It's a core xd Hi hello everyone, welcome to ORAS UU CORES! The goal of this thread is for users to post some pokemon combinations that work well in the UU metagame. A core is a group of pokemon (2-3) that usually work well together, be it by checking a wide range of threats or by completing each others offensively. All kinds of cores are welcomed, as long as you have tested them and know that they work. Do not post stuff that you "think would work". Users should also post a small description of the core; how it plays and how the mons in it synergise well with each other. Spoiler: Sample Core Blastoise (F) @ Blastoisinite Trait: Torrent EVs: 144 HP / 252 SAtk / 112 Spd Modest Nature (+SAtk, -Atk) - Scald - Aura Sphere - Dark Pulse - Rapid Spin + Nidoqueen (F) @ Life Orb Trait: Sheer Force EVs: 176 HP / 252 SAtk / 80 Spd Modest Nature (+SAtk, -Atk) - Earth Power - Stealth Rock - Sludge Wave - Ice Beam Bulky offense core that includes rocks, tspikes absorption and spin. Nidoqueen breaks through Florges whereas Blastoise is capable of defeating Umbreon, Snorlax, Cresselia and Porygon2, meaning that most balanced teams (sans Blissey) struggle to completely stop this core. The speed on Blastoise outspeeds -1 cb Victini, and the speed on queen outspeeds uninvested suicune and gligar (base 85s). You could give Blastoise Ice Beam over Aura Sphere, but then you will not be able to threaten Umbreon which kinda defeats the purpose of this core. Playing with this should be fairly straight forward; get your rocks up and whack at stuff.
Reserving this post, I'll be posting all the cores in it. OFFENSIVE CORES Spoiler: Mega Blastoise+Nidoqueen Blastoise (F) @ Blastoisinite Trait: Torrent EVs: 144 HP / 252 SAtk / 112 Spd Modest Nature (+SAtk, -Atk) - Scald - Aura Sphere - Dark Pulse - Rapid Spin + Nidoqueen (F) @ Life Orb Trait: Sheer Force EVs: 176 HP / 252 SAtk / 80 Spd Modest Nature (+SAtk, -Atk) - Earth Power - Stealth Rock - Sludge Wave - Ice Beam Bulky offense core that includes rocks, tspikes absorption and spin. Nidoqueen breaks through Florges whereas Blastoise is capable of defeating Umbreon, Snorlax, Cresselia and Porygon2, meaning that most balanced teams (sans Blissey) struggle to completely stop this core. The speed on Blastoise outspeeds -1 cb Victini, and the speed on queen outspeeds uninvested suicune and gligar (base 85s). You could give Blastoise Ice Beam over Aura Sphere, but then you will not be able to threaten Umbreon which kinda defeats the purpose of this core. Playing with this should be fairly straight forward; get your rocks up and whack at stuff. Spoiler: Mega Beedrill+Rotom-Mow Beedrill (M) @ Beedrillite Trait: Sniper EVs: 252 Atk / 4 SDef / 252 Spd Jolly Nature (+Spd, -SAtk) - Drill Run/Knock Off - U-turn - Poison Jab - Protect + Rotom-Mow @ Choice Specs Trait: Levitate EVs: 252 SpA / 4 SpD / 252 Spd Timid Nature (+Spd, -Atk) - Volt Switch - Leaf Storm - Thunderbolt/Hidden Power Ice - Trick Pretty simple Voltturn core. Mega Beedrill is capable of pressuring most special walls, and rotom-c threatens the steel/poison types that beat Mega Beedrill. Rotom is used because it can threathen the ground types that would try and block Volt Switch. Hidden power Ice can be used to hit dragons (like Hydreigon), who resists rotom's stabs. Mega Beedrill can use knock off, but drill run is very valuable as it helps deal with pesky steel types. A modest nature can be used on rotom if you feel you really need the extra power, but you risk being outsped by Nidoking, Heracross and Chandelure, which all threathen to OHKO. This Core needs something for Mega Aerodactyl, as it can OHKO bee and damage rotom quite a bit with stone edge. Hazard control is also necessary, otherwise Beedrill will basically kill itself. Spoiler: Belt Victini+RP Tyrantrum Victini @ Expert Belt Trait: Victory Star EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Bolt Strike - Grass Knot - Glaciate/Dazzling Gleam - V-create + Tyrantrum (F) @ Life Orb Trait: Rock Head EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Earthquake - Rock Polish - Head Smash - Outrage/Dragon Claw Expert Belt Victini is an amazing mon with very few checks (Rotom-h and Arcanine come to mind). Tyrantrum can smack these and allow Victini to tear the opposing team apart. Victini, on the other hand, lures in waters/fat grounds, which can be defeated by Grass Knot/Bolt Strike, giving Tyrantrum a