Resource ORAS Good Cores (Check Post #714)

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Sharing another core, this one being one I recently made for an offensive team.

Offensive Core
Scolipede + Mega Aerodactyl


Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Protect
- Megahorn
- Superpower / Aqua Tail / Rock Slide
- Poison Jab

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 248 Atk / 44 Def / 216 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Fire Fang
- Aqua Tail


This is a core of two super fast physical attackers that have great offensive and even defensive synergy. They do a pretty efficient job at wearing down each other's checks, Scoli taking care of the likes of Slowbro, Clefable, Mega Altaria, Azumarill Mega Sableye and co. while Mega Aerodactyl beats up Talonflame, Torn-T, Zapdos, Gengar, Lando-T and Scizor (with Fire Fang on the switch) for Scoli. Some Pokemon like Megagross and Ferrothorn can check one Pokemon temporarily, but cannot live one hit after the other from the duo, allowing one to succeed in cleaning if the other falls. The core's speed is also very important, making it tough for opposing offense to get hits in the majority of the time, outside of priority, Sand Rush Excadrill, Swift Swimmers, and MegaZam and select Scarfers in Aero's case.

Threats
  • Skarmory - Neither can 2HKO physically defensive Skamory, the Mega Aero has a chance to do so with Fire Fang after SR damage.
  • (Mega) Scizor - While Mega Aerodactyl has Fire Fang for it, it fairs poorly in 1 v 1 since Choice Band and Life Orb Bullet Punch OHKO and Offensive SD Bullet Punch also has a chance of doing so. Furthermore, bulky Mega Scizor sets can live a Fire Fang and OHKO if Aerodactyl has taken SR damage. Scolipede does little to defensive variants and takes a lot from Bullet Punch on offensive ones.
  • Bulky Waters - While not too many threaten the core, CM Manpaphy and Suicune can prove troublesome for the core in particular.
Good Partners
  • Heatran provides Rocks support and helps with steels that give the core trouble. Magnezone also fits like a glove, dispatching Steels and bulky Waters and covering weaknesses to Rock, Ice, Flying and Electric that Scolipede and/or Aerodactyl have. Hazard control is important, making the Lati twins, Mew, Excadrill, Starmie and Zapdos good choices.
Only one replay so far:
http://replay.pokemonshowdown.com/ou-249131527 - Close battle against Rain where both core members nearly clean
 

jpw234

Catastrophic Event Specialist
Here's a fun core that I'll be doing an RMT for shortly:



These two offensive Pokemon play off of each other fairly nicely, forming a powerful core that can break down balance teams very quickly. What really makes this core is the mons' overlapping checks and Serperior's access to Glare. Pokemon like Tornadus-T, Talonflame, Charizard-Y and Mega-Altaria are common checks to both Serperior and Mega-Heracross. Serperior can lure in several of these Pokemon and paralyze them with the 100% accurate Glare before switching out to the appropriate counter, which gives Mega-Heracross the chance to later break holes in the opposing team without worrying about being forced out by a faster threat. Meanwhile, Heracross can support Serperior by simply doing big damage to Serp checks like Mega-Metagross, defensive Landorus-T, Celebi and Jirachi.
This core does require support. Additional paralysis is very useful to give more opportunities for Mega-Heracross to utilize that massive base 180 attack. A reliable Talonflame check is also required, since even paralysis from Glare does not stop Talonflame from forcing out Hera with priority Brave Bird. Other Pokemon that can be issues for this core are Unaware Clefable and Mega-Altaria, along with faster threats that force both Pokemon out such as Mega-Lopunny, Mega-Aerodactyl and Mega-Manectric.

The sets are customizable, but I'll share what I use as the primary slashes.
Serperior @ Meadow Plate / Life Orb / Leftovers
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire] / Hidden Power [Ground]
- Glare

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Rock Blast
- Swords Dance / Bullet Seed
 

This is a pretty cool albeit somewhat hipster Wallbreaking core. Thundurus acts as a mixed Wallbreaker and breaks what Rest Shaymin can't which are commonly Flying types and the less common Poison types as well as faster, fatter Fire types. Shaymin breaks up bulky Ground types as well as break past Ferrothorn for Thundy as it'll be taking a lot of damage with LO+RH+IBs if it uses Superpower. They pair well with anything that appreciates mainly Ground, Steel, and Water types gone as well as solid checks for Gengar and the Latis. Oh and Weavile screws this core.

