PU Good Cores

Offensive Core
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Scarf Mienfoo and NP Missy work extremely well together. Mienfoo with a scarf on outspeeds everything from Zeb and below, punching kicking holes into the enemy team eliminating faster mons that stop Missy from sweeping. Misdreavus loves to have these faster pokemon out of the way so she can set up a NP and win. Misdreavus also handles pokemon that give Mienfoo trouble such as other ghost types that prevent Mienfoo from just clicking HJK, Tangela, and Vullaby letting Mienfoo effectively clean late game. Why is Mienfoo chosen over Monferno when Ferno has better coverage and speed? Because Mienfoo's HJK is more powerful than any of Monferno's moves even as adamant. This nets us important KOs that Monferno just can't get for us.
Mienfoo @ Choice Scarf
Ability: Reckless
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Drain Punch/Stone Edge

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Nasty Plot
- Shadow Ball
- Thunderbolt/Hidden Power Fighting
- Taunt

Mienfoo's ev spread can be changed to 252 speed, but as of now no one is using Scarf Mienfoo so you dont need to max speed to tie with them and having that extra speed doesnt do anything since this is already enough to outspeed Zeb. Stone Edge is slashed after Drain Punch because it ohkos things like Swanna, but I tend to go with DP even though it is much weaker than HJK, it lets you decrease the risk of using a fighting move if the opponent has a ghost. Missy is the regular NP set, but I have T-Bolt before the slash because it hits Vullaby and Mienfoo deals with whatever you want to hit with HP Fighting. HP Fighting still isnt a useless slot though as it lets Missy beat Pawn 1v1.
 
Offensive Core
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Scarf Mienfoo and NP Missy work extremely well together. Mienfoo with a scarf on outspeeds everything from Zeb and below, punching kicking holes into the enemy team eliminating faster mons that stop Missy from sweeping. Misdreavus loves to have these faster pokemon out of the way so she can set up a NP and win. Misdreavus also handles pokemon that give Mienfoo trouble such as other ghost types that prevent Mienfoo from just clicking HJK, Tangela, and Vullaby letting Mienfoo effectively clean late game. Why is Mienfoo chosen over Monferno when Ferno has better coverage and speed? Because Mienfoo's HJK is more powerful than any of Monferno's moves even as adamant. This nets us important KOs that Monferno just can't get for us.
Mienfoo @ Choice Scarf
Ability: Reckless
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Drain Punch/Stone Edge

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Nasty Plot
- Shadow Ball
- Thunderbolt/Hidden Power Fighting
- Taunt

Mienfoo's ev spread can be changed to 252 speed, but as of now no one is using Scarf Mienfoo so you dont need to max speed to tie with them and having that extra speed doesnt do anything since this is already enough to outspeed Zeb. Stone Edge is slashed after Drain Punch because it ohkos things like Swanna, but I tend to go with DP even though it is much weaker than HJK, it lets you decrease the risk of using a fighting move if the opponent has a ghost. Missy is the regular NP set, but I have T-Bolt before the slash because it hits Vullaby and Mienfoo deals with whatever you want to hit with HP Fighting. HP Fighting still isnt a useless slot though as it lets Missy beat Pawn 1v1.
You may want to add as an option for Missy Dazzling Gleam, because fighting types are rising in popularity right now.
 


Zweilous functions as quite a nice slow wallbreaker & with earth power/superpower it lures in and does a decent amount to Ninjask's best checks (Mawile & Probopass).
CALC: 4 SpA Life Orb Zweilous Earth Power vs. 248 HP / 8 SpD Mawile: 190-226 (62.7 - 74.5%) -- guaranteed 2HKO
252+ Atk Life Orb Hustle Zweilous Superpower vs. 252 HP / 252+ Def Probopass: 468-551 (144.4 - 170%) -- guaranteed OHKO


With Ninjask's checks gone you can simply just click x-scissor / u-turn / aerial ace freely for massive damage (basically getting a kill everytime it comes in with rocks up on opposing side).

Adding Mawile to this core can be nice for SD pass and rock support as well as checking a multitude of physcial attackers in the tier.

Zweilous @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Outrage
- Crunch
- Earth Power
- Superpower

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- X-Scissor
- Dig
- U-turn

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Iron Head
- Stealth Rock
- Swords Dance
- Baton Pass
 
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Monferno is the only relevant fighting type right now and is for neutral damage by both Shadow Ball and Dazzling Gleam.
The only fighting type getting usage is Monerno which is part fire so Dazzling Gleam isnt a good option really. Maybe it wouldve gotten slashed if we had Machoke/Throh/Poli still in the tier but then the meta would be drastically different and this core wouldnt have been viable
 
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Muk @ Choice Band
Ability: Poison Touch
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Fire Punch
- Ice Punch

Or

Muk @ Black Sludge
Ability: Sticky Hold
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Curse
- Poison Jab
- Rest
- Sleep Talk

Probopass @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 36 Def / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon
- Earth Power
- Volt Switch

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Pursuit

A core utilizing Muk and the choice of Probopass or Metang both which provide a key role for Muk in either taking out steel types (Probopass) or Psychic types (Metang)

What shines about this core for me is both set rocks and provide some further utility such as an Ice,Normal,Flying and Dragon Resistance,Slow Volt Switch in Probopass and all around tank in Metang all being very nice on Bulky Offense teams.

For those wondering the CB Muk spread has 92 Spe EVs in order to outspeed Vullaby and is using Gunk Shot mostly due to the extra power behind it.
 


