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Building condition: At least one Pokémon must have the move Lunar Dance, Wish, or Healing Wish
These moves are often very helpful when trying to accomplish the goal of a team, especially Healing Wish the most popular of the three. Let's see how well we all utilize them!
Another pretty cool offensive core that I really like to use. Mega Gardevoir + SD Talon is already an excellent core in OU, as they pretty much deal with each others checks and counters. Mega Garde can deal with common physical walls, such as Slowbro, Quagsire, Landorus-T, Hippowdon, and several others with a powerful Hyper Voice. On the other hand, Talonflame deals with most Steel types such as Scizor, Metagross, Excadrill, Jirachi, and SpDef Skarm, while also dealing with some of the faster threats to Gardevoir such as Weavile, Mega Lopunny, and others. However, both of Talonflame's STAB moves have recoil, which can wear it down very quickly along with the obvious Stealth Rock. Gardevoir's Healing Wish can support Talonflame should it get crippled by status or get low on HP during its sweep attempt.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance
Steelix @ Steelixite
Ability: Sturdy
EVs: 236 HP / 252 Atk / 20 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Fire Fang / Stone Edge
Mega Steelix is a monster. Under Trick Room, it can put monstrous 75/230/95 defenses and its high base 125 Atk to very good use. The given EVs maximise its attack, and the defensive EVs maximise its overall bulk with the remaining EVs+a neutral nature according to this widget. I have opted for SR+3 attacks because that is Steelix's best set, and under TR it can proceed to shred offense which is pretty freaking sweet. Your choice of Fire Fang vs. Stone Edge comes down to whether you want to beat out Ferrothorn or whether you want to be able to beat max HP Talonflame (252+ Atk burned Mega Steelix Stone Edge vs. 248 HP / 0 Def Talonflame: 308-364 (85.7 - 101.3%) -- 12.5% chance to OHKO as opposed to 252+ Atk un-burned Mega Steelix Heavy Slam (120 BP) vs. 248 HP / 0 Def Talonflame: 138-163 (38.4 - 45.4%) -- guaranteed 3HKO after Leftovers recovery) and MegaZard Y post-Trick Room (252+ Atk Mega Steelix Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 568-672 (191.2 - 226.2%) -- guaranteed OHKO as opposed to 252+ Atk Mega Steelix Heavy Slam (120 BP) vs. 0 HP / 4 Def Mega Charizard Y: 128-151 (43 - 50.8%) -- 3.1% chance to 2HKO), which is useful because it can take advantage of Lunar Dance later on to get a full heal and to shrug off its burn. Cresselia's utility is pretty obvious, with it being the most reliable TR setter and being able to score a 1-time full heal that provides a free switch and can grab momentum for your team while maximising the number of turns that TR can be abused by its teammate.
Tyranitar is a good partner both because it provides Sand Stream support for Steelix (boosting EQ, Heavy Slam and Stone Edge to insane power levels and because it provides Pursuit support to eliminate things like Gengar, who gives Cresselia trouble, and Reuniclus, who gives Steelix trouble.
Pretty cool FightingSpam core that also utilizes Healing Wish. See, Mega Lopunny can threaten some defensive squads, but is still usually finding itself walled by stuff like Amoonguss and Skarmory. Heracross with Toxic Orb is a really nice mon against bulky teams due to having immense power and destroying Skarmory (If Sturdy is broken) with +2 Close Combat as well, and also breaking or wearing down some of Mega Lopunny's other counters, mostly bulky Grounds thanks to Guts-boosted Facade, but thanks to Toxic Orb, it's worn down easily. So Healing Wish Mega Lop is there to heal Heracross up, at the cost of it's own life, but can turn a match around since Heracross has one more chance to wallbreak.
This is a semistall core i made around goodra + momo for this, and its pretty cool.
Alomomola is a good physically biased mixed wall, with access to many helpful utility moves along with the amazing ability regenerator. It passes wishes to goodra which tends to get worn down, takes on physical attackers for it, knocks off items, and can burn physical attackers with scald making it easier for goodra to tank hits from them.