Thundurus @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power [Ice]

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Hidden Power [Fire]
- Seed Flare
- Rest
 


Alright, I'll contribute. Here's a balance core I've been having a ton of success with. And if you notice, cover each others needs quite well. Crocune is my favorite mon of all time, and is devastating for pretty much any team without strong grass/elecs or godtier physical mons (tho you beat those with scald burns lel). Altaria is undoubtedly one of the best megas in the game and just so happens so synergize incredibly well with suicune. Goth traps either of their counters and takes them right out with trick/attack. The cool thing about this core is that the sets are really interchangeable. You can be a hipster and run cm 3 atks cune with dd mixed alt. Tailwind cune with special alt etc, the list goes on. I personally opt for the crocune+double dance altaria with facade. just because the two are incredibly hard to break when together, especially with goth+ whatever other 3 mons you throw onto the team. I personally recommend a check to strong elects like np thunderus. Av raikou is cool for this and acts as an effective pivot if you're into that sorta thing. This particular core fits with a lot of different things tho. Enjoy, guys.


Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Sleep Talk
- Scald

Gothitelle @ Choice Specs/Choice Scarf
Ability: Shadow Tag
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Psychic/Psyshock
- Trick
- Thunderbolt/Grass Knot
- Hidden Power [Fire]

Altaria @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 112 SpD / 148 Spe
Jolly Nature
- Dragon Dance
- Facade
- Cotton Guard
- Roost
 
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Ok then i got some core for you guys enjoy!

Ampharos-Mega+tornadus-Therian Balence Core



this is a nice core ive been using on a semi stall team for quite some time now with Rest talk Amp and Av torn. Together these two make for a exstremely annoying momentum based core thats really hard to take down. Phys def mega amp is a really good pokemon right now with stuff like Torn,talon,keldeo,thundy everywhere its hard to find a mon that can handle all these mons but not be total set up fauder for them AKA hippo Vs wisp bulk up talon. Mega ampt beats all these mons pretty well while having great bulk and even with no investment a really high special attack hitting just as hard as mega mane. Amp also handles other mons like rotom-w pretty well. Next up we got Av torn-T who perfectly compliments Amp being able to sponge special hits while amp takes physical hits. Also has nice utility in knock off which can be a huge help for more defensive teams as knocking off stuff like life orb and specs for example is huge. The combination of Fast+slow pivot is really good simply becuase you can disrupt your oppoents momentum pretty easy. Weavile is a pretty big threat to the core so make sure you pair these two with unaware phys def clefable or ferrothorn. Starmie works well becuase it can remove hazards and amp and torn are annoyed by hazards quite a bit. excadrill also pairs well. Chestnaught and ferrothorn work well as they can set spikes while heatran and hippo can set rocks. Bring somthing that beats offensive ground types.

FABIO (Ampharos-Mega) @ Ampharosite
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave


Gogoat+Heatran+gyarados-Mega Offensive Core

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Ah yes the lord himself gogoat. Probably my favourite e rank to use next to porygon-Z. Whats not to love about it? High hp, solid sp.def and its attack and speeds pretty decent also. Actualy gave Tom Bus a team with this core that he used in one of his lives on his channel. Its amazing how nobody knows what this thing does lol. Anyways gogoat serves as a main win-con for this core and once all the fire types and flying types as well as weavile are removed this thing can actualy sweep shortly after. Heatran is not even a problem to the goat becuase suprise! it learns Earthquake! Naturally talonflame is a threat as well as torn so Scarf tran with stone edge makes for a fantastic offensive partner being able to check talon and torn while also getting some suprise kills. Shame goat has meh defense :( it cant really switch into drill. Last member of the trio is mega gyarados who helps beat stall with taunt or sub while also having massive power too spare. Before mega evolving hes imune to ground type moves so having a ground switch-in is nice. Water+dark also is really nice coverage for this core becuase the latis can annoy this core. Then again if you run milk drink on gogoat he actualy eats a draco meteor like its nothing LOL.

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 112+ SpD Gogoat: 265-312 (58.8 - 69.3%) -- guaranteed 2HKO after Leftovers recovery

184 SpA Life Orb Latias Draco Meteor vs. 252 HP / 112+ SpD Gogoat: 220-261 (48.8 - 58%) -- 55.1% chance to 2HKO after Leftovers recovery

Yum.
Good partners to this core would be a hazard remover like latios or latias if your using sub on gyara. T-wave clef also works well as its can cripple faster mons to help make up for gogoats slowness. Fatchomp works wells for punishing mega lop and physical attackers in general. Av raikou is a solid partner as it can not only hit water types hard but also pviot into gogoat to take a special hit (this only applies if you run milk drink). Landorus and hippo also work well as they can check drill,chomp and lando which can annoy this core. Also gogoat shuts down serperior which is really cool.

