celebi, Alakazam, Starmie, and Gengar for Keldeo. With those kinds of Pokemon gone, Specs Keldeo can proceed to easily punch holes in a variety of different team archetypes just due to its sheer power and lack of checks after the aforementioned Pokemon are eliminated. Keldeo also benefits Bisharp by providing pressure to Pokemon that usually check Bisharp, like Hippowdon, Gliscor, or even Pokemon like Bewear, which has been gaining some popularity lately. But yeah, overall, really good core featuring a couple of the best Pokemon in the metagame right now :toast:


Raikou @ Ghostium Z
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Calm Mind
- Shadow Ball
- Hidden Power [Ice]

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind / Toxic
pretty simple core but i find it potent enough after a bit of testing. after a cm boost, raikou is guaranteed to ko latias with never-ending nightmare, and with rocks it has about an 80%ish chance to ko lati unboosted and guaranteed to ko celebi. raikou typically smacks other keldeo switchins as well, mainly bulky waters like tenta slowbro and cune. on the other hand keldeo is a good check to things like scarf krook, maero, bliss, lax, and hydra that are otherwise annoying af for raik.


Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Stealth Rock
- Earth Power
- Sludge Wave
- Ice Beam / Fire Blast / Thunderbolt

Latias @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
Typical bulky offensive core here. As always, Nidoqueen's an underrated wallbreaker that also fulfills a bunch of other roles for a team, and it has some decent defensive synergy with Latias as well. Nidoqueen checks a bunch of Latias's usual blockades, most notably Clefable, which it switches into pretty freely. Queen's last slot is really dependent on the rest of the team and how vulnerable it may be to certain threats. Basically, this cookie cutter core is fairly easy to build around and is a highly effective one at the moment. I recommend that you all give it a whirl! n_n


Crawdaunt @ Waterium Z / Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
A darkspam core that relies on Crawdaunt weakening Bisharp's checks. Crawdaunt nukes stuff that want to switch-in on Bisharp, mainly Cobalion and Keldeo, giving it a cleaner way of cleaning the opponent's team.


Talonflame @ Flyinium Z
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost / Flame Charge / Tailwind / U-Turn

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin
This is a solid core of a physical attacker and a special attacker, where the mons each provide nice coverage for each other offensively. In addition, Blastoise-Mega removes hazards for Talonflame pretty reliably thanks to its great bulk and ability to deter spinblockers. Talonflame deals with grass types, also, while Blastoise soft checks Maero and other various mons that give Talon issues. Watch out for Raikou, of course.


Swampert @ Leftovers
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- Toxic
- Spikes
- Foul Play
- Play Rough
These two form a pretty neat little hazard stacking core that cover each other's problem pretty handily. Swampert setting up rocks while covering the problem that Klefki has with Fire types to an extent (the ones that lack grass coverage) and soft checks ground types. Klefki on the other hand is capable of checking Latias, grass types stuff that's thrown Swamperts way while setting up spikes. Partners to this would be ghost types such as Decidueye or Gengar in order to prevent the spin, Defog deterrents such as Bisharp. Pokemon like Tsareena are also used in tandem with these two as it provides hazard control and complements the two excellently with its grass typing.


Kyurem @ Leftovers
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Roost

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Toxic Spikes
- Rapid Spin
This is a pretty cool core which works well against Volt-Turn and Stall because it really limits switch-ins and applies an amazing pressure to the opponent. Tentacruel is here to support Kyurem with Rapid Spin and setup Toxic Spikes on the opponent's field. Haze is here to stop dangerous sweepers and Scald is its offensive move. Sub Roost Kyurem pairs very well with Tentacruel because It can stall the opponent and wear it down quicklier thanks to Toxic Spikes, and then KO it with its STAB Ice Beam or Earth Power which also helps it against Poison Types which can remove them. Tentacruel and Kyurem have a great synergy together. Kyurem can beat Electric, Ground and Poison types for Tentacruel, and Tentacruel can beat or at least switch-into Fairy, Fighting and Steel types for Kyurem. Good teammates include pokemons that can apply a great offensive pressure like CB Scizor, Bisharp or Specs Keldeo and pokemons that can beat Fighting Types like Togekiss which also provides Thunder Wave support for Kyurem.