Goodra provides offensive presence and special bulk, soaking up hits from the likes of serperior, zard y, and mega manectric then retaliating with a draco meteor that hits harder than latios' thanks to choice specs and a modest nature. The EV spread sacrifices the ability to outspeed bish in favor of a modest nature and more bulk, while still maintaining the capability to outspeed and get a garunteed OHKO on azumarill with sludge wave.
Edit: tweaked the goodra spread to outspeed 8 spe lando-t as well (92 spe -> 100)
Simple offensive core, is based on charizard x swept, Jirachi offers support against fast pokemon as mega lopunny also generates momentum useful charizard to set and dance finally can cure charizard when poor health, so as to groped another sweep, this played can win many games ^^
Latias and Gyarados make a devastating core. As of recently, people are quick to throw away Latias due to it being mainly outclassed by Latios, due to the latter's higher attacking prowess, but with Healing Wish at its disposal and Volcanion's release, I feel it has more merit than it is given credit for (it checks Volcanion so much better than Latios, which can actually be 2HKOed by Specs Steam Eruption after Stealth Rock and burn damage while Latias avoids that. Just on that fact alone I feel like Latias got a lot more viable.)
Latias provides Healing Wish support for Gyarados, allowing you to be a lot more reckless setting up with it or switching it in early on. It also clears hazards (mainly Stealth Rock) with Defog, with chunks away a large portion of Gyarados's HP every time it tries to switch in. Latias also checks the likes of Thundurus, Mega Manectric, Rotom-W, and Slowbro. This is really big for a partner, as all of these Pokemon can give Gyarados a lot of trouble when trying to sweep. In return, Gyarados solidly checks Weavile, Jirachi, Hippowdon, Talonflame, and Tangrowth for Latias. Sadly, the core can really struggle to break past certain defensive walls, mainly Clefable, Ferrothorn, and Skarmory, so a powerful wallbreaker would be appreciated.
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 72 Def / 184 SpD | 252 HP / 252 Def / 4 SpD
Bold Nature
- Hex
- Toxic Spikes
- Will-O-Wisp
- Pain Split
Alomomola @ Leftovers / Rocky Helmet
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic / Knock Off
- Scald
Cofagrigus is a very interesting Pokemom currently, enjoying some current trends, namely that of Mega Medicham becoming better. By virtue of its typing, Cofagrigus is able to switch into Medi's HJK/Fake Out with impunity, and if it switches into any other move it rids Medicham of its Pure Power. This will almost always force Medi out and allow Cogagrigus to burn the switch-in or set up Toxics Spikes, an important tool in fighting setup sweepers such as CM Keldeo. However, Cogagrigus's niche isn't only its matchup vs. Medicham; again, thanks to Mummy, it's able to rid Mega Lopunny of Scrappy, Jirachi of Serene Grace, Azumarill of Huge Power, Mega Metagross of Tough Claws, and Mega Scizor of Technician, and this stripping of various abilities greatly improves Cofagrigus and its team's ability to beat them. Finally, Cofagrigus also resists the STAB moves of Mega Heracross, a mon increasing in viability, and so it acts as a defensive Pokemon actually capable of checking it, which is very rare.
One of the major issues with Cofagrigus, other than its horrendous HP, is its lack of reliable recovery; Pain Split can only get you so far, and ChestoRest removes your ability to passively recover with Leftovers. A way to mitigate this issue is by pairing Cogagrigus with a Pokemon running Wish, preferably one with a higher HP stat than Cofagrigus to maximize recovery. In this regard, Alomomola serves as an almost perfect parter, seeing as its wishes are 240 HP (75% of Cofagrigus's HP). Basically, as long as you don't switch Cofagrigus into an attack it cannot handle, with Alomomola it'll have relatively reliable recovery throughout a match. And this isn't really much of a hindrance on Alomomola; because of Regenerator, as it wish passes it actually gains its own health back, and it really appreciates Cofagrigus's Mummy which increases the number of threats Alo can switch into (Medicham/Azu without their Attacks doubled are easy for Alo to switch into).