God to a gogat (Gogoat) @ Leftovers
Ability: Sap Sipper
Shiny: Yes
EVs: 252 HP / 112 SpD / 144 Spe
Careful Nature
- Horn Leech
- Bulk Up
- Earthquake
- Substitute / Milk Drink

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Earth Power
- Fire Blast
- Stone Edge

Shrimp-Mega (Gyarados) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Waterfall
- Dragon Dance
- Taunt / Substitute


Manaphy+garchomp offensive Core
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This core features two underated sets in splash plate manaphy and lo sd garchomp. Got these two sets from the underated sets thread. Splash plate manaphy is pretty cool becuase it can break past unaware clefable which typically laugh at manaphy as well as deal more damage with scald which is really nice. Lo sd chomp is simply a monster taking advantage of that jucy attack stat making it a absolute nightmare for fat teams to take on. Hippo dies,Clef dies everything dies. Hell you can even break past mega scizor which can use chomps lacking dragon tail or fire blast as set up fauder. Nothing can switch into this thing its pretty crazy. Besides Special set up mon+physical set up mon cores while simple are always pretty nice. Seeing as these two can break teams apart somthing that can clean the opposing side such as mega lopunny or mega mane love having these two to wallbreak for them. Mega scizor is a solid partner also boasting Priority bullet punch to make up for the low speed of this core. Latios also works well as a 3rd wallbreaker. T-wave clef works well if going towards a balenced team. Hazard setters like Heatran,tyranitar and skarm work well here also. Tornadus-T has solid synergy as it loves chomps power.

Manaphy @ Splash Plate
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Tail Glow
- Psychic
- Rain Dance

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Outrage
- Stone Edge


My rists Hurt >_< hope you guys enjoy these cores.
 

This is a pretty cool albeit somewhat hipster Wallbreaking core. Thundurus acts as a mixed Wallbreaker and breaks what Rest Shaymin can't which are commonly Flying types and the less common Poison types as well as faster, fatter Fire types. Shaymin breaks up bulky Ground types as well as break past Ferrothorn for Thundy as it'll be taking a lot of damage with LO+RH+IBs if it uses Superpower. They pair well with anything that appreciates mainly Ground, Steel, and Water types gone as well as solid checks for Gengar and the Latis. Oh and Weavile screws this core.

Thundurus @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power [Ice]

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Hidden Power [Fire]
- Seed Flare
- Rest
What is the benefit of running Offensive Shaymin over Serperior? (except the Rest + Natural Cure trick although Synthesis is better imo since it doesn't leave you a sitting duck until you switch out)
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
What is the benefit of running Offensive Shaymin over Serperior? (except the Rest + Natural Cure trick although Synthesis is better imo since it doesn't leave you a sitting duck until you switch out)
It can kill Ferrothorn and Heatran instead of picking between the two and has better early- and mid-game utility due to having immediate power and better bulk.
 
In light of Hoopa being released i thought id finally share my Hoopa core with the rest of the world.
So here it is, in all its fame and glory.
Hoopa+Chesnaught+Gyarados Mega offensive core


I have had some great success with this core so far, its extremely easy and fun to use, and the concept that created this core is fairly simple as well, I made this core by abusing Hoopa's main weakness: Pursuit, or to be more specific Pursuit users, as they take care of Hoopa you get the chance to set up right in front of them, making them face a difficult dilemma, Keeping the opposing Hoopa alive or allowing them to set up, the combo of Chesnaught and Gyarados Mega can set up on ANY pursuit users, in addition this core also functions extremely anti-meta, as it can take care of bulkier teams with ease.

Now ill go a bit more in depth.

Hoopa



Hoopa is this cores main stallbreaker, with Psyshock, Shadow Ball and Focus Blast its already a force to be reckoned with, but it also gets Nasty Plot, which changes this a bit, it makes it go from threatening to a "take this thing out ASAP" pokemon, yes it may have a bad defensive typing, but it makes up for it with its offensive prowess.

Chesnaught



Chesnaught is part of the set-up duo that this core uses, its Sub+Belly Drum set is heavily under-rated, This is how it goes, first you set up a Substitute on a pokemon that can force out, then you use Belly Drum behind the Substitute to get the Salac berry to activate and then you can start sweeping, it also has Drain Punch to regain some health and it also funcions as its main STAB attack, it also has Seed Bomb, which can be boosted by its ability Overgrow, making it an extremely strong nuke attack.