chance to sweep. The key to playing this properly is to bluff a scarf on Victini; don't straight grass knot that pert if you just V-create'd it, because you'll ruin everything if your opponent scouts with another mon/protects. Instead, make your opponent think he's safe and get a surprise KO mid-game, which can drastically change your opponent's plans. This is why a Life Orb on tini is not recommended, as it cannot lure/bluff as effectively. Glaciate vs Dazzling Gleam is pretty much Salamence vs Hydreigon, although Glaciate's speed drop can come in handy at times. Tyrantrum can run Dragon Claw if you really don't like locking yourself into Outrage, but do note that even with a Life Orb, it isn't rly that strong. Donot run an Adamant nature because you won't be able to outspeed scarf base 100 mons at +2 (even Hydreigon will outspeed you). Victini really appreciates a spinner. Mega Blastoise gets a special mention because it doesn't ruin offensive momentum and can pressure Snorlax/Cresselia/P2, things Victini can struggle with. Spoiler: Memento Chandelure+BDrum Slurpuff Chandelure (M) @ Choice Scarf Trait: Flash Fire EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Shadow Ball - Flamethrower - Memento - Trick + Slurpuff (M) @ Sitrus Berry Trait: Unburden EVs: 52 HP / 200 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Belly Drum - Play Rough - Aromatherapy/Return - Drain Punch This is an offensive core based on Memento Chandelure. Chandelure is a good switch in overall for Steel moves, can take care of foretress and cripple some pokemon such as blastoise to prepare a sweep with Slurpuff. Trick can cripple pokemon such as blissey and florges, and memento reduces by 2 stages both atk and spe atk of the opponent pokemon. I prefer a Jolly nature to outspeed most scarfers such as Mienshao and base 100 speed. Belly Drum Slurpuff is like one of the best cleaner with its good movepool. I prefer aromatherapy to set up on rotom-h and bulky spreader who can't hit hard enough to take down slurpuff. Return is another option you could opt for if your team doesn't need Aromatherapy support Spoiler: Mega Sharpedo+Shaymin Sharpedo @ Sharpedonite Ability: Speed Boost EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Waterfall - Crunch - Ice Fang - Protect + Shaymin @ Life Orb Ability Natural Cure EVs: 4 Hp / 252 SpA / 252 Spe Timid Nature - Seed Flare - Dazzling Gleam / Hidden Power Ice - Earth Power - Synthesis / Rest Hy I'll be posting some of my favorite cores. I'll start with an offensive orientated core. It's purpouse is breaking bulky waters w/ Shaymin so Sharpedo can clean. The set on Sharpedo is p standard doesn't need much explanation. Shaymin's set is obligatory Seed Flare then Dazzling Gleam where Hidden Power Ice can be used, too. Dazzling Gleam ohkos Hydreigon and deals with fighting types. Hidden Power Ice is mainly to ohko Salamence in trade of ohkoing Hydreigon and still can hit Crobat which otherwise walls this set. Earth Power is needed for Fire Types and Steel Types. Synthesis is for longativity but Rest can be used too if ur scared of status. Conclusion: Shaymin beats waters with seed flare while still having the coverage to deal heavy dmg to other things and Sharpedo takes huge advantage of it. Spoiler: Mega Aerodactyl+NP Infernape Aerodactyl (F) @ Aerodactylite Trait: Rock Head EVs: 40 HP / 252 Atk / 216 Spd Jolly Nature (+Spd, -SAtk) - Aerial Ace - Roost - Pursuit - Stone Edge + Infernape (M) @ Expert Belt Trait: Blaze EVs: 76 Atk / 180 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Close Combat - Grass Knot - Nasty Plot - Fire Blast This Infernape set is pretty much a stallbreaker and it can lure fat water types effectively (+2 grass knot wrecks suicune). However, it cannot touch Chandelure to save its life. This is where pursuit Mega Aerodactyl comes in, as it outspeeds Chandelure (thus forcing the switch) and as such can pursuit it for the KO. Pursuit also helps Aero revenging Victini, which is also annoying for Infernape. On the other hand, Infernape beating fat waters means Aerodactyl can have an easier time mopping stuff up. You can run Focus Blast on Infernape and drop GK for Vacuum Wave if you feel you're not gonna miss anything, since Focus Blast is powerful enough to muscle through fat waters at +2. Do note that missing can cost Infernape's life, so use Focus Blast at your own risks. Spoiler: Belt Tini+Magneton+Mega