However, other than their abilities working in sync to allow Alo to heal Cofagrigus, the two also have defensive synergy that allows them to work well together. Specs Keldeo is able to rip apart Cofagrigus with Water moves, even with the SpD investment; however, Alo can take them with relative ease. On the other hand, Cofagrigus can take Secret Swords much better than Alo can, and as previously mentioned, Cofag can stop CM Keldeo, which Alo cannot beat, from sweeping by using Toxic Spikes earlier in the match. Alo is also able to switch into non-SD Weavile well, a mon Cofagrigus, with its Dark weakness, deplores. Finally, Cofagrigus also has a direct way to burn things like Mega Scizor, stopping you from sometimes having to bank on burning a mon with Scald to win.
This core definitely has its weaknesses, including SubMega Gyarados, Mega Gardevoir, CM Raikou, CharY, and Latios, but luckily for the core many of those are on a decline in usage and viability, and many are hampered by a Poison or Burn inflicted by either member of the core. Many are also hindered by recent metagame trends, such as the increase in usage and viability of Tyranitar. The core is overall very strong against physical attackers, especially those reliant on their abilities, and functions as well as it does largely because of Alomomola's Wish, which lets it tie in with this week's theme.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 104 SpA / 188 Spe
Modest Nature
- Dark Pulse
- Dragon Pulse
- Taunt
- Roost
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-Turn
- Healing Wish
Very simple core with incredible overall synergy. Basically, Hydreigon is running a bulkier spread to check Volcanion realtively well and effectively break stall to an extent. Taunt + Roost and Dual STAB work very well and allows it to wear down major components of stall, balance too. It also takes advantage of the current trend of Pursuit trapping since it's a Dragon that resists it. Jirachi is a simple and standard Scarf set with the idea of revenge killing Fairies and Fighting-types, pivoting around the get in Hydreigon, and Healing Wish for it or other teammates that take advantage of the roles they bring to a team.
This core uses the same 2 Pokemon as King Sun's core does, but is a lot more unorthodox (or heat, as some would call it). The core is made up of Jirachi and Mega Charizard X. The Jirachi is an unorthodox expert belt lure set used to weaken the checks and counters of Mega Charizard X, and the Charizard X is a subDD + 2 stab set. The sets are as follows:
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 144 HP / 4 Def / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Healing Wish
- Icy Wind
- Thunderbolt
- Ancient Power
The Charizard X set is really straightforward. Set up a substitute or dragon dance on anything that wants to switch out. You can sub pretty freely since Jirachi can Healing Wish up the Charizard X later, especially on things like Ferrothorn that are common switchins (since you get a free sub/dd, or both). The odd attack and defense EV's are solely to ensure that a Mega Lopunny Fake Out does not break your substitute, so that you can set up on Mega Lop (although that scenario is highly unlikely, it seems worth it for only 8 EV's more).
Jirachi is where the core gets really interesting. I gave it enough speed to outspeed base 70's like Volcanion, gave it max SpA, and dumped the rest in HP. As already mentioned, it has Healing Wish to give Charizard X multiple chances to sweep. Icy Wind is to OHKO non-bulky Lando-T, 2HKO bulky Lando-T, 2HKO TankChomp, 2HKO Latios (after rocks), 3HKO Latias, 2HKO Thundurus (I know this isn't a counter or anything, but it's nice to get rid of the yellow magic), and 2HKO Gliscor. Thunderbolt is to 2HKO Azumarill, Keldeo, Manaphy, Slowbro, Alomomola (if this is still a thing - only faced 1), as well as 2HKO AV Torn-T (after rocks) and 2HKO Volcanion. Ancient Power is to smack SpD Talonflame, as well as just getting those nice boosts.