Gyarados Mega



Gyarados Mega is this teams secondary set-up pokemon, setting up on any pokemon Chesnaught can't set up on, like Weavile, with Dragon Dance it can boost both its attack and speed stat in one turn, while it uses Substitute to dodge status attacks, it uses Waterfall and Crunch as its STAB options, giving it a deadly coverage combination, it uses Intimidate to make setting up easier.

Well so thats the end of this core, I hope you'll enjoy it, and as always, Omega out

Importable:
Hoopa @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shadow Ball
- Psyshock
- Focus Blast
- Nasty Plot

Chesnaught @ Salac Berry
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Drain Punch
- Substitute
- Belly Drum

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 60 HP / 252 Atk / 196 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Substitute
 

Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat / Flamethrower
- Hidden Power [Ice]

Serperior @ Life Orb / Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Giga Drain / Substitute


Really solid pairing that I'm quite happy about atm. Both of these mons are terrors against their respective playstyles, with Manectric shredding offense and Serperior dominating balance and defensive cores. They have a lot of nice synergy, too. Manectric really struggles with bulky Grounds like Hippowdon and Gastrodon, which Serperior can easily switch in on and threaten. It also lures in Heatran, another one of Manectric's checks, and kills it with HP Ground. Manectric is able to switch and force out Flying types like Tornadus-T and Talonflame, who can deal with Serperior very easily. It's able to pivot around with Volt Switch, wearing out Serperior's counters, such as Mega Venusaur, with chip and residual damage. As for other partners, Manectric loves hazards so having a teammate with Rocks is a given. This core also struggles to push through things like Volcarona and Mega Altaria, so having answers to them is crucial.
 
Balanced Core:






Hi guys im here for show u a good balanced core TTar + Garchomp + Skarm

I Would Say that doesn't much to explain Garchomp and Skarm have a good synergy and set SR + Spikes , and TTar it's for trap spinner/defogger as Starmie and the Latwins and in addition Gengar which is a problem for Balanced Team usually

Sets:

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 156 Def / 104 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast


Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 232 SpD / 24 Spe
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind/Taunt
 
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Offensive Core:


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

Or

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt / Volt Switch
- Hidden Power Ice
- Focus Blast / Psychic / Volt Switch / Sludge Wave


Hoopa-Alt @ Life Orb / Leftovers
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Nasty Plot
- Dark Pulse
- Focus Blast

Basically the core works around Mega Mane / Thundurus alleviating some of the biggest problems for Hoopa. Manectric pivots Hoopa in, as well as intimidate enabling Hoopa to take some physical attacks better and retaliate with powerful hits. Secondly, Manectric has a great matchup vs. offense, which Hoopa struggles with, while Hoopa breaks down common balance backbones (i.e ones with Hippowdon) and allows Manectric to clean up. Finally, while not as important, overheat KO's mega Scizor, which is one of the few mon's that can switch in to Hoopa.
Thundurus, does pretty much the same stuff as Mane although not quite as well, however with the added benefit of not taking up a mega, and more importantly, access to thunder wave, while helps patch up Hoopa's middling speed. Also, you can opt to run sludge wave, which deals with fairies that hoopa cant if it runs dark + fighting coverage.

Edit; Sub NP hoopa also deals with / severely weakens special walls such as chansey, cresselia, Sp Def Skarm, etc, which Thundurus / Mane hate

This core can't really help hoopa with pursuit users, so those are a threat, particularly Bisharp and Tyranitar.
 
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Mega Aerodactyl + Serperior Offensive Core




Hi, first post on this thread, I hope I do a good job. Here's a fun offensive core I've been using recently. Mega Aerodactyl decimates offensive teams, while Serperior handles bulkier teams. These two have amazing type synergy and are capable of checking each other's threats. Mega Aerodactyl beats Talonflame, Heatran, Tornadus-T, Mega Venusaur, and Togekiss, which Serperior has much trouble with. In return, Serperior easily destroys Rotom-W, Hippowdon, Keldeo, Manaphy, Quagsire, Slowbro, and Mega Swampert, who all beat Mega Aero 1v1. At +2, Serperior also beats Scizor and Ferrothorn and can weaken Skarmory to the point where Aero can beat it.

Threats to this core include birdspam since Mega Aero is frail and can't switch in to multiple attacks even if it resists them. Ice types are obviously a huge threat, so recommended partners include Keldeo and Heatran. This core also doesn't appreciate hazards, so hazard removal is necessary as well. Any mon that can be faster than Mega Aero is also a threat, so teammates should be able to check common scarf users like Landorus-T and Victini.

