Monotype Good Cores (see post 136 for updates)

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scpinion

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Monotype Good Cores
approved by The Eevee General

Welcome to the second iteration of the monotype good cores thread! A special thanks to Inscribe for getting this project started. For those of you that do not know, the word "core" refers a group of 2 or more Pokemon that work well together. Their combined utility allows each to excel beyond their individual effectiveness. The core's viability can derive from defensive synergy, attacking coverage or some combination of both.
What is a core?
Effective cores are very important in competitive Pokemon, and any good player uses them, intentionally or not. Defensive cores rely on covering a lot of attacking types and common threats within the core, while also offering team support, so that the core is useful even when walled. On the other hand, offensive cores still like having the common attacking types covered between its members, but offensive synergy is most important. Be it one member of the core attracting Pokemon that another member can easily switch into and force out, one member luring and weakening the checks and counters of another, or one member being able to beat the Pokemon that the other can't, those are the characteristics that are wanted from a good offensive core. Finally, there are mixed or balanced cores, as well as support and pivoting cores, which blend in into offensive and defensive cores. Support or pivoting elements in cores aim to either provide easier switch-in and set up chances to offensive Pokemon, or help to wall and stall out the opponent in the case of defensive cores. - alexwolf
The Monotype metagame presents a unique challenge for building viable cores because each Pokemon on the team must share a common type, which leads to shared weaknesses and STAB attacks.

Having a solid core is the starting point to building a top-notch team. The purpose of this thread is to discuss monotype cores and, more importantly, provide a database of good cores for players to begin building their teams around.

We have mostly completed our initial goal of having at least 2 cores for every type! However, if you have an awesome core we still want to see it!

update 02/12/2015: See post #136

Lets strive to have all the cores be in a similar format so each post is equally accessible!
That means taking 2 minutes to read the hide block below. ^_^
Make sure your sets can be copy/paste into the Pokemon Showdown! Teambuilder.
Up to 3 Pokemon can be used, 4 is pushing it, however, if the core is good enough it can be accepted

Please denote your core as Offensive, Defensive or Balanced when posting.

Also, please utilize sprites (or another similar graphic) to add some aesthetic appeal!
go to this link: http://play.pokemonshowdown.com/sprites/xyani/

Click on the animated sprite link of interest.
Copy the URL from your address bar.
(or just right click and "copy link address")

For example, the link for based god monotyke is: http://play.pokemonshowdown.com/sprites/xyani/mantyke.gif

In the post editor click on the image button (beside the smiley face)

Paste your link and click "insert"

<an image of the Pokemon (sprites preferred)>
Pokemon @ Item
Ability: [Ability]
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, SAtk, SDef, Spd]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

<an image of the Pokemon (sprites preferred)>
Pokemon @ Item
Ability: [Ability]
EVs: Evs / Evs / Evs ~ [HP, Atk, Def, SAtk, SDef, Spd]
[Nature] Nature
IVs: [Ivs] ~ (Only If Needed)
- Move 1
- Move 2
- Move 3
- Move 4

In a paragraph, describe how the core works

In a paragraph, describe threats to the core. Please place this section inside hide tags to make it easier to navigate the thread. (thanks AFD)
(all cores have weaknesses, don't forget this section!)

In a paragraph, describe what Pokemon support the core well
(this can be a specific list or something generic like "hazard control")

If you have Replays of this core in action we would love to see them! However, replays are certainly not a requirement.

Completion Statistics
Total # of Cores:
82 in this thread
Types Covered: 18/18 :D
Types w/ more than 2 cores: 18/18
Great Job Monotypers!!!

Just browsing for new ideas?
Posts 2-4 contain a sprite gallery for you to scroll through with links to the explanation.
Offensive Cores`````Balanced Cores`````Defensive Cores

Looking for a particular type of core instead?
Expand the hide block below.​
Key
Green:
we have at least 1 core of this type (feel free to add more though!)
Red: we need a core of this type

This hide block will no longer be updated as of July 2015. Scroll through the sprite galleries to view the new cores.

Links will be added as the cores are moved over to this thread.
Normal: Offensive (2), Defensive, Balanced
Fighting: Offensive (2), Defensive, Balanced
Flying: Offensive (2) (3), Defensive (2) (3), Balanced (2)
Poison: Offensive, Defensive, Balanced
Ground: Offensive (2), Defensive
Rock: Offensive (2), Defensive, Balanced
Bug:
Offensive (2) (3), Defensive, Balanced (2) (3)
Ghost: Offensive, Defensive (2), Balanced
Steel: Offensive (2), Defensive, Balanced
Fire: Offensive (2), Defensive, Balanced
Water: Offensive (2), Defensive, Balanced (2)
Grass: Offensive (2), Defensive, Balanced
Electric:
Offensive, Defensive, Balanced
Psychic:
Offensive (2) (3), Defensive, Balanced (2) (3)
Ice: Offensive, Defensive, Balanced
Dragon: Offensive, Defensive, Balanced
Dark: Offensive (2), Defensive (2), Balanced
Fairy:
Offensive, (2) Defensive, Balanced
Lets try to get this entire board green!
Altaria:
Audino:
Beedrill: Bug-Offensive
Camerupt:
Diancie: Fairy-Balance, Rock-Offensive
Gallade: Psychic-Balance
Glalie:
Latias:
Latios:
Lopunny:
Metagross: Steel-Offensive
Pidgeot:
Sableye:
Sceptile:
Sharpedo: Dark-Offensive
Slowbro:
Steelix:
Swampert:
Abomasnow:
Absol:
Aerodactyl:
Aggron: Rock-Defensive
Alakazam:
Ampharos:
Banette:
Blastoise:
Charizard-X: Flying-Offensive, Flying-Offensive, Flying-Offensive, Flying-Balanced, Flying-Defensive, Fire-Offensive
Charizard-Y: Fire-Offensive, Fire-Balanced, Fire-Defensive, Flying-Balanced
Garchomp:
Gardevoir:
Gyarados: Flying-Offensive, Water-Balanced
Heracross: Bug-Offensive, Bug-Balanced
Houndoom:
Manectric:
Mawile: Fairy-Offensive
Medicham: Fighting-Offensive, Psychic-Balanced, Psychic-Balanced
Pinsir: Bug-Offensive
Scizor:
Tyranitar: Dark-Defensive
Venusaur: Poison-Defensive, Grass-Defensive, Poison-Balanced


If you want more insight on a specific Pokemon in the core you select, head over to the Viability Rankings.​
 
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scpinion

Life > Monotype... unfortunately :)
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Offensive Core Sprite Gallery


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OR/AS Metagame
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scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus

Defensive Core Sprite Gallery


(contributed by DM35)


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or

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OR/AS Metagame


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scpinion

Life > Monotype... unfortunately :)
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Balanced Core Sprite Gallery

or and or
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w/ optional additions
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OR/AS Metagame

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Offensive Core(Fighting)


Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Stealth Rock
- Volt Switch
- Flash Cannon/Taunt





Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Iron Head
- Close Combat



Keldeo @ Leftovers/Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind/Scald
- Substitute/Hydro Pump
- Surf/Hidden Power Ice
- Secret Sword


Introduction: Fighting mono is well known for being one of the most offensive monos. Hyper offense fighting is the most recognized playstyle for it. Usually there is a lead (infernape/cobalion) and the rest of the fighting team dents the other mono as hard as it can while maintaining pressure to keep spinners and defoggers from doing their job. This mono is able to keep its offensive momentum and ability to switch in because of its resistance to hazards.


How To Use: Most of the time you will lead with your hazard setter and the only reason you wouldn't is if you know something on the other team can out speed and OHKO it. Cobalion in is example will usually set up rocks and volt switch or para the opposing Pokemon. If you volt switch its usually to something that can finish off the opposing Pokemon and doesn't mind taking a hit. Terrakion and Sub CM Keldeo are known for beating the pokes that wall the other one, ultimately resulting in Terrakion or Keldeo finishing off the opposing team. The offensive momentum is key in mono fighting so you don't ever want any of your Pokemon walled by another one where they can damage the rest of your team.