Slowbro @ Waterium Z
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Knock Off / Flamethrower / Thunder Wave
Surprised nobody posted it yet... a great Calm Mind spam core... Clef is able to beat the entire metagame but Cobalion, Bisharp, Scizor (if lacking Flamethrower) and yeah.. basically steel types. Slowbro is here to take on Cobalion, Bisharp to an extent (with Waterium Z) and more of those steel types. Clefable also takes Bug and Dark type attacks for Slowbro.


Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Roar
- Flamethrower
- Earth Power

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Protect
- Substitute
- Scald
This core is focused on Toxic stalling and PP stalling. Nidoqueen + VinCune is a great core no one should laugh at. Suicune sets up a Substitute pretty easily against most rapid spinners: Tentacruel, Utility Starmie lacking Toxic and Forretress and proceed to PP stall pretty hardly. If Toxic Spikes are up and the opponent doesn't have a way of removing them, Suicune can literally stall out almost every non-levitating Pokémon. This core appreciates a cleric such as Clefable, Blissey, Umbreon, etc.


Slowbro @ Leftovers / Waterium Z / Psychium Z
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Psyshock
- Calm Mind / Thunder Wave

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power Fire
An infamous defensive core back from ORAS OU... Slowbro struggles against Electric types, Scizor, Gengar, etc., Amoonguss beats each of the above 1v1. Amoonguss struggles against Fire and Ice types, who Slowbro beats 1v1. Slowking can be used over Slowbro if you are afraid of Latias, just make sure you EV it to take on Mega Aerodactyl.


Alomomola @ Leftovers
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Bold Nature
- Toxic
- Wish
- Protect
- Knock Off / Scald

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Spore
- Hidden Power [Fire]
- Clear Smog / Sludge Bomb
Alomomola + Amoonguss, an infamous regen stall core which also has great synergy as Mola works as a wish passer which is really good for most teams as it can let pokemon without reliable recovery. Amoonguss is a good addition to a lot of teams as it checks Keldeo and many other water types while also checking Raikou which is nice for balance. This core is mostly used on stall but can also be used on balance and bulky offense. I don't think it is that useful on offense as Alomomola is just such a momentum sink. they also have good type synergy with Alomomola taking Ice and Fire type attacks aimed at Amoonguss while Amoonguss covers Alomomola Electric and Grass weakness.


Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell / Toxic
- Stealth Rock / Wish
- Soft-Boiled / Protect
- Seismic Toss

Alomomola @ Leftovers
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Bold Nature
- Toxic
- Wish
- Protect
- Knock Off / Scald
AloBliss is a really nice core as they mostly cover Special and Physical attacks respectively with both of them functioning as WishPassers but Alomomola usually having it in this core. Blissey can also learn Stealth Rock which gives it good utility to the rest of the team. This core functions best on stall but also works on balance and even on a niche playstyle which is Blissey Offense, which works because blissey checks so much things aimed at many other pokemon on the team.
 
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So, i guess ill be the first to post here...

[bulbapedia sprites are trolling me]
Gliscor + Volcanion

In both theory and practice this core has so many weaknesses that one mon covers for another that makes it hard to find a way in. An electric attacker with HP ice has potential to break this, and thats why i have been running Tailwind on Gliscor. This way it can either U-turn on the opponents face or earthquake it for decent damage. And both are reliable checks to scizor, whos one of the major Threats at this point. Volcanion appreciates hazard removal, but i didn't add a third mon to the core because there are many ways to do it that could still fit here. Also, i run Sludge Wave on volcanion to hit fairies, but other options may be considered for coverage.