Muk @ Choice Band
Ability: Poison Touch
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Fire Punch
- Ice Punch

Murkrow @ Life Orb
Ability: Insomnia / Super luck
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Sucker Punch
- Heat Wave
- Hidden Power [Grass]


Just another muk core.

These two have great defensive & offensive synergy with one another. Murkrow helps take care of Psychics, Steels & lures ground types with HP grass. Muk is then free to wreak havoc with its checks weakened or gone. Defensively: Murkrow easily switches in to psychic or ground type attacks aimed at Muk; Muk can tank a few hits on the special side with its amazing bulk for Murkrow.

Muk's set has 92 speed evs for Vullaby. (Credits Marogod) Insomnia allows Murkrow to switch into sleep powder users and spore Smeargle safely - alternatively Super luck is nice for the crits now and then. Choice band lets Muk hit as hard as possible. Life orb is chosen for Murkrow to let it use its coverage yet still hit hard.
 
Offensive Core

An offensive core that I based one of my newer and successful teams on. Cacturne and Stoutland puts so much offensive pressure on a lot of teams due to the coverage they have together and just their sheer strength. They handle a lot of defensive Pokemon as well and can put major holes in teams for the remainder of the team to clean up. Floatzel serves as a Monferno check being able to outspeed and OHKO it, being that Cacturne and Stoutland cannot outspeed. Monferno does have a problem switching into all three due to it being fragile. I've seen a lot of offensive teams nowadays based around these three Pokemon and they all seem to function quite well.

Here's what I use:

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sucker Punch
- Superpower
- Dark Pulse
- Giga Drain

Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Frustration
- Pursuit
- Superpower

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Hidden Power [Electric]
- Ice Beam
- Baton Pass
 
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Standard Volt-Turn (Defensive Core)

Probopass @ Leftovers/Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Flash Cannon
- Earth Power
- Stealth Rock/Thunder Wave

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- U-turn
- Defog
- Roost


Pelipper+Probopass is a nice defensive volturn core. Pelipper Helps Probopass out with some bulky grasses and fire types such as monferno while also defogging for teams. Probopass helps Pelipper with some electric types and can also set rocks for team. Overall they offer a nice amount of compression such as
defogger ,volturn, normal check, monferno check, and as a rocker to name a few things that they accomplish for teams
 
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Defensive Core
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Ik this is a mega camel sprite but its cuter than the regular camel's
Those guys here provide a really cool defensive backbone. Pelipper is your go-to defensive defogger, provides a water check and a monferno check which is really important. Access to reliable recovery, slower U-turns/STAB Hurricane and imunity to Spikes and Toxic Spikes are the reasons why Pelipper was chosen over Lumineon. Pelipper's spread may seen weird, but it avoids the 2hko from LO Simipour's (and obviously Floatzel's) Ice Beam after rocks, so it acts as a better water check unless they run Hp Electric. It also checks Cacturne a bit better. Gourgeist has interesting synergy with Pelipper, taking on some electric types (okay, I'll be fair. This lists includes pretty much Electabuzz and Scarf Chu ;-;) and acting as a normal-check, secondary water check, ground check, grass check and rock check. Colbur is there to better take on Leafeon and Pawniard, aswell as to burn Cacturne before it bops you with Dark Pulse. Golem rounds out the core by tanking Electric hits and checking flying-types which are really threatening. On the other hand, Camel gives you a better Electric check that checks Ice Types aswell but Flying-types become really threatening. 52 speed evs in order to outspeed 8 speed tank golem and Earth Power it before it rocks your field, or take a Toxic for Gourgeist.

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Leech Seed
- Foul Play
- Synthesis

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 68 Def / 192 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Scald
- Defog
- U-turn

Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 228 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

OR

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Earth Power
- Protect
 

LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion
Balanced Muk Core
muk.gif
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Mrmime.gif
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metang.gif

Muk @ Assault Vest
Ability: Sticky Hold
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Gunk Shot
- Ice Punch
- Fire Punch
- Power-Up Punch/Brick Break/Focus Punch

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Focus Blast
- Healing Wish

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Meteor Mash
- Thunder Punch/Pursuit
- Earthquake
- Stealth Rock


Since the new drops I've been experimenting a lot with Muk in particular and I found a core thats been doing pretty well for me. The basic idea of this core is that Muk can effectively weaken common Scarf Mime checks. Probopass, Mawile, Metang, Spdef Golem, and Audino are all mons that can effectively check Mime. Muk does a great job of weakening all of these with its STAB in the case of Audino and its colorful coverage for the rest. PuP and Brick Break 2hko Probopass while Focus Punch will ohko, Fire Punch wears down Metang and Mawile and Ice Punch is there for coverage against Ground types. On the flip side, Muk really appreciates the Healing Wish support that Mime provides if say Muk ends up with a burn. I chose the AV set over Banded because i wanted to be able to switch up moves to take the pressure off trying to predict around immunities and resists. I added Metang to round out the core as both Mr Mime and Muk are weak to opposing Psychics which Metang traps. Add the Golem check of your choice to this core for fantastic results. :]
 
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OFFENSIVE CORE
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SD Pawniard+SD Aerial Ace Leafeon

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Leafeon @ Yache Berry/Leftovers/Life Orb /Lum Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Leaf Blade
- Swords Dance
- Knock Off