Checks/ Counters:

Bulky Psychic Pokemon:

Psychic vs Fighting is a bad matchup to start off. Fighting teams struggle to beat the psychic core of slowbro/mew and sometimes latias. Physical attacks are sponged by slowbro wow special ones are taken by latias, mew, AV Gallade, AV meloetta. The best way to beat psychic is to beat slowbro or their defensive wall. Most psychic types lack physical bulk and Scarf Heracross can take advantage of that. The special walls on psychic tend to lack physical bulk. The only thing that stops scarf heracross from sweeping immediately is usually victini which outspeeds and can take a megahorn if necessary.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 0 Def Mew: 177-208 (43.8 - 51.4%) -- 64.5% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Heracross Megahorn vs. 0 HP / 24 Def Mega Gardevoir: 262-309 (94.5 - 111.5%) -- guaranteed OHKO after Stealth Rock

252 Atk Heracross Megahorn vs. 252 HP / 0 Def Metagross: 153-180 (42 - 49.4%) -- 21.9% chance to 2HKO after Stealth Rock

Metagross is one of the only things on psychic that isnt 2HKOd by megahorn

Zapdos/ Skarm Core:
This is one of the most well known cores in mono and is used on almost all good flying teams. The core is able to wall both Terrakion with Skarmory and Keldeo with Zapdos. The one thing that beats this core is Mega-Medicham

252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 168 Def Zapdos: 260-306 (67.7 - 79.6%) -- 37.5% chance to OHKO after Stealth Rock ~ this is possibly more defense investment then what flying users have but i dont know.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Zapdos: 207-244 (53.9 - 63.5%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Togekiss: 175-207 (46.9 - 55.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 4 SpD Skarmory: 357-421 (106.8 - 126%) -- guaranteed OHKO

Skarmory cant switch into ice punch because it is OHKOd by HJK after rocks and that prior damage.

Edit: Specs Keldeo can also wallbreak flying if it hits its hydro pumps.

Fairies:
I havent faced fairies but i do know that even though they lack physical bulk for the most part, they have klefki to set up screens and anything that is in front of klefki risks being parad. Fighting has no way to get rid of screens as no fighting type gets access to defog. As far as i know there isnt much way around an experienced fairy user. People that know how to use fighting better are welcome to correct this statement.

Good Partners:
Heracross
Mega Medicham
Breloom

Replay: vs Psychic http://replay.pokemonshowdown.com/oumonotype-160732605
vs Flying http://replay.pokemonshowdown.com/oumonotype-161096003
http://replay.pokemonshowdown.com/oumonotype-161109217
 

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Defensive Core (Ground)

Gastrodon @ Leftovers
Ability: Storm Drain
EVs : 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Earth Power
- Toxic
- Recover


Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide/ Whirlwind/ Toxic

The last slot is a choice between more coverage or more utility. Rock Slide hits several important targets such as Volcarona, which could otherwise set up with little issue, and ensures Hippowdon isn't useless against flying and levitate mons. Whirlwind provides a stop to physical setup sweepers, and works well in tandem with Stealth Rock and sandstorm, racking up passive damage. Toxic also provides an answer to setup sweepers, but has the negative effect that they can keep their boosts and beat you down, however it can cripple other walls.

How to use:

This core works exactly how it looks, use Hippowdon to sponge physical hits, and Gastrodon special hits. You should generally get Stealth Rock up as often as possible with Hippowdon, as the other more offensively minded team members on a Ground team really appreciate the residual damage in breaking sashes and allowing them to get KOs. However, assuming you're using Sand Rush Excadrill, it's important to keep Hippowdon until the lategame, where you can get into a position for an Excadrill sweep. It's also wise to remember that Hippowdon will fall to physical Water hits and strong special hits. This is where Gastrodon comes in, able to switch in on a lot of special attackers that lack Grass type coverage and stall them ad infinium with Recover and Toxic. It's also going to be the go to switchin against many water types to take advantage of it's great ability, Storm Drain.

Check&Counters:
Grass-Type Attackers

Yeah it should be fairly obvious just from typing, many grass type attackers break through this core with little trouble. In particular SporeSub Breloom easily sets up on and dismantles this core. This weakness can be somewhat be patched by using Mamoswine, who checks many Grass type attackers thanks to it's powerful Ice STAB and decent speed tier. Mixed Mega Garchomp also does very well here thanks to it's powerful Fire Blast and great bulk, allowing it to check many grass types effectively:

Super Strong Physical attackers

There belongs a group of physical attackers so strong, even Hippowdon cannot wall them. The main offender here is Mega Medicham, although Mega Mawile can cause serious problems if Hippowdon has any sort of prior damage before switching in.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Hippowdon: 178-211 (42.3 - 50.2%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

When even the bulkiest Ground has to offer cannot sponge these strong attacks, it's fairly obvious that offensive checks are needed to beat these mons. Landorus works a treat for both mons, KOing both after SR with Earth Power assuming standard spreads. Excadrill in sand can also check both mons thanks to it's extremely powerful Earthquake, but dislikes taking Mawile's Sucker Punch in conjuction with it's LO recoil.

Keldeo and Greninja

Huge threats to this core, Keldeo can smash both with it's extremely powerful Choice Specs boosted STABs unless Gastrodon runs a physically defensive spread, severely compromising it's chances of being able to take on powerful Special Attackers while Greninja can KO or severely damage both with it's STAB Grass Knot. The best way to deal with Keldeo is simply to go to Gastro when you see it come in, and then if it predicts and uses Secret Sword go to Hippo to sponge the hit and force it out. Greninja is argubly more difficult to play around, however if it's just used Grass Knot Mamoswine can force it out thanks to Ice Shard. Excadrill in sand or any scarfer can also patch this weakness unless it's running a scarf of it's own.


Good Partners
Landorus-I - Checks a lot of threats to the core, and generally provides firepower.
Mamoswine - Great Check to Grass types.
Mega Garchomp - See Above.
Excadrill - Fantastic abuser of Hippowdon's sand, able to revenge a lot of threats to the core.


Offensive Core (Flying)


Tornadus-Therian @ Assault Vest
EVs: 128 HP / 164 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn


Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Focus Blast
- Hidden Power [Ice]
- Thunderbolt / Grass Knot


Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Roost
- Dragon Claw
- Dragon Dance

OR


Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Substitute / Stone Edge / Ice Fang / Taunt

Choosing which Mega: Both of the Mega Evolutions shown above work equally well with the two therians, providing the power to break down the special walls that love to switch into them and take advantage of the free turns and chip damage caused to engineer a sweep. In terms of choosing between them, Gyarados offers better type synergy, able to switch in easily on the Ice attacks that would otherwise threaten the other two members of the core while Charizard offers greater longevity with it's access to Roost and a greater initial Speed which can prove very useful when punching holes in the opposing team rather than sweeping.

Explanation: This core serves flying with a constant source of momentum, and paired with Stealth Rock support can really harm the opponent due to the constant switching it invokes. Tornadus-T supplies the team with great special bulk thanks to Assault Vest, allowing you to take on the likes of Choice Specs Keldeo with little fear, as Hydro Pump hits for roughly 60%, while you outspeed and OHKO back with Hurricane. Thanks to it's great ability Regenerator, it can do this time and time again through the match. Thundurus-T also makes great use of it's ability in this core, able to switch into Electric attacks that threaten Tornadus with impunity and force switches or KO the opponent outright. It also provides the team with a hard hitting revenge killer for many threats at +1, for example Dragon Dance Gyarados, thanks to it's excellent 101 base speed for a scarf user. The Mega of choice provides the physical power to break down the special walls that love to switch in on the other members of the core, and massively appreciates Thundurus-T taking out potential faster revenge killers and the chip damage this core generally provides with the pivoting it uses. They can also remove or massively weaken it's number one counters, heatran for charizard and ferrothorn for gyarados with their powerful Focus Blast.