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

Volcanion @ Grassium Z
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Sludge Wave / Earth Power
- Solar Beam
 
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Sacri'

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Cobalion @ Shuca Berry/Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock/Stone Edge
- Swords Dance
- Close Combat
- Iron Head


Latias @ Life Orb/Soul Dew
Ability: Levitate
EVs: 252 Spe / 4 SpD / 252 SpA
IVs: 0 Atk
- Calm Mind/Defog
- Roost/Hidden Power [Fire]
- Psyshock
- Draco Meteor

Have been using this core in my last team and it has worked very well so far. Latias & Cobalion are both fast & potent pokemons that are able to check a lot of common threats while also being quite threatening themselves. The best part about this combination is how well these two deal with each others checks: Cobalion is one of our best answers to dark types such as Sharpedo and most importantly Bisharp which has been one of the most commonly used Latias check lately. It also happens to deal well with most sets Scizor which is also great for variants that don't carry Hidden Power [Fire]. On the other hand Latias and more so the Calm Mind variants shuts down most, if not all, things that tend to annoy Cobalion, namely very bulky Ground types like Hippodown, Gliscor and Quagsire while also being a decent check to both Keldeo, Victini and Volcanion which all tend to threaten Cobalion out. There are a few options on both sets, all of them are viable but I've been personally toyed around Shuca + SR Coba & CM Roost Latias. Fightnium Z is great if the Z spot isnt taken already, Stone Edge works if the team already has a potent SR user. The options on Latias are relatively self explanatory so I won't get too much into details. Hope you guys will enjoy using this core as much as I did!
 
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rs

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 76 Def / 192 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Roost / Pursuit


Bringing back the standard Sand core from back in XY to SM UU. Really good synergy with eachother due to the Sand, Hippowdon giving Mega Aero the SpDef boost and all, and also insanely easy to build around with a lot of good Pokemon fitting well with Sand. Some mons to pair with these 2 would be the obvious SandDoge, as well as the 2 Magic Guarders in the tier Alakazam and Reuniclus. It also wouldn't hurt to pair it with some Scald/Burn absorbers such as Celebi or Serp, which are always necessary as Scalders are always a nuisance to these types of teams (which a lot of the time rely on hard hitting physical attackers like Stout).
 

Dhelmise @ Assault Vest
Ability: Steelworker
EVs: 252 HP / 156 Atk / 92 SpD / 8 Spe
Adamant Nature
- Power Whip
- Anchor Shot
- Rapid Spin
- Shadow Claw / Earthquake


Cobalion @ Leftovers
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Volt Switch
- Taunt


This is a balanced core I've been using recently. Their great defensive sinergy given by their pretty unique typings allows them to prevent the opponent from removing hazards off his side of the field very efficiently. Because of Dhelmise's ability Steelworker, Cobalion can even drop his Steel STAB to make room for Taunt and cripple a lot of switchins, especially seetup sweepers that would be troublesome for both.
You can toy with their EV spreads as much as you want; Cobalion's EV spread in particular is very straightforward, but I think I will change it for something bulkier because it doesn't need that much attack when used as a pivot.
This core appreciates both healing support, because of their lack of recovery and tendency to draw status, and also Spikes stacking support, meaning that you can fit this in more offensively-oriented teams as well.
This core gets destroyed by Flying types that can get past Cobalion (SD Dodrio sh*ts on this), so be sure to pack some Flying check if you wanna give a try to these cute guys:)
 

Hogg

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Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind/Hidden Power Flying


Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- High Jump Kick
- Knock Off
- Stone Edge

Basic fightspam offensive core, one that I've found good in general but especially brutal with Spikes and/or Pursuit support. Keldeo and Mienshao break down each others checks, with Keldeo punishing the hell out of bulkier teams and ScarfShao acting as an absolute nightmare against offensive teams. Nothing too complicated - you can pretty much lead with Scald on Keldeo early- to mid-game and fish for burns and chip against things that might try to check Mienshao, then clean up later with Shao. It's even better when combined with Spikes and Pursuit support, using Mienshao's Uturn to lure out anything that might potentially check Keldeo with Spikes down and checkmate them with Pursuit.

If you want a better matchup against stall you could go with something like CM Keldeo instead, but I find Specs to be the better option in most matchups. Also worth noting that Amoongus is a pretty big dick to this core since Regen keeps it from being easily chipped down, so make sure to account for that when building.
 


Starmie Krookodile Cobalion offensive core

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Ice Beam


Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit


Cobalion @ Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Swords Dance
- Iron Head
- Stone Edge

So, basically what this set does is provide a very offensive presence, with krook being a pursuit trapper for psychic mons that trouble cobalion, a potential late game sweeper with all out plummeling, and starmie being a mon that outspeeds almost everything in the tier and can 2ohko many mons that could potentially trouble the core, such as amoonguss and latias (252 SpA Life Orb Starmie Ice Beam vs. 212 HP / 0 SpD Latias: 172-203 (48.5 - 57.3%) -- 91.8% chance to 2HKO).

