This is a rather peculiar core that's become wildly popular as of a result from the introduction to terrain-based seeds. With either Tapu Fini, or Tapu Lele on the field, Drifblim activates its respective Misty / Psychic Terrain from the field which not only boosts its special defense, but also doubles its speed stat thanks the the Unburden ability. With the proper investment, Unburden Drifblim is able to outspeed natural fast threats such as Tapu Koko and Pheromosa, and even outspeed Scarfers like Lele or Garchomp with significant investment. With the boosted speed and increased special defense, Drifblim can provide the team with a plethora of support options with Will-O-Wisp, Disable, Haze, Skill Swap, or most likely Tailwind to further augment its speed and its allies. It might sound counterintuitive to raise Drifblim's speed again, but when thinking about the scenarios, the opponent would need an incredibly fast Taunter with nautral high speed or holding a Scarf to prevent the speed control. Drifblim might likely faint as a result, but this gives the player near guaranteed turns of Tailwind for its team to abuse for the next three turns. Note if Drifblim is being used in Misty Terrain, Will-O-Wisp won't burn the target due to the status conditions failing, but Swagger is an alternative to raise an allied Pokemon in the back by +2 attack stages as well. When paired with Tapu Lele, most Drifblims are able to initiate some from of offense pressure with its high speed and can burn fast threats like Garchomp or Kartana who threaten Lele.
Here's a very underrated core that I'm honestly surprised this core hasn't been used in major tournaments yet. It's pretty simple disquake combo but it's strong in the current meta. This core has an excellent match up vs AFK(Arcanine, Tapu fini, and Kartana core) and Drifblim cores that are so popular. String shot is an excellent form of speed control that helps give Vikavolt some utility. The ev spread for Vikavolt comes from SamVGC Top 4 Dallas Regionals Report
One of the strongest Trick Room offensive cores to come from past month is the pair of the Ghost/Fairy-type Mimikyu and the slow Normal-type Snorlax, popularized by Gavin Michael's recent VGC team that won Anaheim regionals. With the Disguise ability, Mimikyu has at least one opportunity to withstand any potential double targeting from the opposing team as it attempt to setup Trick Room for its ally Snorlax. There are many unique ways to run Mimikyu in hybrid and hard Trick Room teams given its many item choices to establish speed control such as Mental Herb to block Taunt, Focus Sash to withstand an fatal hit, or a dedicated Z-Moves to OHKO key targets or unique support. Now the reason this core is extremely threatening is not only the potential Trick Room from Mimikyu, but also Snorlax going for a Belly Drum to maximize its attack stat and thus immediately outspeed OHKO nearly all Pokemon in TR . Thanks to the buffed Figy (also dubbed "FIWAM" Berries) and the Gluttony ability, Snorlax has an extra 50% of its original HP to utilize for a Belly Drum setup, which in theory will replenish it back to full health provide the opponent doesn't attack the Normal-type. If that wasn't enough, some Snorlax sets carry Recycle to reuse their respective FIWAM Berry and gain pseudo recovery for longevity, while still keeping offensive pressure in the long run. Other Snorlax carry Protect in case they fear the potential double up and can "attract" any attackers as Mimikyu setups Trick Room. Once in Trick Room, Snorlax can threaten almost any Steel-, Fire-, and Poison-type who threaten Mimikyu with the boosted High Horsepower, or its STAB Return. In turn, Mimikyu is one of the best checks to commonly seen Fighting-types such as Pheromosa, Buzzwole, and Hariyama who easily threaten or force out the Snorlax and can easily which in thanks to its Ghost-typing. Given how popular this offensive Trick Room core has become, here are some other options that have been utilize to various degrees of success. Psych Up and Shadow Sneak on Mimikyu is another alternative set to use in case Mimikyu manages to "survive", and enable Trick Room as Snorlax goes for the Belly Drum. Psych Up allows Mimikyu to copy the boosts of Snorlax's Belly Drum or Curse to gain a boosted attack power and can also threaten OHKOs as its partner Snorlax. If setting up Belly Drum is a priority, Z-Destiny Bond can be utilized from Mimikyu to 1) draw attention away from Snorlax as it setup for that respective turn, and 2) take out the "attacker" in a one for one trade.