Weaknesses

Stealth Rock: Serious Defog support is required for this core, as in particular Thundurus-T and Charizard will be worn down extremely quickly if they are switching into Stealth Rock often. In addition, this core also appreciates Stealth Rock on the other side of the field to punish the opponent for switching and helping to get KOs. Skarmory can provide both.

Strong Ice Attacks: More relevant when Charizard is used as the Mega, as while it can take most Ice attacks at full health, it will struggle to switch in on them particularly if Stealth Rock is up. This can also be said of Tornadus-T, it will survive most Ice Beam, and can fire off a Focus Blast to severely wound the opponent. Kyurem-W in particular can give real problems here, especially if it's one of the rare variants carrying Focus Blast, as it will make short work of Gyarados. Skarmory can switch into physical Ice moves from the likes of Mamoswine all day long and take advantage by getting Stealth Rock up. Watch out for Knock Off from the aforementioned Mamoswine and also from Weavile. In terms of specially based Ice attacks from the likes of Kyurem-W and Greninja, these simply have to be played around and checked by Thundurus-t's superior Speed, Tornadus-T's great Speed and bulk with Assault Vest and by setting up Zard X where possible so it can outspeed and hit with one of it's powerful STABs. Running Stone Edge on Mega Gyarados is also an option to beat these mons. Finally Articuno can be run to be able to switch into Ice Beams and generally powerful Special Attacks thanks to it's neutrality to Ice and great Special bulk. It can also provide Heal Bell support which is particularly useful for your Mega, as it gives them a second chance to sweep in case of an untimely paralysis or burn in Gyarados's case. Note if using Articuno, your team will be extremely reliant on Defog support.

Kyurem-White / Kyurem-Black: Either forme possesses the raw power to be able to break through your core before it gets taken out, through Kyurem-White's nuclear special attacks or between Kyurem-Black's access to pseudo BoltBeam coverage backed up by Teravolt. They also have the bulk to be able to take Focus Blast from either therian forme and swiftly dispatch it. The best method of playing around these has to be keeping Stealth Rock up and generally wearing them down when they come in. If you can keep Stealth rock up, they will be afraid to switch in and will be relying on safe switches when another team mate is KOed. If running Stone Edge on Gyarados, unless they are running a scarf, they will not be able to handle either Mega at +1, so scouting and finding the set out can be a great help. Pivoting with Tornadus-T is a massive help here.

Genesect and Greninja: These two can be a great threat due to their Speed(With a Scarf for Genesect) and Abilities, Download and Protean respectively. They also have the coverage to cause your team serious problems, however with good play both can be beaten fairly easily. Both are worn down fairly easily with Stealth Rock, due to Greninja's usual reliance on LO for power, and Genesect's lack of recovery and use of U-Turn. Thundurus-T outspeeds any Greninja set apart from Scarf and promptly KOes with supereffective Volt Switch or Focus Blast(if it's already used Ice Beam). If it does turn out to be a Scarf set, Tornadus-T takes max 66% from Ice Beam and again KOes with Focus Blast. It can also survive a LO Ice Beam with no prior damage(maxes out at 85%) and do the same, however it will be forced to switch almost immediately. Mega Charizard X can also take any attack at full health and KO with Dragon Claw 50% of the time, a guaranteed KO after Stealth Rock or one turn of LO recoil. Note that neither of these can take on a Choice Specs Greninja, in which case outspeeding with Thundurus-T is your best shot. Specially Defensive Articuno can switch into any Greninja set(apart from lol HP Rock) provided Stealth Rock isn't up, and threaten it back with Hurricane or Freeze-Dry. Genesect can also be played around, particularly if using Mega Gyarados, as it forces the Genesect user into a 50-50 of whether to use Ice Beam and give Gyarados the chance to set up or Thunderbolt and heal Thundurus-T and give it a free switch in. Be wary of trying to pivot out with Volt Switchif the opponent is a Steel team with Excadrill however. Genesect also can't make use of Download against either Tornadus-T or Thundurus-T, as their Special Defense is naturally higher than their Defense, meaning it gets a largely useless Attack boost, meaning Thundurus-T can cause it decent damage with Volt Switch or Thunderbolt if it's running it, and Tornadus-T can Knock Off it's Choice Scarf while taking a Thunderbolt/Ice Beam, and then cause good damage with Hurricane the turn after when it outspeeds. Mega Charizard X cannot be KOed by even +1 Ice Beam after Stealth Rock, while it KOes 4 times over with Flare Blitz. Mega Charizard can also deal with the Physically based Shift Gear sets relatively easily. Again Specially defensive Articuno gets a mention for being able to able to switch into any move from full health (even +1 Thunderbolt maxes out at 53%, a 3HKO after Leftovers) however it can't really do much other than Heal Bell any status on your team unless it's running Hurricane.

Good Team-mates

Skarmory - Able to switch in on most physical attackers, offers reliable Defog and Stealth Rock support.

Articuno - While it adds another Stealth Rock weakness, it is able to switch in on most Special Attackers that give this core trouble.

Dragonite - Able to help the mega by either smashing through walls or by helping wear down common checks.


Balanced Core (Bug)


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation

OR

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz / Thunder Wave
- Energy Ball / Thunder Wave

+

Forretress @ Leftovers / Red Card
Ability: Sturdy
EVs: 248 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Volt Switch / Toxic

OR

Armaldo @ Assault Vest / Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Rock Blast / Rock Slide / Stone Edge
- Earthquake
- X-Scissor / Stealth Rock

Note: If running Leftovers on Armaldo, run an EV spread of 252 HP / 252 Def / 4 SpD and Stealth Rock in the last slot.

Explanation
This core provides the support that makes Bug teams much more threatening than they would normally be, with Galvantula / Shuckle providing Sticky Web support that gives a vital speed advantage over grounded threats while Forretress / Armaldo provides hazard control with Stealth Rock and Rapid Spin.

How to Use
Generally you should try and get hazards down as quickly as possible, while using Forretress to keep opposing hazards away. If you spot the opponent has no defogger/spinner, such as Fire teams without Torkoal, you should aim to get them down right off the bat. Against teams with dedicated hazard control, such as Tentacruel or Skarmory, you should aim to be more conservative and remove or weaken these to the point where they will be afraid to come in to prevent you laying them. Remember, there is no worse situation to be in than to have lost both hazard setters and your opponent to then remove them at little costs, you need to use them effectively to really punish the opponent.

Support
Generally you don't need much support, as this is supposed to provide the support for the team. However both hazard setters appreciate the offensive teammates that love to take advantage of the hazards, as they can often pressure opposing defoggers and draw them out. For example if you send out Mega Pinsir against a Flying or Electric team, they are almost guaranteed to respond by sending in Skarmory or Zapdos respectively, Pinsir's biggest counters, so by utilizing a double switch you can often put these pokemon in a sticky spot.

Picking who to use
Sticky Webs: The main choice here is whether you want a bulkier and arguably more reliable webber in Shuckle, or a more offensive presence in Galvantula with it's Thunder. Shuckle possesses the bulk to be able to set up webs several times a game whereas Galvantula tends to be able only to set up once. However remember that Shuckle is set-up bait.

Rapid Spinner: Again the choice is bulk vs offensive presence. Armaldo offers nice coverage with EdgeQuake, while Forretress provides a superior defensive typing and the ability to switch into several threats that give Bug trouble, such as Choice Scarf Terrakion, and set Rocks or Rapid Spin. A nice perk to using Armaldo is that it isn't useless against Fire, whereas Forretress really struggles in this matchup due to the 4x weakness.

Weaknesses
Bulky Hazard Removal: The likes of Skarmory and Tentacruel are a nightmare for this core, as with just one turn they can undo all the hard work laying hazards. This is why the choice of offensive teammates is important, as you should aim to keep pressure up so that they cannot get the free turn to remove the hazards. Genesect in particular does this well, able to keep momentum with U-Turn or fire off the powerful attacks that scare these pokemon away.

