MONOTYPE CORES

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XY MONOTYPE CORES THREAD
(approved by The Eevee General)


Welcome to the Monotype cores thread! With the new unbanning, many new threats have been introduced into the XY Monotype metagame! With these new threats around, and many already existing threats still thriving in the Monotype metagame, I decided to make a cores thread to see how many Monotype players play around common threats on the Ladder, by showing us the cores that lead them to victory! But before you start posting, read the rules, and what's expected to be posted when showcasing your core. This is a thread made to give people ideas to build new teams around, and to help out new players learn the metagame, and so they know what to build teams around. There are several cores that can bring you success in this Metagame. Balanced cores go well with types like Steel, Water, and Flying, while Offensive cores would go better with types like Swift Swim Water, or Fighting. Defensive cores might be used the best on bulky types like Normal, or Water too.

What is a core?

Effective cores are very important in competitive Pokemon, and any good player uses them, intentionally or not. Defensive cores rely on covering a lot of attacking types and common threats within the core, while also offering team support, so that the core is useful even when walled. On the other hand, offensive cores still like having the common attacking types covered between its members, but offensive synergy is most important. Be it one member of the core attracting Pokemon that another member can easily switch into and force out, one member luring and weakening the checks and counters of another, or one member being able to beat the Pokemon that the other can't, those are the characteristics that are wanted from a good offensive core. Finally, there are mixed or balanced cores, as well as support and pivoting cores, which blend in into offensive and defensive cores. Support or pivoting elements in cores aim to either provide easier switch-in and set up chances to offensive Pokemon, or help to wall and stall out the opponent in the case of defensive cores. - alexwolf

RULES

1. Please remember to keep discussion civil, no NSFW posts, don't begin flame wars in this thread, and remember to stay on topic! Any rude/irrelevant posts will be deleted, and if you continue to post posts like that, you will be infracted.

2. Creative, unknown cores and original, common cores are always accepted! Just remember that your post will be deleted if you post an unviable core that doesn't help new players at all.

3. Please remember to use sprites when posting your core, so your core can look nice and presentable.

4. Name what type of core your core is when posted. (Balanced Core, Offensive Core, Defensive Core.)


(more rules will be added when necessary)


GUIDE TO POSTING:

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.

Those are some threats to this core.


No need to post your core in Hide, I'll post it in Hide in the Archive for you. Remember to add some threats to your core, and remember to add how to beat them. If they're unbeatable, feel free to elaborate on how they it is able to destroy this core, and how you might be able to play around it. Happy posting!
Big thanks to Anttya and All Falls Down for helping me out with developing this thread!

SEE POST #2 FOR ARCHIVE V.1
SEE POST #19 FOR ARCHIVE V.2
 
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XY MONOTYPE CORES ARCHIVE V.1
DEFENSIVE CORES :^)
DEFENSIVE CORE
Bold Nature
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]
- Giga Drain

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.

(more cores to be added)


Defensive Core


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball / Power Whip
- Protect
- Spikes / Power Whip



Skarmory @ Rocky Helmet / Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Defog / Brave Bird
- Stealth Rock / Spikes
- Whirlwind


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Earth Power / Toxic
- Stealth Rock / Protect
- Roar


Doublade @ Eviolite
Ability: No Guard
EVs: 168 HP / 252 Atk / 88 Def
Brave Nature
IVs: 0 Spe
- Shadow Sneak
- Swords Dance
- Gyro Ball
- Toxic / Iron Defense

or


Jirachi @ Leftovers
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature/Sassy Nature
- Iron Head/Zen Headbutt
- Body Slam/Thunder Wave/Zen Headbutt
- Wish
- Protect
Introduction:

Even before the introduction of Aegislash, Steel was a defensive threat to be taken seriously. Although it lost its resistance with Dark and Ghost moves, it has gained a lot more than it lost. Since Aegislash got banned, you can use Doublade or Jirachi. With Doublade (instead of Jirachi) this core resists a total of 17 types. Only Dark moves can attack this core without something resisting it, and even the strongest moves are kept in check by some of these Pokemon. If you want something more versatile (or haxier) you can try Jirachi. It loses its immunity to Fighting, but it gains more balanced stats, Wish, Calm Mind, and a plethora of other moves. Either way, this is truly the definition of a core.

How to use:

This core is extremely easy to use from 1000 all the way to the top of the ladder (Perfect for beginners). Basically, you just switch into the appropriate counter, set up hazards / status before spamming moves like Protect and Roost. Steel is lucky enough to have access to reliable hazard control in the name of Defog (Skarmory). Steel also gets access to Spikes / Stealth Rock (Both for Ferrothorn / Skarmory and Stealth Rock for Jirachi / Heatran). With practice, you can easily stall your way to victory!

Checks / Counters:

No core is perfect, and unfortunately this includes this one (Although it came pretty close to perfect with Aegislash) Below, I have listed what counters / checks it, and if Steel has a reliable answer to it.

Landorus-I: Needless to say, this is the biggest threat. Focus Blast 1HKOs everything but Jirachi and Doublade but they are 1-2HKOed by Earth Power. The worst thing is that it’s immune to Thunder Wave from Jirachi so it’s extremely hard to cripple it.

How2 counter / check: I’m sorry, but there are none except Durant, and Genesect. However, they can’t switch into any of its moves so you’d have to sack something. Banded Scizor can pick off Lando at a decent amount of HP, but Hippodown / other Ground walls will easily take repeated punches so you’d need to predict

MixApe: Mixed Infernape’s a living hell for Stall, and this includes this core. Overheat succesfully 1HKOs everything bar Heatran but even that falls to a Life Orbed Close Combat. Doublade can’t do much but break its possible sash with Shadow Sneak before being killed by Overheat. Jirachi can live a single Overheat at full health. So yeah, this thing’s scary..

4 SpA Life Orb Infernape Overheat vs. 252 HP / 4 SpD Jirachi: 374-445 (92.5 - 110.1%) -- 56.3% chance to OHKO

How2 counter / check: This is mostly mindgames. I’d sack Ferrothorn (you’re going to be fighting Fire or Fighting anyways) since it’d be the least helpful before going into something that can kill it like Jirachi. A healthy scarfed Excadrill can tank a Life Orb Mach punch and kill it with EQ. If you nab the surprise kill, ever the better.

Gravity: Outside of Landorus-I this is extremely rare. However, it is almost fatal to Steel since Skarmory and Heatran lose their Flying / Balloon status.