Leafeon+Pawniards is a fun little offensive core beacuse of the fact that they can beat some of each others checks/counters. Also leafeon can check grounds for Pawniards like Gabite,Marowak,Stunfisk another plus is it checking relicanth too. These are also some neat little calcs. +2 252 Atk Leafeon Aerial Ace vs. 252 HP / 0 Def Tangela: 206-244 (61.6 - 73%) -- guaranteed 2HKO tangela has no item beacuse you would knock off on the switchin. Then SD on a switchout ex: relicanth switching out into tangela aerial ace does +2 252 Atk Leafeon Aerial Ace vs. 252 HP / 0 Def Tangela: 206-244 (61.6 - 73%) -- guaranteed 2HKO on offensive tangela while hp fire doesnt ohko 252+ SpA Tangela Hidden Power Fire vs. 0 HP / 0 SpD Leafeon: 170-202 (62.7 - 74.5%) -- guaranteed 2HKO

VS QUILADIN
+2 252 Atk Leafeon Aerial Ace vs. 248 HP / 252+ Def Eviolite Quilladin: 116-138 (35.6 - 42.4%) -- guaranteed 3HKO
+2 252 Atk Leafeon Aerial Ace vs. 248 HP / 252+ Def Quilladin: 174-206 (53.5 - 63.3%) -- guaranteed 2HKO
VS MONFERNO
252 Atk Leafeon Aerial Ace vs. 0 HP / 4 Def Eviolite Monferno: 132-156 (49 - 57.9%) -- 95.7% chance to 2HKO
252 Atk Leafeon Aerial Ace vs. 0 HP / 4 Def Monferno: 196-232 (72.8 - 86.2%) -- guaranteed 2HKO
(knock off+aerial ace has a nice chance to kill)
 
Defensive core

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Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe or 0 Atk / 30 Def
- Sleep Powder/Knock Off
- Giga Drain
- Synthesis
- Hidden Power [Fire]/Hidden Power [Ice]

Stunfisk @ Leftovers/Shuca Berry
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Monferno @ Eviolite
Ability: Iron Fist
EVs: 248 HP / 212 SpD / 48 Spe
Careful Nature
- Will-O-Wisp/Bulk Up/U-Turn
- Slack Off
- Taunt/Will-O-Wisp
- Fire Punch


THIS IS UNBREAKABLE LMAO

Okay, now into the real explanation. This core is really amazing as it's extremely difficult to break and checks 90% of the tier. Only really strong and specific wallbreakers can break through this core.

Tangela is our main physical wall. It checks a big part of the physical meta including scary wallbreakers like SD Ursaring, Stoutland, etc. With this spread, it also acts as the core's Water resist, being able to tank most Ice Beams in the tier and denting the users with its STAB Giga Drain. HP Fire is recommended as it hits almost everything Tangela would like to, but HP Ice helps you not to be DD Altaria bait (kinda manageable barring the Sub set from Bulky Altaria, due Monferno being unable to WoW it and Tangela being unable to put it to sleep aswell). Stunfisk acts as the electric-check, Pawniard check, Monferno check and Flying check; threats that Tangela can't handle. Shuca Berry is there as an option to ease the pressure Arbok puts on this core aswell as Offensive DD altaria variants, mainly if you decide to go with HP Fire on Tangela as it's otherwise checkable by it. The duo however struggles with Ice-types, that's why SpDef Monferno rounds the core so well. It acts as a secondary Pawniard check, check to strong Ice-type wallbreakers like Rotom-F and Regice which otherwise destroy the core and I guess the most important of all: a Cacturne COUNTER. Yes, it totally counters every Cacturne set. With this spread, Physical Cac's LO-boosted Drain Punch fails to 2HKO Monferno after rocks, while Special's LO-boosted Focus Blast has less than ~15% chance to grab a 2HKO after rocks. It acts as a stallbreaker and can also act as a wincon with Bulk Up. It helps with Special Altaria aswell, as it threatens Tangela with Fire Blast and Stunfisk can only switch in once.

Overall this is a really solid core for balanced/bulky/stall builds as it covers a lot of the meta, and only few and specific things can actually win this core, such as SubSD Bouffalant, strong water-types wallbreakers (I'd say only Gorebyss and Golduck to be honest) and Specs Chatot. Lapras is also a problem but it is manageable with some good predictions with Tangela and Monferno.

Tangela's:
252 SpA Life Orb Floatzel Ice Beam vs. 248 HP / 252 SpD Eviolite Tangela: 169-200 (50.7 - 60%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Simipour Ice Beam vs. 248 HP / 252 SpD Eviolite Tangela: 187-221 (56.1 - 66.3%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Politoed Ice Beam vs. 248 HP / 252 SpD Eviolite Tangela: 222-262 (66.6 - 78.6%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Lapras Freeze-Dry vs. 248 HP / 252 SpD Eviolite Tangela: 248-294 (74.4 - 88.2%) -- 6.3% chance to OHKO after Stealth Rock (this is rather impressive lol, I didn't believe at first sight)
252+ Atk Choice Band Stoutland Return vs. 252 HP / 8+ Def Eviolite Tangela: 132-156 (39.5 - 46.7%) -- 26.6% chance to 2HKO after Stealth Rock

Monferno's:
252 SpA Life Orb Rotom-F Thunderbolt vs. 248 HP / 212+ SpD Eviolite Monferno: 122-146 (36.8 - 44.1%) -- 1.2% chance to 2HKO after Stealth Rock
252+ SpA Life Orb Cacturne Focus Blast vs. 248 HP / 212+ SpD Eviolite Monferno: 127-151 (38.3 - 45.6%) -- 14.1% chance to 2HKO after Stealth Rock
252+ Atk Life Orb Cacturne Drain Punch vs. 248 HP / 4 Def Eviolite Monferno: 120-142 (36.2 - 42.9%) -- guaranteed 3HKO after Stealth Rock
 
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Cheryl.