Beedrill Victini @ Expert Belt Trait: Victory Star EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - V-create - Bolt Strike - Glaciate - Grass Knot Magneton @ Choice Specs Trait: Magnet Pull EVs: 116 HP / 252 SAtk / 140 Spd IVs: 30 HP / 30 SAtk Modest Nature (+SAtk, -Atk) - Thunderbolt - Volt Switch - Flash Cannon - Hidden Power [Grass] Beedrill (F) @ Beedrillite Trait: Swarm EVs: 252 Atk / 4 SDef / 252 Spd Jolly Nature (+Spd, -SAtk) - U-turn - Poison Jab - Swords Dance/Knock Off/Pursuit/Drill Run - Protect Magneton traps steels for Bee and Victini lures stuff like hippo/swampert/salamence to help bee do massive work and making it able to clean up late game. This core struggles with mega aero so make sure to have other teammates to accommodate for that weakness. Spoiler: Suicune+Dugtrio Suicune @ Leftovers Trait: Pressure EVs: 252 HP / 236 Def / 20 Spd Bold Nature (+Def, -Atk) - Scald - Calm Mind - Rest - Sleep Talk Dugtrio (F) @ Life Orb Trait: Arena Trap EVs: 224 Atk / 32 Def / 252 Spd Naive Nature (+Spd, -SDef) - Earthquake - Rock Tomb - Sludge Wave - Stealth Rock This core works really, really well vs offense. Dugrtio traps electrics like raikou, heliolisk, whimsicott, toxicroak, all offense's common answer to cune. 32 defense evs to survive adamant LO sucker from croak everytime and sludge wave ohkos offensive whims. DEFENSIVE CORES Spoiler: Suicune+Crobat+Florges + + Suicune @ Leftovers Trait: Pressure EVs: 240 HP / 252 Def / 16 Spd IVs: 0 Atk Bold Nature (+Def, -Atk) - Sleep Talk - Rest - Scald - Calm Mind/Roar + Crobat (F) @ Black Sludge Trait: Infiltrator EVs: 240 HP / 52 Def / 216 Spd Jolly Nature (+Spd, -SAtk) - Brave Bird - Defog - Roost - U-turn + Florges (F) @ Leftovers Trait: Flower Veil EVs: 248 HP / 236 Def / 24 SDef IVs: 0 Atk Calm Nature (+SDef, -Atk) - Protect - Wish - Moonblast - Aromatherapy Balanced core that features hazard control which is always cool. These 3 mons work pretty well together (just look at typings/resistances and you'll see). Suicune's set can be changed if you so wish (roar cune makes for a core that is even harder to take down). Nidos threaten this core a lot so make sure you're packing something for them on the rest of your team. Spoiler: Empoleon+Gligar + Empoleon @ Shuca Berry Ability: Torrent EVs: 212 HP / 252 SpA / 44 Spd Modest Nature - Defog - Scald/Hydro Pump - Ice Beam - Grass Knot/Roar + Gligar (F) @ Eviolite Trait: Immunity EVs: 240 HP / 16 Def / 252 SDef Impish Nature (+Def, -SAtk) - Earthquake - Stealth Rock - U-turn/Toxic - Roost Hazard core that has really good typing synergy. You can make Empoleon specially defensive and give Gligar more defense if you so wish, but even without too much investment the latter can take on most fightning types. You can switch up Defog and Sr between the two, but you will need to give up Immunity on Gligar. Get something for fire types if you plan on using this. Spoiler: Tentacruel+Bronzong + Tentacruel (F) @ Black Sludge Trait: Clear Body EVs: 232 HP / 252 Def / 24 Spd Bold Nature (+Def, -Atk) - Toxic Spikes - Rapid Spin - Knock Off/Acid Spray - Scald + Bronzong @ Leftovers Trait: Levitate EVs: 248 HP / 8 Def / 252 SDef IVs: 0 Spd Sassy Nature (+SDef, -Spd) - Earthquake - Stealth Rock - Toxic - Gyro Ball Again, hazards core with very good defensive synergy (you even get toxic spikes!). Acid Spray is useful on Tentacruel if you want to annoy the shit out of Suicune, but otherwise Knock Off is just better in most cases. The evs are pretty much set on this 1, I would advise against switching them up (if you make Tentacruel SP def you will lose to fire/fightning types, whereas making Zong defensive ensures you lose to all electric types). Hydreigon is a massive threat to this core, so consider patching that weakness up when building. BALANCED CORES Spoiler: Suicune+Chesnaught+Mega Aerodactyl Suicune @ Leftovers Ability: Pressure EVs: 240 HP / 252 Def / 16 Spe Bold Nature - Scald - Roar - Rest - Sleep Talk + Chesnaught @ Leftovers Ability: Bulletproof EVs: 248 HP / 252 Def / 8 SpD Impish Nature - Drain Punch - Spikes - Leech Seed - Spiky Shield + Aerodactyl-Mega @ Aerodactylite Ability: Pressure EVs: 200 HP / 92 SpD / 216 Spe Jolly Nature - Taunt - Stone Edge - Earthquake - Roost Heres a more defensiv core i build. It's based on Spiking up with chesnaught prevents defogs with aero and phaze around with roar cune. Suicune is the key of the team as it