How2 counter / check: There's not really any surefire way to check/counter Landorus-I with Steel when Gravity is up. You just have to revenge kill it with Genesect, but that will be hard because the Landorus-I user is probably going to pivot into Gastrodon, or Bulky Charizard-Mega-X.

Charizard-X with Earthquake: Without Earthquake Heatran easily walls this beast. However if it does have EQ it’ll kill Heatran, and pick off all of your other Pokemon one by one.

How2 counter / check: You can always bait the Eq by switching into Skarmory. Also, a protip is that if you see a Charizard switch into Heatran, chances are it has Earthquake. Balloon Empoleon can tank a Blitz and damage it with Torrent Scald, but it’s outclassed by Heatran / Skarmory in general. Thus making it a waste of space. If you’re extremely desperate, scarf Durant can often kill it if it decides to Dragon Dance.

Volcarona with HP Ground: I’m not joking when I say this is a threat. This is a threat. HP Ground variants can easily sweep through teams at +1 esp if Skarm’s Sturdy is broken. Specially Defensive variants of Jirachi can take a Fiery Dance and cripple it, otherwise it’ll be hard to take it down.

How2 counter / check: Once again, Scarf Durant’s a check if it decides to set up. But there’s no set counter for Volcarona other than getting Rocks up and pressuring it to switch in and out.

Good Partners:

To me, Durant seems to be a great check to a lot of these Pokemons. It can successfully outrun all of these Pokemon and come close to KOing (or KOing) it with a Life Orb move. Another good partner would be scarf Excadrill since it can hit through annoying threats like Rotom-W. It also has a nice immunity to Thunder Wave,



Durant @ Life Orb
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head (Mandatory for Nidoking and Landorus-I)
- Superpower / Rock Slide (Superpower for damaging Cobalion + Keldeo, Rock Slide for Fire Types such as Charizard and Infernape)
- X-Scissor (Mandatory for Slowbro and reliable STAB)



Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake (STAB and stuff)
- Iron Head (Fairies)
- Rock Slide (For those birds that are immune to EQ
- Rapid Spin / X-Scissor / Brick Break (Your choice)


Defensive Core (Dark)

(there are many viable Tyranitar sets)
Tyranitar @ Leftovers/Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Stealth Rock
- Stone Edge
- Flamethrower/Fire blast
- Earthquake/Crunch/Ice beam

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Foul Play
- Roost
- Brave Bird/Whirlwind/Toxic
- Defog
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off/Foul Play

Introduction:
Dark is one of the best types in the metagame as of right now, and there is a good reason why. Many consider dark to be the "anti - meta" type as this defensive core and dark's offensive core allows it to easily dispatch of the overused types of flying, steel, and psychic.
How to use:
This core is fairy simple: wall everything with Mandibuzz. If there are strong electric type or ice type attacks aimed at Mandibuzz, Tyranitar will easily eat them up and set up stealth rocks. If there is a physical attacker that is just too strong, cripple it with Sableye and then continue walling with Mandibuzz. There are many types that are simply unable to break this core.

Checks / Counters:

Fairy type moves -This core is unfortunately weak to fairy-type attacks and there is not much it can do about it.
How to play around: Bisharp is your best friend vs most fairy types, you can also use Drapion if you feel so inclined. Sableye can also cripple physical threats.

Keldeo: Keldeo's strong stabs destroy this core.
How to play around: Greninja's extrasensory, Scarf Hydreigon's draco meteor, sacrificing Mandibuzz for a brave bird.

Terrakion: Terrakion's strong stabs destroy this core.
How to play around: Get a burn off with sableye, greninja can kill it if it isnt scarfed, and it can be played around if it is scarfed.

Conkeldurr: Conkeldurr does not mind the burn and as a result is a threat to dark teams.
How to play around: Stall it with Mandibuzz, or you can use Honchkrow to kill it with brave bird.
Good Partners:


    • Greninja
    • Bisharp
    • Hydreigon
    • Zoroark
    • Drapion
    • Umbreon
    • Honchkrow


Defensive Core (Electric)
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
- Discharge/Thunderbolt
- Roost
- Defog
- Toxic/Heat Wave



Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest


Explanation:

Introduction: The electric monotype has unfortunately struggled in the monotype metagame due to the severe lack of viable electric types. They are blessed, however, in that they have 2 amazing defensive Pokemon that shine even in the Overused tier.

How To Use: Zapdos is your bulky physically defensive defogger and your main Medicham-Mega check, since nothing else in an Electric-monotype can take a High Jump Kick+Zen Headbutt from a base 100 Attack Stat, paired with Huge Power. (cough)
252 Atk Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Zapdos: 127-151 (33 - 39.3%) -- 10.1% chance to 3HKO after Leftovers recovery
Rotom-Wash is your Specially Defensive wall. It can hit Ground types hard, and can switch into Sand Rush Excadrill. It can also use Will-O-Wisp to neuter Physical Attackers that try to switch in on it. It mitigates Electric's EdgeQuake weakness with its ability levitate. It can easily take ice type and electric type attacks aimed at zapdos.

Checks / Counters:

Gravity: Earthquakes under gravity will absolutely destroy all of electric including this core. The most common offender of using this move is Landorus-Incarnate.
How 2 play around: Your best bet after it uses gravity is to sacrifice something and go into a revenge killer such as hidden power ice raikou or thundurus or scarfed hidden power ice magnezone and try to stall out the turns as soon as possible

Mega Charizard (X and Y)
X: Electric has a very rough time with mega charizard x and if it sets up a dragon dance, it will be very tough to come out on top.
How 2 play around: Your best bet is to paralyze it with prankster thunder wave from thundurus-incarnate and then deal with it with an earthquake from electivire.
Y: Charizard Y also happens to destroy this core, as sun boosted flame thrower and solarbeam will kill zapdos and rotom-wash, respectively
How 2 play around: Charizard-Y isnt as much of a threat because it is weak to your main stab, so weakening it with your other Pokemon and killing it is generally the best way to go.

Good Partners:
  • Prankster Thundurus-Incarnate
  • Electivire
  • Magnezone
  • Eelektross

Defensive Core (Ground)


Gastrodon @ Leftovers
Ability: Storm Drain
EVs : 252 HP / 4 Def / 252 SpD
Bold Nature
- Scald
- Earth Power
- Toxic
- Recover


Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide/ Whirlwind/ Toxic

The last slot is a choice between more coverage or more utlity. Rock Slide hits several important targets such as Volcarona, which could otherwise set up with little issue, and ensures Hippowdon isn't useless against flying and levitate mons. Whirlwind provides a stop to physical setup sweepers, and works well in tandem with Stealth Rock and sandstorm, racking up passive damage. Toxic also provides an answer to setup sweepers, but has the negative effect that they can keep their boosts and beat you down, however it can cripple other walls.