This core is really weak to Sand Offense, as well as some random things like Heatran and Quagsire, so just slap a banded Azumarill on your team and you're groovy. This core allowed me to get up to around 1700 for the first time (because I'm bad), and the following replays show just a little bit of how the core can work together.
http://replay.pokemonshowdown.com/ou-370245957 (this one was just a fun match... sub DD Char X was able to beat Helmet Lando-T and Dugtrio, and Jirachi was able to lure the Volcarona and then HW up the Azumarill for the win)
Another pretty cool offensive core that I really like to use. Mega Gardevoir + SD Talon is already an excellent core in OU, as they pretty much deal with each others checks and counters. Mega Garde can deal with common physical walls, such as Slowbro, Quagsire, Landorus-T, Hippowdon, and several others with a powerful Hyper Voice. On the other hand, Talonflame deals with most Steel types such as Scizor, Metagross, Excadrill, Jirachi, and SpDef Skarm, while also dealing with some of the faster threats to Gardevoir such as Weavile, Mega Lopunny, and others. However, both of Talonflame's STAB moves have recoil, which can wear it down very quickly along with the obvious Stealth Rock. Gardevoir's Healing Wish can support Talonflame should it get crippled by status or get low on HP during its sweep attempt.
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance
Steelix @ Steelixite
Ability: Sturdy
EVs: 236 HP / 252 Atk / 20 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Fire Fang / Stone Edge
Mega Steelix is a monster. Under Trick Room, it can put monstrous 75/230/95 defenses and its high base 125 Atk to very good use. The given EVs maximise its attack, and the defensive EVs maximise its overall bulk with the remaining EVs+a neutral nature according to this widget. I have opted for SR+3 attacks because that is Steelix's best set, and under TR it can proceed to shred offense which is pretty freaking sweet. Your choice of Fire Fang vs. Stone Edge comes down to whether you want to beat out Ferrothorn or whether you want to be able to beat max HP Talonflame (252+ Atk burned Mega Steelix Stone Edge vs. 248 HP / 0 Def Talonflame: 308-364 (85.7 - 101.3%) -- 12.5% chance to OHKO as opposed to 252+ Atk un-burned Mega Steelix Heavy Slam (120 BP) vs. 248 HP / 0 Def Talonflame: 138-163 (38.4 - 45.4%) -- guaranteed 3HKO after Leftovers recovery) and MegaZard Y post-Trick Room (252+ Atk Mega Steelix Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 568-672 (191.2 - 226.2%) -- guaranteed OHKO as opposed to 252+ Atk Mega Steelix Heavy Slam (120 BP) vs. 0 HP / 4 Def Mega Charizard Y: 128-151 (43 - 50.8%) -- 3.1% chance to 2HKO), which is useful because it can take advantage of Lunar Dance later on to get a full heal and to shrug off its burn. Cresselia's utility is pretty obvious, with it being the most reliable TR setter and being able to score a 1-time full heal that provides a free switch and can grab momentum for your team while maximising the number of turns that TR can be abused by its teammate.
Tyranitar is a good partner both because it provides Sand Stream support for Steelix (boosting EQ, Heavy Slam and Stone Edge to insane power levels and because it provides Pursuit support to eliminate things like Gengar, who gives Cresselia trouble, and Reuniclus, who gives Steelix trouble.
Pretty cool FightingSpam core that also utilizes Healing Wish. See, Mega Lopunny can threaten some defensive squads, but is still usually finding itself walled by stuff like Amoonguss and Skarmory. Heracross with Toxic Orb is a really nice mon against bulky teams due to having immense power and destroying Skarmory (If Sturdy is broken) with +2 Close Combat as well, and also breaking or wearing down some of Mega Lopunny's other counters, mostly bulky Grounds thanks to Guts-boosted Facade, but thanks to Toxic Orb, it's worn down easily. So Healing Wish Mega Lop is there to heal Heracross up, at the cost of it's own life, but can turn a match around since Heracross has one more chance to wallbreak.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Knock Off
- Scald
This is a semistall core i made around goodra + momo for this, and its pretty cool.
