K so let's be real here and stop using that shitty generic Flying core. Let's be a little....creative. I'm a flying user so I had to look up what that word meant: resulting from originality of thought,expression,etc.;imaginative. But now I'm confused about this 'originality' and 'imaginative' ;n;
Anyway, here's a balanced (I think it's balanced, and not defensive....) core I've used to great success in Flying.
Charizard @ Charizardite X
Ability: Blaze => Tough Claws
EV's: 248 HP/ 228 SpDef/ 32 Spe
Careful Nature
-Will-o-Wisp
-Dragon Claw
-Flare Blitz
-Roost
Gyarados @ Leftovers
Ability: Intimidate
EV's: 248 HP/ 128 Def/ 128 SpDef
Careful Nature
-Dragon Dance/Thunder Wave
-Waterfall
-Rest
-Sleep Talk
Landorus-T @ Leftovers
Ability: Intimidate
EV's: 252 HP/ 252 Def/ 4 Atk
IV's: 29 Spe
Impish Nature
-Stealth Rock
-Earthquake
-Stone Edge/Rock Slide/Knock Off
-U-Turn
Explanation:
Ok, so before you nerds diss me for using a SpDef Char and DD Resttalk Gyara, go use it yourself before calling me a nub. If you use it well enough, then you'll realize that it's actually pretty good. Anyway, onto the core itself. SpDef Char is an amazing answer to so many things, such as Genesect and Thundurus, and even Kyu-W if you haven't M-Evolved yet, and they're not Specs (kinda shaky tho). Char takes any Electric attack or any HP Ice coming at Gyarados and Landorus. BoltBeam coverage? What's that? What's best is WoW. People think they can get up free Rocks with Lando or free setup with TTar, only to be met with a burn in the face. Not too much of a problem after that. Flare Blitz is for the sole reason of being able to 2HKO Clefable after a Knock Off, and have a chance at 2HKO'ing it if it still has Leftovers. Gyarados is actually a really good win condition, as long as you're not facing Electric and have gotten rid of the Electric coverage on the opposing team. Paras, Burns, and passive damage isn't doing too much to it with Rest. It's pretty much the physical variant of CroCune, and everyone knows how effective that is. It is a secondary check to Ice attacks, and also serves as the first check to Ground moves that threaten Zard X. Early-mid game, its best for dealing some damage to the other team with Waterfall, because a DD could just cost you a turn if they still have some good checks to Gyara. It could possibly lose you momentum against a prepared team. However, don't be afraid to sweep early game once say, a poke with Rock coverage has been eliminated, since it has the bulk to tank many hits and DD up against certain types, such as Fire. Just be cautious using this set. Finally, we have a standard Lando-T. Lando is the secondary check to Ground moves for Zard, and is also the sole check to Rock coverage on the core. Zard can burn before they setup (he has some decent speed), and Gyara can Waterfall, but they're not switching in on any day of the week. However, Lando-T is an amazing check to Rock and Ground moves, so it doesn't have to worry about much. He can also take Electric attackers lacking HP Ice for Gyarados. Sets up Rocks, which is great help for any team. It can also provide some momentum with U-Turn, or have the utility of Knocking Off items.
Gyarados set can be tweaked as necessary; I literally threw on EV's because I had no idea what to use. You'll notice the identical 128/128 split <.< Thunder Wave can be opted over DD for a more defensive approach, crippling threats such as M-Medi and Kyu-W instead of damaging them. I used that set in OU to great success, and I'm pretty sure it'll work out great in Monotype as well. Change EV's and moves as necessary for Gyara.
Threats:
Again, powerful mixed attackers pose a threat to this core. However, with the great typing and added bulk to this one, there are few that can actually break it. They are rare, but exist, such as mons like these:
Ok, not much in Flying is switching into these monsters regardless. Garchomp is taking a chunk off of anything with Draco Meteor, and can outright OHKO Gyarados and Charizard if it gets a free switch with Stone Edge. Its bulk is also a pain to deal with, as it takes several hits to eventually KO. Kyu-B is just a menace for Flying to face. Ice Beam and Fusion Bolt provide incredible strong coverage, and with a Dragon STAB, it can also KO Char X, and thus makes itself a pain to deal with. What REALLY SUCKS is that both can be used legally on a Dragon mono, WITH A HEALING WISH LATIAS!! omg, I don't even remember how I deal with them. It must be my
pure luck and flying hax immense skill that triumphs in the end.
-___________________________-
Why do I have to deal with this thing again? Please remind me why this is still in Monotype. Kyu-W just nukes everything on this core. Gyarados is the sole check, being able to survive a Draco from Scarf after Rocks, and can allow some playing around. Of course, it's not doing much back, unless you run Twave, All it's doing is lowering the SpAtk, forcing a switch, and giving you a bit of time to set up Rocks and figure out how to deal with it again. Please, someone find a way to deal with this besides a defensive Zard Y, consistent 50% weakness to Rocks is very annoying against a team with Mamoswine, one of the most reliable Rocks setters against Flying.
Mega-Medicham breaks every monotype core :s
-1 252 Atk Pure Power Mega Medicham Zen Headbutt vs. 248 HP / 128 Def Gyarados: 153-180 (38.9 - 45.8%) --
guaranteed 3HKO after Leftovers recovery
0 Atk Gyarados Waterfall vs. 0 HP / 4 Def Mega Medicham: 118-141 (45.2 - 54%) --
44.1% chance to 2HKO
Shaky checks are love, shaky checks are life.
252 SpA Life Orb Protean Greninja Ice Beam vs. 248 HP / 128+ SpD Gyarados: 133-156 (33.8 - 39.6%) --
20.1% chance to 3HKO after Leftovers recovery
lol.
Team Support:
This isn't even my fanboying coming out here; Togekiss can support the core really well. If you notice above, two of the three major threats are usable on Dragon, which defensive Togekiss has some fun with. It can also Heal Bell away status from Lando and Char, as Gyara isn't always an option to status absorb. It can also Defog if you really want.
Hazard Control is bae. Seriously, what Flying core doesn't need hazard removal if it doesn't carry it. Rocks totally just fuck up this core, as Gyara loses the ability to check a plethora of mons with Rocks up, and Landorus gets worn down easily. Charizard isn't appreciating them too much either.
Answers to the threats above work as well. Special attackers come in handy, as literally all of this core is purely physical. It has varied coverage, but there's only so much a purely physical core can do to physical core, or just a mon like Slowbro itself. Togekiss works well here too, as does Zapdos (generic much?).
Replays may come if I get enough energy to find that one replay where I missed a WoW on an Azu that BD'ed on my Zard and still managed to win with double Intimidate and Banded Dnite and Zard X taking the rest of the Fairy team. And if I get calm enough to not ladder with my Togetic team. We'll see how it goes.
Anyway, that's the core we have today. I really like it; answers to Greninja and M-Medi on a Flying team are usually worshipped. Zard X can pretty much 6-0 a Fairy team by itself, even with screens and Mawile and Azumarill. Electric and Ice are handled pretty easily, Zard X and Gyara put in work. Rock is a bit tougher to take, as they usually run coverage to get by Lando, but it's not too difficult if you have the right team support. DON'T hate on the Gyara and Zard sets, they work too well. Now go out and use them and realize not everyone in Flying is generic q.q (not me but some others aren't o3o)