How to use:

This core works exactly how it looks, use Hippowdon to sponge physical hits, and Gastrodon special hits. You should generally get Stealth Rock up as often as possible with Hippowdon, as the other more offensively minded team members on a Ground team really appreciate the residual damage in breaking subs and allowing them to get KOs. However, assuming you're using Sand Rush Excadrill, it's important to keep Hippowdon until the lategame, where you can get into a position for an Excadrill sweep. It's also wise to remember that Hippowdon will fall to physical Water hits and strong special hits. This is where Gastrodon comes in, able to switch in on a lot of special attackers that lack Grass type coverage and stall them ad infinium with Recover and Toxic. It's also going to be the go to switchin against many water types to take advantage of it's great ability, Storm Drain.

Check&Counters:
Grass-Type Attackers

Yeah it should be fairly obvious just from typing, many grass type attackers break through this core with little trouble. In particular SporeSub Breloom easily sets up on and dismantles this core:

252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Gastrodon: 1116-1308 (261.9 - 307%) -- guaranteed OHKO

252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 252+ Def Hippowdon: 258-312 (61.4 - 74.2%) -- guaranteed 2HKO after Leftovers recovery

This weakness can be somewhat be patched by using Mamoswine, who checks many Grass type attackers thanks to it's powerful Ice STAB and decent speed tier.

252+ Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 4 Def Breloom: 226-268 (86.5 - 102.6%) -- 50% chance to OHKO after Stealth Rock

Mixed Mega Garchomp also does very well here thanks to it's powerful Fire Blast and great bulk, allowing it to check many grass types effectively:

252 SpA Mega Garchomp Fire Blast vs. 0 HP / 0 SpD Breloom: 342-404 (131 - 154.7%) -- guaranteed OHKO

4+ Atk Mega Garchomp Stone Edge vs. 0 HP / 0 Def Shaymin-S: 318-376 (93.2 - 110.2%) -- guaranteed OHKO after Stealth Rock

252 SpA Life Orb Shaymin-S Seed Flare vs. 0 HP / 0- SpD Mega Garchomp: 281-331 (78.7 - 92.7%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Mega Garchomp: 180-216 (50.4 - 60.5%) -- guaranteed 2HKO after Stealth Rock

Super Strong Physical attackers
There belongs a group of physical attackers so strong, even Hippowdon cannot wall them. The main offender here is Mega Medicham, although Mega Mawile can cause serious problems if Hippowdon has any sort of prior damage before switching in.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Hippowdon: 178-211 (42.3 - 50.2%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

When even the bulkiest Ground has to offer cannot sponge these strong attacks, it's fairly obvious that offensive checks are needed to beat these mons. Landorus works a treat for both mons, KOing both after SR assuming standard spreads:

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 132 HP / 0 SpD Mega Mawile: 478-564 (174.4 - 205.8%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 0 SpD Mega Medicham: 261-308 (100 - 118%) -- guaranteed OHKO

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 0 HP / 4 Def Landorus: 179-211 (56.1 - 66.1%) -- guaranteed 2HKO after Stealth Rock

Excadrill in sand can also check both mons thanks to it's extremely powerful Earthquake, but dislikes taking Mawile's Sucker Punch in conjuction with it's LO recoil.

252+ Atk Life Orb Excadrill Earthquake vs. 132 HP / 0 Def Mega Mawile: 398-468 (145.2 - 170.8%) -- guaranteed OHKO

252+ Atk Life Orb Excadrill Earthquake vs. 0 HP / 4 Def Mega Medicham: 274-324 (104.9 - 124.1%) -- guaranteed OHKO

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 0 HP / 4 Def Excadrill: 248-292 (68.6 - 80.8%) -- guaranteed 2HKO after Stealth Rock

Good Partners:
Mamoswine
Landorus
Mega Garchomp
Excadrill


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.

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.

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





OFFENSIVE CORES :^)

Offensive Core (Flying) Tornadus-T, Thundurus-T and Mega Charizard X/Gyarados


Tornadus-Therian @ Assault Vest
EVs: 128 HP / 164 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn


Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Focus Blast
- Hidden Power [Ice]
- Thunderbolt / Grass Knot


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

OR

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Substitute / Stone Edge / Ice Fang / Taunt /

Choosing which Mega: Both of the Mega Evolutions shown above work equally well with the two therians, providing the power to break down the special walls that love to switch into them and take advantage of the free turns and chip damage caused to engineer a sweep. In terms of choosing between them, Gyarados offers better type synergy, able to switch in easily on the Ice attacks that would otherwise threaten the other two members of the core while Charizard offers greater longevity with it's access to Roost and a greater initial Speed which can prove very useful when punching holes in the opposing team rather than sweeping.

Explanation: This core serves flying with a constant source of momentum, and paired with Stealth Rock support can really harm the opponent due to the constant switching it invokes. Tornadus-T supplies the team with great special bulk thanks to Assault Vest, allowing you to take on the likes of Choice Specs Keldeo with little fear, as Hydro Pump hits for roughly 60%, while you outspeed and OHKO back with Hurricane. Thanks to it's great ability Regenerator, it can do this time and time again through the match. Thundurus-T also makes great use of it's ability in this core, able to switch into Electric attacks that threaten Tornadus with impunity and force switches or KO the opponent outright. It also provides the team with a hard hitting revenge killer for many threats at +1, for example Dragon Dance Gyarados, thanks to it's excellent 101 base speed for a scarf user. The Mega of choice provides the physical power to break down the special walls that love to switch in on the other members of the core, and massively appreciates Thundurus-T taking out potential faster revenge killers and the chip damage this core generally provides with the pivoting it uses. They can also remove or massively weaken it's number one counters, heatran for charizard and ferrothorn for gyarados with their powerful Focus Blast.

Weaknesses:

Stealth Rock: Serious Defog support is required for this core, as in particular Thundurus-T and Charizard will be worn down extremely quickly if they are switching into Stealth Rock often. In addition, this core also appreciates Stealth Rock on the other side of the field to punish the opponent for switching and helping to get KOs. Skarmory can provide both.