phazes out the opponent letting him take heavy dmg if all spikes are up which chesnaught sets up, aero prevents them from defogging the hazards away. Movesets: Basic rest talk cune sets with roar over cm to phaze around a be a check to setup sweepers. Basic phy def chesnaught set with the recovery combination of leech seed spiky shield and drain punch. The aero set is more exquisite i made the evs myself they are very useful and i can just recommended them. It's very bulky so it can taunt these defoggers easily, it's hp and spdef evs are based on that it lives a torrent scald from empoleon at full so it can beat it 1v1 w/o a scald burn. Eq 2hkos which is also why i choose this moves it also 2hkos cobalion and is a good option anyway combined with stone edge. Roost is for longativity and taunt to prevent defog ofc. The evs also prevent a 3hko from scarf chandies shadow ball or sceptiles giga drain, which cuz the speed evs are based so that it can outspeed scared base 80's and mega bee + mega sceptile. Use this core it works so decent against balance/fat builds. A good team option would be forretress cuz it can setup rocks which would help the phazing and rapid spin them away for your own control. Spoiler: Krookodile+Snorlax Krookodile @ Dread Plate Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Knock Off - Pursuit - Earthquake - Stealth Rock + Snorlax @ Leftovers Ability: Thick Fat Happiness: 0 EVs: 144 HP / 184 Def / 180 SpD Careful Nature - Curse - Frustration / Body Slam - Rest - Sleep Talk One of my favorite Balance build cores. It's based on Pursuit trapping ghosts with Krookodile so Snorlax can setup curses and win. Not much to say. Krookodile is choosed cuz it has a great matchup versus most of the ghosts. The moveset is as offensive as possible. Dread Plate is used so your pursuit and knock off ar powered. Eq is another powerful set which helps krook and dual stab is always good. Stealth rocks are there because they're useful and fit good on krookodile. Snorlax is mostly the wincon after the ghost is dead. The spread is the standard one which makes it live an hjk from Mienshao after +1 and still has a lot special evs so it can setup on special attacking mons and serve as check to them aswell. Curse is the main setup move and rest is there cuz it doesn thave any better recovery so we go with the combination of rest talk. I personally prefer frustration cuz i like the power when im not at +1 and also the more pp i sway better if it comes down to a pp stall. Body Slam is nice for spreading para but thats own preference. for team options a fighting counter/check is appreciated ^_^. Spoiler: Salamence+Whimsicott+Cobalion ++ Salamence (M) @ Life Orb/Dragon Fang Trait: Intimidate EVs: 252 SAtk / 4 SDef / 252 Spd IVs: 0 Atk Timid Nature (+Spd, -Atk) - Defog - Draco Meteor - Fire Blast - Roost + Whimsicott (M) @ Leftovers/Pixie Plate Trait: Prankster EVs: 4 Def / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Giga Drain - Moonblast - Encore - U-turn + Cobalion @ Shuca Berry Trait: Justified EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Close Combat - Iron Head - Stealth Rock - Swords Dance Balanced core featuring rocks+hazard control. Fits better on offensive teams, gives you a nice steel/dragon/fairy core that is capable of dishing out some damage which is always nice. You could give Salamence a little more hp if you think it isn't tanking enough, but since this should be used on offensive teams, you don't need super walling abilities. Same goes for whimsicott. ARCHIVED CORES Spoiler: Staraptor+Mega Aerodactyl Staraptor (M) @ Choice Band Trait: Reckless EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Brave Bird - Close Combat - Double-Edge - U-turn + Aerodactyl (M) @ Aerodactylite Trait: Rock Head EVs: 40 HP / 252 Atk / 216 Spd Jolly Nature (+Spd, -SAtk) - Earthquake - Aerial Ace - Roost/Hone Claws - Stone Edge Birdspam in UU. Fairly easy to use: Use Staraptor to wallbreak (Staraptor 2hkos pretty much evrything that isnt a resist, even max def cress is a 2hko after rocks) and use Aero to clean the mess. Aero can use Hone Claws if you're using a very offensive team, but roost is useful on more balanced teams as Aero likes the improved longevity, allowing it to reliably check stuff like Mega Beedrill. Aqua Tail is an option if you're extremely paranoid about gligar and hippo, but Staraptor can get through them anyway and Earthquake is really useful to smack Doublade on the switch. It should come to no surprise that hazard control is mandatory for this core. Something for fat steel types (aggron and doublade) is also heavily recommended. A mon with healing wish is also a nice thing to have, as it can give Staraptor a second shot at wallbreaking.