Opposing Hazards: This core hates other hazards, as it means it breaks study and sashes, and also the residual damage can prevent a clutch layer of hazards being laid down. In particular Stealth Rock is troublesome, but it's very difficult to patch this, as Bug teams are by their very nature weak to Stealth Rock. Your best bet here is to try and predict opposing leads and keep up the pressure and prevent opposing hazards, or failing that, evaluate when you might get opportunities to spin eg. if you see a Heracross on the opposing team, that gives Forretress a chance to spin etc.

Good Teammates

Genesect - Fantastic at keeping momentum and racking up hazards damage, appreciates the support from the core on it's side of the field too.

Mega Pinsir / Mega Heracross - Both take advantage of the hazards to be able to fire off their insanely strong attacks, and can also provide the offensive support to foil defoggers.


Also if we're reserving cores, I reserve Genesect / Mega-Pinsir / Heracross for an offensive Bug core.
 
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scpinion

Life > Monotype... unfortunately :)
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Yeah, if you want to reserve something, go ahead! Having multiple cores of the same type/style is fine as well. For instance, we already have a couple Offensive Flying cores that will be migrating to this thread over the next week.
 

scpinion

Life > Monotype... unfortunately :)
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dolphindude14

Banned deucer.
Bulky Offensive Core for Psychic
I was asked by Scpinion to write this so i am and dont get salty and shit
Now the core of bulky Offensive is not actually offensive except for megacham which is not bulky. The point of Bulky Psychic is having 2 solid defensive Pokes and a fast powerful pokemon that can sweep without setup. Then u have 3 Pokes that are bulky and can attack and really be an offensive Presence.
Mega Medicham

Medicham @ Medichamite (obvs)
Ability: Pure Swag (power)
EVs 252 Speed, 252 Attk, 4 Hp (or any other defensive stat its optional and realy pointless)
Jolly Nature
High Jump Kick
Fake out
Bullet Punch
Ice Punch
Mew

Mew Leftovers
abillity: Synchronise
EVs 252 sp def, 252 HP, 4 Speed (I'd Recomend and Do myself run more speed than this but it is a secret combo of EV's that i use but i definitely recomend more speed)
Calm Nature
Heal Bell
Will o Wisp
Stealth Rock
Taunt
Slowbro (Slowhoe :D)

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs 252 HP, 252 Def, 4 Sp Def (i'd recomend more Sp Def EV's but once again that is all preference)
Bold Nature
Calm Mind
Scald
Flamethrower
Slack Off

Intro
Psychic is known for being bulky and well generic and stuff. My team does have generic pokes but i run unique sets along with my generic core. Of course u can use this core and go in the complete generic route but for bulky offensive this is the core that saves ur ass. My other 3 pokes are Victini, Metagross, and Meloeta. u can interchange a lot in there while keeping the bulk theme

How to use this swagmazing Team?
Make sure u have a good knowledge of the metagame first, cuz u do need to have a decent amount of pretty basic predicts to use this team well. On most occasions lead with mew and depending on the opposing lead u want to either set up rocks, taunt, or will-o. if its a dangerous physical attaacking lead like Garchomp or Ttar id recomend Will-0-wisp. if the opposing lead is a hazard setter like Skarmory u want to taunt. If the opposing lead is a special atacker that isnt a big threat to mew like Thundy-T or Goodra go ahead and get ur rocks up. This team relies a lot on residual damage to set up easy fake out/BP KO's, so make sure u can abuse ur rocks,willo's, and Rocky Helmet. and then u get to the Bulk Portion. the Metagross, Meloetta, and Victini. My Metagross is Max Def Max HP 4atk, Impish, and Weakness Policy. its attack stat is so big it doesnt need the EV's and once u get that WP boost u can rape shit. Victini is the special variation with Assault Vest. its timid max spA max Speed and assvest wierd combo right? well while its not like super super bullky, it can live a decent amount of SpA and surprises many people with it not being choiced allowing u to be creative with ur predicts and movesets. and last is the SpDef Bulky Lord of life, the Stripper, Meloetta. it has an ass vest, is modest 252SPA 252HP and can tank shit and then kill it. all u have to do is analyze ur opponents team and then switch to the bulk that takes the situation best.

Checks/Counters

Sub CM Keldeo:
This mofo will shit on u if u arent careful. As u may have noticed this team lacks anything above 100 Speed, therefore it can be outsped and if a sub cm keldeo gets set up, ur outsped and have nothing that can live anything if it gets set up with its combo of surf and secret sword. now if u see that keldeo has lefties or believe this person will try to set up the Sub and CM on u, depending where ur at continue atacking it or get to meloetta ASAP. Meloetta can live 1 +1 secret Sword depending on EV's and etc but usually it can so if u can get sub down and get mel out u can probs kill it with psychic or psyshock if it gets past that, ur main hope is then slowbro CM war but with secret sword its tough for slowbro to win the war

Bug Teams Specifically Bulky Volcarona
get Rocks up ASAP and dont let them spin it away. if the opposing bug team's spinner is forretress make sure ur victini is out when it can out, this can mean predicting or making sure the previous poke of urs to kill something is Victini. Thats the best way to kill volcarona, is half its HP from the bat. if its not Defensive EV'd then Ass Vest Victini Tanks it well and can do up to 50% with Psyshock.

Mega Charizard X
When Zard x comes in on mew, knowing ur too slow to Taunt it, it gonna Ddance. I usually switch to Metagross on the turn that it sets up Ddance. if it has EQ it will use it and u will live by like 30% and then kill it with EQ. if it has flare blitz and uses it, u will die but a large amount of its hp wil be gone and u can clean up. if it uses fire punch u can possibly live depending on the Roll u get and then u can kil it with eq. Another thing is same as above, u want it to come in on the Stealth rocks and lose 50% off the bat.

Good Partners
Meloetta (ass vest)
Victini (assvest, Specialtini)
Metagross (max def)

http://replay.pokemonshowdown.com/frost-oumonotype-1012241 this is one of few replays i actually have saved and bookmarked, but feel free to search REV Dolphin, ERA R2D2, AM Dolphindude14, or PK-Dolphin, or even AM GL Dolph and see lots of replays of me using this team
 
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thanks ugly god
is a Tiering Contributor Alumnus
Defensive Core (Dark)





(there are many viable Tyranitar sets)
Tyranitar @ Leftovers/Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Stealth Rock
- Stone Edge
- Flamethrower/Fire blast
- Earthquake/Crunch/Ice beam

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Foul Play
- Roost
- Brave Bird/Whirlwind/Toxic
- Defog


Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off/Foul Play


Introduction
Dark is one of the best types in the metagame as of right now, and there is a good reason why. Many consider dark to be the "anti - meta" type as this defensive core and dark's offensive core allows it to easily dispatch of the overused types of flying, steel, and psychic.
How to use:
This core is fairy simple: wall everything with Mandibuzz. If there are strong electric type or ice type attacks aimed at Mandibuzz, Tyranitar will easily eat them up and set up stealth rocks. If there is a physical attacker that is just too strong, cripple it with Sableye and then continue walling with Mandibuzz. There are many types that are simply unable to break this core.
Good Partners:
  • Greninja
  • Bisharp
  • Hydreigon
  • Zoroark
  • Drapion
  • Umbreon
  • Honchkrow

Fairy type moves:
This core is unfortunately weak to fairy-type attacks and there is not much it can do about it.
How to play around: Bisharp is your best friend vs most fairy types, you can also use Drapion if you feel so inclined. Sableye can also cripple physical threats.

Keldeo
: Keldeo's strong stabs destroy this core.
How to play around: Greninja's extrasensory, Scarf Hydreigon's draco meteor, sacrificing Mandibuzz for a brave bird.

Terrakion: Terrakion's strong stabs destroy this core.
How to play around: Get a burn off with sableye, greninja can kill it if it isnt scarfed, and it can be played around if it is scarfed.

Conkeldurr: Conkeldurr does not mind the burn and as a result is a threat to dark teams.
How to play around: Stall it with Mandibuzz, or you can use Honchkrow to kill it with brave bird.
 