What looks like a rather gimmicky setup-based strategy here is a popular hyper offensive core which was brought to popularity by a Japanese player from Battle Spot VGC ladder. The idea of the core is rather simple: go for a Quiver Dance setup with the fast Pheromosa and either attack with the Electric/Flying-type Oricorio, or Protect or be sure it can copy the boosts with its Dancer ability. Speaking of Oricorio's ability Dancer, it copies all Dance-based moves in the game, including such moves such as Sword Dance, Dragon Dance, and in this case Quiver Dance. Despite the lack of offensive and even defensive value from Oricorio Pom Pom, it can copy the Quiver Dance boosts even if it goes for Protect, and essentially gets a free setup. Once at +1 in Special Attack, Special Defense, and Speed, Oricorio can start to threaten most of the format with the combination of either Revelation Dance (basically Thunderbolt) or its Flying-type Z-Hurricane, which after +1 can hit OHKO or hit most of the format extremely hard. The goal of the two like all hyper offensive core is to attempt to sweep or break down team team with their damage output. Once Pheromosa manages to get off the Quiver Dance to its parter, the Oricorio has the choice to protect to guarantee the boosts, go for the +1 Z-Hurricane / Revelation Dance, or even so setup more speed with a Tailwind boost. If Pheromosa manages to survive thanks to the Focus Sash or force a protect/switch, it can proceed to setup another Quiver Dance, or likely go for the offense at this point with Oricorio. Some Pheromosa sets do carry options to "beat" Trick Room like Taunt to temporaily block it, or High Jump Kick (even riskier Focus Blast) to hit Porygon2 for a KO. HP Ground is listed since after one boost, Pheromosa can OHKO most 4 HP Tapu Koko variants quite effectively. In fact, if Pheromosa manages to setup Quiver Dance and get an additonal +1 SpA Beast Boost, its hard to stop without priority, residual damage, or speed control.
Togedemaru @ Air Balloon / Focus Sash
Ability: Lightning Rod
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Zing Zap
- Encore / Nuzzle
- Spiky Shield
One of the most interesting cores that some people thought was rather a gimmick has gain popularity and usages thanks to its recent 1st place win at the Collinville Regionals by LexiconVGC: Dragon Dance Gyarados and Lightenrod Togedemaru. Unlike the previous popular core between Gyarados and Alolan Marowak (also another Lightening Rod user), what Togedemaru offers is more support coverage aside redirecting all single-target Electric-type attacks. In terms of synergy, Togedemaru has a large amount of resistances and good ammount of support moves in Fake Out to flinch one target in its first turn, Encore to trap them into an unfavorable position, and Nuzzle for paralysis to support Gyarados sweep. Notably two of Togedemaru's weakeness are Ground- and Fire-type Pokemon, both of which don't fair extremely well against Gyarados. Its with these support options and Lightening Rod that allows Gyarados to setup potentially multiple Dragon Dances to where it can hit its targets hard with either Waterfall (also its Z-Move), Ice Fang, Earthquake, or the event exclusive Bounce. Some Gyarados do carry a Sitrus or FIWAM (50% Berry) to replenish their HP in order to allow more chances to setup as well as extra HP replenishment.
Hariyama @ Flame Orb
Ability: Guts
Level: 50
- Fake Out
- Close Combat
- Heavy Slam/Poison Jab/Knock Off
- Protect/Knock Off/Feint
Simply the best TR lead ever. The main hub of this core is combining Disguise and Fake Out to set almost always the TR in the first turn, using two pokémons which have thousands of uses depending on the team they're part of.