Celesteela is Life
Balanced Core

Mienfoo @ Eviolite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Calm Mind
- Baton Pass
- Substitute
- Drain Punch

Articuno @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Roost
- Hurricane
- Ice Beam / Freeze-Dry


This is a pretty cool core that I've been using over the past couple of weeks. The core is based around using Calm Mind + Baton Pass Mienfoo to pass CM boosts to Articuno so that Articuno can break through the opposing team with its powerful attacks. The core also has decent synergy, as Mienfoo is actually a pretty decent Rock resist, which helps Articuno out a lot. Regenerator also helps Mienfoo stick around longer in the match to set up on passive mons like Audino and pass the Calm Mind boosts to Articuno. Articuno is really scary for a lot of teams to face already, but at +1/+1 it becomes really powerful, being able to threaten a good amount of things that could check it unboosted, like Audino and SpD Grumpig. I personally prefer Ice Beam in the last slot for it's power, but Freeze-Dry is an option for being able to 2HKO Chinchou at +1, which is pretty nice as the only other way Articuno can break through Chinchou is basically a +6 Hurricane. Good partners for this core are hazard removing mons, especially Vibrava, who has good synergy with Articuno by being able to take on Fire-types and adding a secondary Rock resist. Swanna is also an acceptable partner for more offensive teams that can benefit from the CM boosts that Mienfoo can BP to it and help break down Articuno's checks, and is a decent Monferno check as well. Overall, this core has it's flaws, but it's still a pretty decent core that I've had some success with lately.
 

2xTheTap

YuGiOh main
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Hey, look - it's a CORE-nucopia of new things to build around! (hyuck hyuck)

ParaWebs Offensive Core:

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Smeargle @ Focus Sash
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Sticky Web
- Nuzzle
- Dark Void
- Stealth Rock

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Fighting]
- Taunt
- Hex
- Thunder Wave / Will-O-Wisp

Servine @ Eviolite
Ability: Contrary
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Synthesis
- Glare / Substitute

This core is actually pretty cool right now. It's simple, set up Sticky Web with Smeargle, block Rapid Spin with Misdreavus, and switch into Defog (unless it's Swanna) with Servine in order to get that Evasion boost from Contrary (Defog lowering Evasion increases Servine's Evasion due to Contrary if that wasn't clear).

Each member of the team spams Paralysis, whether that's in the form of Nuzzle, Thunder Wave, or Glare. So, really, unless it's an Electric-type like Rotom-F, your opponent's team should be slowed and primed for some wallbreakers and sweepers like CB Stoutland, NP Mr. Mime, NP Raichu, CB or LO Floatzel, etc.

There is a decent bit of synergy here between Smeargle, Misdreavus, and Servine, too. Servine's Leaf Storm is blocked by Bouffalant, which is countered by Misdreavus. Smeargle is hit supereffectively by things like Monferno, which Misdreavus beats with a combination of Thunder Wave and Hex. Smeargle can switch into Ghost-type moves on Misdreavus's behalf, and with the double Ground resist here in Servine + Misdreavus, the stage is set to add an Electric-type that can pressure Swanna out of removing Sticky Web.

Webs Offensive Core:

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Leavanny @ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Knock Off
- Leaf Storm
- Electroweb / Magic Coat
- Sticky Web

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Dusknoir @ Colbur Berry
Ability: Frisk
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Pursuit
- Taunt
- Rock Slide / Ice Punch / Thunder Punch
- Earthquake

This is also pretty straight forward. Leavanny sets Sticky Web and pressures certain Defoggers with a mix of Knock Off / Electroweb / Leaf Storm, Pawniard switches into Defog and boosts its Attack via Defiant, while Dusknoir blocks Rapid Spin via its Ghost-typing.

With double Knock Off here, Vullaby is really pressured to keep its Eviolite - if it does lose its Eviolite to either Leavanny's or Pawniard's Knock Off, Dusknoir can lure and remove it with a mix of Taunt, its Colbur Berry, and coverage for Flying-types.

Dusknoir is using Pursuit here specifically for Cryogonal, while everything else that is Grounded is Taunted out of Defog, so it's quite easy to keep Sticky Web up with this specific core.

To finish out this core, you'd add some mid-speed wallbreakers, a Flying resist, as well as an Electric immunity to stop Rotom-F from Volting around freely (since it floats above Webs and therefore doesn't care about them). You can see an example of a team built around this core here.

VoltTurn Balance Core:

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Pelipper @ Leftovers / Wacan Berry
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Defog
- Roost
- U-turn

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 180 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Rest
- Sleep Talk

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Stealth Rock
- Baton Pass
- Toxic / Swords Dance
- Play Rough

This is one of the easiest cores to build around right now if you want to build balance. Already with Mawile, Chinchou, and Pelipper, you have a huge number of threats already accounted for in PU. Mawile takes on Normal-types like Stoutland and Dodrio, Drifblim, Murkrow lacking Heat Wave, Leafeon, physical Simisage, Jumpluff, and some variants of Cacturne; Chinchou handles Rotom-F, Rotom-S, Electabuzz, Raichu, Zebstrika, Special Floatzel, Regice, Swanna, offensive Pelipper, and more (but has to be careful of Trick from Rotom-F and Rotom-S); lastly, Pelipper handles Monferno lacking Thunder Punch, some variants of Floatzel, Pawniard and Mawile (dependent on whether they've reached +2 or not), Metang, Gabite, Camerupt, etc.