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Defensive Core (Electric)






Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
- Discharge/Thunderbolt
- Roost
- Defog
- Toxic/Heat Wave




Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest



Introduction: The electric monotype has unfortunately struggled in the monotype metagame due to the severe lack of viable electric types. They are blessed, however, in that they have 2 amazing defensive Pokemon that shine even in the Overused tier.

How To Use: Zapdos is your physically defensive defogger and your main Medicham-Mega check, since nothing else in an Electric-monotype can take a High Jump Kick+Zen Headbutt from a base 100 Attack Stat, paired with Huge Power. (cough)
252 Atk Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Zapdos: 127-151 (33 - 39.3%) -- 10.1% chance to 3HKO after Leftovers recovery
Rotom-Wash is your specially defensive wall. It can hit Ground types hard, and can switch into Sand Rush Excadrill. It can also use Will-O-Wisp to neuter Physical Attackers that try to switch in on it. It mitigates Electric's EdgeQuake weakness with its ability levitate. It can easily take ice type and electric type attacks aimed at zapdos.

Good Partners:
  • Prankster Thundurus-Incarnate
  • Electivire
  • Eelektross
  • Magnezone


Gravity: Earthquakes under gravity will absolutely destroy all of electric including this core. The most common offender of using this move is Landorus-Incarnate.
How to play around: Your best bet after it uses gravity is to sacrifice something and go into a revenge killer such as hidden power ice raikou or thundurus or scarfed hidden power ice magnezone and try to stall out the turns as soon as possible

Mega Charizard (X and Y)
X:
Electric has a very rough time with mega charizard x and if it sets up a dragon dance, it will be very tough to come out on top.
How to play around: Your best bet is to paralyze it with prankster thunder wave from thundurus-incarnate and then deal with it with an earthquake from electivire.
Y: Charizard Y also happens to destroy this core, as sun boosted flamethrower and solarbeam will kill zapdos and rotom-wash, respectively
How to play around: Charizard-Y isnt as much of a threat because it is weak to your main stab, so weakening it with your other Pokemon and killing it is generally the best way to go.
 
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Offensive Core (Ground)




Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide/ Whirlwind/ Toxic



Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature/ Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance



Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Psychic/Gravity
- Focus Blast
- Sludge Wave

Introduction:
This core is one of the best offensive cores Ground has access to. Hippowdon provides Sandstorm so a Life Orb Excadrill can punch a big hole in the opposing team, or possibly sweep. Landorus-Incarnate makes it so that dedicated Physical Walls don't wall this core to hell and back. Landorus-Incarnate can provide Gravity support so Excadrill sweeps can be a lot easier. If you don't want to run Gravity, you can run Psychic to hit things like Gengar and Weezing, specifically Weezing, since it can wall non-Mold Breaker Excadrill really well.

252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Weezing: 122-146 (36.5 - 43.7%) -- 99.5% chance to 3HKO after Black Sludge recovery
252 Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Weezing: 110-133 (32.9 - 39.8%) -- 17.9% chance to 3HKO after Black Sludge recovery

Hippowdon not only puts up the ever-so-useful Sandstorm, but it also sets up Stealth Rock, to exert even more pressure onto the opponent.

How to use: Simple: set sand, sweep with Excadrill, wallbreak with Landorus.

Good partners:
  • Gastrodon, he serves as a pivot into Water-moves like Aqua Jet, and can switch into Ice Beam with ease. Can also switch into non-Hidden Power [Grass] Choice Scarf Kyurem-white.
  • Mamoswine, Mamoswine can threaten Flying-monotypes and opposing Ground-monotypes with Life Orb Ice Shards, and he serves as a reliable Priority user.
  • Garchomp/Garchomp-mega, serves as a powerful Wall Breaker with Swords Dance. Sand Force makes a +2 Stone Edge do a decent amount of damage to Skarmory. You can also run a Mixed Set with Fire Blast to hit Skarmory right off the bat.
  • Nidoking, provides Bolt Beam coverage to hit Flying-monotypes and a variety of other Monotypes. Sludge Wave is a good way to do hella damage to Fairy Monotypes in combination with Excadrill.


Weezing -
Weezing is a slight threat to this core, as it can spread burns and switch into Excadrill and Hippowdon with apparent ease.
How to defeat it?: Weezing isn't that much of a threat to people that run Gravity Landorus-Incarnate. Psychic Landorus-Incarnate is a good check too, but beware of switches, especially switches into Air Balloon Ice Fang Drapion. Weezing isn't that much of a threat to Landorus, but it is going to be a nuisance with all of the burn spreading and pain splitting.

Skarmory -
Skarmory is a threat to the main Pokemon of this core; Excadrill. Skarmory can easily switch into Excadrill and pretty much take ~20% from any move Excadrill throws at it. It can also easily set Stealth Rock on Excadrill, and it can also Brave Bird your Landorus-Incarnate on the switch.
How to defeat it?: Gravity Landorus-Incarnate makes slight work of Skarmory. Skarmory is pretty much Gravity set-up bait when Landorus-Incarnate is on the field. From there, you pretty much have an opportunity to sweep. If Landorus-Incarnate somehow dies, fishing for Scald burns with Gastrodon is your best bet.

Greninja - Greninja pretty much gets a free kill if Sandstorm is not up. Grass Knot Greninja has an opportunity to sweep your team if Hippowdon is dead.
How to defeat it?: You just have to hope you can kill it with Sand Rush Excadrill. If it kills one of your Pokemon with Grass Knot, Mamoswine can check it with Ice Shard.

Gyarados-Mega - Gyarados-mega CAN and WILL sweep this core, scratch that, your entire team, if you play around it incorrectly. One or two Dragon Dances can clean your team. Since Mold Breaker goes through Storm Drain, Gastrodon is perfect set-up bait for Substitute or Ice Fang/Waterfall/Earthquake/Dragon Dance Gyaradoses to sweep you. Regular Gyarados is no different; +2 Earthquakes aren't something Gastrodon wants to eat up.
How to defeat it?: Of course, you can continuously pivot into Hippowdon when you see a Gyarados, but Hippowdon isn't going to be switching into +1 Waterfalls all day. But in the times Hippowdon can switch in, you can just Roar Gyarados off of the field, and hope to wear him down with Protect+Stealth Rock+Sandstorm damage. Also, if the Gyarados user tries to set up too early, Gyarados won't be too much of a problem. Also, Sand Rush Excadrill outspeeds +2 Speed Gyarados in Sand.
 
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Balanced Core (Fire)





Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast/Flamethrower
- Solar Beam
- Focus Blast
- Roost/Defog


Torkoal @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Rapid Spin
- Lava Plume
- Stealth Rock
- Yawn


Victini @ Assault Vest
Ability: Victory Star
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Blue Flare
- Psychic/Psyshock
- Thunderbolt/Energy Ball
- Glaciate/Hidden Power Ice


Introduction: Most fire teams are known to be hyper-offensive, but I personally use a more balanced type of fire team. This fire team can surprisingly wall a good number of things despite the stealth rock weakness.

How to use: Your usual lead with be Charizard to set up the sun to alleviate your water weakness. From here, you can choose to attempt sweeps with your other Pokemon, or switch to the respective wall to sponge hits in a pinch, Victini being specially defensive, Torkoal being physically defensive, and Charizard being naturally bulky with the added drought.

Partners:
  • Heatran
  • Arcanine
  • Darmanitan
  • Rotom-Heat
  • Ninetales
  • Entei
  • Infernape

Strong Water-type attacks that 2HKO Charizard - These can be a threat to this core, for example choice-specs Keldeo.

How to play around: Charizard can usually take any special water move in the sun, even specs keldeo, and respond with a SE Solarbeam. Victini can also survive these hits, and respond with the coverage move of choice.
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 8 SpD Assault Vest Victini in Sun: 176-210 (43.6 - 52.1%) -- 11.3% chance to 2HKO

Scarfed Stone Edge (Heracross, Terrakion) - Stone edge is another big threat to this core.

