Monotype Good Cores (see post 136 for updates)

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This core was originally contributed by Floe/aquas0und in the old Good Cores thread.
Defensive Core - Water


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 52 HP / 252 Def / 204 SpD
Calm Nature
- Heal Bell
- Thunder Wave
- Scald
- Volt Switch


Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Earthquake
- Scald
- Recover
- Counter

or


Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar


Azumarill @ Choice Band
Ability: Sap Sipper
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Knock Off/Superpower
- Play Rough


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Acid Spray
- Rapid Spin
- Scald
- Toxic Spikes

Introduction
I love this core. It deals with most of water's big issues--namely, LO Thundurus with Grass Knot, Charizard-Y, Mega-Venusaur, and the dreaded Breloom. Lanturn is a great pivot; it tanks Grass Knots, recovers health from Electric-type attacks and cripples sweepers with Thunder Wave. Heal Bell further adds to its utility by removing status from the rest of the team (which is crucial in a defensive core). Quagsire and Swampert are crucial for their immunity to Electric, as well as being reliable physical tanks. They also prevent a Fusion Bolt sweep from Kyurem-B (which Lanturn cannot stop). As you probably know, one of my favorite Pokemon to use in a water mono is Sap Sipper Azumarill. Adding a Grass immunity gives Azumarill the potential to wall deadly sweepers such as Breloom, Ferrothorn, Charizard-Y, Mega-Heracross, Ludicolo, and Manaphy. While the lack of Huge Power can be an issue, it is often easy to bait a Grass move. Tentacruel completes this core by adding an additional set of hazards (if using Swampert) in Toxic Spikes, the ability to spin hazards away, and being a secondary switch-in to Grass moves from Pokemon such as Mega-Venusaur. Tentacruel is especially useful against boosting Clefable and Giga Drain Volcarona. As water can experience issues against specially-bulky teams, Tentacruel has a unique tool in Acid Spray to force switches and rack up hazard damage.

Threats (non-inclusive)
Mega Gardevoir has immense Special Attack and can 2HKO Pokemon in this core with the appropriate move. One way to deal with it is to safely switch in Lanturn and paralyze it with Thunder Wave (make sure Gardevoir doesn't Trace Volt Absorb).

Landorus is also threatening to this core, as half of it is weak to Ground and cannot revenge-kill without taking massive damage in return from boosted Earth Powers.

(If lacking Quagsire) Mega Pinsir is very deadly lategame, when Swampert is weakened. As this core lacks moves that OHKO Pinsir, Pinsir will find an opportunity to set up a Swords Dance. Unaware is useful in this aspect, as a healthy Quagsire will ignore the Attack boosts and be able to retaliate with Counter.

With the unbanning of Shaymin-Sky, water finds itself threatened by another threat. Shaymin-S is capable of defeating this core with its powerful Seed Flare and haxy Air Slash. One way to deal with it is to use Ice Punch from Azumarill (and hope to not get flinched).

Good Partners
Offensive partners pair well with this core. These include:
  • Greninja - its versatility allows players to tailor it to their water mono's needs (I suggest Choice Specs)
  • Keldeo - powerful wall-breaker that can take on Ferrothorn, Dark teams, and Normal teams
  • Gyarados - useful immunity to Ground--an issue for this core
  • Empoleon - can be used for Stealth Rock (if not using Swampert), adds a nice special tank against Gardevoir
 

scpinion

Life > Monotype... unfortunately :)
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This core was originally contributed by Articuno I in the old Good Cores Thread
OFFENSIVE CORE--Flying

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


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

Explanation:
Here we have what is probably the best Dragon Dance sweeper in the metagame, paired with a very powerful special attacker that not only is over 100 base speed and capable of breaking pretty almost any physical wall that could stop Charizard, but also specialises in taking out Charizard's biggest enemy, Heatran, allowing it to run Roost over Earthquake. Due to Landorus' supreme coverage it is also capable of breaking a large number of defensive cores consisting of a special wall and physical wall, as most special walls won't enjoy switching into Landorus' attacks, especially if Zard could then switch in and their physical wall would then have to deal with it being at +1.
Both of these pokemon are incredibly good at what they do, which is why out of the six defensive cores listed so far, four of them struggle a great deal with one of these pokemon alone. When supporting each other, they become even harder to wall, with only the psychic one proving difficult for this duo (and even this can be dealt with single-handedly by Landorus if it swaps a move for Knock Off).
Edit: As I was writing this, floe added another core weak to Landorus.
For example, the types I've played against where they see Landorus or Charizard and say "Yeah you've won" before even sending out their first poke include:
Steel, Fairy, Poison, Grass, Ice, Bug, Water and Rock. Note this is before they see that I can use them together to exploit any over/underpredicts and take out a wall.

It should also be noted these pokemon have good defensive synergy, allowing them to easily switch in on the other's counters in many cases, and lessening the need for a pivot allowing them to keep offensive pressure up.

Weaknesses:
The Gastrodon/Hippowdon core is annoying for this duo. If I had to choose a defensive core to beat it, it'd be this.
Bulky Water types: These things are annoying as well, though often at +1 MegaZard will be able to slowly Dragon Claw them to death.
Strong Scarves: Due to Charizard being Adamant, a base 100 speed scarf can switch in on it even at +1 and cause the team problems. Genesect is especially a problem, and on more recent teams I have given Landorus 10 Defense IVs rather than 31 in order that it gets an Attack boost rather than SpA, so that Ice Beam doesn't then sweep the team.

Good teammates:
I find Thundurus to be a good teammate, as it can run a special sweeper set using Nasty Plot to make use of holes Landorus punches into special walls, or run a taunt set to destroy stall even further. Moreover, its powerful Electric attacks are good for those annoying bulky waters and Thunder Wave can stop an opposing sweep in its tracks.
Carrying Grass Knot on the team is also useful for taking out the Hippowdon/Gastrodon core, as it hits both of them very hard. I use it on Tornadus-t, as nobody ever expects me to run it and I often take out one of these pokemon massively, allowing me to later sweep.
 
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scpinion

Life > Monotype... unfortunately :)
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An Offensive Core for Mono-Fighting

Introduction

Many of the common (read: most effective) cores in the monotype meta have been posted already. So, instead of contributing just another standard core, I thought it could be interesting provide a different approach to a common core found on many fighting teams: Hawlucha, Terrakion, Mega-Medicham and Conkeldurr (perhaps 4 'mons are too many for a "core"?).

This core is routinely utilized to provide hyper-offensive fighting teams with a source of raw power (Medi/Terrakion), insane speed (unburden Hawlucha/scarf Terrakion) and priority (Conk/Medi). Conk also serves as a status absorber (guts) and a bulky option to accompany the powerful glass cannons. Many teams are unable to withstand the fast, powerful onslaught this core provides.

First, the sets:


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


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- ThunderPunch/Ice Punch



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

and the star of the show:


Hawlucha @ Red Card
Ability: Unburden
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Acrobatics
- Baton Pass
- High Jump Kick
- Swords Dance
Credit to MOD Thundra, and the rest of the Modern League, for introducing me to this amazing Hawlucha set.