Strong Ice Attacks: More relevant when Charizard is used as the Mega, as while it can take most Ice attacks at full health, it will struggle to switch in on them particularly if Stealth Rock is up. This can also be said of Tornadus-T, it will survive most Ice Beam, and can fire off a Focus Blast to severely wound the opponent. Kyurem-W in particular can give real problems here, especially if it's one of the rare variants carrying Focus Blast, as it will make short work of Gyarados. Skarmory can switch into physical Ice moves from the likes of Mamoswine all day long and take advantage by getting Stealth Rock up. Watch out for Knock Off from the aforementioned Mamoswine and also from Weavile. In terms of specially based Ice attacks from the likes of Kyurem-W and Greninja, these simply have to be played around and checked by Thundurus-t's superior Speed, Tornadus-T's great Speed and bulk with Assault Vest and by setting up Zard X where possible so it can outspeed and hit with one of it's powerful STABs. Running Stone Edge on Mega Gyarados is also an option to beat these mons. Finally Articuno can be run to be able to switch into Ice Beams and generally powerful Special Attacks thanks to it's neutrality to Ice and great Special bulk. It can also provide Heal Bell support which is particularly useful for your Mega, as it gives them a second chance to sweep in case of an untimely paralysis or burn in Gyarados's case. Note if using Articuno, your team will be extremely reliant on Defog support.

Kyurem-White / Kyurem-Black: Either forme possesses the raw power to be able to break through your core before it gets taken out, through Kyurem-White's nuclear special attacks or between Kyurem-Black's access to pseudo BoltBeam coverage backed up by Teravolt. They also have the bulk to be able to take Focus Blast from either therian forme and swiftly dispatch it. The best method of playing around these has to be keeping Stealth Rock up and generally wearing them down when they come in. If you can keep Stealth rock up, they will be afraid to switch in and will be relying on safe switches when another team mate is KOed. If running Stone Edge on Gyarados, unless they are running a scarf, they will not be able to handle either Mega at +1, so scouting and finding the set out can be a great help. Pivoting with Tornadus-T is a massive help here.

Genesect and Greninja: These two can be a great threat due to their Speed(With a Scarf for Genesect) and Abilities, Download and Protean respectively. They also have the coverage to cause your team serious problems, however with good play both can be beaten fairly easily. Both are worn down fairly easily with Stealth Rock, due to Greninja's usual reliance on LO for power, and Genesect's lack of recovery and use of U-Turn. Thundurus-T outspeeds any Greninja set apart from Scarf and promptly KOes with supereffective Volt Switch or Focus Blast(if it's already used Ice Beam). If it does turn out to be a Scarf set, Tornadus-T takes max 66% from Ice Beam and again KOes with Focus Blast. It can also survive a LO Ice Beam with no prior damage(maxes out at 85%) and do the same, however it will be forced to switch almost immediately. Mega Charizard X can also take any attack at full health and KO with Dragon Claw 50% of the time, a guaranteed KO after Stealth Rock or one turn of LO recoil. Note that neither of these can take on a Choice Specs Greninja, in which case outspeeding with Thundurus-T is your best shot. Specially Defensive Articuno can switch into any Greninja set(apart from lol HP Rock) provided Stealth Rock isn't up, and threaten it back with Hurricane or Freeze-Dry. Genesect can also be played around, particularly if using Mega Gyarados, as it forces the Genesect user into a 50-50 of whether to use Ice Beam and give Gyarados the chance to set up or Thunderbolt and heal Thundurus-T and give it a free switch in. Be wary of trying to pivot out with Volt Switchif the opponent is a Steel team with Excadrill however. Genesect also can't make use of Download against either Tornadus-T or Thundurus-T, as their Special Defense is naturally higher than their Defense, meaning it gets a largely useless Attack boost, meaning Thundurus-T can cause it decent damage with Volt Switch or Thunderbolt if it's running it, and Tornadus-T can Knock Off it's Choice Scarf while taking a Thunderbolt/Ice Beam, and then cause good damage with Hurricane the turn after when it outspeeds. Mega Charizard X cannot be KOed by even +1 Ice Beam after Stealth Rock, while it KOes 4 times over with Flare Blitz. Mega Charizard can also deal with the Physically based Shift Gear sets relatively easily. Again Specially defensive Articuno gets a mention for being able to able to switch into any move from full health (even +1 Thunderbolt maxes out at 53%, a 3HKO after Leftovers) however it can't really do much other than Heal Bell any status on your team unless it's running Hurricane.

Good Team-mates

Skarmory(Able to switch in on most physical attackers, offers reliable Defog and Stealth Rock support)

Articuno(While it adds another Stealth Rock weakness, it is able to switch in on most Special Attackers that give this core trouble)


OFFENSIVE CORE

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.


Offensive Core(Fighting)

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Stealth Rock
- Volt Switch
- Flash Cannon




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


Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Surf
- Secret Sword

Im new to the thread so I'm just gonna follow AFD's format.
Introduction: Fighting mono is well known for being one of the most offensive monos. Hyper offense fighting is the most recognized playstyle for it. Usually there is a lead (infernape/cobalion) and the rest of the fighting team dents the other mono as hard as it can while maintaining pressure to keep spinners and defoggers from doing their job. This mono is able to keep its offensive momentum and ability to switch in because of its resistance to hazards.


How To Use: Most of the time you will lead with your hazard setter and the only reason you wouldn't is if you know something on the other team can out speed and OHKO it. Cobalion in is example will usually set up rocks and volt switch or para the opposing Pokemon. If you volt switch its usually to something that can finish off the opposing Pokemon and doesn't mind taking a hit. Terrakion and Sub CM Keldeo are known for beating the pokes that wall the other one, ultimately resulting in Terrakion or Keldeo finishing off the opposing team. The offensive momentum is key in mono fighting so you don't ever want any of your Pokemon walled by another one where they can damage the rest of your team.