Alomomola is a good physically biased mixed wall, with access to many helpful utility moves along with the amazing ability regenerator. It passes wishes to goodra which tends to get worn down, takes on physical attackers for it, knocks off items, and can burn physical attackers with scald making it easier for goodra to tank hits from them.
Goodra provides offensive presence and special bulk, soaking up hits from the likes of serperior, zard y, and mega manectric then retaliating with a draco meteor that hits harder than latios' thanks to choice specs and a modest nature. The EV spread sacrifices the ability to outspeed bish in favor of a modest nature and more bulk, while still maintaining the capability to outspeed and get a garunteed OHKO on azumarill with sludge wave.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
Simple offensive core, is based on charizard x swept, Jirachi offers support against fast pokemon as mega lopunny also generates momentum useful charizard to set and dance finally can cure charizard when poor health, so as to groped another sweep, this played can win many games ^^
Latias and Gyarados make a devastating core. As of recently, people are quick to throw away Latias due to it being mainly outclassed by Latios, due to the latter's higher attacking prowess, but with Healing Wish at its disposal and Volcanion's release, I feel it has more merit than it is given credit for (it checks Volcanion so much better than Latios, which can actually be 2HKOed by Specs Steam Eruption after Stealth Rock and burn damage while Latias avoids that. Just on that fact alone I feel like Latias got a lot more viable.)
Latias provides Healing Wish support for Gyarados, allowing you to be a lot more reckless setting up with it or switching it in early on. It also clears hazards (mainly Stealth Rock) with Defog, with chunks away a large portion of Gyarados's HP every time it tries to switch in. Latias also checks the likes of Thundurus, Mega Manectric, Rotom-W, and Slowbro. This is really big for a partner, as all of these Pokemon can give Gyarados a lot of trouble when trying to sweep. In return, Gyarados solidly checks Weavile, Jirachi, Hippowdon, Talonflame, and Tangrowth for Latias. Sadly, the core can really struggle to break past certain defensive walls, mainly Clefable, Ferrothorn, and Skarmory, so a powerful wallbreaker would be appreciated.
+
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 72 Def / 184 SpD | 252 HP / 252 Def / 4 SpD
Bold Nature
- Hex
- Toxic Spikes
- Will-O-Wisp
- Pain Split
Alomomola @ Leftovers / Rocky Helmet
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic / Knock Off
- Scald
Cofagrigus is a very interesting Pokemom currently, enjoying some current trends, namely that of Mega Medicham becoming better. By virtue of its typing, Cofagrigus is able to switch into Medi's HJK/Fake Out with impunity, and if it switches into any other move it rids Medicham of its Pure Power. This will almost always force Medi out and allow Cogagrigus to burn the switch-in or set up Toxics Spikes, an important tool in fighting setup sweepers such as CM Keldeo. However, Cogagrigus's niche isn't only its matchup vs. Medicham; again, thanks to Mummy, it's able to rid Mega Lopunny of Scrappy, Jirachi of Serene Grace, Azumarill of Huge Power, Mega Metagross of Tough Claws, and Mega Scizor of Technician, and this stripping of various abilities greatly improves Cofagrigus and its team's ability to beat them. Finally, Cofagrigus also resists the STAB moves of Mega Heracross, a mon increasing in viability, and so it acts as a defensive Pokemon actually capable of checking it, which is very rare.
One of the major issues with Cofagrigus, other than its horrendous HP, is its lack of reliable recovery; Pain Split can only get you so far, and ChestoRest removes your ability to passively recover with Leftovers. A way to mitigate this issue is by pairing Cogagrigus with a Pokemon running Wish, preferably one with a higher HP stat than Cofagrigus to maximize recovery. In this regard, Alomomola serves as an almost perfect parter, seeing as its wishes are 240 HP (75% of Cofagrigus's HP). Basically, as long as you don't switch Cofagrigus into an attack it cannot handle, with Alomomola it'll have relatively reliable recovery throughout a match. And this isn't really much of a hindrance on Alomomola; because of Regenerator, as it wish passes it actually gains its own health back, and it really appreciates Cofagrigus's Mummy which increases the number of threats Alo can switch into (Medicham/Azu without their Attacks doubled are easy for Alo to switch into).
