Awesome! Just make sure you don't post the same core as Clearly (Cobalion, Terrakion, Keldeo) or DM, who has already reserved the offensive combo of Genesect / Mega-Pinsir / Heracross for bug.Gonna reserve possible Offensive Bug and Fighting Cores.
Awesome! Just make sure you don't post the same core as Clearly (Cobalion, Terrakion, Keldeo) or DM, who has already reserved the offensive combo of Genesect / Mega-Pinsir / Heracross for bug.Gonna reserve possible Offensive Bug and Fighting Cores.
	-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 recoveryMega-Medicham breaks every monotype core :s![]()
Small nitpick, but Close Combat is superior to A Thrust. AT gets 75 total base power while CC gets 120. Also, the lack of added Rough Skin damage is great. It's definitely worth the lowered defense drops, so IMO put that over AT.Bug Offensive Core
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Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 251 HP / 4 Atk / 1 SpD / 252 Spe
Jolly Nature
- Earthquake
- Baton Pass
- Protect
- Swords Dance
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Heracross @ Heracronite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Seed
- Rock Blast
- Pin Missile
- Arm Thrust
This set is simple, BP Swords Dance and Speed Boost to MegaCross and sweep. Heracross can usually take any physical attack that's meant to kill Scolipede(provided it's not SE). His moves are also meant to cover almost every type combination with a SE or normal damage attack(Bar Mega Venasuar) Scoli's EQ can be swapped for another attack because its current set is walled by Flying. Also, Scoli may be swapped out for Ninjask(same set, swap EQ for something else) This set can also work for Mega Pinsir, but seriously. You think Mega Pinsir needs more attack power? Also, Heracross' resistance to dark and ground are also quite useful.
Keep away from priority moves with your Scolipede.
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This set is a bit fragile, falling apart at the slightest entry hazard on Scoli's part. But, you can quickly pass the speed and it'll do fine. Although it's best to carry a Forretress to Rapid Spin those off(Along with some help for Hera with those Spikes/Rocks).
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Sticky Web. That is all.
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Hera cannot take anything that has Rough Skin because he will just die.
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This guy. Right here. Outspeeds a 2x speed boost and Twaves the boost down. Followed by a special flying type attack.
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Scarfed can also outspeed a 2x speed boost and OHKO with Air Slash.
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Same deal as Togekiss.
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These two can outspeed a 2x speed boost and Zard X gets DDance.
Pokes that go well:
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That could work, but he could get killed by priority.Small nitpick, but Close Combat is superior to A Thrust. AT gets 75 total base power while CC gets 120. Also, the lack of added Rough Skin damage is great. It's definitely worth the lowered defense drops, so IMO put that over AT.
Bug Offensive Core
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Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 251 HP / 4 Atk / 1 SpD / 252 Spe
Jolly Nature
- Earthquake
- Baton Pass
- Protect
- Swords Dance
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Heracross @ Heracronite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Seed
- Rock Blast
- Pin Missile
- Arm Thrust
This set is simple, BP Swords Dance and Speed Boost to MegaCross and sweep. Heracross can usually take any nonSTAB attack that's meant to kill Scolipede(provided it's not SE). His moves are also meant to cover almost every type combination with a SE or normal damage attack(Bar Mega Venasuar) Scoli's EQ can be swapped for another attack because its current set is walled by Flying. Also, Scoli may be swapped out for Ninjask(same set, swap EQ for something else) This set can also work for Mega Pinsir, but seriously. You think Mega Pinsir needs more attack power? Also, Heracross' resistance to dark and ground are also quite useful.
Keep away from priority moves with your Scolipede. ESPECIALLY WHIRLWIND.
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This set is a bit fragile, falling apart at the slightest entry hazard on Scoli's part. But, you can quickly pass the speed and it'll do fine. Although it's best to carry a Forretress to Rapid Spin those off(Along with some help for Hera with those Spikes/Rocks).
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Sticky Web. That is all.
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Hera cannot take anything that has Rough Skin because he will just die.
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This guy. Right here. Outspeeds a 2x speed boost and Twaves the boost down. Followed by a special flying type attack.
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Scarfed can also outspeed a 2x speed boost and OHKO with Air Slash.
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Same deal as Togekiss.