How to play around: Physically defensive Heatran, scarfed Rotom-heat (for heracross), scarfed darmanitan (for heracross) can usually kill Heracross without sticky webs. Torkoal can take an unboosted stone edge from Heracross. Heatran and defensive Arcanine can take Terrakion's stone edge moderately well, just short of being a 2HKO, and can burn it.
 
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Defensive Core (Poison)




Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 240 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire



Weezing @ Black Sludge
Ability: Levitate\
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Fire Blast
- Sludge Bomb / Toxic Spikes



Drapion @ Assault Vest
Ability: Battle Armor
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Earthquake
- Poison jab


Explanation: Poison is easily one of the more underrated types in the monotype metagame; they may not have those super hard-hitting Pokemon, but they do have an amazing defensive core. Mega-Venusaur by itself is already amazing in terms of walling potential in monotype, but this core compliment's Venusaur's weaknesses: Drapion is immune to the strong psychic-type attacks aimed at Venusaur, and Weezing can easily eat the Brave Birds also aimed at Venusaur. Weezing can also support through the use of Will-o-Wisp and toxic spikes to help wear the opposing team down. Drapion can pursuit trap pesky Psychic-Type Pokemon that threaten this core.

A few calcs of this core's walling potential;

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 232 HP / 240+ SpD Mega Venusaur: 146-173 (40.6 - 48.1%) -- guaranteed 3HKO

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 252+ SpD Assault Vest Drapion: 133-157 (38.7 - 45.7%) -- guaranteed 3HKO

252+ SpA Meloetta Hyper Voice vs. 248 HP / 252+ SpD Assault Vest Drapion: 93-111 (27.1 - 32.3%) -- guaranteed 4HKO

252 Atk Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Weezing: 204-242 (61 - 72.4%) -- guaranteed 2HKO after Black Sludge recovery

Good Partners
  • Nidoking
  • Nidoqueen
  • Crobat
  • Gengar
  • Scolipede
  • Tentacruel
  • Roserade


Excadrill - Excadrill's Mold Breaker Earthquake can easily ohko drapion and 2hko Venusaur and Weezing
How to play around: Scarfed Gengar Focus blast or destiny bond, having a flying type for mindgames such as crobat, weezing can take one hit and burn it.

Landorus - Earth power + psychic can break this core.
How to play around: Scarfed Nidoking ice beam, Gengar hidden power ice, Drapion can survive on earth power as a last ditch effort.

Mega-Medicham - High Jump Kick + Psycho Cut
How to play around: Weezing can take a hit and burn it (252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Weezing: 278-330 (83.2 - 98.8%) -- guaranteed 2HKO after Black Sludge recover), Gengar can outspeed and OHKO, Drapion can live a HJK and heavily damage it,
 
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Defensive Core (Flying)





Skarmory @ Leftovers / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Whirlwind
- Stealth Rock
- Brave Bird

AND

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Thunderbolt / Discharge
- Roost
- Defog
- Heat Wave / Toxic

AND/OR


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Roost
- Air Slash
- Thunder Wave
- Heal Bell / Defog

Introduction: Here it is, one of the most infamous and one of the most effective defensive cores in the Monotype Metagame. Skarmory by itself is one of the best physical walls in the game, only being taken down physically by a strong STAB super effective move. Zapdos can easily defog away hazards and take special based moves, as well can Togekiss, along with controlling speed and healing status.

How to use: This core is pretty straightforward and well known so I'll keep this short; keep stealth rock off the field with Zapdos, using it as your specially defensive wall (and Togekiss if you use it) , and Skarmory as your physically defensive wall. Keep up offensive pressure to keep stealth rock off the field, using your sweeper of choice.
Good Partners:
  • Charizard x
  • Gyarados
  • Dragonite
  • Landorus-Therian
  • Thundurus-Therian
  • Basically every flying type Pokemon in OU


Mixed Attackers
: As the flying core's walls are generally weak on the defensive stat that they are not invested in, mixed attacks can pick apart the core by attacking on the respective attacking stat.

How to play around: This will have to be played around through the other Pokemon on your flying team.

Greninja, or any pokemon with a strong STAB Ice beam can 2HKO all three members of this core.

How to play around: Togekiss and Zapdos can take one ice beam, with Togekiss being able to paralyze it and Zapdos being able to OHKO with Heat Wave after prior damage (doing around 77-91%)(Thanks Zewwok). Specially defensive Charizard x and Articuno can also replace Togekiss to sponge ice attacks better.

Mega-Medicham breaks every monotype core :s

How to play around: Your other teammates should be able to deal with Mega-Medicham, such as Landorus-Incarnate, choice scarfed Landorus-Therian, Staraptor, etc, etc.
 
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Balanced Core (Ghost)




Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk


Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Recover
- Will-O-Wisp
- Taunt
- Foul Play


Aegislash @ Leftovers
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- King's Shield
- Shadow Sneak
- Swords Dance
- Sacred Sword

OR

Aegislash @ Weakness Policy
EVs: 252 HP / 12 Atk / 244 SpA
Quiet Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword


Introduction: Ghost is another underrated core, and one of my favorites. Here is a balanced core that combines offense with defense, which Aegislash actually quite literally epitomizes.

How to use: Sableye is an amazing Pokemon that is hard to deal with for many monotypes, and can stall many Pokemon to death. It is weak to some things, however, such as fairy-type moves, which Aegislash can happily take. Spiritomb can absorb status aimed at Sableye and Aegislash and it can also be a late game cleaner after its checks are taken care of. In many games you will find Sableye and Spiritomb able to shuffle around the opponent's team crippling and softening them leading up to a sweep with Aegislash. Hazards also pair well with this core, whether it be Froslass and spikes, or Golurk and stealth rocks. Be mindful of Spiritomb; be sure not to just start the match off by trying to boost and sweep with it. Use it like a Suicune; the Smogon set for it is does happen to be called CroTomb for a reason, :).

Good partners:
  • Chandelure
  • Jellicent
  • Golurk
  • Froslass
  • Banette
  • Gourgeist
  • Cofagrigus
  • Dusclops




Charizard y's STAB boosted, sun boosted fire blast will easily decimate all 3 members of this core with ease, not to mention they cannot retaliate with anything either.
How to play around: You will have to deal with Charizard with the other members of your team, Chandelure with flash fire does a nice job taking all of Charizard's common coverage moves and hits it neutrally with Shadow ball.

Charizard x can easily set up on Spiritomb, and can OHKO Sableye and Aegislash with Flare Blitz.
How to play around: Mindgames with King's shield can help soften Charizard for spiritomb to handle. Mega Banette can hit it hard and finish it off with priority, or it can cripple it with Thunder Wave or have it kill itself with Destiny Bond.

Strong Dark-type moves can 2HKO all 3 members of this core and also every ghost Pokemon in the game, as unfortunately there is nothing that is both neutral to dark type moves and has high defense stats.
How to play around: Usually the case is kill it before it kills you. Scarf Chandelure can kill Greninja, for example. In other cases there is some hope, for example Sableye can burn things like Bisharp.
 
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Grass - Offensive Core


Breloom @ Focus Sash / Life Orb
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant / Jolly Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed / Rock Tomb


Shaymin-Sky @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Air Slash
- Seed Flare
- Earth Power
- Hidden Power Fire

Introduction

This core is simple, they both break down each other's counters making sweeps happen much easier. Breloom cripples slower threats and Mach Punch decimates Chansey / Blissey who are Skymin's best counters. Skymin on the other hand beats common Breloom counters such as Aegislash and Skarmory with a combination of HP Fire and Earth Power.

How to use

If you see a bulkier team, then lead with Breloom so you can cripple something with Spore. Adamant / Life Orb is for more power while Jolly / Focus Sash lets you put stuff to sleep easier. Unfortunately, Grass has no viable Defogger making it hard to keep Breloom's sash intact. Also, since they're frail, make sure you bring it in safely (and not on some status move) to maximize its potential.

Threats


- Fast Ice Sharders such as Weavile and Mamoswine can outspeed Breloom's Mach Punch and KO both mons in a single hit.


- Bulky Flying types are a pain to deal with if you don't carry Rock Tomb on Breloom.