I want to emphasize each 'mon is capable of serving the same purpose as the standard HO core mentioned above when the battle calls for it. Furthermore, this serves as an excellent complement to the core Clearly described (Cobalion + Keldeo + Terrakion). However, the unorthodox Hawlucha set is what makes this so much fun to play.

How to Use
The core revolves around Hawlucha to provide the momentum a HO team needs to break the opponent. In most battles, the goal is to get Hawlucha in against a resisted or neutral attack and SD up (double switches, pivots, and suicide leads are great for this). This attack activates the red card and provides initial momentum. From here, Hawlucha can often net a kill at +2 with acrobatics/HJK; but, if you're unlucky, the red card brings up something you cannot KO and will be KO'd by in return. However, once you know Hawlucha is going down if it attacks, simply baton pass to the appropriate member of your team to continue the sweep (remember, you will have the unburden boost). Opponents never expect a switch to be coming, especially with your unburden boost activated, making it surprisingly easy to bring in a teammate safely with the psychic/electric/ice attacks coming at Hawlucha.

What really makes this core so powerful is 1 of the 3 mons accompanying Hawlucha can break almost any mono team at +2:
  • Facing a team full of bulky 'mons, such as fairy or psychic (fighting's worst match ups); bring in Medi to break the core. Bullet punch at +2 ruins fairies.
  • Does the opponent have something that will cripple your sweep w/ status; perhaps Sableye or Thundy? Say hello to Conkeldurr. Ghost, Dark and Electric cannot handle AV Conk at +2 in many cases.
  • Lastly, scarf Terrakion represents a force that can sweep weakened teams once its counters are taken out, but at +2 it becomes a complete monster capable of decimating opposing teams.
It probably goes without saying...
This core only contains physical attackers so pairing it up with a powerful special attacker is a good idea. Specs Keldeo is just the mon for that as it can break a variety common physical walls while also fitting the HO theme.

This core also appreciates some hazards to be set on the opponents field in order to prevent sashes from negating the OHKO's so many of these 'mons generate at +2. Clearly's Cobalion as a hazard setting pivot w/ t-wave support or a suicide lead Infernape with stealth rock work great in this role.
Skarmory, on flying teams, can be a problem if you don't take it out before bringing in Hawlucha because you can't sweep w/ Terrakion's Close Combat and it can use Brave Bird on your Hawlucha/Baton Pass to deal some serious damage. Although its not too hard to predict a Skarm switch and double into Keldeo.

Slowbro is annoying, but Medi can 2HKO w/ HJK at +2 if you run ice punch. Thunder punch on +2 Medi is a OHKO ~60% of the time and guaranteed with rocks. +2 X-Scissor does 70% max.

Powerful fairy/psychic attacks on fast 'mons can ruin this core, especially psyshock. I'm sure I'm forgetting some right now but, Gengar on ghost teams (conk can't use drain punch to heal off damage) and Alakazam (can't OHKO) jump to mind.

Also, any random scarf on a psychic team can be troublesome because you need to pass to Medi. Conk is too slow; Terrakion takes serious damage and risks burn from Slowbro.
Unfortunately, I have not been saving many replays with this core, but I was able to dig up a couple (albeit poor) examples. This core shines against types fighting has a disadvantage against: Psychic, Fairy, Ghost and Flying (although flying isn't really that bad). I will ladder with the team and get some good replays then edit my post.

passing to terrakion vs flying: http://replay.pokemonshowdown.com/oumonotype-160331432

passing to conk vs flying: http://replay.pokemonshowdown.com/oumonotype-160328794

passing to medi vs psychic: http://replay.pokemonshowdown.com/oumonotype-156168205, http://replay.pokemonshowdown.com/oumonotype-160319711 (HJmiss cost me here...)
 

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
This core was originally contributed by Arash in the old Good Cores thread.

This Defensive Rock Core should show up in some variation on every rock team:


Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 252 SAtk / 10 speed
Modest Nature
- Dark Pulse
- Flamethrower / Fire Blast
- Ice Beam
- Thunderbolt / filler


Aggron @ Aggronite
Ability: Sturdy -> Filter
EVs: 252 HP / 252 Atk / 6 speed
Impish Nature
- Rest
- Sleep Talk
- Heavy Slam
- Dragon Tail


Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Special DF / 6 speed
Calm Nature
- Toxic
- Recover
- Giga Drain
- Mirror Coat / Infestation

It's no secret that Rock isn't the best monoteam. However, if played right this core can be very hard to break, and all 3 of these mons are almost essential on every rock team. Mega-Aggron is the star of the show, tanking all sorts of Close Combats, Iron Heads, Bullet Punches, and Earthquakes for its team (Mega-Chomp cannot 2HKO with Earthquake without a boost to its attack); you could even go so far as to say Mega-Aggron is the only way to not auto-lose to ground / steel / fighting. I have it run with some attack to beat fairies / other rocks with steel moves. Of course, special attacks are its downfall, but that's where AVTar comes in. AV Tyranitar can switch into almost any special attacker and meet them with the appropriate move (Tar can be run with physical attacking moves instead, this depends on your team). Cradily is a rock mon immune to water moves, and almost all water mons will hate to be drained / toxic'd.

Ideal teammates:

While this core is big on defenses, it is lacking in attack power and speed. Terrakion, CBaerodactyl, and Omastar are all speedy powerhouses that would benefit the team. Hazards are also nice; iirc every rock type learns SR while Shuckle also has access to Sticky Web.

Checks/Counters:

Keldeo - Keldeo can OHKO all 3 mons thanks to being able to hit both defenses, and should definitely be prepared for (CBaero with Fly / Aerial Ace, be creative)

Excadrill - Mold Breaker ignores Meggron's Filter and beats all other rocks with EQ / Iron Head... These things are usually scarved, so Terrakion with scarf can revenge this thing consistently

Landorus-I - The bane of rock teams everywhere, this is worth using special Tar with Ice Beam, as it is one of the only mons that can survive an attack from this beast.

Skarmory / Ferrothorn - Most rock types struggle to do anything to these two, so again if your team cannot handle it, run TTar with special moves (Fire Blast / Flamethrower) to dispatch it quickly.
 

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
This core was originally contributed by PlacatedPlatypus in the old Good Cores thread.

Thanks Falls for doing the flying defensive core
He's revealed half of my team so I might as well reveal the other half:

Offensive Core (Flying)

Badlands (Landorus-Therian) (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- U-turn


Foundry (Charizard) @ Charizardite X
Ability: Blaze
EVs: 248 HP / 72 Atk / 188 SpD
Adamant Nature
- Earthquake
- Dragon Dance
- Roost
- Dragon Claw


Nucleus (Thundurus-Therian) (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Grass Knot
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt

Introduction: My offensive flying core may seem a bit odd (bulky dancezard, scarf thundy without fblast, LO non-rockpolish lando) but I've had a lot of success with it (I was the highest rated flying user for a long time due mainly to different iterations of this core). The core dents most pokemon pretty heavily and also grabs momentum, which is very important for mono-flying. It is built to pair with the zapdos-toge-skarm core.