Notice also that each of them possesses a momentum gaining move - Chinchou has STAB Volt Switch, Pelipper uses U-Turn, and Mawile dry passes (can also pass Swords Dance here). Both Chinchou and Pelipper can be built to outspeed Adamant Golem by one point (or at least one of them should be), while Mawile is set up to avoid being trapped by 128 Spe Modest Probopass, given that was a common spread at one time.

Another thing this core does well: double Scald users in Chinchou + Pelipper means that physically offensive teams will be hard-pressed to stay healthy enough to break this core's backbone. Mawile finishes this core's status spam with Toxic for bulky Grass-types like Gourgeist-XL, Tangela, Leafeon, and Gogoat, as well as Water-immune Pokemon like Politoed and Lumineon that are able to absorb both Pelipper's and Chinchou's Scald.

From here, it looks weak to 3 Attacks Rapidash, Thunder Punch Monferno, certain variants of Cacturne, Clefairy, Offensive Roselia, Freeze-Dry users like Articuno, Lapras, and Cryogonal, Klang, and Chatot. So, you'd want to add a Rapidash- and Monferno-check, a Chatot switch-in like Soundproof Bouffalant or Mr. Mime, and a check to Cacturne like Rapidash or Monferno.

Any way you decide to finish this core, it'll be pretty solid since the first 3 cover so much. If your gripe was that this core is too slow, you can easily change Pelipper to Swanna (or Offensive Pelipper with Agility or Tailwind). However, that makes it slightly weaker to Monferno, so it's probably fine as is.

VoltTurn Offensive Core:


+
Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature / Jolly Nature
- U-turn
- Aerial Ace
- X-Scissor
- Giga Drain / Night Slash / Dig / Sleep Talk

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk / 30 Def
- Taunt
- Toxic
- Volt Switch
- Hidden Power [Ice]

This is such a straightforward core that I may not go into specifics, but no one else has posted this yet. Once fat things that might deter either Ninjask or Electrode from attacking have disappeared, like Stunfisk or Golem, this core just shreds bulky offense teams with STAB CB U-Turn and STAB Modest LO Volt Switch. Both Ninjask and Electrode pressure SR setters for each other - Ninjask breaks Golem's Sturdy with U-Turn and then hits it mid-game with Giga Drain. It also breaks down other common Electric immunities like Zebstrika, NP Raichu, Chinchou, and Trapinch with U-Turn for Electrode. In return, Electrode hits Gabite / Vibrava / Golem / Stunfisk with a combination of Toxic and Hidden Power Ice (and Relicanth with Volt Switch) for Ninjask while simultaneously preventing Stealth Rock via Taunt with this moveset I recently made. They basically break down each other's checks and counters and really thrive once opposing priority users (e.g. Cacturne, Murkrow, Monferno, Floatzel, etc.) have been dispatched. If you're building with this, you'll absolutely need Rapid Spin or Defog as these two will be switching in and out constantly, which is a recipe for disaster if Stealth Rock is on the field. From here, you'd also add a Ground resist, so that you can pressure Gabite, Golem, Trapinch, and Stunfisk further.

Offensive Core:

+
Rapidash @ Charcoal / Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Will-O-Wisp / Drill Run
- Flare Blitz
- Morning Sun

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Sucker Punch
- Drain Punch
- Seed Bomb
- Dark Pulse

Rapidash is checked by Floatzel and other Aqua Jet users (Basculin), walled by Golem, Solrock, and Chinchou (especially without Drill Run), and has a hard time breaking through Fire-resists like Grumpig without specific coverage (i.e. Megahorn here). Cacturne basically addresses each of these weaknesses: its ability Water Absorb lets it switch into predictable Water-type moves aimed at Rapidash; Grass STAB (whether you're using Energy Ball, Giga Drain, or Seed Bomb) completely breaks Solrock, Chinchou, and Golem if Sturdy is gone, and Sucker Punch is extremely helpful for breaking Grumpig down. In return, Rapidash can switch into Ice-type attacks on Cacturne's behalf in a pinch and check attackers like Cryogonal and Articuno (if Substitute hasn't been setup), as well as absorb Will-O-Wisps aimed at Cacturne. Cacturne technically resists Ground, and can eat up some hits like Stunfisk's Earth Power for Rapidash, but outside of that it shouldn't be used in that capacity given Cacturne's distinct lack of bulk.

Balance Core:

+ +
Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 248 HP / 36 Def / 176 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Volt Switch
- Power Gem / Flash Cannon
- Stealth Rock

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- U-turn
- Toxic / Protect / Hidden Power [Electric]
- Defog

Grumpig @ Colbur Berry / Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Shadow Ball
- Focus Blast
- Taunt

This core is jam-packed with resistances. Lumineon and Grumpig protect Probopass from its weaknesses to Water- and Fighting-type moves - so, Lumineon is your Floatzel switch-in here, while Grumpig can switch into Monferno (those lacking U-Turn) and Regice on Probopass's behalf. Grumpig and Probopass handle Rotom-F for Lumineon fairly competently together, especially if this core is completed by adding a Volt Switch deterrent (ex. Lightning Rod Zebstrika). Lumineon and Probopass keep Grumpig from being completely ruined by physical attackers like Pawniard, Mawile, Murkrow (though Pursuit or Hidden Power Fighting make it more difficult to predict well), Drifblim, Dodrio, Purugly, Jumpluff, and more. There is more to list, but the point is they share positive synergy in terms of the Pokemon they beat for each other.