Checks/ Counters:

Bulky Psychic Pokemon:

Psychic vs Fighting is a bad matchup to start off. Fighting teams struggle to beat the psychic core if slowbro/mew and sometimes latias. Physical attacks are sponged by slowbro wow special ones are taken by latias, mew, AV Gallade, AV meloetta. The best way to beat psychic is to beat slowbro or their defensive wall. Most psychic types lack physical bulk and Scarf Heracross can take advantage of that. The special walls on psychic tend to lack physical bulk. The only thing that stops scarf heracross from sweeping immediately is usually victini which outspeeds and can take a megahorn if n

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 0 Def Mew: 177-208 (43.8 - 51.4%) -- 64.5% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Heracross Megahorn vs. 0 HP / 24 Def Mega Gardevoir: 262-309 (94.5 - 111.5%) -- guaranteed OHKO after Stealth Rock

252 Atk Heracross Megahorn vs. 252 HP / 0 Def Metagross: 153-180 (42 - 49.4%) -- 21.9% chance to 2HKO after Stealth Rock

Metagross is one of the only things on psychic that isnt 2HKOd by megahorn

Zapdos/ Skarm Core:
This is one of the most well known cores in mono and is used on almost all good flying teams. The core is able to wall both Terrakion with Skarmory and Keldeo with Zapdos. The one thing that beats this core is Mega-Medicham

252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 168 Def Zapdos: 260-306 (67.7 - 79.6%) -- 37.5% chance to OHKO after Stealth Rock ~ this is possibly more defense investment then what flying users have but i dont know.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Skarmory cant switch into ice punch because it is OHKOd by HJK after rocks and that prior damage.

Fairies:
I havent faced fairies but i do know that even though they lack physical bulk for the most part, they have klefki to set up screens and anything that is in front of klefki risks being parad. Fighting has no way to get rid of screens as no fighting type gets access to defog. As far as i know there isnt much way around an experienced fairy user. People that know how to use fighting better are welcome to correct this statement.

Good Partners:
Heracross
Mega Medicham
Breloom

Replay: vs Psychic http://replay.pokemonshowdown.com/oumonotype-160732605


Offensive Core (Ground)
Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide/ Whirlwind/ Toxic


Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature/ Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance


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

Introduction:
This core is one of the best offensive cores Ground has access to. Hippowdon provides Sandstorm so a Life Orb Excadrill can punch a big hole in the opposing team, or possibly sweep. Landorus-Incarnate makes it so that dedicated Physical Walls don't wall this core to hell and back. Landorus-Incarnate can provide Gravity support so Excadrill sweeps can be a lot easier. If you don't want to run Gravity, you can run Psychic to hit things like Gengar and Weezing, specifically Weezing, since it can wall non-Mold Breaker Excadrill really well.

252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Weezing: 122-146 (36.5 - 43.7%) -- 99.5% chance to 3HKO after Black Sludge recovery
252 Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Weezing: 110-133 (32.9 - 39.8%) -- 17.9% chance to 3HKO after Black Sludge recovery

Hippowdon not only puts up the ever-so-useful Sandstorm, but it also sets up Stealth Rock, to exert even more pressure onto the opponent.

How to use: Simple: set sand, sweep with Excadrill, wallbreak with Landorus.

THREATS TO THIS CORE:
Weezing
-
Weezing is a slight threat to this core, as it can spread burns and switch into Excadrill and Hippowdon with apparent ease.
How to defeat it?: Weezing isn't that much of a threat to people that run Gravity Landorus-Incarnate. Psychic Landorus-Incarnate is a good check too, but beware of switches, especially switches into Air Balloon Ice Fang Drapion. Weezing isn't that much of a threat to Landorus, but it is going to be a nuisance with all of the burn spreading and pain splitting.

Skarmory
is a threat to the main Pokemon of this core; Excadrill. Skarmory can easily switch into Excadrill and pretty much take ~20% from any move Excadrill throws at it. It can also easily set Stealth Rock on Excadrill, and it can also Brave Bird your Landorus-Incarnate on the switch.
How to defeat it?: Gravity Landorus-Incarnate makes slight work of Skarmory. Skarmory is pretty much Gravity set-up bait when Landorus-Incarnate is on the field. From there, you pretty much have an opportunity to sweep. If Landorus-Incarnate somehow dies, fishing for Scald burns with Gastrodon is your best bet.

Greninja -
Greninja pretty much gets a free kill if Sandstorm is not up. Grass Knot Greninja has an opportunity to sweep your team if Hippowdon is dead.
How to defeat it?: You just have to hope you can kill it with Sand Rush Excadrill.


Gyarados - CAN and WILL sweep this core, scratch that, your entire team, if you play around it incorrectly. One or two Dragon Dances can clean your team. Since Mold Breaker goes through Storm Drain, Gastrodon is perfect set-up bait for Substitute or Ice Fang/Waterfall/Earthquake/Dragon Dance Gyaradoses to sweep you. Regular Gyarados is no different; +2 Earthquakes aren't something Gastrodon wants to eat up.
How to defeat it?: Of course, you can continuously pivot into Hippowdon when you see a Gyarados, but Hippowdon isn't going to be switching into +1 Waterfalls all day. But in the times Hippowdon
can switch in, you can just Roar Gyarados off of the field, and hope to wear him down with Protect+Stealth Rock+Sandstorm damage. Also, if the Gyarados user tries to set up too early, Gyarados won't be too much of a problem. Also, Sand Rush Excadrill outspeeds +2 Speed Gyarados in Sand.
GOOD PARTNERS TO THIS CORE:
  • Gastrodon, he serves as a pivot into Water-moves like Aqua Jet, and can switch into Ice Beam with ease. Can also switch into non-Hidden Power [Grass] Choice Scarf Kyurem-white.
  • Mamoswine, Mamoswine can threaten Flying-monotypes and opposing Ground-monotypes with Life Orb Ice Shards, and he serves as a reliable Priority user.
  • Garchomp/Garchomp-mega, serves as a powerful Wall Breaker with Swords Dance. Sand Force makes a +2 Stone Edge do a decent amount of damage to Skarmory. You can also run a Mixed Set with Fire Blast to hit Skarmory right off the bat.
  • Nidoking, provides Bolt Beam coverage to hit Flying-monotypes and a variety of other Monotypes. Sludge Wave is a good way to do hella damage to Fairy Monotypes in combination with Excadrill.


Offensive Core (Flying)


Tornadus-Therian @ Assault Vest
EVs: 128 HP / 164 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn


Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Focus Blast
- Hidden Power [Ice]
- Thunderbolt / Grass Knot


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

OR

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Substitute / Stone Edge / Ice Fang / Taunt /

Choosing which Mega: Both of the Mega Evolutions shown above work equally well with the two therians, providing the power to break down the special walls that love to switch into them and take advantage of the free turns and chip damage caused to engineer a sweep. In terms of choosing between them, Gyarados offers better type synergy, able to switch in easily on the Ice attacks that would otherwise threaten the other two members of the core while Charizard offers greater longevity with it's access to Roost and a greater initial Speed which can prove very useful when punching holes in the opposing team rather than sweeping.