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These two can outspeed a 2x speed boost and Zard X gets DDance.
Pokes that go well:
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Excadrill, why u so scurry? Mold Breaker Scarfed Excadrill can tear through poison teams if you've lost crobat, so you'll need a safe switch in on either Mega-Venasaur or Weezing to Cripple it as quickly as possible with status.
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OML make it go away ;~;. A LO Landorus-I, with it's combination of Earth Power and Psychic, puts this team in serious trouble. The response I use on my team is the response I have to most set up sweepers and the like. Scarfed Gengar with Destiny Bond :P Though seriously, nothing can switch in safely on Landorus-I, something must die so that Crobat or another attacker can revenge kill.
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Drapion, because Psychic Immunity, mostly. Also can pursuit trap and OHKO nuisances like Meloetta or a -2 Victini.
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Nidoqueen, cause she provides all the coverage you'll need to cripple Steel's favorite walls (ferrothorn, skarmory, heatran), as well as the bulk to live hits from major offensive players like Kyurem-W and Landorus-I.
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Crobat, because Ground Immunity that avoids moldbreaker as well as the ability infiltrator. Crobat can take down Sub/Keldeo, Mega-Venasaur, Sub/Shaymin-Sky, greninja, and other threats easily. U-turn and it's impressive speed lets you pivot into the appropiate wall if need be.
Ya wanna go boi?Perhaps we should start putting the threats in a hide tag so they don't stretch for like half a page
EDIT: just edited all of my 7 cores with hide tags
Speaking of 7 cores, try to beat my record :^)
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Gengar @Choice Scarf
Ability: Levitate
EVs: 252 SpA/252 Speed
Timid Nature
- Shadow Ball
- Dazzling Gleam
- Destiny Bond
- Trick
Shhhhhh .3.Yes, Hunk. Take your Poison team apart and call it two cores.
Perhaps we should start putting the threats in a hide tag so they don't stretch for like half a page
EDIT: just edited all of my 7 cores with hide tags
Speaking of 7 cores, try to beat my record :^)
Ghost Balanced Core
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Will-O-Wisp
- Taunt
- Knock Off
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Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- King's Shield
- Iron Head
- Shadow Sneak
- Swords Dance
Overall, this set is pretty generic and is used the way you'd expect it to be used. But, the one catch is swapping one of Sableye's moves for Momento. This ensures a free boost for Aegislash either through a Swords Dance during a switch or through a hit and activating Weakness Policy. Also, if you need to save Sableye for something else and a Fairy Type is threatening him, switch to Aegislash for a free boost during the switch. Just keep the momentum and Boost when needed, and this set can lead to an easy sweep. But, you could also get OHKO'ed by Fire Blast the next turn, you never know.
Threats
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Works with
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Balanced Core (Ghost)
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Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Recover
- Will-O-Wisp
- Taunt
- Foul Play
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Aegislash @ Leftovers
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- King's Shield
- Shadow Sneak
- Swords Dance
- Sacred Sword
OR
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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.
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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.
I would have one with Cofragrigus, but Sableye can't learn Hex. D: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!
	
	
	
	
	
	
	
	Here's a couple of Fairy cores that I've played with and had some decent success with. I use all of the pokemon listed on my Fairy team, but I've seperated the offense from the defense to keep it clean. I know there will be critics of these setups, but as most would say...don't knock it 'til you've tried it.
NOTE:
The EV settings are to my personal preferences as I like to even out defenses and have each stat (where appropriate) end on either a 0 or 5. Set the stats/EVs to your preferences.
I've included replays to show how this team works when both cores work together.
This post is under construction as I'm testing other pokemon to fit in with either of these cores.
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Censorship (Klefki) @ Light Clay
Ability: Prankster
EVs: 252 Def / 252 SpD / 4 Spe
Modest Nature
- Reflect
- Light Screen
- Thunder Wave
- Draining Kiss/Spikes
(Is there a Diancie sprite available?)
Rock Hoe (Diancie) @ Enigma Berry
Ability: Clear Body
EVs: 56 HP / 136 Atk / 16 Def / 136 SpA / 16 SpD / 20 Spe
Serious Nature
- Hidden Power [Fire]
- Stealth Rock
- Diamond Storm
- Moonblast
Explanation: Klefki sets up your screens and Diancie gets in the Stealth Rock to help your offense get set up with little hassle. Aromatisse or Florges would make a good addition to this core as they can use Aromatherapy to cure status ailments on your team.