Sets:
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Earthquake
- Ice Fang

Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Taunt / Substitute
 
Balanced Core:




Hi i want show to u another core , Breloom + Gothitelle + Clefable.

This core is really good , destroy literally stall teams sdance+spore breloom already from BW start to destroy stall , gothitelle is a great teammate because can trap the little stall wall of breloom , as Venusaur,Amoonguss and Skarm. Clefable is another good teammate because it's a good switch in for M-Sableye and with twave can help Breloom to sweep vs pokemon most faster and u can use it unaware for wall manaphy.A friend suggested me Relaxed Clefable for decrease the damage of Ferrothorn's Gyro Ball.


Sets :

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


Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Trick
- Rest
- Psychic


Clefable @ Leftovers
Ability: Magic Guard / Unaware
EVs: 252 HP / 224 Def / 32 SpD // 248 Hp / 200 Def / 60 SpD
Relaxed Nature
IVs: 0 Spe
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave



Damage :

0 Atk Ferrothorn Gyro Ball (70 BP) vs. 252 HP / 224+ Def Clefable: 132-156 (33.5 - 39.5%) -- 13% chance to 3HKO after Leftovers recovery
 
Don't Switch Out (Trapping Core)




Here is a cool core I've been using recently. It's the double trapping core of Mega Aerodactyl and Magnezone. That's right don't switch out. The idea of this core is to trap each other threats and KO respectively. We all know about Magnezone and how it takes care of the steel types with its ability, Magnet Pull (except Heatran). It eliminates bulky water mons, fairy types, and some of bird spam that Aerodacty can't get past. In return, Aerodactyl pursuit traps Psychic types, eliminates fighting mons that can KO Magnezone, pesky defensive mons like Heatran, Venasuar, and Amoonguss. Thanks to Aerodactyl's Base 150 Speed it can easily destroy offensive teams and thanks to the Choice Scarf on Magnezone it can get the jump on defensive mons.

This core is best used early-mid to eliminate certain mons and soften other Pokemon. This core isn't the bulkiest so don't be reckless or your opponent will figure out the trapping goal. You can switch out the Choice Scarf for a Choice Specs for more power but it will leave Magnezone a sitting duck majority of the game.

Sets:

Aerodactyl-Mega (M) @ Aerodactylite
Ability: Tough Claws
Shiny: Yes
EVs: 248 Atk / 44 Def / 216 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Pursuit

Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
 
Too Many Arms

I love this core. Its borderline godly. Typically Medicham has to worry about Ghost-types and Fairy-types that try to put it down while it takes souls due to its frailness. With Hoopa by its side however its worries are lessened. Hoopa can easily deal with nearly anything that Mega Medicham has a little trouble with. With Gunk Shot it OHKOes non-Defensive Mega Altaria after SR and 2HKOes the Defensive Variant as well as outspeeding it after a boost. Azumarill is a problem of the past as well as Metagross and the LatiTwins. In return Medicham beats a lot of relevant Pursuit trappers as well as what Hoppa can't 2HKO itself.

Hoopa-Alt @ Choice Scarf
Ability: Magician
EVs: 96 Atk / 204 SpA / 208 Spe
Naive Nature
- Hyperspace Fury
- Focus Blast
- Gunk Shot
- Psychic

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out
 
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Ok then so i waisted 2 weeks before hoopa-u came out so heres a hoopa-U core dump!

Hoopa-Unbound+Mega lopunny offensive Core

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This is a really nice and powerful core right here. Despite how new hoopa-unbound is its become pretty obvious it is complete dead weight vs offense SO why not pair it up with somthing that annoys the living hell out of it? Ive been using this quite a bit and lop is the perfect offensive partner for hoopa-u. Why is this? well lops speed and power allows her to break offense apart while hoopa takes care of those bulky fat stuff lop hates. Its really that simple. As far as sets go you got the standred 4 attacks mega lopunny with ice punch so you can smack those lando-t and chomps. Hoopa-U's set is a bit more complex however. In the first slot you have your dark stab which does crazy damage to pretty much everything. Next you have drain punch which gives you some form of recovery while also nailing bisharp,tyranitar and heatran on the switch while also getting a decent amount of hp back in return. You then have gunk shot which hits stuff like clefable and azumarill while also hitting all non resists pretty hard and last you have psychic which is used to hit the likes of stuff that are more physically bulky its also stab so its hitting pretty hard. The split evs on hoopa get you some kos on certain clef spreads after rocks while also being able to hit hipo for over 50%. Volt-turn is crucial for this core as both lop and hoopa really need the free switch ins. This makes raikou,rotom-W,landorus-T and scizor really good partners as they can get them in for free. Pokemon that resists common priority moves are really important. Most notably talonflame and scizor so this makes heatran a good partner. Garchomp is a solid defensive partner as is prevents physical attacks from using priority moves (most priority moves are physical). T-wave clefable works nice as it resists fighting type moves while also paralizing stuff so hoopa can outspeed more pokemon.

Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch

Not a genie (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 98 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic


Hoopa-Unbound+Garchomp Offensive core
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Gonna call this a offensive core becuase it fits on offense and balence. Run LO if using offense and AV if balence. Pretty much how this core works is as we all know hoopa hates U-turn and all physical moves for that matter. Fat chomp lures all those u-turn mons and punishes them with rocky helmet+rough skin damage. The goal of this core is to pressure said u-turn mons that annoy hoopa-u which makes the opponent think twice before going for a physical move. Pair this core up with volt-turn and some hazard removal alongside a set up sweeper or cleaner that hates stall and your good to go.

Not a genie (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 98 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic
- Psychic

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast


Sorry for the limited description for the second core. The same teamates i mentioned in the first core apply to the second core however. Both cores Like spikes support from the likes of Skarmory and klefki as a heads up.
 
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Ok then so i waisted 2 weeks before hoopa-u came out so heres a hoopa-U core dump!

Hoopa-Unbound+Mega lopunny offensive Core

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This is a really nice and powerful core right here. Despite how new hoopa-unbound is its become pretty obvious it is complete dead weight vs offense SO why not pair it up with somthing that annoys the living hell out of it? Ive been using this quite a bit and lop is the perfect offensive partner for hoopa-u. Why is this? well lops speed and power allows her to break offense apart while hoopa takes care of those bulky fat stuff lop hates. Its really that simple. As far as sets go you got the standred 4 attacks mega lopunny with ice punch so you can smack those lando-t and chomps. Hoopa-U's set is a bit more complex however. In the first slot you have your dark stab which does crazy damage to pretty much everything. Next you have drain punch which gives you some form of recovery while also nailing bisharp,tyranitar and heatran on the switch while also getting a decent amount of hp back in return. You then have gunk shot which hits stuff like clefable and azumarill while also hitting all non resists pretty hard and last you have psychic which is used to hit the likes of stuff that are more physically bulky its also stab so its hitting pretty hard. The split evs on hoopa get you some kos on certain clef spreads after rocks while also being able to hit hipo for over 50%. Volt-turn is crucial for this core as both lop and hoopa really need the free switch ins. This makes raikou,rotom-W,landorus-T and scizor really good partners as they can get them in for free. Pokemon that resists common priority moves are really important. Most notably talonflame and scizor so this makes heatran a good partner. Garchomp is a solid defensive partner as is prevents physical attacks from using priority moves (most priority moves are physical). T-wave clefable works nice as it resists fighting type moves while also paralizing stuff so hoopa can outspeed more pokemon.

Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Punch

Not a genie (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 156 Atk / 100 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury / Knock Off
- Drain Punch
- Gunk Shot
- Psychic


Hoopa-Unbound+Garchomp Offensive core
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Gonna call this a offensive core becuase it fits on offense and balence. Run LO if using offense and AV if balence. Pretty much how this core works is as we all know hoopa hates U-turn and all physical moves for that matter. Fat chomp lures all those u-turn mons and punishes them with rocky helmet+rough skin damage. The goal of this core is to pressure said u-turn mons that annoy hoopa-u which makes the opponent think twice before going for a physical move. Pair this core up with volt-turn and some hazard removal alongside a set up sweeper or cleaner that hates stall and your good to go.

Not a genie (Hoopa-Unbound) @ Life Orb / Assault Vest
Ability: Magician
EVs: 156 Atk / 100 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Psychic

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast


Sorry for the limited description for the second core. The same teamates i mentioned in the first core apply to the second core however. Both cores Like spikes support from the likes of Skarmory and klefki as a heads up.
very nice offensive cores but you should have 160 attack investment instead of 156 on your hoopa so its a guarenteed ohko on standard clef (252hp/172def)
 
Yeezy taught me.