Since this core has a weakness against opposing ground types, having a grass type such as Tsareena could help, as it is quite bulky, has rapid spin (thus letting Starmie have thunderbolt instead) and can provide momentum with u-turn. Latias too can be a good partner, since it easily deals with Volcanion and Rotom-H.
 
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Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch


Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Spore
- Swords Dance
- Bullet Seed

really threatening offensive core atm. bisharp + any fighting type is usually cool enough, but breloom has the ability to setup on bulky grounds that bisharp has trouble with, such as hippo or swampert, while in turn lum sharp can setup on almost anything breloom can't get past, including but not limited to : latias, necrozma, amoonguss, dehlmise, decidueye... double priority is also very useful on offense, so you can use basically anything with these two - even more passive stuff
 

Cynde

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This is one of my favourite cores to use on offensive teams since they wear down each others answers (most commonly keldeo) really really well. For example, one Knock Off + Sucker Punch from Bisharp will put it into +2 Scizor range or +2 Scizor putting Raikou (admittedly not a Bisharp answer but not the point) into Bisharp Sucker Punch range. but yeah both boost and damage shit until one dies and that usually leaves the other with a lot of freedom to punish remaining pokemon. Naturally this core struggles with fire types, strong ground types and keldeo so Pokemon such as Latias which deter those isn't horrible and it can heal up one of them with healing wish.

Scizor @ Life Orb
Ability: Technician
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Superpower
- Bug Bite
- Bullet Punch

Bisharp @ Life Orb / Lum Berry / Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head




These two form a pretty neat little hazard stacking core that cover each other's problem pretty handily. Swampert setting up rocks while covering the problem that Klefki has with Fire types to an extent (the ones that lack grass coverage) and soft checks ground types. Klefki on the other hand is capable of checking Latias, grass types stuff that's thrown Swamperts way while setting up spikes. Partners to this would be ghost types such as Decidueye or Gengar in order to prevent the spin, Defog deterrents such as Bisharp. Pokemon like Tsareena are also used in tandem with these two as it provides hazard control and complements the two excellently with its grass typing.

Swampert @ Leftovers
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- Toxic
- Spikes
- Foul Play
- Play Rough





Old Volt-Turn core that's just as effective right now as it was since BW. Victini destroys everything wish Choice Band V-Create and U-turns out on whatever would generally like to switch into that (tends to be fat waters) which baits in the Raikou which then puts you in the position to Volt Switch out on the incoming special wall to put Victini back into a dominant position or to just punish whatever had switched into Victini. Mons that punish fat ground types like Mega Blastoise or Keldeo pair well with these two.

Victini @ Choice Band / Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- V-create
- Bolt Strike
- Trick / Flare Blitz / Zen Headbutt

Raikou @ Choice Specs / Zap Plate / Expert Belt
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice] / Hidden Power [Grass]
- Volt Switch
 
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+


Togekiss (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 60 Def / 152 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Roost
- Thunder Wave

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Hidden Power [Bug] / Icy Wind
- Scald


Hello, i wanna about this balance core. Togekiss is a really strong and cool pokemon atm, And can be a really good stallbreaker with Nasty plot. If togekiss goes +2, there are not many switch ins that can take the hit. But he haven't got some speed so he's really weak to revenge killers like bisharp. Keldeo can help with this, does a lot of damages with the specs (that can help togekiss to setup as well) and can also use the paraspam from togekiss' tw as well. Lets talk a bit about sets: I usually run that spread on togekiss, 20 speed to outspeed other defog/Setup togekiss, and 252 60 152 for a bulk. Togekiss can also be the defogger without Np if needed. On keldeo i usually run hp bug cuz i don't like these NP Celebi that is spammed atm. Togekiss usually wall celebi but if he goes +2 togekiss took a bad hit from his psychic (+2 252 SpA Celebi Psychic vs. 252 HP / 152 SpD Togekiss: 190-225 (50.8 - 60.1%) -- 89.1% chance to 2HKO after Leftovers recovery) This core is really weak to things like zShadow ball gengar, that can revenge kill togekiss as well and kill keldeo with the zmove. Also thundurus can be a problem, togekiss is a free setup for the DD thundurus. A good partner for that core is hippo imo, he's a really solid rock setter and can check elettric type mons that delete this core like raikou(thundu no bc he has got a coverage -.- He's so broken guys cmon D: )
 