I guess I'll start (lol who else will) Spoiler: Mega Beedrill+Rotom-Mow Beedrill (M) @ Beedrillite Trait: Sniper EVs: 252 Atk / 4 SDef / 252 Spd Jolly Nature (+Spd, -SAtk) - Drill Run/Knock Off - U-turn - Poison Jab - Protect + Rotom-Mow @ Choice Specs Trait: Levitate EVs: 252 SpA / 4 SpD / 252 Spd Timid Nature (+Spd, -Atk) - Volt Switch - Leaf Storm - Thunderbolt/Hidden Power Ice - Trick Pretty simple Voltturn core. Mega Beedrill is capable of pressuring most special walls, and rotom-c threatens the steel/poison types that beat Mega Beedrill. Rotom is used because it can threathen the ground types that would try and block Volt Switch. Hidden power Ice can be used to hit dragons (like Hydreigon), who resists rotom's stabs. Mega Beedrill can use knock off, but drill run is very valuable as it helps deal with pesky steel types. A modest nature can be used on rotom if you feel you really need the extra power, but you risk being outsped by Nidoking, Heracross and Chandelure, which all threathen to OHKO. This Core needs something for Mega Aerodactyl, as it can OHKO bee and damage rotom quite a bit with stone edge. Hazard control is also necessary, otherwise Beedrill will basically kill itself. Spoiler: Belt Victini+RP Tyrantrum Victini @ Expert Belt Trait: Victory Star EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Bolt Strike - Grass Knot - Glaciate/Dazzling Gleam - V-create + Tyrantrum (F) @ Life Orb Trait: Rock Head EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Earthquake - Rock Polish - Head Smash - Outrage/Dragon Claw Expert Belt Victini is an amazing mon with very few checks (Rotom-h and Arcanine come to mind). Tyrantrum can smack these and allow Victini to tear the opposing team apart. Victini, on the other hand, lures in waters/fat grounds, which can be defeated by Grass Knot/Bolt Strike, giving Tyrantrum a chance to sweep. The key to playing this properly is to bluff a scarf on Victini; don't straight grass knot that pert if you just V-create'd it, because you'll ruin everything if your opponent scouts with another mon/protects. Instead, make your opponent think he's safe and get a surprise KO mid-game, which can drastically change your opponent's plans. This is why a Life Orb on tini is not recommended, as it cannot lure/bluff as effectively. Glaciate vs Dazzling Gleam is pretty much Salamence vs Hydreigon, although Glaciate's speed drop can come in handy at times. Tyrantrum can run Dragon Claw if you really don't like locking yourself into Outrage, but do note that even with a Life Orb, it isn't rly that strong. Do not run an Adamant nature because you won't be able to outspeed scarf base 100 mons at +2 (even Hydreigon will outspeed you). Victini really appreciates a spinner. Mega Blastoise gets a special mention because it doesn't ruin offensive momentum and can pressure Snorlax/Cresselia/P2, things Victini can struggle with. Spoiler: Staraptor+Mega Aerodactyl Staraptor (M) @ Choice Band Trait: Reckless EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Brave Bird - Close Combat - Double-Edge - U-turn + Aerodactyl (M) @ Aerodactylite Trait: Rock Head EVs: 40 HP / 252 Atk / 216 Spd Jolly Nature (+Spd, -SAtk) - Earthquake - Aerial Ace - Roost/Hone Claws - Stone Edge Birdspam in UU. Fairly easy to use: Use Staraptor to wallbreak (Staraptor 2hkos pretty much evrything that isnt a resist, even max def cress is a 2hko after rocks) and use Aero to clean the mess. Aero can use Hone Claws if you're using a very offensive team, but roost is useful on more balanced teams as Aero likes the improved longevity, allowing it to reliably check stuff like Mega Beedrill. Aqua Tail is an option if you're extremely paranoid about gligar and hippo, but Staraptor can get through them anyway and Earthquake is really useful to smack Doublade on the switch. It should come to no surprise that hazard control is mandatory for this core. Something for fat steel types (aggron and doublade) is also heavily recommended. A mon with healing wish is also a nice thing to have, as it can give Staraptor a second shot at wallbreaking.