How to Use: Lando and Thundy use their momentum grabbing moves to force a swap and give you a switch into a wall. The walls that flying runs support the strategy with heavy defog support (I actually ran no hazards whatsoever on my flying team because I never found it very helpful and heavily relied on defog anyways) and also in various other ways. Togekiss is the main supporter of this strategy because it can spread paralysis to help Landorus plow through as it's naturally not the fastest pokemon (this is why I run uturn over polish) and also can heal bell to cure lando of unwanted burns and the other two of toxics/paralysis. When your opponent's team is sufficiently statused and weakened, sweep with charizard. Charizard itself is used because it checks opposing voltturn and also gives outs to certain counters to the core like sableye and mew. Charizard is bulky to take on attackers like thundurus effectively while having enough attack to 2hko defensive slowbro at +2 and also OHKO heatran with earthquake. Prediction is pretty important for Thundurus but usually is pretty obvious. Grass knot is there because Water/Ground types annoy this core a lot and it OHKO's them effectively. (Also does more damage than HP ice to hippo, another potential counter to the core).

Checks/Counters: Volcorona and Dragon dancers can give this core trouble. Ice punch T-Tar can live any hit from Thundurus because it lacks focus blast (I really don't like relying on focus blast so I don't run it) and ohko every member of the core at +1. Volcorona is walled by xzard unless it has HP rock (HP rock volcorona actually basically beats monoflying most of the time though, unless toge is at full and rocks aren't up). Scarf Genesect can tear through the core with +1 Ice beams.

How to Play Around: Use the defensive core! Togekiss can usually take on volcorona, Skarmory walls ice punch ddance ttar, and scarf genesect gets OHKO'd by zapdos' heat wave (zapdos can live ice beams but genesect is still annoying in general).

Good Partners: This offensive core is built to be used with monoflying's usual defensive core, which Falls so kindly posted. By combining them you get the team I used with somewhere around a 90%(!!) win rate for so long (I've stopped playing monotype since but I saw this thread and thought I'd give my two cents worth).
 

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
This core was originally contributed by Nani Man in the old Good Cores thread.

BALANCED CORE FOR BUG



Shuckle @ Leftovers
Ability: Contrary
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Sticky Web
- Infestation
- Toxic
- Rest


Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Volt Switch
- Gyro Ball/Earthquake
- Rapid Spin


Volcarona @ Leftovers
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Fiery Dance
- Quiver Dance
- Roost
- Bug Buzz


Introduction:
This core is to utilise bug's strong support and stall capability and assist the offensive side of your bug team.

Functionality of the core:Shuckle's impressive bulk coupled with Contrary makes it a dangerous threat as moves that potentially drop shuckle's defenses such as Shadow Ball, boost its defenses instead. With recovery like Rest, Toxic+Infestation fits it perfectly as residual damage would stack up considerably and eventually remove/wear down the pokemon in its path, excluding those of strong physical capabilities forcing a switch, immunities and recovery. Since Shuckle is threatened with Rock/Steel moves, Forretress covers that well with its also impressive defensive stats and typing. This normally baits in a special attacker and is the perfect opportunity to scout with Volt Switch and maintain the momentum as the opponent tries to break down the defensive core of Forretress and Shuckle. In the event that a physical attacker wears down Forretress due to its lack of recovery, Volcarona is there to cover and assist and threaten the opponent with its beautiful ability Flame Body and decent bulk. With great recovery like roost, you can find a chance to Quiver Dance and really lay down some damage and eventually wear down those strong physical attackers.

Threats to the core:

Excadrill - This thing is absolutely annoying and forces you to maintain Forretress in good health, or else Rock Slide/Iron Head on Volcarona and Shuckle respectively will be very troublesome. Bulky Scizor would be a great teammate to assist Forretress whilst Scizor can still maintaining an offensive presence with SD.

Bisharp - Its ability, Defiant, makes you very cautious when laying down Sticky Web. Not to mention the powerful Iron Head that ruins Shuckle's day, it forces you to to switch to Forretress and Earthquake, or go into Volcarona and hope for a Flame Body burn. Most people are expecting Volcarona to be offensive, which results in Bisharp users going for Sucker Punch on the second turn, but you can use this time to roost and begin setting up or attacking.

Garchomp/Mega Garchomp/Tyranitar/Mega Tyranitar - Unfortunately, anything with access to Fire moves and Rock moves naturally give bug a very hard time and Garchomp/Tyranitar is something that executes that role perfectly. The best bet is to bait and play when against these pokemon, as nothing on bug can handle Fire/Rock coverage well. It would be wise to keep a teammate such as Genesect or Heracross in reserve and Ice Beam/U-Turn/Close Combat away.

Water Types - Water unfortunately puts extreme pressure on the core, forcing you to really play around and rely on Genesect's powerful thunderbolt, or Galvantula's Thunder. Mega Scizor or Forretress as a special defensive variant can help alleviate this weakness, though not manage it completely. Reliance on Web support and strong electric attacks is your best bet.

Good partners:
Scizor/Mega Scizor - with impressive natural bulk and strong physical power, Scizor can be used to assist against Excadrill/Bisharp. Access to roost and swords dance allows it to be versatile and fulfil roles of being defensive and threatening.
Genesect - with insane versatility, this pokemon can run rampant with Web support and utilise its wide movepool that includes Ice Beam/U-Turn, as it complements this core well, allowing Volt-Turning and checking against major threats.

Heracross - Scarf Heracross coupled with Web support ensures something will be getting hit by Close Combat or Megahorn. This provides support against the major threats and resistance to Dark moves such as Sucker Punch. This also compliments the core well.

Mega Pinsir - Due to the Volt-Turning nature this team can execute, it allows opportunities to take advantage of a switch in and send in Mega Pinsir to begin Sword Dancing and potentially sweep the opponent.

Galvantula - To help account for the weakness in water, Forretress allowing a slow Volt Switch can let you switch to Galvantula and begin unleashing powerful Thunders.
 

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
This core was originally contributed by Inscribe in the old Good Cores thread.

DEFENSIVE CORE
Ability: Overgrow
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]
- Giga Drain

Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip/Protect/Knock Off
- Gyro Ball


Venusaur-Mega+Ferrothorn is a very popular Grass monotype core that aids Grass with setting up Stealth Rock/Spikes while giving it immunities/resistances to many of the types that threaten many Grass-type Pokemon, Poison and Fire/Ice. Fire/Ice are covered by Thick Fat Mega-Venusaur, and Poison moves are covered by Ferrothorn. Things like Scizor are checked by Mega-Venusaur's Hidden Power [FIRE] and Ferrothorn is a good switch-in to things like Gengar and various Dragons that spam Outrage, like Dragonite or Garchomp, but beware of Fire Blast. Ferrothorn is good for setting up rocks and supporting offensive teammates like Shaymin-sky, and it helps rack up damage on Fire-types and Flying-types, which generally have an amazing match up VS Grass.

Here are some replays of this core doing work: Anttyazvs a decent Bug user. He didn't carry a Genesect, but he did have many big threats to Grass team, like Galvantula, Scarf Heracross, and Yanmega. The Bug user also scored a lot of paralyze hax on Ferrothorn, but Ferrothorn still did his job in setting Stealth Rock multiple times throughout the game. He did make some bad plays, like keeping Volcarona in on the kind of obvious Scarf Virizion, but some people wouldn't have expected that, since Virizion isn't used much in Monotype, or most other tiers.