Probopass and Lumineon form a slow VoltTurn core together, which is conducive to keeping momentum over the course of a match, as well as bringing in powerful yet frail attackers in for free. Probopass, Grumpig, and Lumineon form an entry hazard setting and removal core together too, where Probopass sets SR, Lumineon removes opposing entry hazards, and Grumpig stops entry hazards from going up at all with Taunt, while preventing slower Defog users from taking down SR at the same time.

You could complete this core with Politoed over Lumineon to combat setup sweepers more effectively via Encore, but given that Smeargle dropped recently, Defog is rather important for balance right now (this setup with Lumineon over Vullaby + Politoed + Probopass + Grumpig for example keeps balance builds from becoming too slow). You could argue that you should use Pelipper here over Lumineon, but its faster U-Turn is helpful in weakening Cacturne so that Probopass and Grumpig don't have to deal with it.

You'd round out a team based around this core with a Ground resist as well as a Choice Scarf user to revenge potentially annoying threats like Chatot or Mr. Mime (ex. Leafeon as your Ground resist and Dodrio as your Scarfer is what I basically did in my sample).

Sand Offensive Core:

+
Hippopotas @ Eviolite
Ability: Sand Stream
EVs: 248 HP / 156 Def / 100 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Toxic

Stoutland @ Life Orb
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Frustration
- Facade
- Crunch
- Superpower

I was looking for cores that hadn't been posted yet, and l couldn't believe this was never added (even to the older Good Cores thread). This is pretty simple: Hippopotas sets up Sandstorm as it comes in automatically thanks to Sand Stream, which in turn doubles Stoutland's Speed due to Sand Rush. Adamant Stoutland hits 518 Spe, and is only outsped by options like Scarf Raichu (525 Speed as opposed to Sand Rush Stoutland's 518) and priority (Monferno's Mach Punch, Cacturne's Sucker Punch, Floatzel's Aqua Jet, etc.).

Stoutland is also commonly walled by things like Gourgeist-XL, Tangela, and Colbur Solrock. All of these use weather-reliant recovery options like Synthesis or Morning Sun - Hippopotas's Sandstorm reduces the HP regained from each of these moves down to 1/4, which can let Stoutland come in late-game and finish off one of these walls. Additionally, Hippopotas's Stealth Rock and Toxic chips away at just about any Pokemon that would wall SandDoge, just save for defensive Mawile (given Intimidate and its unique typing that lets it be immune to both Sandstorm and Toxic, as well as resist every one of Stoutland's attacks).

Defensive Core:

+
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- Defog
- U-turn
- Foul Play

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Protect
- Earth Power
- Lava Plume / Fire Blast

This core should be fairly obvious, but you can use this core on bulky offense or balance teams in order to both set Stealth Rock with Camerupt and remove hazards on your side with Vullaby. Vullaby beats a lot of threats 1 on 1 that would normally scare Camerupt out (like Stoutland, Grumpig, Gabite, Bouffalant, Fraxure, etc.), while Camerupt can act as a dedicated switch-in to special attackers that would otherwise beat Vullaby, like Rotom-F, Regice, Mr. Mime locked into Dazzling Gleam, Zebstrika, Electabuzz, Raichu, Ninetales, and more. In terms of type synergy, Camerupt is immune to Electric and resists Fairy for Vullaby, while in return Vullaby is immune to Ground for Camerupt.

Camerupt will often bring Grumpig in, at which point you can optionally double to Vullaby and then U-Turn on it, easily gaining momentum for your team. Camerupt will bring in other defensive answers to Fire-types, like Gabite - similarly, you can double here to a different Gabite check, or break it down with Vullaby's STAB Foul Play given Gabite's lack of recovery.

Defensively, Camerupt and Vullaby can be taken advantage of by Pokemon like Golem and Relicanth, so adding a Grass-type that can switch into Water-type moves aimed at Camerupt and Golem's Earthquake, while checking these Rock-types in return will become necessary.

Balance Core:

+ /
Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Defog
- Toxic / Signal Beam

Klang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Shift Gear
- Gear Grind
- Rest
- Sleep Talk

OR

Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Meteor Mash
- Pursuit
- Thunder Punch / Bullet Punch
- Earthquake

Prinplup has the ability to compress roles with its access to both Stealth Rock and Defog, which frees up that SR slot on your normal resist. So, if you add Metang, which is often troubled by its 4MSS anyway (i.e. it always wants to run Pursuit, Earthquake, and Meteor Mash, but would like to find space for Thunder Punch, Bullet Punch, and Toxic too), you can now run priority in Bullet Punch, Thunder Punch to lure both Pelipper and Swanna, or Toxic to take on bulky Ground resists that would switch into Metang's Earthquake or Meteor Mash, like Gourgeist-XL and Tangela.

Additionally, Metang (and Klang) can take on things that take advantage of Prinplup, like Clefairy (which just sets up CM on Prinplup while not taking any damage from Toxic or Scald burns) and Articuno / Cryogonal (which are hit super effectively by Steel-type moves and are conversely walled by Metang and Klang thanks to their typing and Eviolite-boosted defenses).

This works similarly with Klang - with Prinplup setting and removing SR by itself, you can use a different Normal resist that may not use SR at all. Klang is a good example of that. What's more, it acts a strong Grass-type resist on Prinplup's behalf and beats things like Sawsbuck, Tangela, and Roselia, while hard-countering Jumpluff. CB Golem should have an honorable mention here, too - it's another example of a Normal resist that can be paired with Prinplup that also forgoes SR in favor of a boost in damage or extra coverage. It pairs well with Prinplup despite sharing some weaknesses given its Volt Switch immunity.