Spoiler: Chandelure Memento+Bdrum Slurpuff Chandelure (M) @ Choice Scarf Trait: Flash Fire EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Shadow Ball - Flamethrower - Memento - Trick Slurpuff (M) @ Sitrus Berry Trait: Unburden EVs: 52 HP / 200 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - Belly Drum - Play Rough - Aromatherapy/Return - Drain Punch This is an offensive core based on Memento Chandelure. Chandelure is a good switch in overall for Steel moves, can take care of foretress and cripple some pokemon such as blastoise to prepare a sweep with Slurpuff. Trick can cripple pokemon such as blissey and florges, and memento reduces by 2 stages both atk and spe atk of the opponent pokemon. I prefer a Jolly nature to outspeed most scarfers such as Mienshao and base 100 speed. Belly Drum Slurpuff is like one of the best cleaner with its good movepool. I prefer aromatherapy to set up on rotom-h and bulky spreader who can't hit hard enough to take down slurpuff. Return is another option you could opt for if your team doesn't need Aromatherapy support
Spoiler: Mega Sharpedo+Shaymin Sharpedo @ Sharpedonite Ability: Speed Boost EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Waterfall - Crunch - Ice Fang - Protect + Shaymin @ Life Orb Ability Natural Cure EVs: 4 Hp / 252 SpA / 252 Spe Timid Nature - Seed Flare - Dazzling Gleam / Hidden Power Ice - Earth Power - Synthesis / Rest Hy I'll be posting some of my favorite cores. I'll start with an offensive orientated core. It's purpouse is breaking bulky waters w/ Shaymin so Sharpedo can clean. The set on Sharpedo is p standard doesn't need much explanation. Shaymin's set is obligatory Seed Flare then Dazzling Gleam where Hidden Power Ice can be used, too. Dazzling Gleam ohkos Hydreigon and deals with fighting types. Hidden Power Ice is mainly to ohko Salamence in trade of ohkoing Hydreigon and still can hit Crobat which otherwise walls this set. Earth Power is needed for Fire Types and Steel Types. Synthesis is for longativity but Rest can be used too if ur scared of status. Conclusion: Shaymin beats waters with seed flare while still having the coverage to deal heavy dmg to other things and Sharpedo takes huge advantage of it. Spoiler: Suicune+Chesnaught+Mega Aerodactyl Suicune @ Leftovers Ability: Pressure EVs: 240 HP / 252 Def / 16 Spe Bold Nature - Scald - Roar - Rest - Sleep Talk + Chesnaught @ Leftovers Ability: Bulletproof EVs: 248 HP / 252 Def / 8 SpD Impish Nature - Drain Punch - Spikes - Leech Seed - Spiky Shield + Aerodactyl-Mega @ Aerodactylite Ability: Pressure EVs: 200 HP / 92 SpD / 216 Spe Jolly Nature - Taunt - Stone Edge - Earthquake - Roost Heres a more defensiv core i build. It's based on Spiking up with chesnaught prevents defogs with aero and phaze around with roar cune. Suicune is the key of the team as it phazes out the opponent letting him take heavy dmg if all spikes are up which chesnaught sets up, aero prevents them from defogging the hazards away. Movesets: Basic rest talk cune sets with roar over cm to phaze around a be a check to setup sweepers. Basic phy def chesnaught set with the recovery combination of leech seed spiky shield and drain punch. The aero set is more exquisite i made the evs myself they are very useful and i can just recommended them. It's very bulky so it can