This is AnttyazVS a really good Steel user before the banning/unbanning. He did make some really bad plays, like keeping Aegislash in on Shiftry, and allowing his Heatran to take even more damage, even when the Shiftry was obviously Physical, so Skarmory was a good switch-in. Ultimately, Anttyaz 's Ferrothorn + Mega-Venusaur core powered through the Steel Monotype, and honestly, without it she would've lost completely.

Pair this core up with offensive Pokemon that benefit from hazards and priority using threats being dead, like Shaymin-sky, Breloom, or Scarf Rotom-Mow. Shiftry and Sceptile are good choices as well.

BIG THREATS TO THIS CORE:

Charizard-Mega-X & Y
- Charizard-Mega-X & Y give this core trouble because of their sheer power. Tough Claws Flare Blitz, unfortunately, does a number to Venusaur-Mega,, resulting in a clean 2HKO. Charizard-Mega-Y does the same. It OHKOes Ferrothorn with Fire Blast, and 2HKOes Venusaur-Mega.
How to beat it?: You can defeat Charizard-Mega-X by wearing him down with Ferrothorn to the point where Mach Punch Breloom easily kills, and if you have Stealth Rock up, he might die upon re-entry. You can defeat Charizard-Mega-Y with Specially Defensive Cradily, but Focus Blast still does a number. You can also use Choice Scarf Rotom-Mow to kill it with Thunderbolt.
Landorus-Incarnate - Life Orb Sheer Force Landorus-Incarnate breaks through this core easily with the Psychic+Focus Blast combination.
How to beat?: You can defeat Landorus-Incarnate with Focus Sash Breloom's Bullet Seed+Mach Punch combination, or you can easily switch into Focus Blasts/Psychics/Earth Powers, and kill Landorus-Incarnate with Hidden Power Ice. If it's a Ground Monotype, you can also predict Mamoswine/Gastrodon and use Leaf Storm, or if it's a Flying Mono, you can predict a Charizard/Skarmory and Thunderbolt/Volt Switch. BUT BEWARE when switching into Landorus-Incarnate, cause you might need Rotom-Mow for late game, and you don't want him to take prior damage, and then have him die to Stealth Rock.
 
Quick question, are we allowed to include the new Megas in our cores? I've been working on some possibly good cores that involve them (including a possible alternative to one of my Fairy cores).
 

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
Lets give the new mega's a chance to get introduced to the Monotype meta before we start writing up cores with them. Some could possibly be banned, while others won't turn out to be as viable as we originally thought.
 
Last edited:
Defensive Core

(Avalugg) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Rapid Spin
- Avalanche
- Earthquake


Bad Fur Day (Piloswine) @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Ice Shard
- Stone Edge
- Stealth Rock
- Endeavor

Avalugg can shrug off nearly any physical attack, and even some super effective ones will barely manage to 3HKO him after leftovers have been knocked off. Even though he can switch in more often than almost anything else on the team, you usually want to save him until stealth rock has gone up, which he can almost always remove prudently. He has just enough attack to get rid of harrassers, which causes me to edge out toxic or mirror coat, but they have uses in neutral match ups like vs electric, although outright sturdy trades are not worth it until after their hazard pokemon has died.

This Piloswine is probably the most conductive to the normal style of play for ice teams, It can live Life orb draco meteors or fireblast, even from STAB BST 130 monsters , and he handily takes over the need to run mamoswine on a suicide set, which opens you up to use the older brother more offensively.Scarfed special attackers in particular can almost never crack open piloswine. Stone Edge is preferred because of charizard Y. Endeavor is a general purpose move that allows him to cripple a pokemon once he's been spent, usually a guest starring fire type like volcarona or charizard x. It is especially deadly with a Weaville partner. Ice shard makes sure his still decent physicial tanking ability dosen't go to waste and allows him to trade with a handful of set up sweepers. Earthquake and toxic are okay substitues because he does have the bulk to ice shard a heatran's ballon, tanking two fire blasts, and earthquake it himself. He isn't protected from fighting types as much as avalugg, which can prove fatal.


  • Fighting Pokemon are not going to let avalugg slow them down for long, and have the potential to power through and continue wreaking havoc on the rest of the team.
  • Fire Pokemon, especially the physical attackers, are not going to give pilowswine quarter more than twice
  • Reliance on running at least one other bulky attacker.. it dosen't matter if it's one a splitting rotom, a resttalking room, a roost+3 attack kyurem, or a sub seeding abomnasnow, the default core alone makes neutral match ups too reliant on a one time choice poke or sweeper running through the other team.
  • Status is not absorbed very happily by these pokemon. Because of their importance at all stages of the game, spending them to force out other walls.
  • Stall Wars: while they laugh at common set up sweepers, they inadvertedly invite the opponet to send in their own support to freely beat you down. This can be turned to your advantage in practice if you read theses switches and double switch to the likes of kyurem.
  • The bulkiest Calm Mind pokemon (manaphy, suicune, etc), while out of favor, fear nothing from either of these, although hopefully this will not stop you getting hazards out of the way for a sash user like weaville or cloyster to remove them after 2 turns
  • Keldeo. Really all that needs to be said. Keep in mind that kyurem W can tank an attack at full health while fully invested in offensives, and frosslass can dbond.
  • Venasaur, only really threatened by Kyurem, can have an even bigger field day then usual against your support mons.
  • Ferrothron is largely in the same boat as vensaur, but every time it takes poke damage coming in, the opponet wins a much greater victory than yourself. luckily low kick weaville can suprise him.
  • Mew, one of the king pins of stall breaking, can wear these down even if you run toxic as your coverage move, and he will not only status them, but your go to switch in as well
  • Scizor! only mix cloyster (and with white herb)and rotom's wisp, can really deal with it, and it still gets to hit you neutrally with either STAB


Good Partners
  • Frosslass
  • Rotom F
  • Cloyster
  • Mamoswine
  • Kyurem-W
  • Weaville
 
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Balance Core

Rotom-Frost @ Leftovers
EVs: 252HP / 252 Def / 4SpD
Relaxed Nature
- Rest
- Sleep Talk
- Will o Wisp
- Volt Switch


Froslass @ Focus Sash
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes /shadow ball
- Taunt
- Destiny Bond
- Icy Wind


Cloyster @ Focus Sash
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Icicle Spear
- Ice Shard
- Shell Smash
- Rock Blast

Frosslass is a superiority lead that can prevent the hazards of the likes of infernape and cobalion from going up and proceed to kill them off with destiny bond or hurl spikes at their team, which inches the couple of fatties that +2 icicle spear or kyurem can't OHKO closer to their doom. It can also learn thunderwave, but often you will not lead with him at all, instead using him later in the game to as a crutch check to force out + 1 mega gyrados or some latios variants. It's usage is the same, it forces people into a position where destiny bond can affect them. It can choose to forgo spikes in favor of shadowball coverage or thunderwave, but even if it dosen't you will still want a piloswine or mamoswine, and most likely keep stealth rock to boot.