In return for Metang and Klang taking on Clefairy, Articuno, Cryogonal, and Grass-types for Prinplup, Prinplup checks Gabite, Stunfisk, Torkoal, Rapidash (only at high HP and with Eviolite), Monferno, and other Metang for both Metang and Klang. Meanwhile, Toxic and Stealth Rock can facilitate a Klang sweep, as well as put Mr. Mime and Grumpig in closer range of being KOed by Metang's Pursuit.

This core isn't self-sufficient though, and needs defensive answers to Cacturne, Politoed, Stunfisk, Ninetales, Misdreavus, Raichu, Stoutland, Ursaring, and Zebstrika. At this point in the building process, you'd add a Cacturne check, as well as something to revenge Stoutland in case it predicts Klang or Metang switching in with Crunch or Superpower. So, Monferno makes for a nice partner, and is already covered by Klang or Metang eating up hits from most Psychic-types and Flying-types, as well as Prinplup being able to switch into Water-types in a pinch. Zweilous and Grumpig beat Ninetales (Zweilous also beats Cacturne, depending on what set and how much Speed Cacturne is running), so they are possible teammates too.

Normal Spam Offensive Core:

+
Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Boomburst
- Hidden Power [Ground] / Hidden Power [Water]
- U-turn
- Heat Wave

Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Pursuit / Crunch
- Facade
- Frustration
- Superpower

Stoutland and Chatot spam strong Normal-type moves together with Stoutland putting a huge dent or outright KOing Soundproof Pokemon with Pursuit or Frustration (e.g. Mr. Mime, Electrode), Ghost-types with Facade (e.g. Misdreavus, and Gourgeist-XL if it has previous chip damage), Rock- and Steel-types via Superpower (e.g. Probopass, Golem, Klang) or Crunch (e.g. Metang, Solrock), and generally fat things that can take a Boomburst from Scarf Chatot, like Audino. Once all of these Pokemon have been chipped away at or fainted, Chatot can come in mid- to late-game and clean with Boomburst. Chatot can also pressure Normal resists and physical walls for Stoutland: Golem and Solrock are hit on the switch with Hidden Power Water, Probopass with Hidden Power Ground, and Gourgeist-XL, Metang, and Tangela all take super effective damage from Heat Wave.

This core is ridiculously easy to build with: removing Chatot answers like Mr. Mime with Pursuit Metang is easy. Similarly, Magnet Pull Probopass can stop Steel-types like Mawile from coming in on Stoutland when it's time to wallbreak. Stunfisk can be used to slow the opposing team down with Static, as well as switch into Electric-types not named Rotom-F on Chatot's behalf, or Monferno on Stoutland's behalf.

Offensive Core:
+ /
Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk / 30 Def
- Toxic
- Taunt
- Volt Switch
- Hidden Power [Ice]

Swanna @ Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hurricane
- Scald
- Roost
- Defog

OR

Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP / 30 SpA
- Aqua Jet
- Ice Beam
- Hydro Pump
- Hidden Power [Electric]

This core focuses on removing or weakening defensive answers to standard Swanna and specially offensive Floatzel, like Chinchou. As your opponent predicts Electrode's Volt Switch and switches in Chinchou (or another Electric-immune Pokemon, like Raichu or Zebstrika), Electrode is able to simply Toxic on the switch and then pressure them further via Hidden Power Ice or Taunt, depending on what comes in - Hidden Power Ice can KO a weakened Zebstrika or Raichu, while Taunt prevents Chinchou from healing off damage dealt by Toxic. It can do this against Grass-types, Chinchou, and Stunfisk, and can also prevent strong, specially defensive walls like Audino or specially defensive Clefairy from healing themselves (and setting Stealth Rock in Stunfisk's and Clefairy's cases). If SR doesn't go up, then Swanna doesn't have to waste turns using Defog, so it's free to go on the offensive rather than playing defensively like it's sometimes forced to.

Once you've removed Chinchou or weakened the above Pokemon, both specially offensive Floatzel and Swanna lose some of their switch-ins. Lapras, Politoed, and Articuno can take both Swanna and Floatzel on, but Electrode pressures the hell out of those with its Modest LO Volt Switch, too.

You can build standard Offense around these, as well as Balance fairly easily given you've already got Defog support in Swanna (as well as a way to lure and weaken Electric-types for Swanna so that it sticks around longer). I like using a VoltTurn core based around Electrode with SR users like Probopass and defensive Mawile with Baton Pass. Electrode weakening Stunfisk also means that building with Pawniard, Monferno, and Mawile (again) is quite easy to do. If you're building straight Offense, I would recommend Golem as your SR user - with Golem + Electrode, you have a Chatot answer, a Volt Switch stop, a Normal resist and two Flying resists, and SR all in 2 slots.

Offensive Core:

+
Muk @ Assault Vest / Choice Band
Ability: Poison Touch
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Poison Jab / Gunk Shot
- Shadow Sneak
- Fire Punch / Focus Punch
- Ice Punch

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Taunt
- Will-O-Wisp
- Dazzling Gleam

Poison Touch Muk combined with Hex Misdreavus is actually ridiculously hard to take down on bulky Offense. Poison Jab together with Poison Touch has roughly a 51% chance to poison attackers, wears them down for Muk's teammates to clean up, and then by spreading status, Misdreavus's Hex receives that damage boost and can therefore afford to run its defensive spread.