However, other than their abilities working in sync to allow Alo to heal Cofagrigus, the two also have defensive synergy that allows them to work well together. Specs Keldeo is able to rip apart Cofagrigus with Water moves, even with the SpD investment; however, Alo can take them with relative ease. On the other hand, Cofagrigus can take Secret Swords much better than Alo can, and as previously mentioned, Cofag can stop CM Keldeo, which Alo cannot beat, from sweeping by using Toxic Spikes earlier in the match. Alo is also able to switch into non-SD Weavile well, a mon Cofagrigus, with its Dark weakness, deplores. Finally, Cofagrigus also has a direct way to burn things like Mega Scizor, stopping you from sometimes having to bank on burning a mon with Scald to win.
This core definitely has its weaknesses, including SubMega Gyarados, Mega Gardevoir, CM Raikou, CharY, and Latios, but luckily for the core many of those are on a decline in usage and viability, and many are hampered by a Poison or Burn inflicted by either member of the core. Many are also hindered by recent metagame trends, such as the increase in usage and viability of Tyranitar. The core is overall very strong against physical attackers, especially those reliant on their abilities, and functions as well as it does largely because of Alomomola's Wish, which lets it tie in with this week's theme.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 104 SpA / 188 Spe
Modest Nature
- Dark Pulse
- Dragon Pulse
- Taunt
- Roost
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-Turn
- Healing Wish
Very simple core with incredible overall synergy. Basically, Hydreigon is running a bulkier spread to check Volcanion realtively well and effectively break stall to an extent. Taunt + Roost and Dual STAB work very well and allows it to wear down major components of stall, balance too. It also takes advantage of the current trend of Pursuit trapping since it's a Dragon that resists it. Jirachi is a simple and standard Scarf set with the idea of revenge killing Fairies and Fighting-types, pivoting around the get in Hydreigon, and Healing Wish for it or other teammates that take advantage of the roles they bring to a team.
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 144 HP / 4 Def / 252 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Healing Wish
- Icy Wind
- Thunderbolt
- Ancient Power
The Charizard X set is really straightforward. Set up a substitute or dragon dance on anything that wants to switch out. You can sub pretty freely since Jirachi can Healing Wish up the Charizard X later, especially on things like Ferrothorn that are common switchins (since you get a free sub/dd, or both). The odd attack and defense EV's are solely to ensure that a Mega Lopunny Fake Out does not break your substitute, so that you can set up on Mega Lop (although that scenario is highly unlikely, it seems worth it for only 8 EV's more).
Jirachi is where the core gets really interesting. I gave it enough speed to outspeed base 70's like Volcanion, gave it max SpA, and dumped the rest in HP. As already mentioned, it has Healing Wish to give Charizard X multiple chances to sweep. Icy Wind is to OHKO non-bulky Lando-T, 2HKO bulky Lando-T, 2HKO TankChomp, 2HKO Latios (after rocks), 3HKO Latias, 2HKO Thundurus (I know this isn't a counter or anything, but it's nice to get rid of the yellow magic), and 2HKO Gliscor. Thunderbolt is to 2HKO Azumarill, Keldeo, Manaphy, Slowbro, Alomomola (if this is still a thing - only faced 1), as well as 2HKO AV Torn-T (after rocks) and 2HKO Volcanion. Ancient Power is to smack SpD Talonflame, as well as just getting those nice boosts.
This core is really weak to Sand Offense, as well as some random things like Heatran and Quagsire, so just slap a banded Azumarill on your team and you're groovy. This core allowed me to get up to around 1700 for the first time (because I'm bad), and the following replays show just a little bit of how the core can work together.