Bound 2 (Hoopa-Confined) @ Assault Vest
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psyshock
- Shadow Ball
- Focus Blast
- Thunderbolt

/

Gold Digger (Meloetta) @ Assault Vest
Ability: Serene Grace
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Relic Song
- Return
- Close Combat
- Knock Off

Hoopa is really overshadowed right now due to Hoopa-U getting all the (well-deserved) hype. However, Hoopa has a few tricks up its hoops. Unlike Hoopa-U, Hoopa's Ghost typing let's it act as a kickass spin blocker. Hoopa also has resistances to Psychic and Poison as well as an immunity to Fighting and Normal and a neutrality to Bug. Plus it has a legit special move pool and base 150 SpA to back it up. With all those traits, I wanted to combine it with a Pokemon that is very similar but very different. Enter Meloetta, one of the few Pokemon that is actually more bulky than Hoopa, both on the physical and special side. Thanks to its Normal typing, it can switch into Ghost attacks aimed at Hoopa. The best way to play it would be bluffing a special set on the switch in and using that as an opportunity to Relic-Song-transform on the Dark types or whoever is coming into to take the hit. Meloetta-P is also dangerous because it's got incredibly high attack and speed and has a wide physical move pool. Double Ass Vest is actually kind of nuts since they're both already specially bulky and huge offensive threats. This allows you to cover your bases with two sort of catch-all special tanks while freeing you up focus on other threats for your team. Both sets are up to your interpretation, but they really highlight what makes each Pokemon special. Access to Knock Off is important for Meloetta since it can beat Ghost-types even in Aria form. I chose Thunderbolt over Gunk Shot because it would let Hoopa take on Azumarill on the switch as well as Mandibuzz.

A great partner for this is Cobalion, who eats Dark-type moves for breakfast and has Volt Switch to bring both threats in with ease. I'd include him here, but depending on what kind of team you build, you might find Lucario, Pangoro, MAltaria, or even Keldeo useful. Otherwise, covering physical priority (Rotom, Heatran, Gyarados), Fairies (Cobalion, Scizor, MMetagross) and hazard control (Scizor, Excadrill, etc.) should be a pretty solid team.
 
Hoopa-Unbound + Mega-Venusaur + Klefki Balance Core


Hoopa-Unbound @ Life Orb
Ability: Magician
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Substitute
- Drain Punch
- Hyperspace Fury
- Psychic

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Klefki (M) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Magnet Rise
- Play Rough
- Thunder Wave


Is there room left on the six-armed bandwagon?

This is a Hoopa-U and anti-Hoopa-U core in one package. Sub + 3 Attacks mixed Hoopa set is amazing at both breaking balance and lasting against faster offense. Substitute gives you the only buffer you need against threats like Weavile, ScarfTar, Bisharp and Scizor, allowing you to fire off a HFury / Drain Punch with little consequence. It also helps against setup sweepers that are slower, like M-Altaria, since Psychic 2HKOes. Psychic is chosen over Gunk Shot because it stops all relevant Fairies outside of MG CM Clefable. M-Venu handles Azu + other Fairies and Thundurus in a more defensive manner, while also resisting a good portion of the most common physical attacks in the tier. HP Fire also deals with things like Scizor, which Hoopa-U sorely dislikes even behind a sub. Klefki handles the heavier things that M-Venu can't, like M-Lopunny, while also providing very useful support by means of Spikes and T-Wave. T-Wave alone can make Hoopa-U much harder to deal with, but Klefki's true merit like in the fact that Hoopa-U has immense trouble even thinking of staying in on this thing, since Play Rough threatens the OHKO after any tick of prior damage if Jolly/Timid, and threatens without hazards if Hasty/Lonely/etc. Magnet Rise is also very useful for Lando-T and other pesky U-turners that normally bother Hoopa-U, but can also be replaced with Fairy Lock if you want a guaranteed Hoopa-U kill next turn, or Toxic if you have no other user of it on your team.

This core has trouble with faster-than-usual special wallbreakers like M-Gardevoir and Volcarona, so things like SpDef Talonflame are great teammates. If Heatran poses a larger issue, Earthquake can be run on M-Venusaur. An SR setter isn't totally necesary, but helps with the Volcarona problem - Garchomp is a good catch all that handles Talonflame as well, which Klefki cannot always do reliably.
 
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boltsandbombers Recently there's been an influx of Hoopa and Hoopa-Alt cores, do we hold off on them or are we free to post based on presumption that they will fall in OU (not Ubers)
Hoopa and Hoopa-U are already OU.

But it seems Hoopa just fit with every offensive threats, given the right moveset. So I would opt for a 3 mons-core when Hoopa is included.
 