Explanation: This core serves flying with a constant source of momentum, and paired with Stealth Rock support can really harm the opponent due to the constant switching it invokes. Tornadus-T supplies the team with great special bulk thanks to Assault Vest, allowing you to take on the likes of Choice Specs Keldeo with little fear, as Hydro Pump hits for roughly 60%, while you outspeed and OHKO back with Hurricane. Thanks to it's great ability Regenerator, it can do this time and time again through the match. Thundurus-T also makes great use of it's ability in this core, able to switch into Electric attacks that threaten Tornadus with impunity and force switches or KO the opponent outright. It also provides the team with a hard hitting revenge killer for many threats at +1, for example Dragon Dance Gyarados, thanks to it's excellent 101 base speed for a scarf user. The Mega of choice provides the physical power to break down the special walls that love to switch in on the other members of the core, and massively appreciates Thundurus-T taking out potential faster revenge killers and the chip damage this core generally provides with the pivoting it uses. They can also remove or massively weaken it's number one counters, heatran for charizard and ferrothorn for gyarados with their powerful Focus Blast.

Weaknesses:

Stealth Rock: Serious Defog support is required for this core, as in particular Thundurus-T and Charizard will be worn down extremely quickly if they are switching into Stealth Rock often. In addition, this core also appreciates Stealth Rock on the other side of the field to punish the opponent for switching and helping to get KOs. Skarmory can provide both.

Strong Ice Attacks: More relevant when Charizard is used as the Mega, as while it can take most Ice attacks at full health, it will struggle to switch in on them particularly if Stealth Rock is up. This can also be said of Tornadus-T, it will survive most Ice Beam, and can fire off a Focus Blast to severely wound the opponent. Kyurem-W in particular can give real problems here, especially if it's one of the rare variants carrying Focus Blast, as it will make short work of Gyarados. Skarmory can switch into physical Ice moves from the likes of Mamoswine all day long and take advantage by getting Stealth Rock up. Watch out for Knock Off from the aforementioned Mamoswine and also from Weavile. In terms of specially based Ice attacks from the likes of Kyurem-W and Greninja, these simply have to be played around and checked by Thundurus-t's superior Speed, Tornadus-T's great Speed and bulk with Assault Vest and by setting up Zard X where possible so it can outspeed and hit with one of it's powerful STABs. Running Stone Edge on Mega Gyarados is also an option to beat these mons. Finally Articuno can be run to be able to switch into Ice Beams and generally powerful Special Attacks thanks to it's neutrality to Ice and great Special bulk. It can also provide Heal Bell support which is particularly useful for your Mega, as it gives them a second chance to sweep in case of an untimely paralysis or burn in Gyarados's case. Note if using Articuno, your team will be extremely reliant on Defog support.

Kyurem-White / Kyurem-Black: Either forme possesses the raw power to be able to break through your core before it gets taken out, through Kyurem-White's nuclear special attacks or between Kyurem-Black's access to pseudo BoltBeam coverage backed up by Teravolt. They also have the bulk to be able to take Focus Blast from either therian forme and swiftly dispatch it. The best method of playing around these has to be keeping Stealth Rock up and generally wearing them down when they come in. If you can keep Stealth rock up, they will be afraid to switch in and will be relying on safe switches when another team mate is KOed. If running Stone Edge on Gyarados, unless they are running a scarf, they will not be able to handle either Mega at +1, so scouting and finding the set out can be a great help. Pivoting with Tornadus-T is a massive help here.

Genesect and Greninja: These two can be a great threat due to their Speed(With a Scarf for Genesect) and Abilities, Download and Protean respectively. They also have the coverage to cause your team serious problems, however with good play both can be beaten fairly easily. Both are worn down fairly easily with Stealth Rock, due to Greninja's usual reliance on LO for power, and Genesect's lack of recovery and use of U-Turn. Thundurus-T outspeeds any Greninja set apart from Scarf and promptly KOes with supereffective Volt Switch or Focus Blast(if it's already used Ice Beam). If it does turn out to be a Scarf set, Tornadus-T takes max 66% from Ice Beam and again KOes with Focus Blast. It can also survive a LO Ice Beam with no prior damage(maxes out at 85%) and do the same, however it will be forced to switch almost immediately. Mega Charizard X can also take any attack at full health and KO with Dragon Claw 50% of the time, a guaranteed KO after Stealth Rock or one turn of LO recoil. Note that neither of these can take on a Choice Specs Greninja, in which case outspeeding with Thundurus-T is your best shot. Specially Defensive Articuno can switch into any Greninja set(apart from lol HP Rock) provided Stealth Rock isn't up, and threaten it back with Hurricane or Freeze-Dry. Genesect can also be played around, particularly if using Mega Gyarados, as it forces the Genesect user into a 50-50 of whether to use Ice Beam and give Gyarados the chance to set up or Thunderbolt and heal Thundurus-T and give it a free switch in. Be wary of trying to pivot out with Volt Switchif the opponent is a Steel team with Excadrill however. Genesect also can't make use of Download against either Tornadus-T or Thundurus-T, as their Special Defense is naturally higher than their Defense, meaning it gets a largely useless Attack boost, meaning Thundurus-T can cause it decent damage with Volt Switch or Thunderbolt if it's running it, and Tornadus-T can Knock Off it's Choice Scarf while taking a Thunderbolt/Ice Beam, and then cause good damage with Hurricane the turn after when it outspeeds. Mega Charizard X cannot be KOed by even +1 Ice Beam after Stealth Rock, while it KOes 4 times over with Flare Blitz. Mega Charizard can also deal with the Physically based Shift Gear sets relatively easily. Again Specially defensive Articuno gets a mention for being able to able to switch into any move from full health (even +1 Thunderbolt maxes out at 53%, a 3HKO after Leftovers) however it can't really do much other than Heal Bell any status on your team unless it's running Hurricane.