Misdreavus helps out Muk by switching into Ground- and Rock-types like Golem and Gabite with ease, as well as attackers with Ground coverage for Muk (ex. Bouffalant). Misdreavus also burns annoying attackers like Cacturne, Bouffalant, Mawile, and Pawniard if necessary. Vullaby is a hurdle for Muk, which can be stopped with a combination of Misdreavus's Taunt / Wisp / Gleam. Duosion is another Pokemon Muk despises that Misdreavus Taunts out of setup and threatens with a mixture of Will-O-Wisp (or Thunder Wave) and Hex. Finally, Muk needs to preserve its HP given its lack of recovery on AV and CB sets, so Taunt is helpful in preventing entry hazards from going up. This combination of Taunt and Will-O-Wisp takes care of many of Muk's defensive answers, which leaves Muk poised to do as much damage with its Poison STAB and its coverage moves as possible.

Muk and Misdreavus also pressure the hell out of physically frail Psychic-types like Grumpig and Mr. Mime, which lets you build freely with Monferno, Rotom-F, Regice, Articuno, Chatot and many other Pokemon that Grumpig and Mr. Mime wall or check together.

Focus Punch was slashed for hitting Pawniard and Probopass on the switch, so that opponents under the assumption that Muk is using its Curse + RestTalk set (often regarded as its best set) can be bested.

Stall / Semi-Stall Core:

+ +
Altaria @ Leftovers
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Roost
- Fire Blast
- Heal Bell

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 4 Atk / 252 Def / 252 SpD
Careful Nature
- Body Slam
- Curse
- Rest
- Sleep Talk

Gourgeist-Super @ Colbur Berry
Ability: Insomnia
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Skill Swap
- Foul Play
- Synthesis
- Will-O-Wisp

This is an effective, yet simple core built around what I consider to be an underrated threat at the moment. Munchlax is an excellent wincon late-game once Ghost-, Rock-, and Steel-types have been removed, and it supplies the special bulk and resists via Thick Fat to many teams that are overloaded with weaknesses to Ice-types like Rotom-F, Regice, Lapras, Cryogonal, and Articuno. It addresses these weaknesses so well (to exemplify that point: 252+ SpA Choice Specs Lapras Hydro Pump vs. 0 HP / 252+ SpD Eviolite Munchlax: 118-141 (28.7 - 34.3%) -- 99.5% chance to 3HKO after Stealth Rock), that Pokemon weak to Ice-types that may not see much usage in this meta are able to shine, like Altaria and Gourgeist-XL.

In return for Munchlax protecting Gourgeist-XL from Fire-, Ice-, and even Ghost-type attacks, Gourgeist-XL counters Rock-types like Golem via reliable recovery, an attack that doesn't activate Golem's Weakness Policy in Foul Play, and Will-O-Wisp. Munchlax also needs some kind of refuge from Monferno, which is why you see Altaria here. It resists both Monferno's Fire and Fighting STAB-boosted moves and has access to Heal Bell, which means Munchlax can be woken up early before Sleep Talk has a chance to ruin you with its unreliability. Some mixture of Altaria and Gourgeist-XL will also protect Munchlax from certain variants of Leafeon, while Altaria's Fire Blast can lure and KO certain Steel-types, which Munchlax may have a hard time beating (ex. Mawile will switch into Draco Meteor, but is KOed by Fire Blast). Gourgeist-XL handles physical Floatzel for the most part, while Munchlax handles special variants. Munchlax also handles Clefairy for Altaria, while CroMuk can be addressed by Gourgeist-XL's combo of Insomnia + Skill Swap (and W-o-W + Synthesis, of course).

This core does well, but Trick, Knock Off, or basically just losing Munchlax's Eviolite in any way will screw up your strategy. So, when building with this, you'll need a Knock Off resist, as well as a Choice user that doesn't mind losing its item and having it replaced with a Choice Scarf. Finally, you'll need a dedicated switch-in for Dodrio, as at the moment, it beats the core almost single-handedly.

Probopass is a nice Dodrio counter that both traps Steel-types for Munchlax, doesn't care if Rotom-F tricks it an item (as it may not have an item anyway due to Air Balloon being popped), and sets SR fairly reliably so that the switches you force with this core can be capitalized on further.

Offensive Core:

+
Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Earthquake
- Toxic

Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sleep Powder
- Seed Bomb / Bullet Seed
- Acrobatics

Jumpluff is easily countered by both Sap Sipper Zebstrika and Vital Spirit Electabuzz, so Trapinch is a great partner for removing both of those in order to produce a Jumpluff sweep. Trapinch also traps Probopass, which can stop a Jumpluff sweep fairly easily with its STAB Power Gem (or if Jumpluff switches out, Probopass's SR will break Jumpluff down later). Trapinch can also Toxic Vullaby, which when weakened, can be beaten by a Jumpluff that's at +2, assuming Vullaby is at 60.2 - 66.9% (SR + +2 Acrobatics will take it down from there). In return for completely removing many of Jumpluff's counters, Jumpluff can check or directly counter Trapinch's defensive answers. Quilladin, Tangela, Gogoat, Leafeon, Relicanth, Politoed, Simipour and many others are beaten by a +2 Acrobatics or Seed Bomb. I slashed Bullet Seed due to its ability to bypass certain Focus Sash and Sturdy users (Relicanth on Rain, WP Golem, Sash Rampardos, etc.), but that is of course optional.

From here, TrapPluff or JumpPinch (lol you pick) is quite weak to Ice- and Water-types like Floatzel and Rotom-F, so having switch-ins for those is a must. I recently built a team around this core, and added Grumpig and Politoed, but there are other Water absorbs and Ice resists out there to build around so that this core has some counterplay to those. Any SR user not already using a Ground-type will work, which means Metang, Probopass, and Mawile can be effective here. To see a sample of this core in action, see my team here.
 
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