Cloyster's usage is simple. It sets up after resistant pokemon with priority and hazards are clear and they kill a pokemon, and then it uses icile spear on anything that isn't charizard X or a water type, and ice shard on a handful of things like mega pinsir and scarf latios. It may want to run explosion over rock blast because it will fail to kill the water types without a layer of spikes and SR(or the impossible 3 layers of spikes, and if you are going to be revenge killed anyway, you mine as well take them with you. Rockblast will still put them in range of Kyurem of course, so it isn't all bad.

Rotom absorbs status, and can neuter some super threats like scizor as well as taking hits for your switch ins, which is vital for the likes of weaville. The suggested spread even has a speed lowering nature so that you get more chances to use this, although in return skarmory and mandibuzz may get a last word if they decidde to fodder on you.


  • Frosslass and Cloyster are both 1 shot pokemon, and absolutely hate scarfed or naturally fast volt turn pokemon that will break their invulnerability and bring in something unafraid of their offenses
  • The choice of putting abomasnow on the team usually comes at the cost of offensive pressure, whether you run it with leftovers and protect/leech seed/giga drain/blizzard, or a mix attacker with abonanite and a hidden power, it dosen't carry it's own weight very well.
  • A Scarf abomasnow can open up kyurem for a sub or 3+roost set, as it does beat 112+nature pokemon pokemon. This is best with a naughty mixed set.
  • Rotom is weak to fire attacks and still neutral to water attacks. watch for this.
  • Leading against breloom can be awkward, as taunting it to block spore can lead to rock tomb preventing your second move, and attacking it with icy wind (ice beam irrelevant due to sash may lead to it using spore first. You do win if he uses rock tomb and you use icy wind though.

Good Partners
  • Piloswine
  • Avalugg
  • Abonasnow
  • Mamoswine
  • Kyurem-W
  • Weaville
[/quote]
 
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Offensive Core

Kyurem-White @ Choice Scarf
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Ice Beam
- Fusion Flare
- Earth Power


Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Ice Shard
- Icicle Crash


Weavile @ Choice Band
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pursuit
- Ice Shard
- Low Kick
- Ice Punch

Kyurem is the bread and butter of all ice teams. almost every double switch or big play revolves around him or neutering his checks. Pushing aside his LO 3attack+roost and dual screen sets is the great chocie set, which has been deemed too much for OU. Dragon pulse would allow it to hit water teams successively, but a -2 draco meteor is still too powerful for quite a few pokemon to survive and ice teams definately want to be able to hit fire multiple turns in a row, making earth power more important. It also helps against steel teams that manage to run fusion flare out of PP.

Mamoswine is as good as ever in monotype, and he can get up rocks and pressure opposing leads to get them up and die without doing anything else or to trade with him. He can run even more offensive sets in LO or the fabled curse+white herb, but the classic lead is still the most common, although their are variations "to stone edge or not to stone edge" and opportunities to use moves like endeavor or toxic for switches to superior walls, although you will still be running away after.

Weavile's hits just the right pokemon to be a threat. Low kick deals with ferrothorn, gyrados mega, and heatran, each of whom will often stay in betting on their invulnerability to weaville's attacks, and ice shard picks off boosted pokemon and the likes of skymin. Pursuit can stop people believing in wish support or finish anyone crippled by endeavor from getting new life as a revenge killer. Ice punch or knock off form the primary stab.


  • Having two choiced pokemon can lead to unpleasant situations, especially if you have to use them (pursuit in particular) for early game kills, as the walls available are not willnig to tank hits repeatdly.
  • Using Life orb or counter sash weaville to avoid this leads to some miracle survivors from low kick.
  • Kleki in paricular can give this core a really bad day between it's resistances and being able to activate the relevant screen before your attack.
  • Skarmory basically walls the 2 physical pokemon, and ferrothron is only threatened by non sashed mamoswine.
  • Crocune gets off easy against weaville, and may come in against the other two if a coverage move or draco meteor has just been used.
  • tyranitar will try to mess with kyurem at times and weaville if your opponet guess that it is locked onto a move or just assumes it dosen't carry low kick.
  • sub+3 attackers in particular may come to have a field day after each KO from draco meteor, so be ready to go for a -2 kill at times if you need to train your opponet.
  • Heatran will cushion off a hit from kyurem and usually set up stealth rocks, and switching in an offensive pokemon to scare it away will lead to the opponet still winning momentum, unless you double switch after.
  • Mach Punch is ruthless in keeping ice teams at bay, watch out for assvest conkuldurr and breloom in particular.
  • Remeber that kyurem cancels out venusaurs's thick fat, as it does have a chance to live the slightly weaker draco meteor if it is invested right
  • Sticky Web a massive obstacle to all three of these pokemon.
  • Thundrus-I will selflessly give his life to cripple kyurem as well as focus blast scarf thundy T, so you should remember to give mamowsine some priority as an end game pokemon in those match ups as well as kyuem.

Good Partners
  • Piloswine
  • Avalugg
  • Frosslass
  • Rotom-F
  • Cloyster
[/quote][/quote]
 
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DoW

formally Death on Wings

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Ice Shard
- Icicle Crash
While sash mamoswine in general is better using oblivious to avoid taunt, given it's an ice team and therefore weak to fire I would recommend thick fat as I think being able to live a hit and earthquake back is far more often useful than being able to avoid taunt, which doesn't come up particularly often in monotype.
 
Thanks for posting another core, but I can't add this one to the OP because it is essentially the same as AFD's Balanced Ghost core. The movesets are barely different and it plays essentially the same as his core. However, if you would like to make a core w/ some of the mons in the "Works with" category that would be awesome!
Edited it to be a Hex-Core now.


Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Bold Nature
- Destiny Bond
- Toxic Spikes
- Pain Split
- Hex

Gengar @ Weakness Policy
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hex
- Venoshock
- Clear Smog
- Destiny Bond

Chandelure @ Weakness Policy
Ability: Infiltrator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Clear Smog
- Hex
- Will-O-Wisp
- Flamethrower

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

Well, this is a Hex-Core, so lay down the TSpikes with Cofagrigus and follow with Gengar, use Hex and Venoshock to STAB holes in the opposing team, Clear Smog for destroying boosts, and DBond to die with a boom. Chandelure and Sableye carry Will-o-Wisp for back-up. Chandy can also work as a frailer Hex-killer. Switch Cofagrigus out on a Poison type, and switch back in to wall Specials and disable Physicals, and hurt them too. Also, no Rapid Spin.

Threats:
Let's see...STEEL TYPES...and...well...POISON TYPES, oh, right and FLYING TYPES
Now that that's over with...

This one.. Resisting more than a jew in a stripper club.

Need Golurk for this one.

KILL IT WITH FIRE.

Same as above, nobody puts defog on this one though.

Aargh. Sucker Punch is Evil.

Need Focus Blast


Things that work with...
<-Rotom sounds like a very good idea because..you know, TWave.
 
Last edited:

truedrew

Banned deucer.
Edited it to be a Hex-Core now.


Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Bold Nature
- Destiny Bond
- Toxic Spikes
- Pain Split
- Hex

Gengar @ Weakness Policy
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hex
- Venoshock
- Clear Smog
- Destiny Bond

Chandelure @ Weakness Policy
Ability: Infiltrator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Clear Smog
- Hex
- Will-O-Wisp
- Flamethrower

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

Well, this is a Hex-Core, so lay down the TSpikes with Cofagrigus and follow with Gengar, use Hex and Venoshock to STAB holes in the opposing team, Clear Smog for destroying boosts, and DBond to die with a boom. Chandelure and Sableye carry Will-o-Wisp for back-up. Chandy can also work as a frailer Hex-killer. Switch Cofagrigus out on a Poison type, and switch back in to wall Specials and disable Physicals, and hurt them too. Also, no Rapid Spin.

Threats:
Let's see...STEEL TYPES...and...well...POISON TYPES, oh, right and FLYING TYPES
Now that that's over with...

This one.. Resisting more than a jew in a stripper club.

Need Golurk for this one.

KILL IT WITH FIRE.

Same as above, nobody puts defog on this one though.

Aargh. Sucker Punch is Evil.

Need Focus Blast


Things that work with...
<-Rotom sounds like a very good idea because..you know, TWave.

Honestly i think that this core takes a lot odf time to set up as almost all monotypes run defog/ apid spin and easily get rid of hazards. And also Weakness policy gengar without substitute is ass because gengar is not living any super effective hit and with sub it atleast has a chance to do some real damage.
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Honestly i think that this core takes a lot odf time to set up as almost all monotypes run defog/ apid spin and easily get rid of hazards. And also Weakness policy gengar without substitute is ass because gengar is not living any super effective hit and with sub it atleast has a chance to do some real damage.

Weakness policy does not work with substitute.

--

The Songbird, Weakness policy can only be used effectively on a few Pokemon, usually ones with good bulk or an ability allowing them to take SE hits better. Chandelure and Gengar do not fall into this category, and as truedrew said, weakness policy is a bad item on these Pokemon. This team also seems too reliant on toxic spikes, as Gengar has no STAB higher than 65 base power without toxic spikes on the field, and Chandelure only has flamethrower as its reliable STAB.

Seems like a cool, fun core, but I think it needs some work. I recommend making Sableye fully physically defensive to compliment specially defensive Cofagrigus and to sponge Knock Off better. Defensive Chandelure also does not work well; choice items are the most common on it.


Also,
The Songbird said:
This one.. Resisting more than a jew in a stripper club.
u wat m90
 
Last edited:
Oh, right. The Weakness Policies. Meant to change Gengar's to a Sash. Chandy's will stay bc she can take 1 hit. You can switch Hex/Venoshock for Shadow Ball/Sludge Wave but you know... Normal/Steel Immunity. You could also add Sash Yamask for another chance at TSpikes. Diggersby tho. and Tyraniturd.
 
for the record, "cores" shouldn't take up over half your team. at that point, you've got a team that just needs a couple more mons slapped on it.

I guess this is less of an issue in monotype where you have limited options, but still, I mean, cmon.
 

DoW

formally Death on Wings
Well, I notice Rock needs an offensive core so here's something I've been trying out. It's not amazingly good, but then again it's an offensive rock core, so I think it's as good as it's gonna get. It also works decently in conjunction with the defensive core listed if you want it to.


Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Poison Jab
- Zen Headbutt


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Sticky Web
- Stealth Rock
- Encore
- Infestation


Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Shell Smash
- Hydro Pump
- Earth Power
- Ice Beam


More offensively-based rock teams often run either Mega Aero or Scarf Terrakion in order to deal with faster opponents, both of these options have drawbacks: Mega Aero stops you from running Mega Aggron as part of a defensive side to the team, or Mega Ttar is you want a very strong late-game cleaner. Scarf Terrakion is good, but a little predictable, with four times as many Terrakions running scarf as band in the 09/2014 stats. Banded Terrakion is extremely strong, and it seems a bit of a shame to waste its potential on a scarf, so here instead Sticky Web is used to deal with faster opponents, meaning Terrakion is now effectively scarfed as well as banded against most non-flying types. Omastar also has problems as a fast scarf will still outspeed it after shell smash, which is why both sticky web and weak armor help it. Rock struggles to find good special attackers, but if used right Omastar can act as a good sweeper. Note that while it has a focus sash, this is better used stopping revenge killers than in helping it set up, so while it can be used to tank a hit while shell smashing, if possible try to set up on a switch and save it for later.
The movesets are fairly standard. Banded terrakion has Zen Headbutt and Poison Jab coverage though in truth these cover very little, and if you want different moves feel free to change them. Shuckle runs 0 speed IVs and -Spe Nature so that it can more easily encore other shuckles, other than that it's the smogon set. Omastar runs Modest as it has Sticky Web to help it outspeed things and I find the coverage provided to be best, although some people prefer to run AncientPower over Earth Power or Surf over Hydro Pump. It should also be noted that while flying teams are immune to webs, Shuckle is still very good at getting up rocks and both terrakion and omastar hit flying-types very hard.
The team pairs well with Ttar, which allows it to take special hits better, and DD Mega Ttar can sweep even easier after sticky web. Alternatively it can be run alongside the defensive core, which works decently if not amazingly well. It's worth noting two things: Firstly that rock doesn't have many options, and secondly that rock's not going to be top-tier whatever team you build. However, if you use the options well and play well, it can work wonders.
 
Defensive Core


(Cobalion) @ Leftovers
Ability: Justified
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Flash Cannon
- Volt Switch
- Thunder Wave
- Stealth Rock


(Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 40 Atk / 216 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off

I'm speedrunning atm, so I'll finish this in the morning.

Cobalion is an impressive pokemon that tanks suprisingly well for a lead. His primary job is to get rocks so the bulk of your fighting team can function without worrying about sashes. His tankiness and pivot ability in volt switch allow you to quickly get the right pokemon for the job at hand or to cripple a mon that could boost through your team but can't threaten cobalion off the bat. Flash cannon gets decent neutral coverage and is nice against fairies, but isn't a serious attack against bulky attackers and even physical walls.

Assault vest conk can tinker with it's evs and even nature, but I find that adamant>careful works due to you often only using him to tank and KO one extrasensory/psyshock toting glasscannon a battle, which can be accomplished with the evs even with 2 layer of spike or sandstorm+SR. It also let's him clutch heal against scarved pokemon that end up in his face more handily. Conkuldur's biggest contribution is often being your go to switch in against wisp and t wave users, as guts is not to be scoffed at. Finally his knockoff is an important form of speed control, as few non fighting scarfed pokemon start as high as they are known for (108), and dying to remove a scarf can prevent a weakened team from getting swept. Mach punch is nice for weakened pokemon or those cabable of killing you, while drain punch man handles anything that you can tank. He can and will eliminate extrasnsory greninja and latios, but he is a tank rather than a wall and has no business actually switching into them.