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Amane Misa

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Azumarill @ Normalium Z
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Both have similar switch-ins (mainly Amoonguss). One weakens the switch-in for the other, making it easier to sweep. Not to mention this core breaks many defensive cores by itself and has a lot of offensive pressure.


Absol-Mega @ Absolite
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Flamethrower

Bisharp @ Life Orb / Focus Sash
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

A core I really love using...
Both share similar checks, making a DarkSpam core. I love Flamethrower on Absol because it can lure Forretress, weaken it if not kill it and make Bisharp have an easier job cleaning. In return, Bisharp's Iron Head nukes fairies, making it easier for Mega Absol to sweep. I love to run Focus Sash on Bisharp because it guarantees an SD most of the time, and Mega Absol's ability, Magic Bounce, makes the opponents think twice before they click Stealth Rock.
 
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Amane Misa

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Sorry for the double post... if you want I can just merge this post with the one before...​


Calm Mind Reuniclus + Defensive Infernape (Balanced)

Reuniclus is a monster when it starts setting up. The main things that stop it from sweeping are Bug and Dark type Pokémon. The main ones in the tier are Scizor and Bisharp, both are countered by Infernape.

In return, Reuniclus can switch into many Pokémon that force out Infernape (Mega Aerodactyl, Starmie, Empoleon, etc.) and set-up Calm Minds. It can also absorb Toxics for Infernape.

I like to EV my Infernape in a way it outspeeds max speed Bisharp, max hp and rest into defense with an Impish nature but if you want to make it reach a higher or a lower speed tier, feel free.
Reuniclus @ Leftovers / Poisonium Z
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Recover
- Focus Blast / Shadow Ball / Toxic

Infernape @ Leftovers
Ability: Iron Fist / Blaze
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature
- Taunt / Stealth Rock
- Fire Punch / Flare Blitz
- Will-O-Wisp
- Slack Off



Physically Defensive Infernape + Specially Defensive Roserade + Support Starmie (Defensive)
Not much to explain here, a pretty cool FireWaterGrass hazard stacking core.
Infernape takes on Bisharp and Scizor, Starmie takes on grounds and Keldeo, Roserade takes on Keldeo, Primarina and Breloom. There are more but these are the one on top of my head right now. This core is pretty weak to Crobat.
Infernape @ Leftovers
Ability: Iron Fist / Blaze
EVs: 252 HP / 212 Def / 44 Spe
Impish Nature
- Stealth Rock / Taunt
- Fire Punch / Flare Blitz
- Will-O-Wisp
- Slack Off

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Toxic / Psyshock

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Synthesis
- Spikes / Toxic Spikes
- Sludge Bomb / Giga Drain
- Sleep Powder
 
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Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Flamethrower
- Dazzling Gleam

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Pursuit
- Roost


Fun core that does well against everything from fat teams to offense. Mew is a really effective lure for things like Scizor, Bisharp, Hippo, and Klefki, all of which inhibit the Aero sweep. You can run HC Aero if you wish, but I've found pursuit really useful to wear down rocks weak defensive mons as well as revenge things like Gengar. The greatest part about NP Mew as a mon is that not only can it get past psychic resists and immunities fairly easily at +2, it completely nukes most specially defensive walls too. It's really difficult for more passive teams to handle, and even against offense luring a Bisharp or Genesis Supernovaing a random fat breaker is really rewarding mid game.
 

Mac3

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Alomomola + Amoonguss, an infamous regen stall core which also has great synergy as Mola works as a wish passer and resists Fire, Ice while Amoonguss resists Grass and Electric. Not much to say really just a really standard stall core. Gen 5 best gen.