Good Team-mates

Skarmory(Able to switch in on most physical attackers, offers reliable Defog and Stealth Rock support)

Articuno(While it adds another Stealth Rock weakness, it is able to switch in on most Special Attackers that give this core trouble)

BALANCED CORES :^)

BALANCED CORE

Tinker Knight (Genesect) @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt/Flamethrower
- Energy Ball/Bug Buzz
- Ice Beam
- U-turn/Flamethrower

xD (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpD / 252 HP / 4 Spe
Calm Nature/Sassy Nature
- Lava Plume
- Toxic
- Roar/Earthquake
- Rock Slide/Protect

Introduction:
This core is meant to abuse Genesect's offensive potential, by letting him continuously pivot into Heatran and eliminate all of the walls/offensive Pokemon that threaten him with Toxic+Rock Slide, like Bulky Zard-X and Rotom-Heat. With Stealth Rock support from something like Skarmory, you can easily wear down the opposing team and clean up with Genesect and Excadrill. As for Rock Slide/Protect, use what you want to. I prefer Rock Slide to get Charizard-Mega-Y out of the game ASAP, but Protect helps with Toxic stalling scary walls like Rotom-Heat. Same for Energy Ball/Bug Buzz/Flamethrower. I prefer Bug Buzz/Flamethrower, but Energy Ball is helpful for removing annoying Water types like Lanturn, Swampert, and Quagsire. Flamethrower also hits threats like Excadrill relatively hard. If you choose to run Earthquake over Roar,

BIG THREATS TO THIS CORE
Excadrill - Choice Scarf Excadrill can easily clean this core if you don't run Flamethrower, and even then, if you don't have the Special Attack boost from Download, Genesect fails to OHKO.>252 SpA Genesect Flamethrower vs. 0 HP / 0 SpD Excadrill: 264-312 (73.1 - 86.4%) -- guaranteed 2HKOHow do I defeat it?: Run the standard Physically Defensive Skarmory, and then Excadrill fails to do more than ~20% to you.

Heatran - Earth Power Heatran walls the two members of this core to hell and back, if you decide to not run Earthquake.
How do I defeat it?: Again, if you run Earthquake, you can say goodbye to the opposing Heatran. But if you don't, your best bet is revenging it with Choice Scarf Excadrill.
Landorus-Incarnate - Landorus-Incarnate packed with Gravity is a big threat to Mono Steel as a whole. Once Gravity is up it can pretty much sweep if Genesect is dead.How do I defeat it?: Preserve Genesect if you see a Landorus-Incarnate, then proceed to threaten it with Choice Scarf Ice Beams.
GOOD PARTNERS
  • Choice Scarf Excadrill, it threatens Fairy types and can do a number to Flying types with Rock Slide.
  • Skarmory, a good switch in to opposing Excadrills.
  • Mawile-mega, a powerful Pokemon that can stall break and provides Steel with priority in Sucker Punch.
  • Ferrothorn provides a good pivot into scary Water types like Milotic and can provide Knock Off/Spikes support.


Balanced Core (Fire)


Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast/Flamethrower
- Solar Beam
- Focus Blast
- Roost/Defog

Torkoal @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Rapid Spin
- Lava Plume
- Stealth Rock
- Yawn

Victini @ Assault Vest
Ability: Victory Star
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Blue Flare
- Psychic/Psyshock
- Thunderbolt/Energy Ball
- Glaciate/Hidden Power Ice



Introduction: Most fire teams are known to be hyper-offensive, but I personally use a more balanced type of fire team. This fire team can surprisingly wall a good number of things despite the stealth rock weakness.

How to use: Your usual lead with be Charizard to set up the sun to alleviate your water weakness. From here, you can choose to attempt sweeps with your other Pokemon, or switch to the respective wall to sponge hits in a pinch, Victini being specially defensive, Torkoal being physically defensive, and Charizard being naturally bulky with the added drought.

Checks/Counters

Strong Water-type attacks that 2HKO Charizard - These can be a threat to this core, for example choice-specs Keldeo.

How to play around: Charizard can usually take any special water move in the sun, even specs keldeo, and respond with a SE Solarbeam. Victini can also survive these hits, and respond with the coverage move of choice.
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 8 SpD Assault Vest Victini in Sun: 176-210 (43.6 - 52.1%) -- 11.3% chance to 2HKO

Scarfed Stone Edge (Heracross, Terrakion) - Stone edge is another big threat to this core.

How to play around: Physically defensive Heatran, scarfed Rotom-heat (for heracross), scarfed darmanitan (for heracross) can usually kill Heracross without sticky webs. Torkoal can take an unboosted stone edge from Heracross. Heatran and defensive Arcanine can take Terrakion's stone edge moderately well, just short of being a 2HKO, and can burn it.

Partners:
  • Heatran
  • Arcanine
  • Darmanitan
  • Rotom-Heat
  • Ninetales
  • Entei
  • Infernape
 
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Defensive Core



Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball / Power Whip
- Protect
- Spikes / Power Whip




Skarmory @ Rocky Helmet / Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Defog / Brave Bird
- Stealth Rock / Spikes
- Whirlwind



Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Earth Power / Toxic
- Stealth Rock / Protect
- Roar



Doublade @ Eviolite
Ability: No Guard
EVs: 168 HP / 252 Atk / 88 Def
Brave Nature
IVs: 0 Spe
- Shadow Sneak
- Swords Dance
- Gyro Ball
- Toxic / Iron Defense

or



Jirachi @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Protect / Hidden Power Fire
- Calm Mind
- Psyshock

Introduction:

Even before the introduction of Aegislash, Steel was a defensive threat to be taken seriously. Although it lost its resistance with Dark and Ghost moves, it has gained a lot more than it lost. Since Aegislash got banned, you can use Doublade or Jirachi. With Doublade (instead of Jirachi) this core resists a total of 17 types. Only Dark moves can attack this core without something resisting it, and even the strongest moves are kept in check by some of these Pokemon. If you want something more versatile (or haxier) you can try Jirachi. It loses its immunity to Fighting, but it gains more balanced stats, Wish, Calm Mind, and a plethora of other moves. Either way, this is truly the definition of a core.

How to use:

This core is extremely easy to use from 1000 all the way to the top of the ladder (Perfect for beginners). Basically, you just switch into the appropriate counter, set up hazards / status before spamming moves like Protect and Roost. Steel is lucky enough to have access to reliable hazard control in the name of Defog (Skarmory). Steel also gets access to Spikes / Stealth Rock (Both for Ferrothorn / Skarmory and Stealth Rock for Jirachi / Heatran). With practice, you can easily stall your way to victory!

Checks / Counters:

No core is perfect, and unfortunately this includes this one (Although it came pretty close to perfect with Aegislash) Below, I have listed what counters / checks it, and if Steel has a reliable answer to it.

Landorus-I: Needless to say, this is the biggest threat. Focus Blast 1HKOs everything but Jirachi and Doublade but they are 1-2HKOed by Earth Power. The worst thing is that it’s immune to Thunder Wave from Jirachi so it’s extremely hard to cripple it.