  • Cobalion invites ground types to absorb his status move and volt switch.
  • Bulky psychic types like slowbro and mew can handle these two without breaking a sweat if conkuldur's guts dosen't activate.
  • Fairy types and brave bird spam can come in on these two more easily than the rest of your team.
  • If the opponent expects the knockoff, they might take the opportunity to bring in their mega and evolve early while taking pitiful damage themselves.
  • Gyarados beats Conkuldur if it's still in base form.
  • Once conkudur is weakened, your awful speed means that you will be finished off by slow pokemon like swampert and gastrodon without getting to use your strongest attack one last time, instead having to poke them with mach punch


Good Partners
  • Breloom
  • Keldeo
  • Medicham
  • Terrakion
  • Hawlucha
  • Infernape
 
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BalanceCore


Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power Ice
- Close Combat
- Grass Knot
- Fire Blast


Tonic Trouble (Breloom) @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Rock Tomb
- Mach Punch
- Spore

I'm speedrunning atm, so I'll finish this in the morning.

Special attacking mix infernape kinda functions like keldeo but with a stronger physical move to cover those unimpressed by his special attacks. It's better at breaking setup pokemon who get greedy trying to guess your full coverage and killing tanks than wall breaking, and can die very easily due to its terrible defensive stats.

Breloom is cabable of leading or stopping a sweep in it's infancy if they forget to activate hazards. It's technician powered attacks hit very hard and get important coverage on bulky waters, even making their king slowbro sqauil in fear.


  • Most opponets will expect breloom to lead and use their pokemon best suited to dealing with him... if their team has nothing that completely wins, they might just throw excessive force at it, which makes it important to be willing to use something else when you see the team preview.
  • Brellom is stopped by grass attackers.
  • Hidden Power Ice is a let down when used on most pokemon, wihout the 4x weakness, it's basically worthless, and even with it, spdef gliscor dosen't even die.
  • Infernape can lose HP quickly from his LO if the opponet switches between something only close combat can hurt and something only fire blast can hurt
  • Grass knot requires some prior damage on many of the water types you use it on, as it can be tanked otherwise.


Good Partners
  • Conkeldurr
  • Keldeo
  • Medicham
  • Terrakion
  • Heracross
  • Cobalion
[/quote]
 
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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus


Diggersby @ Choice Scarf / Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Earthquake
- Wild Charge / Quick Attack
- U-turn / Quick Attack


Heliolisk @ Choice Specs / Life Orb
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Grass Knot / Focus Blast
- Hidden Power [Ice]

Staraptor @ Choice Band / Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Brave Bird
- Close Combat
- U-turn

I noticed that Normal is missing an offensive core so here I am to offer one up. Diggersby, Heliolisk, and Staraptor is a great offensive core as not only do they synergize well, with Diggersby taking Rock and Electric moves for Staraptor, Heliolisk takes the Water moves for Diggersby, and Staraptor takes the Grass moves for Diggersby and the Ground moves for Heliolisk, they also wear down a lot of checks and counters that plague Normal Monos. Most Normal Mono teams tend to be bulky and stally so these mons bring a tad bit of surprise as they provide a ton of power for Normal teams. Diggersby is better off as the Scarfer since it has the lowest base Speed of the trio, however Banded + Huge Power can break walls a tad easier than Staraptor, who has to worry about recoil. Diggersby also starts the three-part Volt-turn core running U-turn in the last place. Heliolisk forms the second part of the Volt-turn core with Volt Switch. You can run Specs or LO depending on if you want the power or the freedom to switch moves. Staraptor is the last part of the three-part core for Volt-turn. Staraptor is the easiest wallbreaker as its STAB are spammable and hit very hard thanks to Reckless. Staraptor can run Scarf if you decide to Band Diggersby so you have a fast revenge killer.

Threatlist:
Ice- types: This core is super weak to Ice and the fact that Ice mons commonly carry Ice Shard there is no use in outspeeding them; however, if they do not opt for Ice Shard, they tend to be frail enough to be taken down by any move of the Core.

Faster than base 100 Scarfers: These can outspeed the whole core in general and tend to put a dent in it and make this core obsolete.

Good Teammates:

Smeargle (for Offense)
Ditto (for Offense)
Thick Fat Miltank (for Balanced)
Chansey (for Balanced)
 
Unfortunately late to party, But here is my very own BBC (Balanced Bug Core)! I know, I know, bug already has a couple, but i feel like this has a very distinctive feel to it when it comes to playstyle.





Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- U-Turn
- Flamethrower
- Flash Cannon
- Ice Beam




Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Bullet Seed




Shuckle @ Red Card
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
IVs: 0 Spe
Relaxed Nature
- Sticky Web
- Stealth Rock
- Encore
- Knock Off

Introduction:

Let's be Honest. Bug doesn't really work with any sort of defensive core per say, as the only true defensive pokemon it has are shuckle and Forretress, and although they complement each other's weaknesses quite nicely, running both leaves your team's offensive capabilities severely lacking; a big no-no if you are using a bug team. Therefore, Bug teams will almost always be 5 pokemon who hit hard - some of them perhaps bulky enough to tank a hit or two - and one defensive support. In this role, i believe shuckle shines brightest, as he is significantly harder to kill than forretress due to a lack of 4x weaknesses and still boasting monstrous defensive stats, as well as having access to both of the hazards important for bug: sticky web and stealth rock.

How to use:

This core practically plays itself. Shuckle is practically impossible to kill, even after a turn of setting up, so it is usually pretty safe to lead with it, barring a few cases. The first decision you have to make is whether or not to set up your hazard(s) immediately, or encore if you believe they are setting up. Note that, if you are packing red card and they decide to attack, this will lead to a turn wasted, so be prepared to actually think your turns through. Encore lasts 3 turns, so if you plan to set up both hazards, be sure that whatever you send in afterwards is capable of killing the mon you just allowed to set up for 4 turns, or that shuckle can get rid of them with red card.
Anyway, after hazards are set up, the rest of your core is practically as wallable as a nuclear missile. At max speed adamant, almost nothing can switch in safely and the only things that outspeed heracross are faster scarfed mons (so most of them), faster flying/levitating mons and anything that has above 137 (120 with +speed) base speed when max speed invested. That last bit is what makes this core truly dangerous, as things tend to not survive the sheer power of attacks coming from mega heracross. The scant few that outspeed it will usually be running scarf to manage this feat, and will rely on a psychic, fire, fairy or flying move to kill it, as mega heracross is pretty bulky even with a lack of defensive investments, and can usually tank a neutral hit. Also take note that, since three of the types that can in fact kill heracross quite well are resisted by steel, it is often quite easy just to switch into genesect, who, while not as bulky as hera, can tank one, perhaps even two hits from most such sources, and retaliate with it's incredible movepool, Most of the time with a super effective move backed up by decent dual attacking stats and the download ability. For anything else, there's (still hopefully healthy) shuckle, ready to take the brunt of many a strong fire move, for example.
Checks / Counters:

As many people have and will henceforth point out, no core is perfect and some have even incredibly crippling weaknesses, while still being completely viable for use on ladder and elsewhere. I do believe that, while the weak points are there, they are not many enough to make this core unusable.

Fire Monotype teams:This has and always will be any bug team's biggest weakness, barring one specifically tailored against it. With every mon usually running at least one offensive fire move, genesect with it's listed set can do nothing and heracross has problems dealing with anything up in the air, as most of them are pretty fast.