Klefki is your starting point for this team as it lays the "foundation" for your Fairy team to either put a serious hurting on your opponent's team or set up and sweep it altogether.
Draining Kiss is for recovery purposes when necessary. Thunder Wave neutralizes some faster threats and can help give you a clean set up when/if the hax take effect. It's best to run one of the screens first to help you get a clean set up. Ground/Fire attacks, Taunt, and Trick/Switcheroo users mess things up horribly, so be prepared to change strategy should that happen.
The offensive moves on Diancie helps it defend itself. Other than that, it should only be used to lay down the SR and pivot to your offense. Diancie definitely comes in handy for offense against some Bug and Ice teams, but Ground/Steel/Grass/Water attacks bring great pain to Diancie. Let Klefki get the screens up before switching.
Pokemon with Shadow Tag or Mean Look could stop this core (and your whole team) in its tracks.
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Heartbreaker (Mawile-Mega) @ Mawilite
Ability: Huge Power
EVs: 248 HP / 56 Atk / 16 Def / 152 SpD / 36 Spe
Careful Nature
- Iron Head/Fire Fang
- Play Rough
- Swords Dance
- Sucker Punch
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Random Cloud (Togekiss) @ Weakness Policy
Ability: Serene Grace
EVs: 36 HP / 196 Def / 76 SpA / 36 SpD / 164 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave/Nasty Plot
- Dazzling Gleam
- Flamethrower/Fire Blast/Heat Wave
OR
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7-11 Slurpee (Slurpuff) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 148 Atk / 8 Def / 96 SpD / 252 Spe
Jolly Nature
- Facade
- Belly Drum
- Cotton Guard
- Play Rough
Explanation: These three are mainly designed with longevity in mind, allowing them to be hard hitters that can eat a hit if need be. Slurpuff is the obvious exception to this, but its Unburden ability allows it to be a swift, heavy hitter when it sets up successfully. This core should be used AFTER the defensive core has set up the screens and Stealth Rock.
Togekiss is designed to be the counter to Steel-type pokemon. Either suggested Fire-type attack will work, but I use Flamethrower for accuracy. Thunder Wave neutralizes some faster threats which you can then paraflinch with Air Slash. Dazzling Gleam for STAB. The bulk that Togekiss has (with my EV settings) gives it comparable bulk to that of Dragonite and the screens can act as a Multiscale allowing it to hold up to a super effective attack, get the Weakness Policy boosts, and possibly sweep your opponent.
Mega Mawile is basically a carbon copy of most "generic" Mega Mawile setups, only with a generous investment in Sp. Def. to help it hold up against some strong special attackers. Fire Fang is a great alternative for Iron Head, but I prefer Iron Head for the good STAB as it works better against pokemon like Azumarill and Carracosta who eat Fire attacks with no sweat. Ground/Fire attacks and burns will hurt it a bit, hence the necessity of Swords Dance. Sucker Punch is a good priority "finish 'em off" move. Play Rough is a must for good STAB and possibly reducing your opponent's Atk. stat.
As for Slurpluff, you have to be careful if you pull it out when Stealth Rocks or Spikes/Tox Spikes are on your side of the field; it's best to bring it out if the field is clean. The 4 EVs for HP are to ensure that the Sitrus Berry activates when you use Belly Drum. Cotton Guard was just thrown in, but it's a good move to help raise Defense when you need to ward off physical Steel and Poison attacks. Facade will work wonders if you get burned/poisoned/paralyzed. Pokemon with Unaware will nerf this pokemon.
Once again, it's best to pivot to this core AFTER your defensive core has set up the screens and Stealth Rock. Azumarill (who I can't stand) and Gardevoir make good partners/substitutions for either member of this core.
REPLAYS:
http://replay.pokemonshowdown.com/monotype-166967479
http://replay.pokemonshowdown.com/monotype-168514285
http://replay.pokemonshowdown.com/monotype-169847024
http://replay.pokemonshowdown.com/monotype-171150049
http://replay.pokemonshowdown.com/monotype-172774833