At Smogon you see a lot of terms like Boltbeam (The portmanteau of Thunderbolt and Ice Beam) describing a pair of types that is not easily resisted and hits for super effective on many types, a term that has been thrown around since special sweepers have used it.
Given the new metagame of D/P, much faster and much more resists-based than previous generations, and the threats that go along with it (including, if not limited to, Magnezone resisting BoltBeam and pretty much setting up on any special sweeper not equipped with flamethrower)
What do you believe is the best Type/Type offensive combo?
I guess I'll start the ball rolling with Ice/Fighting *excuse me while is go cry for coining this name* or "Focus Avalanche", Ice has coverage over the majority of fliers not named Charizard, Skarmory, or Gyarados, hitting the touted Heracross/Tyranitar killer Gliscor for 4x damage, and of course, the ever dangerous Specsmence.
Fighting hits many new and old threats such as Weavile, and Tyranitar for much harder than they can normally take.
The only problem is finding something that can effectively learn both, and has STAB on at least one of them (Ice/Fighting would be a rather odd combo)
so, I just forgo'd that part and used Nidoking as my example: (Obi makes a good point about Brick Break and STAB EQ on page 2, so i'm ninja editting this set)
Nidoking @ Choice Band (Or Life Orb/Expert Belt)
Rivalry (1.25x boost to attacks if opponent is the same gender)
252 HP/ 252 Attack / 6 Speed
Avalanche
Focus Punch
Sucker Punch
Earthquake
Nidoking is fairly happy at running 207 speed, especially since it has no 4x weaknesses to fear and fairly balanced stats all around. This set takes advantage of no speed EVs in two ways. Avalanche doesn't care if it outspeeds or not being a -1 priority move, Sucker Punch doesn't care if it outspeeds or not being a +1 priority move. Focus Punch really doesn't care at all with its priority -3. :]
Runs under sandstorm and hits current metagame favorites like Garchomp, Metagross, Weavile, Azelf, Tyranitar, Infernape, Starmie, Blissey for decent damage.
So yeah, post your most effective Type/Type combos with an analysis as to why they work (or might not work) in D/P.
Given the new metagame of D/P, much faster and much more resists-based than previous generations, and the threats that go along with it (including, if not limited to, Magnezone resisting BoltBeam and pretty much setting up on any special sweeper not equipped with flamethrower)
What do you believe is the best Type/Type offensive combo?
I guess I'll start the ball rolling with Ice/Fighting *excuse me while is go cry for coining this name* or "Focus Avalanche", Ice has coverage over the majority of fliers not named Charizard, Skarmory, or Gyarados, hitting the touted Heracross/Tyranitar killer Gliscor for 4x damage, and of course, the ever dangerous Specsmence.
Fighting hits many new and old threats such as Weavile, and Tyranitar for much harder than they can normally take.
The only problem is finding something that can effectively learn both, and has STAB on at least one of them (Ice/Fighting would be a rather odd combo)
so, I just forgo'd that part and used Nidoking as my example: (Obi makes a good point about Brick Break and STAB EQ on page 2, so i'm ninja editting this set)

Nidoking @ Choice Band (Or Life Orb/Expert Belt)
Rivalry (1.25x boost to attacks if opponent is the same gender)
252 HP/ 252 Attack / 6 Speed
Avalanche
Focus Punch
Sucker Punch
Earthquake
Nidoking is fairly happy at running 207 speed, especially since it has no 4x weaknesses to fear and fairly balanced stats all around. This set takes advantage of no speed EVs in two ways. Avalanche doesn't care if it outspeeds or not being a -1 priority move, Sucker Punch doesn't care if it outspeeds or not being a +1 priority move. Focus Punch really doesn't care at all with its priority -3. :]
Runs under sandstorm and hits current metagame favorites like Garchomp, Metagross, Weavile, Azelf, Tyranitar, Infernape, Starmie, Blissey for decent damage.
So yeah, post your most effective Type/Type combos with an analysis as to why they work (or might not work) in D/P.