In BW2, Grumpig gets Heal Bell from a move tutor, so it is now legal with Whirlwind. Still, it's hard to take that core seriously in general, and celever is right that newer players wouldn't even be able to use it properly due to their lack of knowledge of the metagame.
Now, I'll throw out a very popular core which anyone can use to decent effect:
Gardevoir @ Life Orb
EVs: 4 HP / 252 SAtk / 252 Spe
- Signal Beam
- Focus Blast
- Destiny Bond
Musharna @ Leftovers
EVs: 240 HP / 252 Def / 16 SDef
- Calm Mind
- Signal Beam/Heal Bell
This is a Double Psychic Core at its best, with one powerful Psychic meant to punch holes in the opposing team as well as lure out Skuntank. The other Psychic is then meant to sweep late game with a relatively simple set up. Obviously, it is Gardevoir who will lure in Skuntank, becase Destiny Bond guarantees that Skuntank will be in a lose-lose situation: either it dies due to Destiny Bond, or it tanks two Focus Blasts and dies regardless. Even worse, Gardevoir can use the threat of Destiny Bond to simply switch out until later. Musharna can easily sweep late game when Skuntank is taken out, though it will need some help dealing with the occasional Armaldo and Pinsir.
Having something to set up Stealth Rocks alone can improve this core. Something that can take on opposing Ghost types wouldn't hurt either, making Normal types like Braviary a decent teammate to act as a check (not counter). This core is great, but lacks Speed; therefore, a decently fast Scarfer is very useful, as well as a priority user. Gardevoir is a decent check to Rain and Sun sweepers thanks to Trace, but something to tank their attacks if Gardevoir falls would be useful so that Musharna won't have to. Other than that, a double Psychic core is simply very difficult to mess up, since it is much harder to stop them than many other kinds of similar cores.