Another old stall core where Alomomola tanks most physical hits and Blissey tanks all special hits. Alomomola is usually the wish passer in this core with Blissey being the cleric. Also a pretty standard one so can't add too much ass everyone should already know how it functions
 

HotFuzzBall

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Neat defensive core I've been using to counter the use of Mewium-Z and also other potent threats like Specs Primarina, Latias and Scizor. This core is very old, it was probably featured somewhere on the Gen 6 UU cores thread but, it works pretty well with the bans of Breloom and Thundurus-T and also in UU's current meta.


Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Scald
- Defog
- Toxic / Ice Beam
- Knock Off

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect

Empoleon has the bulk to tank Aura Spheres and Genesis Supernova from Mew while also threatening Choiced mons such as Primarina, Scizor and Hydreigon with Knock Off. Sylveon is just a nice addition since both of these mons account for each others weaknesses fairly well. Sylveon basically acts as a Fighting check while providing Empoleon with Wish and Heal Bell support.
 
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Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bullet Punch
- U-turn
- Roost
- Defog / Swords Dance

Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 84 Def / 172 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

This is a really solid defensive core that I've been liking a lot. Scizor is already one of the most dangerous threats in the metagame, because it has a solid defensive typing and great offensive presence, however its weakness to Fire is really annoying, fortunately Suicune covers this weakness while having its Grass weakness covered by Scizor. Suicune is a really underrated defensive threat actually, specially the CroCune set. CroCune was not as good as RoarCune in the end of ORAS, but things changed a lot right now, since a lot of teams are unprepared against it. Lastly, Hippowdon is a really nice wall against most of the Steel- and Electric-types, not being forced to switch-out thanks to its amazing bulk. The sets are pretty much self explanatory; Defog Scizor may be used if your team is lacking a Defogger, but you can use SD instead, so Scizor becomes a huge wincon. CroCune is a huge threat against unprepared builds, and it's not hard to wear down its checks with Hippowdon and Scizor, this EV spread outspeeds Modest Primarina. Hippowdon is using standard moves, and its EV spread avoids the 2HKO from Specs Raikou's HP Ice/Grass.
 

Sun

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Krookodile @ Rocky Helmet
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Stealth Rock
- Earthquake

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 164 SpA / 96 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Giga Drain
- Sludge Bomb
- Spikes


This is a pretty interesting hazard stacking core, I like the pressure that they put to others hazard setters and removers. Rocky helmet + taunt on Krookodile are really good to punish rapid spinners and defoggers, and Roserade can annoy opponents team members using its coverage or Sleep powder. Their synergy's nothing short of awesome, Krookodile takes care to bulky special walls like Blissey, and its utility in knock off, it's really useful to make more vulnerable Pokemon as Hippowdon or Suicune, instead Roserade's main role is to threaten bulky waters and bulky ground types which are boring for Krook, also it can be very useful to deal with fairy Pokemons around as Primarina. I think this core would be optimal in a bulky offense / balanced team, where exploit strong wall breakers who appreciate hazard stacking as Keldeo and Bisharp.
.



Kyurem @ Leftovers / Choice Specs
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe | 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute / Draco Meteor
- Ice Beam
- Roost / Focus Blast
- Earth Power

Thundurus @ Fightinium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast


This is different from the core previously shown, this has much more offensive power and, in fact I decided to show it because it can be really fearsome in the current metagame. I really like these because they put a lot of offensive pressure on common bulky offense teams, and at the same time, can beat even the most defensive cores.
their sets are very interesting from my point of view, we have subroost Kyurem, which, as in oras, is indeed very difficult to hold off, Kyurem is a great stallbreaker, in fact, thanks to pressure and this set is capable of beating even Blissey, also i'd like to mention that Kyurem can even run a choice specs variant in this core, i really like the power that it have and how much pressure it put to opposing teams. the dreaded Thundurus instead shows its brutality with a nasty plot variant, with fightinium z, assures to do a lot of damage to Blissey after a nasty plot boost, then putting it in range of a thunderbolt, z-focus blast is very useful to not risk a focus blast miss on a pokemon that you need to knock out. This core appreciates hazard remover support to work at its best, they do a lot of work in bulky offense and hyper offense teams that appreciates the offensive pressure that they put.