- Healthy scarves are also a problem since they live a Mach Punch and Skymin will get surprise killed.

Good Teammates


Ferrothorn and Mega-Venusaur

Ferrothorn and Mega-Venusaur are great teammates since they have to bulk to live hits from everything above. They both take neutral damage from Ice Attacks, and they can live at least one hit from a scarfed mon as long as it isn't Super Effective. Venusaur has reliable recovery (8PP tho) and Ferrothorn has Leech Seed. Ferrothorn also gets Stealth Rock to prevent Flying types from switching too much.


Rotom-Mow

This is an offensive teammate. As the only mon that gets Volt Switch, it's valuable to the core since it maintains offensive pressure and can bring Skymin or Breloom in safely. Thunderbolt does a fair amount of damage to Flying types, and HP Ice wrecks unsuspecting Dragons. Leaf Storm is an option since it hits Mamoswine for Super Effective Damage. Trick is always good for setup mons like Cosmic Power Clefable.


Shiftry

Although it may seem weird to add this mon, Shiftry has access to Defog. It has horrible stats making it hard to switch in. However, it's immune to Psychic moves which is pretty good when 2 of your best mons are weak to Psychic attacks. (Breloom and Venusaur) Shiftry has Fake Out, Knock Off, and Sucker Punch which let it pull some weight on the team. Knock Off removes Leftovers on things like Skarmory and Heatran. Sucker Punch prevents faster things like Latios from killing it first turn. This mon is hard to use, but w/ practice it'll actually start to be useful.
 
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scpinion

Life > Monotype... unfortunately :)
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Balanced Core (Psychic):


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 220 SpD / 36 Spe
Careful Nature
- Body Slam
- Iron Head
- Wish
- Protect/Stealth Rock


Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
- Giga Drain/Energy Ball
- Thunder Wave
- Perish Song/Recover
- Heal Bell/Healing Wish


Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Thunder Punch

Usage Tips: Mega-Medicham is one of the biggest threats in the monotype metagame. When played correctly, it can break many of the most fearsome cores found in this thread. However, Mega-Medi does not appreciate fast attackers that can net KO's before it gets a chance to decimate the opposing team. This core is designed to support Medicham by spreading paralysis to slow down fast threats, while accumulating damage on bulky 'mons to put them in range of a fake out + one attack KO. It also allows Medicham to come in throughout the match and help spread damage without fear of accumulating damage/status through support moves such as Wish, Heal Bell and Healing Wish. Medi gets pseudo-BoltBeam coverage with the elemental punches, while Jirachi can abuse ParaFlinch (further continuing the theme of utilizing paralysis).

Celebi and Jirachi are under-used 'mons on psychic teams, but pair well to form a strong specially defensive core. They don't like fire moves; however, psychic teams have a number of options that will shrug off fire coverage attacks without trouble. That being said, the general theme of spreading paralysis to enable a Medicham sweep may be implemented with almost every bulky psychic type. Also, the same theme can be implemented with Mega-Gardevoir as the sweeper. Overall, this core provides a fun play-style that breaks the monotony of generic Psychic teams, but will probably not be as generally useful as the generic psychic core. However, if played well, it can win against top tier players.

Threats: This core is threatened by many attacking cores and requires defensive support from the rest of the team to function effectively. Luckily, Psychic teams are well equipped to provide the needed support. Attacking threats of particular note are powerful, physically-based dark attacks (Knock Off, Sucker Punch) and Landorus-I, especially if it runs poison coverage or Knock Off, opposed to Gravity (its faster than Medi, Celebi can't para, and Jirachi is OHKO'd by Earth Power). The core also appreciates a hazard-setter to help accumulate damage, and hazard control to aid with switching.

Good Partners: Slowbro or Deoxys-D make excellent physically defensive walls. Slowbro is able to tank an earth power from Lando-I and kill w/ ice beam if needed. A lead Deoxys-S can provide the hazard support, and control, this core needs to thrive. Finally, a fast special attacker to accompany Medicham is useful. Something like scarf Gardevoir or Alakazam can work well. I would not recommend Cresselia or else you get 100+ turn battles like the 2nd replay below. xD

Replays (unfortunately, I do not have one showing off the paralysis theme x_x)
http://replay.pokemonshowdown.com/oumonotype-154524667 (perhaps my favorite battle from my time on PS!)
http://replay.pokemonshowdown.com/oumonotype-154528304(warning: its a long battle…you may want to skip to turn 90 after the first 20 or so)
 
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Normal Defensive Core


Chansey @Eviolite
Ability: Natural Cure
EVs: 252 Def/128 SpD/128HP
Bold Nature
- Wish
- Thunder Wave/Toxic
- Counter/Seismic Toss
- Protect/Stealth Rocks


Porygon2 @Eviolite
Ability: Trace
EVs: 252 Def/252 HP/4 SpD
Bold Nature
- Recover
- Thunder Wave/Toxic
- Psyshock/Psychic
- Tri-Attack

Staraptor Leftovers
Ability: Intimidate
EVs: 252 HP/128 Def/128 Speed
Impish Nature
- Brave Bird
- Defog/Feather Dance
- Roost
- U-turn

How to Use: Normal Monotypes have access to some of the best walls in the game, namely Porygon2 and Chansey. The Eviolite Twins alone make a fiercesome defensive core, able to switch into almost any offensive threat and protect other members of the team. But both of them can be taken down with boosted, banded, or STAB fighting-type attacks. Staraptor, with it's speed and ability, intimidate, can cripple a physical fighting type pokemon and force a switch, then using U-turn for momentum. Brave Bird will take out most fighting types in the meta even without reckless, and Staraptor provides additional support via Defog or possibly Tailwind. Beyond this, Chansey can fully heal almost any other pokemon via wish passing due to it's enormous HP stat. And both Chansey and Porygon2 have access to paralyze support and toxistall.

Threats: Fighting types are the main threat to this core. Mega-Medicham's High Jump Kicks will blow through all Porygon2 and Chansey in one blow, and 2HKO Staraptor. Keldeo's Secret Sword will 2HKO Chansey and Porygon2 as well. Staraptor's bulk, intimidate, and reliable recovery are what will ward off these threats, but even with that support this core struggles to deal with popular fighting types in the meta.

Good Partners:
-Eviolite Staravia
-Assvest Meloetta
 
Balanced Water Core


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
- Volt Switch
- Scald
- Thunder Wave
- Heal Bell/Ice Beam



Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 100 Def / 140 SpD / 16 Spe
Bold Nature
- Acid Spray
- Scald
- Rapid Spin
- Toxic Spikes

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Waterfall
- Ice Fang/Substitute


Usage Tips
This core plays off of Gyarados' 4x Electric Weakness and Lanturn's Electric Immunity. Gyarados also gives a ground Immunity for both Tentacruel and Lanturn until it Mega Evolves which, you should only do if your trying to get off a sweep. Tentacruel allows Gyarados to easily beat Mega Venusaur that don't have Curse. Lanturn allows for a slow Volt Switch into Gyarados as well as, providing free Status Cure. The crucial move is when you Mega-Evolve and how you play Lanturn so, if you lose either of those pokes early this core is usually lacking a pivot or defensive synergy or any offense. If you play properly with this core and get your timing right you will only have a few troubles.

Threats to this Core
Zapdos is a big threat as it will completely wall Gyarados and Lanturn. Tentacruel can lower it's SDef but it can always just switch.
Choice Scarf Kyurem Black can be a problem as it can outside and deal a huge amount to all them.
Mega-Venusaur can be are a real problem if it's Curse. Curse set gives me nightmares ;-;
Mew and other Bulky Psychics that get Grass or Electric Coverage can hurt this core.
Most bulky Pokemon like Goodra, Skarmory (If Lanturn is gone) and, other bulky Pokemon.

Teammates
Physical Greninja can help remove Mega-Venusaurs and Kabutops can remove Zapdos and Kyurem Black if it is raining. Choice Band Azumarill can remove Psychic threats with Knock Off and Lanturn can assist with paralyzing them. Slowbro can help taking physical hits as Lanturn and Tentacruel are both special walls.