How2 counter / check: Scolipede with rock slide and earthquake would probably be your best bet against fire teams, but is not that great elsewhere. Baton pass is (un)fun, but rarely works against skilled players. Most bug teams run an armaldo or crustle, but using both leaves you weak to other types. Other than that, pray you can keep hazards up better than your opponent.

:
This is why we can't have nice things. The worst offender of any prankster, as it not only cripples your attackers, but also sets up defensive walls, so it's own sweepers (which it runs 3 of almost always) can safely set up.

How2 counter / check: There are a couple of ways you can approach this. One would be to run Galvantula, as he is the only viable bug that is immune to twave, and spam thunder on the target until you are forced to switch into something that can deal with whatever he plans to set up with. Another option is to run somethins that is largely unaffected by thunder wave (due to being slow) with brick break (since bug tends to rely on its own hazards, making defog a less appealing option), although giving up a slot for brick break is not that great either, but what can you do.


Specially Defensive Charizard-X: This is what makes the matchup vs Flying truly a pain. You simply don't have the time to set up sticky web for it to be relevant against one mon after it switches out, and when this thing sets up two ddances it's game over.

How2 counter / check: You need to keep your shuckle and/or other rock bugs healthy or paralize it somehow. There really isn't much you can do against Chari-X in the first place, but the specially defensive kind is not even checked by genesect, making it particularly problematic to deal with.



Good Partners:

The best rapid spinner you could ever ask for:
Armaldo deals with the core's particular weaknesses much better than forretress, as he hits hard and can run brick break, takes neutral from fire and flying, becomes a decent special wall with assault vest, etc. You will probably want to run him with this core, he is simply amazing with it.

OR
:
This may seem a bit of a confusing choice- why one attacking mon and one SpA mon? The reasoning here would be to get rid of that one mon that ruins everything- one of these would help you remedy the situation. Galvantula you would use to absorb thunderwaves, thunderwave himself and act as a second fast pivot, also giving you extra coverage. Scizor, on the other hand, would be a better slow but bulky pivot, with access to a strong bullet punch (perhaps leaving genesect with thunderbolt over flash cannon) and giving you an extra knock off or aerial ace or suprising superpower against that unsuspecting heatran switch in. You could use both, but I feel it's unnecessary, as neither is particularly amazing for sweeping or other purposes in the current metagame.


OR
:
Because what would a bug team be without a late game special sweeper? Make no mistake, while volcarona is seemingly the superior of the two, yanmega can become the saviour of your team when it comes to certain matchups that volcarona simply can't handle, since it requires relative safety while setting up, while all yanmega needs to do is protect once or twice. Depending on whichever you may choose, you might also switch a few moves around on your core teammates, for wider coverage or better survivability.

Alternatives to experiment with:
On shuckle, you may want to try using Contrary over Sturdy as the ability. While this may seem nonsensical at first, note that it's very hard to OHKO a shuckle in the first place, and that it makes spamming defog against it particularly hilarious, especially if you were to run toxic or infestation over knock off.

Expert belt on Genesect may give your opponent a truly nasty surprise, as most would expect to be scarfed and therefore relatively easy to set up on. Since bug has access to sticky web, the speedloss (while still possible to lose your games over) is much less of an issue. Or you could be "that guy" and run Douse Drive (don't run douse drive).

Substitute on heracross over either pin missile or bullet seed may lead to some unexpected pickoffs that could easily turn a battle in your favour. Just remember that pretty much any of his coverage moves can be detrimental to winning a certain type matchup, so be careful what you replace it with.
 
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Offensive Core


Metagross @ Shuca Berry
Ability: Clear Metal
EVs: 252 HP / 232 Atk / 16 Spe
Adamant Nature
- Explosion
- Meteor Mash
- Pursuit
- Earthquake / Stealth Rock


Latias @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Healing Wish
- Psyshock
- Roost

I'm snowed in... this isn't supposed to happen until January!

Both Sand Rush and Scarf mold breaker excadrill like to mess with mega cham, so having an answer to them outside of slowbro is just dandy, and additionally, this gets rid of lando-I and lati@s, who I find are the only special attackers I feel the need to run assaultvest mons for otherwise. Killing any of these fast mons make wall breakers like victni and medicham far easier to get into position. It's suprising bulk lets me make it explode on things if my normal checks (IE scarf pokemon) happen to die before I've dealt with the likes of dark pulse greninja, and I can speed up matches against water by getting a bulky wall out of the way. Technically answers most dragon dancers, although I don't rely on it for that.

Latias is pretty straightforward. It can come in on water, fire, ground, and electric attacks at will (they shouldn't be using your other resists against a psychic team) And then it blasts them with psyshock until they send in a wall or tank, which is when you can start throwing meteors. Latias has an easy time healing up as well, even if it takes a scald burn, it will generally get momentum back. Healing Wish is the reason to use it over the blue dragon, as it will let you bring another pokemon back from a near death experience, which can be crucial if you let something like medicham or gardevoir take a para,


  • Metagross is a tank, and should not be actually switched into earthquake
  • Suckerpunch/pursuit mind games
  • Latios sometimes run HP fire, so you have to remember to use meteor mash or explosion if you see a hole in the oppent's coverage becuase pursuit will not KO if it stays in.
  • Both walled by ceirtain steel types, especially ferrothron
  • Have to be used early to pave the way for wall breakers, leading to some pretty obvious safe switches on your part


Good Partners
  • Mew
  • Gardevoir
  • Medicham
  • Slowbro
  • Victini
  • Deoxys-S
  • Jirachi
  • Latios
[/quote][/quote]
 
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Balance Core


Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Glare
- Dragon Tail
- Stealth Rock
- Iron Head

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Psyshock
- Roost

I'm snowed in... this isn't supposed to happen until January!

Druddigon drops status, gets up stealth rock, and phases all in one. If against, say, a dark team, it can tank a little as well, as they may only have one pokemon carrying ice beam, which it can tank if it's willing to do nothing else for the rest of the battle.

Latios is pretty straightforward. It can come in on water, fire, ground, and electric attacks at will (they shouldn't be using your other resists against a psychic team) And then it blasts them with psyshock until they send in a wall or tank, which is when you can start throwing meteors. Latias has an easy time healing up as well, even if it takes a scald burn, it will generally get momentum back. It's defog support is crucial to teams with dragonite, and choiced variants of salamence and kyurem aprreciate not having to take 25% on entry as well.


  • If you overextend with latios to get kills, then stealth rock might still be up, annoying pokemon weak to it and breaking multiscale.
  • Latias attracts pursuit pokemon.
  • Druddigon is walked all over by leads with sleep moves, and he's a suprisingly weak to taunt for a base 120 atk pokemon.
  • Both walled by ceirtain steel types, especially ferrothron
  • Druddigon's non investment means gyarados can set up on him. Latios faces the same problem after he's gone to -2, and additionally, can only beat spdef gliscor if it uses psyschock once or twice to weaken it into draco meteors's KO range.


Good Partners
  • Dragonite
  • Hydregion
  • Garchomp
  • Goodra
  • Latias
  • Kyurem-Black
 
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