Have a good day! :toast:
 
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Krookodile @ Darkinium Z
Ability: Moxie
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Snatch
- Earthquake
- Crunch / Knock Off
- Stone Edge

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Hidden Power [Grass] / [Electric]
- Sludge Wave / Superpower

I came up with this core while theorymon-ing Z-Snatch Krookodile. Krook can come in on a huge variety of mons and scare them out with the threat of a potential Scarf, which gives it the perfect opportunity to set up a Z-Snatch, giving it +2 Speed. 200 Spe EVs allows it to outspeed everything up to Modest Kingdra in rain. Adamant Krook hits pretty hard on its own, and Moxie can make it practically unstoppable after it Snatches. EdgeQuake is great coverage, Crunch provides more consistent damage, Knockoff provides greater potential damage as well as utility.

The biggest potential counters I could think of for Snatch Krook were Clef, Hippo, Gliscor, Suicune, and Mola. Specs Volcanion takes care of the first three handily with powerful STAB, and always 2hko's the latter two after rocks with HP Grass.

Celebi or Amoonguss could be added to pressure Krook's counters even more, as well as providing resistances complementary to Volc's. A teammate that can remove Rocks is necessary to keep Volcanion healthy, and another teammate with hazards can be helpful to ensure that Hidden Power can 2hko Suicune and to wear down the many mons that Krook can't blow through without Moxie.

Would love thoughts, critique, and potential team members.
 

Amane Misa

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Whatever coverage your team needs

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 196 SpD / 68 Spe
Calm Nature
- Swords Dance
- Earthquake
- Facade
- Roost


Scarf Keldeo has always been a scary Pokémon to face against. It is really fast and it hits like a truck. A few Pokémon counter it pretty easily (if they're at full HP). The main ones right now are Clefable, Latias and Amoonguss. Gliscor takes advantage of all three and sets up on their face. Latias can 2HKO with Draco Meteor on the switch if running Life Orb but it can be dealt by switching to Gliscor on an expected opponent's switch to Latias and Roost on its Draco Meteor.

0 SpA Amoonguss Giga Drain vs. 252 HP / 192+ SpD Gliscor: 66-78 (18.6 - 22%) -- possibly the worst move ever
0 SpA Clefable Moonblast vs. 252 HP / 192+ SpD Gliscor: 91-108 (25.7 - 30.5%) -- possible 5HKO after Poison Heal
252 SpA Life Orb Latias Draco Meteor vs. 252 HP / 192+ SpD Gliscor: 226-266 (63.8 - 75.1%) -- guaranteed 2HKO after Poison Heal


Gliscor's amazing typing makes it only weak to Ice and Water, two types that Keldeo can switch into pretty easily and damage the opponent's team.

Potential partners are Scizor and Clefable.

Watch out from Primarina.
 
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Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Whatever coverage your team needs

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 196 SpD / 60 Spe
Calm Nature
- Swords Dance
- Earthquake
- Facade
- Roost
Wait, were you using Calm on Gliscor when you beat me yesterday? No wonder it did so little to Slowbro at +2, lol. Anyway Gliscor should be running 244 HP to get a Poison Heal number (I think), which allows you to invest more into Speed and outpace creeping base 100s that hit only 242 Spe. I dunno if it'll come in handy much, but it's better than nothing I guess. EDIT: Forgot to say, good core!
 
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Mega Aerodactyl and Big Linda

These two have virtually no defensive synergy at all, but they form a pretty effective bird spam core. Talonflame is a very capable breaker, and its typical switch ins are things like Gliscor, Hippowdown, Clefable, Suicune, and Slowbro, all of which are heavily maimed by it, and Taunt prevents them from recovering. This makes it a lot easier for Aerodactyl to clean up a team, as many of its checks and counters are broken down by Talonflame. This is a core I would personally only use on HO, as like I said these two have very little defensive synergy, so using something that can break the things they still can't bust through is key, and an answer to Scarf Keldeo is needed, as it can take this core out once Gale Wings is gone. I've found Starmie to be pretty good since it breaks Gigalith, the best answer to this core, beats Keldeo if it doesn't use HP Electric, and even provides Rapid Spin. Of course, a suicide lead like Azelf can keep hazards off of your side and get you momentum from the get go as well. This is a pretty fun core though, and I would recommend giving it a try if you like HO.