taunt these defoggers easily, it's hp and spdef evs are based on that it lives a torrent scald from empoleon at full so it can beat it 1v1 w/o a scald burn. Eq 2hkos which is also why i choose this moves it also 2hkos cobalion and is a good option anyway combined with stone edge. Roost is for longativity and taunt to prevent defog ofc. The evs also prevent a 3hko from scarf chandies shadow ball or sceptiles giga drain, which cuz the speed evs are based so that it can outspeed scared base 80's and mega bee + mega sceptile. Use this core it works so decent against balance/fat builds. A good team option would be forretress cuz it can setup rocks which would help the phazing and rapid spin them away for your own control. Spoiler: Krookodile+Snorlax Krookodile @ Dread Plate Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Knock Off - Pursuit - Earthquake - Stealth Rock + Snorlax @ Leftovers Ability: Thick Fat Happiness: 0 EVs: 144 HP / 184 Def / 180 SpD Careful Nature - Curse - Frustration / Body Slam - Rest - Sleep Talk One of my favorite Balance build cores. It's based on Pursuit trapping ghosts with Krookodile so Snorlax can setup curses and win. Not much to say. Krookodile is choosed cuz it has a great matchup versus most of the ghosts. The moveset is as offensive as possible. Dread Plate is used so your pursuit and knock off ar powered. Eq is another powerful set which helps krook and dual stab is always good. Stealth rocks are there because they're useful and fit good on krookodile. Snorlax is mostly the wincon after the ghost is dead. The spread is the standard one which makes it live an hjk from Mienshao after +1 and still has a lot special evs so it can setup on special attacking mons and serve as check to them aswell. Curse is the main setup move and rest is there cuz it doesn thave any better recovery so we go with the combination of rest talk. I personally prefer frustration cuz i like the power when im not at +1 and also the more pp i sway better if it comes down to a pp stall. Body Slam is nice for spreading para but thats own preference. for team options a fighting counter/check is appreciated ^_^. I'm done hah gonna post more when I'm not so busy!
Spoiler: Mega Aerodactyl+NP Infernape Aerodactyl (F) @ Aerodactylite Trait: Rock Head EVs: 40 HP / 252 Atk / 216 Spd Jolly Nature (+Spd, -SAtk) - Aerial Ace - Roost - Pursuit - Stone Edge + Infernape (M) @ Expert Belt Trait: Blaze EVs: 76 Atk / 180 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Close Combat - Grass Knot - Nasty Plot - Fire Blast This Infernape set is pretty much a stallbreaker and it can lure fat water types effectively (+2 grass knot wrecks suicune). However, it cannot touch Chandelure to save its life. This is where pursuit Mega Aerodactyl comes in, as it outspeeds Chandelure (thus forcing the switch) and as such can pursuit it for the KO. Pursuit also helps Aero revenging Victini, which is also annoying for Infernape. On the other hand, Infernape beating fat waters means Aerodactyl can have an easier time mopping stuff up. You can run Focus Blast on Infernape and drop GK for Vacuum Wave if you feel you're not gonna miss anything, since Focus Blast is powerful enough to muscle through fat waters at +2. Do note that missing can cost Infernape's life, so use Focus Blast at your own risks.