Sun

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Hi guys ! :) Today i present the Scary Faces core xD
Hoopa_Unbound_Model.gif Gengar_XY_variocolor.gif


This core produces a lot of pressure,gengar is a perfect partner for hoopa,since resist weakness of him ,also having a good offensive sinergy.

both have the life orb, I put on Hoopa substitute for avoiding sucker punch Bisharp, then kill him with drain punch, then I put hyperspace fury, just because it is a stab that you can always spam, this move is very beautiful, can be an 'option also fire punch for Scizor in particular that problems also gengar finally I put grass knot, mainly for hippo that blocks this set, well, instead gengar has sludge wave, and shadow ball, the usual stab, taunt to block various rest, slack off, soft-boliled of pokemon more slow him, and focus blast for ttar, and various dark as Bisharp (although it is difficult to get out losers with gengar xD) threats to this core, types are dark, as Bisharp, scarf tar, even Excadrill sand rush, or mold breaker, another threat is AV torn t, beat Hoopa with u turn, and with gengar knock off, is really boring xD
Good teammates hippo, to enter about tar and sharp and Excadrill quietly, even tankchomp is also good, to eliminate torn t recommend greninja xD oh sorry, Weavile is very good teammate , with low kick, also a strong fight type like keldeo is a godd teammate :)

these are the sets:

Hoopa-Gagnam Style (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Hyperspace Fury
- Grass Knot / Fire Punch
- Substitute/Gunk Shot
- Drain Punch

@ Life Orb Gengar
Ability: Levitate
EVs: 252 SpA / 4 SPD / 252 Spe
Timid Nature
IVs: 29 HP / 0 ATK
- Sludge Wave
- Shadow Ball
- Taunt
- Focus Blast


Thank you all,at the next core! :)
 
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Aite, been awhile since I did my last one, but I'm back w/ a new 3-Man core that's best for Balanced, and if being the latter will obviously serve as your main offensive mons.





Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake / Low Kick

Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 248 HP / 124 Def / 136 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Pursuit
- Ice Beam / Fire Blast
- Stone Edge


Tyranitar's main job for this team is to weaken, if not kill the Psychic pixie mons Jirachi, Celebi, Mew, and Victini. Two out of these four mons counter Mega Gardevoir completely (Jirachi and Victini), so these being weakened heavily or being fainted can really help Mega Gardevoir offensively. Since Celebi and Mew are more of checks>counters to Mega Gardevoir, they don't always need to be Pursuited trapped by Tyranitar, but going for it against those two never hurts and the more damaged these two mons are, it's still benefits Gardevoir.



Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 8 HP / 16 Def / 232 SpA / 252 Spe
Timid Nature
- Taunt / Will-O-Wisp / Calm Mind
- Hyper Voice
- Psyshock
- Focus Blast


We all know Mega Gardevoir is a beast, especially when faced against teams that forgot it exists. That being said, with this core, even teams that prepare for it will have a major problem with it. Taunt can help you take on Mews and Celebis that rely on status (burn, para) to cripple you and make you easier to deal with, while also helping you against some stall mons in general that bank off wearing you down with status and spamming recovery to beat you. Wisp is another option since it helps you check Jirachi. Calm Mind is also another option, but is generally just a good option in theory. Since in most scenarios where you win after a Calm Mind boost, you could have also just won with Taunt (this is talking more against defensive mons).



Diggersby (M) @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Earthquake
- Fire Punch
- Frustration
- Quick Attack

Diggersby (M) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
IVs: 29 HP
- Earthquake
- Fire Punch
- Swords Dance
- Quick Attack


This Diggersby is used for the sole purpose of luring out Specially Defensive Skarmories, Ferrothorns, and Bulky Mega Scizors. Diggersby easily 2HKOS Specially Defensive Skarmory and straight up kills Ferrothorn and Specially Defensive Mega Scizor, which makes it a really good partner for Mega Gardevoir. While Gardevoir can take of weakened Ferrothorn, it's generally safer having another mon that takes it on so you're not risking your potential win condition on chance. You may be wondering why use Diggersby over Magnezone. Diggersby (in my opinion) is better than Magnezone for this core because Diggersby lures Skarmory, Ferrothorn, and Mega Scizor out, while you have to make the correct plays with Magnezone and hope they're not Shed Shell or hope they don't U-turn on the switch. Weirdly enough, Diggersby can be considered more reliable against better players, since they know what you're going to try and pull with Magnezone, while they won't be so sure about Diggersby. Even if they are, they may use these three mons as their counter for this mon anyways, so it's a potential lose/lose situation for them.

Anyways, I've tried this core out, and so far it's been really reliable for me. Like I said before, on a balanced team, these mons will most likely play the roles of the offensive mons, so make sure to use the right defensive mons to patch up the weaknesses that is has defensively.
 
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