Talonflame @ Flyinium Z
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Taunt

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Wing Attack
- Stone Edge
- Earthquake
 
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Krookodile @ Darkinium Z
Ability: Moxie
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Snatch
- Earthquake
- Crunch / Knock Off
- Stone Edge

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Hidden Power [Grass] / [Electric]
- Sludge Wave / Superpower

I came up with this core while theorymon-ing Z-Snatch Krookodile. Krook can come in on a huge variety of mons and scare them out with the threat of a potential Scarf, which gives it the perfect opportunity to set up a Z-Snatch, giving it +2 Speed. 200 Spe EVs allows it to outspeed everything up to Modest Kingdra in rain. Adamant Krook hits pretty hard on its own, and Moxie can make it practically unstoppable after it Snatches. EdgeQuake is great coverage, Crunch provides more consistent damage, Knockoff provides greater potential damage as well as utility.

The biggest potential counters I could think of for Snatch Krook were Clef, Hippo, Gliscor, Suicune, and Mola. Specs Volcanion takes care of the first three handily with powerful STAB, and always 2hko's the latter two after rocks with HP Grass.

Celebi or Amoonguss could be added to pressure Krook's counters even more, as well as providing resistances complementary to Volc's. A teammate that can remove Rocks is necessary to keep Volcanion healthy, and another teammate with hazards can be helpful to ensure that Hidden Power can 2hko Suicune and to wear down the many mons that Krook can't blow through without Moxie.

Would love thoughts, critique, and potential team members.
Z-Me First can be better on Z-Snatch am i right ? It permit to copy the offensive move used by your opponent if he stays in and transform it in a Z-Move 1.5x more powerfull than the original.
 
BALANCE

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Psychic
- Recover

Talonflame
Ability: Flame Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp / Taunt

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Knock Off / Thunder Wave / Calm Mind


So celebi is a pretty underrated pokemon right now. It is really nice to have something that can switch into hippowdown and alomomola multiple times without worrying about toxic, and from that point you can do some nice damage with a boosted psychic or giga drain to most of the tier over and over again. Most stealth rock setters are pressured by it too - hippowdon, cobalion, clefable - which helps out talonflame a great deal.

I put on a bulky talonflame because it can beat scizor and bisharp very well with flame body and wisp and it performs well in general against most of the tier, a truly great underdog if you can get rid of stealth rocks. Taunt is an option that works particularly well if you need to pressure defoggers and other defensive walls. It covers celebi's weaknesses really well while celebi does the same; you're gonna be beating stuff like starmie, kedleo, cobalion, suicune,etc.

Now there are just too many options for a final pokemon to complete this core - clefable, togekiss, klefki, empoleon - they all work incredibly with this core in their own ways, so you can really use any of them. Obviously they are needed to beat mandibuzz and hydreigon, but they all have usefull secondary functions like defogging or hazard setting. I chose clefable because talonflame and celebi were too pressured by physical attackers to handle by themselves (see: Aerodactyl and Sharpedo), and also because knock off + stealth rock utility pressures the opponent so much that it makes it really easy to sweep with either of the two.
 

Amane Misa

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Wait, were you using Calm on Gliscor when you beat me yesterday? No wonder it did so little to Slowbro at +2, lol. Anyway Gliscor should be running 244 HP to get a Poison Heal number (I think), which allows you to invest more into Speed and outpace creeping base 100s that hit only 242 Spe. I dunno if it'll come in handy much, but it's better than nothing I guess. EDIT: Forgot to say, good core!
Wow, I can't believe I am running Calm. No wonder the damage output is so low. Thanks a lot!!!

And yeah, you're right, I will edit that. Thanks again!
 
Z-Me First can be better on Z-Snatch am i right ? It permit to copy the offensive move used by your opponent if he stays in and transform it in a Z-Move 1.5x more powerfull than the original.
Z-Me First is definitely viable, however Krook needs to be faster to get any extra benefit on the initial use, it can't prevent things from recovering up against you, and Normalium instead of Darkinium means that you don't have Black Hole Eclipse as an alternative option. Neither one is better necessarily, but personally I prefer Snatch.
 
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