If you find anymore threats pm me
Edit: Forgot EVs on Lanturn
 
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Steel - Defensive Core
aka the Immunity Core


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball / Power Whip
- Protect
- Spikes / Power Whip



Skarmory @ Rocky Helmet / Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Defog / Brave Bird
- Stealth Rock / Spikes
- Whirlwind


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Earth Power / Toxic
- Stealth Rock / Protect
- Roar

Optional


Doublade @ Eviolite
Ability: No Guard
EVs: 168 HP / 252 Atk / 88 Def
Brave Nature
IVs: 0 Spe
- Shadow Sneak
- Swords Dance
- Gyro Ball
- Toxic / Iron Defense

or


Jirachi @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Protect / Hidden Power Fire
- Calm Mind
- Psyshock

Introduction:

Even before the introduction of Aegislash, Steel was a defensive threat to be taken seriously. Although it lost its resistance with Dark and Ghost moves, it has gained a lot more than it lost. Since Aegislash got banned, you have to use Doublade or Jirachi. With Doublade (instead of Jirachi) this core resists a total of 17 types. Only Dark moves can attack this core without something resisting it, and even the strongest moves are kept in check by some of these Pokemon. If you want something more versatile (or haxier) you can try Jirachi. It loses its immunity to Fighting, but it gains more balanced stats, Wish, Calm Mind, and a plethora of other moves. Either way, this is truly the definition of a core.

How to use:

This core is extremely easy to use from 1000 all the way to the top of the ladder (Perfect for beginners). Basically, you just switch into the appropriate counter, set up hazards / status before spamming moves like Protect and Roost. Steel is lucky enough to have access to reliable hazard control in the name of Defog (Skarmory). Steel also gets access to Spikes / Stealth Rock (Both for Ferrothorn / Skarmory and Stealth Rock for Jirachi / Heatran). With practice, you can easily stall your way to victory!

Checks / Counters:

No core is perfect, and unfortunately this includes this one (Although it came pretty close to perfect with Aegislash) Below, I have listed what counters / checks it, and if Steel has a reliable answer to it.

Landorus-I: Needless to say, this is the biggest threat. Focus Blast 1HKOs everything but Jirachi and Doublade but they are 1-2HKOed by Earth Power. The worst thing is that it’s immune to Thunder Wave from Jirachi so it’s extremely hard to cripple it.

How2 counter / check: I’m sorry, but there are none except Durant, and Genesect. However, they can’t switch into any of its moves so you’d have to sack something. Banded Scizor can pick off Lando at a decent amount of HP, but Hippodown / other Ground walls will easily take repeated punches so you’d need to predict

MixApe: Mixed Infernape’s a living hell for Stall, and this includes this core. Overheat succesfully 1HKOs everything bar Heatran but even that falls to a Life Orbed Close Combat. Doublade can’t do much but break its possible sash with Shadow Sneak before being killed by Overheat. Jirachi can live a single Overheat at full health. So yeah, this thing’s scary..

4 SpA Life Orb Infernape Overheat vs. 252 HP / 4 SpD Jirachi: 374-445 (92.5 - 110.1%) -- 56.3% chance to OHKO

How2 counter / check: This is mostly mindgames. I’d sack Ferrothorn (you’re going to be fighting Fire or Fighting anyways) since it’d be the least helpful before going into something that can kill it like Jirachi. A healthy scarfed Excadrill can tank a Life Orb Mach punch and kill it with EQ. If you nab the surprise kill, ever the better.

Gravity: Outside of Landorus-I this is extremely rare. However, it is almost fatal to Steel since Skarmory and Heatran lose their Flying / Balloon status.

How2 counter / check: Spam Protect and switch into a predicted move. (Skarmory vs Lando-I, Gravity has 5 turns. Skarm switches into Doublade to take the Focus Blast, there are 4 turns of Gravity left. Doublade switches right back into Skarm to take the Knock Off / Earth Power, there are 3 turns of Gravity left etc.)

Charizard-X with Earthquake: Without Earthquake Heatran easily walls this beast. However if it does have EQ it’ll kill Heatran, and pick off all of your other Pokemon one by one.

How2 counter / check: You can always bait the Eq by switching into Skarmory. Also, a protip is that if you see a Charizard switch into Heatran, chances are it has Earthquake. Balloon Empoleon can tank a Blitz and damage it with Torrent Scald, but it’s outclassed by Heatran / Skarmory in general. Thus making it a waste of space. If you’re extremely desperate, scarf Durant can often kill it if it decides to Dragon Dance.

Volcarona with HP Ground: I’m not joking when I say this is a threat. This is a threat. HP Ground variants can easily sweep through teams at +1 esp if Skarm’s Sturdy is broken. Specially Defensive variants of Jirachi can take a Fiery Dance and cripple it, otherwise it’ll be hard to take it down.

How2 counter / check: Once again, Scarf Durant’s a check if it decides to set up. But there’s no set counter for Volcarona other than getting Rocks up and pressuring it to switch in and out.

Good Partners:

To me, Durant seems to be a great check to a lot of these Pokemons. It can successfully outrun all of these Pokemon and come close to KOing (or KOing) it with a Life Orb move. Another good partner would be scarf Excadrill since it can hit through annoying threats like Rotom-W. It also has a nice immunity to Thunder Wave,



Durant @ Life Orb
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head (Mandatory for Nidoking and Landorus-I)
- Superpower / Rock Slide (Superpower for damaging Cobalion + Keldeo, Rock Slide for Fire Types such as Charizard and Infernape)
- X-Scissor (Mandatory for Slowbro and reliable STAB)



Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake (STAB and stuff)
- Iron Head (Fairies)
- Rock Slide (For those birds that are immune to EQ
- Rapid Spin / X-Scissor / Brick Break (Your choice)
 
Psychic Defensive Core

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Defog
- Roost
- Will-O-Wisp
- Stealth Rock

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Slack Off
- Scald

Gallade (M) @ Assault Vest
Ability: Justified
EVs: 252 HP / 252 SpD / 4 Spe
Adamant Nature
- Drain Punch
- Shadow Sneak
- Knock Off
- Rock Slide

or

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Shadow Ball
- Psyshock
- Thunderbolt
- Hyper Voice

Gallade vs Meloetta is really a debate of whether you want another physical poke or a special one. Gallade goes better with Mega-Garde and Mel with Mega-Cham
Advantages of Core with Gallade:
- Slowbro walls all physical attacks, and with ice beam can take down dragons
-Calm mind on the bro can turn the physical wall into an unstoppable force to be reckoned with
-Mew can take some hits to burn other physical foes, and take special hits with ease to either set-up rocks or defog hazards away
-Gallade takes dark hits with justified like a champ, and turn a disadvantage against dark to an advantage with one solid prediction
-Gallade can also take special hits in general like a champ, easily countering quiver volcaronas, chandelures and gengars
-Gallade can also recover health with drain punch

Disadvantages of Core with Gallade:
-Ghost attacks can run through team if meloetta does not serve another role, especially aegislash
-specs chandy and gengar cant be switched into and survive to land a knock off
-Unless it has ice punch, it'll struggle to kill landorus

Advantages of Core with Meloetta
-
Ghost immunity is huge for psychic
-Can switch into scarfed ghosts and shadow ball the switch in
-Special attacks do even less than against Gallade
-Serene Grace tbolt can hax people
-psyshock can hit specially defensive pokes

Disadvantages of Core with Meloetta
-
Weak against bug and dark, two major psychic weaknesses
- no recovery
- Can't switch into strong bug and dark special attacks

Major Threats Regardless of Special Wall
-Mega-Charizard X- if it has roost, you're in deep shit
-Mega-Gyarados- if its resttalk or sub/dance, you're in deep shit
-Genesect- short of victini, no psychic poke can really truly counter that crap
-Mega-Scizor- like char-x, if it has roost, you're in deep shit
-Chandelure- really this is only with gallade over meloetta
-Life Orb Bisharp- knock off will wreck even the bro
 
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