B U M P Aight so heres a few common cores that for some reasons no1 mentionned yet. Spoiler: Suicune+Crobat+Florges + + Suicune @ Leftovers Trait: Pressure EVs: 240 HP / 252 Def / 16 Spd IVs: 0 Atk Bold Nature (+Def, -Atk) - Sleep Talk - Rest - Scald - Calm Mind/Roar + Crobat (F) @ Black Sludge Trait: Infiltrator EVs: 240 HP / 52 Def / 216 Spd Jolly Nature (+Spd, -SAtk) - Brave Bird - Defog - Roost - U-turn + Florges (F) @ Leftovers Trait: Flower Veil EVs: 248 HP / 236 Def / 24 SDef IVs: 0 Atk Calm Nature (+SDef, -Atk) - Protect - Wish - Moonblast - Aromatherapy Balanced core that features hazard control which is always cool. These 3 mons work pretty well together (just look at typings/resistances and you'll see). Suicune's set can be changed if you so wish (roar cune makes for a core that is even harder to take down). Nidos threaten this core a lot so make sure you're packing something for them on the rest of your team. Spoiler: Salamence+Whimsicott+Cobalion ++ Salamence (M) @ Life Orb/Dragon Fang Trait: Intimidate EVs: 252 SAtk / 4 SDef / 252 Spd IVs: 0 Atk Timid Nature (+Spd, -Atk) - Defog - Draco Meteor - Fire Blast - Roost + Whimsicott (M) @ Leftovers/Pixie Plate Trait: Prankster EVs: 4 Def / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Giga Drain - Moonblast - Encore - U-turn + Cobalion @ Shuca Berry Trait: Justified EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Close Combat - Iron Head - Stealth Rock - Swords Dance Balanced core featuring rocks+hazard control. Fits better on offensive teams, gives you a nice steel/dragon/fairy core that is capable of dishing out some damage which is always nice. You could give Salamence a little more hp if you think it isn't tanking enough, but since this should be used on offensive teams, you don't need super walling abilities. Same goes for whimsicott. Spoiler: Empoleon+Gligar + Empoleon @ Shuca Berry Ability: Torrent EVs: 212 HP / 252 SpA / 44 Spd Modest Nature - Defog - Scald/Hydro Pump - Ice Beam - Grass Knot/Roar + Gligar (F) @ Eviolite Trait: Immunity EVs: 240 HP / 16 Def / 252 SDef Impish Nature (+Def, -SAtk) - Earthquake - Stealth Rock - U-turn/Toxic - Roost Hazard core that has really good typing synergy. You can make Empoleon specially defensive and give Gligar more defense if you so wish, but even without too much investment the latter can take on most fightning types. You can switch up Defog and Sr between the two, but you will need to give up Immunity on Gligar. Get something for fire types if you plan on using this. Spoiler: Tentacruel+Bronzong + Tentacruel (F) @ Black Sludge Trait: Clear Body EVs: 232 HP / 252 Def / 24 Spd Bold Nature (+Def, -Atk) - Toxic Spikes - Rapid Spin - Knock Off/Acid Spray - Scald + Bronzong @ Leftovers Trait: Levitate EVs: 248 HP / 8 Def / 252 SDef IVs: 0 Spd Sassy Nature (+SDef, -Spd) - Earthquake - Stealth Rock - Toxic - Gyro Ball Again, hazards core with very good defensive synergy (you even get toxic spikes!). Acid Spray is useful on Tentacruel if you want to annoy the shit out of Suicune, but otherwise Knock Off is just better in most cases. The evs are pretty much set on this 1, I would advise against switching them up (if you make Tentacruel SP def you will lose to fire/fightning types, whereas making Zong defensive ensures you lose to all electric types). Hydreigon is a massive threat to this core, so consider patching that weakness up when building.
B U M P Spoiler: Mega Bee+Magneton+Victini Victini @ Expert Belt Trait: Victory Star EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - V-create - Bolt Strike - Glaciate - Grass Knot Magneton @ Choice Specs Trait: Magnet Pull EVs: 116 HP / 252 SAtk / 140 Spd IVs: 30 HP / 30 SAtk Modest Nature (+SAtk, -Atk) - Thunderbolt - Volt Switch - Flash Cannon - Hidden Power [Grass] Beedrill (F) @ Beedrillite Trait: Swarm EVs: 252 Atk / 4 SDef / 252 Spd Jolly Nature (+Spd, -SAtk) - U-turn - Poison Jab - Swords Dance/Knock Off/Pursuit/Drill Run - Protect Magneton traps steels for Bee and Victini lures stuff like hippo/swampert/salamence to help bee do massive work and making it able to clean up late game. This core struggles with mega aero so make sure to have other teammates to accommodate for that weakness. Spoiler: Suicune+Dugtrio Suicune @ Leftovers Trait: Pressure EVs: 252 HP / 236 Def / 20 Spd Bold Nature (+Def, -Atk) - Scald - Calm Mind - Rest - Sleep Talk Dugtrio (F) @ Life Orb Trait: Arena Trap EVs: 224 Atk / 32 Def / 252 Spd Naive Nature (+Spd, -SDef) - Earthquake - Rock Tomb - Sludge Wave - Stealth Rock This core works really, really well vs offense. Dugrtio traps electrics like raikou, heliolisk, whimsicott, toxicroak, all offense's common answer to cune. 32 defense evs to survive adamant LO sucker from croak everytime and sludge wave ohkos offensive whims.