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:
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)




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