How2 counter / check: I’m sorry, but there are none except Durant, and Genesect. However, they can’t switch into any of its moves so you’d have to sack something. Banded Scizor can pick off Lando at a decent amount of HP, but Hippodown / other Ground walls will easily take repeated punches so you’d need to predict

MixApe: Mixed Infernape’s a living hell for Stall, and this includes this core. Overheat succesfully 1HKOs everything bar Heatran but even that falls to a Life Orbed Close Combat. Doublade can’t do much but break its possible sash with Shadow Sneak before being killed by Overheat. Jirachi can live a single Overheat at full health. So yeah, this thing’s scary..

4 SpA Life Orb Infernape Overheat vs. 252 HP / 4 SpD Jirachi: 374-445 (92.5 - 110.1%) -- 56.3% chance to OHKO

How2 counter / check: This is mostly mindgames. I’d sack Ferrothorn (you’re going to be fighting Fire or Fighting anyways) since it’d be the least helpful before going into something that can kill it like Jirachi. A healthy scarfed Excadrill can tank a Life Orb Mach punch and kill it with EQ. If you nab the surprise kill, ever the better.

Gravity: Outside of Landorus-I this is extremely rare. However, it is almost fatal to Steel since Skarmory and Heatran lose their Flying / Balloon status.

How2 counter / check: Spam Protect and switch into a predicted move. (Skarmory vs Lando-I, Gravity has 5 turns. Skarm switches into Doublade to take the Focus Blast, there are 4 turns of Gravity left. Doublade switches right back into Skarm to take the Knock Off / Earth Power, there are 3 turns of Gravity left etc.)

Charizard-X with Earthquake: Without Earthquake Heatran easily walls this beast. However if it does have EQ it’ll kill Heatran, and pick off all of your other Pokemon one by one.

How2 counter / check: You can always bait the Eq by switching into Skarmory. Also, a protip is that if you see a Charizard switch into Heatran, chances are it has Earthquake. Balloon Empoleon can tank a Blitz and damage it with Torrent Scald, but it’s outclassed by Heatran / Skarmory in general. Thus making it a waste of space. If you’re extremely desperate, scarf Durant can often kill it if it decides to Dragon Dance.

Volcarona with HP Ground: I’m not joking when I say this is a threat. This is a threat. HP Ground variants can easily sweep through teams at +1 esp if Skarm’s Sturdy is broken. Specially Defensive variants of Jirachi can take a Fiery Dance and cripple it, otherwise it’ll be hard to take it down.

How2 counter / check: Once again, Scarf Durant’s a check if it decides to set up. But there’s no set counter for Volcarona other than getting Rocks up and pressuring it to switch in and out.

Good Partners:

To me, Durant seems to be a great check to a lot of these Pokemons. It can successfully outrun all of these Pokemon and come close to KOing (or KOing) it with a Life Orb move. Another good partner would be scarf Excadrill since it can hit through annoying threats like Rotom-W. It also has a nice immunity to Thunder Wave,




Durant @ Life Orb
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head (Mandatory for Nidoking and Landorus-I)
- Superpower / Rock Slide (Superpower for damaging Cobalion + Keldeo, Rock Slide for Fire Types such as Charizard and Infernape)
- X-Scissor (Mandatory for Slowbro and reliable STAB)




Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake (STAB and stuff)
- Iron Head (Fairies)
- Rock Slide (For those birds that are immune to EQ
- Rapid Spin / X-Scissor / Brick Break (Your choice)
 
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Defensive Core (Dark)

(there are many viable Tyranitar sets)
Tyranitar @ Leftovers/Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Stealth Rock
- Stone Edge
- Flamethrower/Fire blast
- Earthquake/Crunch/Ice beam

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Foul Play
- Roost
- Brave Bird/Whirlwind/Toxic
- Defog


Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off/Foul Play


Introduction:
Dark is one of the best types in the metagame as of right now, and there is a good reason why. Many consider dark to be the "anti - meta" type as this defensive core and dark's offensive core allows it to easily dispatch of the overused types of flying, steel, and psychic.
How to use:
This core is fairy simple: wall everything with Mandibuzz. If there are strong electric type or ice type attacks aimed at Mandibuzz, Tyranitar will easily eat them up and set up stealth rocks. If there is a physical attacker that is just too strong, cripple it with Sableye and then continue walling with Mandibuzz. There are many types that are simply unable to break this core.

Checks / Counters:

Fairy type moves:
This core is unfortunately weak to fairy-type attacks and there is not much it can do about it.
How to play around: Bisharp is your best friend vs most fairy types, you can also use Drapion if you feel so inclined. Sableye can also cripple physical threats.

Keldeo
: Keldeo's strong stabs destroy this core.
How to play around: Greninja's extrasensory, Scarf Hydreigon's draco meteor, sacrificing Mandibuzz for a brave bird.

Terrakion: Terrakion's strong stabs destroy this core.
How to play around: Get a burn off with sableye, greninja can kill it if it isnt scarfed, and it can be played around if it is scarfed.

Conkeldurr: Conkeldurr does not mind the burn and as a result is a threat to dark teams.
How to play around: Stall it with Mandibuzz, or you can use Honchkrow to kill it with brave bird.

Good Partners:

  • Greninja
  • Bisharp
  • Hydreigon
  • Zoroark
  • Drapion
  • Umbreon
  • Honchkrow
 
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Defensive Core (Electric)


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
- Discharge/Thunderbolt
- Roost
- Defog
- Toxic/Heat Wave




Rotom-Wash @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split/Rest


Explanation:

Introduction: The electric monotype has unfortunately struggled in the monotype metagame due to the severe lack of viable electric types. They are blessed, however, in that they have 2 amazing defensive Pokemon that shine even in the Overused tier.

How To Use: Zapdos is your physically defensive defogger and your main Medicham-Mega check, since nothing else in an Electric-monotype can take a High Jump Kick+Zen Headbutt from a base 100 Attack Stat, paired with Huge Power. (cough)
252 Atk Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Zapdos: 127-151 (33 - 39.3%) -- 10.1% chance to 3HKO after Leftovers recovery
Rotom-Wash is your specially defensive wall. It can hit Ground types hard, and can switch into Sand Rush Excadrill. It can also use Will-O-Wisp to neuter Physical Attackers that try to switch in on it. It mitigates Electric's EdgeQuake weakness with its ability levitate. It can easily take ice type and electric type attacks aimed at zapdos.

Checks / Counters:

Gravity
: Earthquakes under gravity will absolutely destroy all of electric including this core. The most common offender of using this move is Landorus-Incarnate.
How to play around: Your best bet after it uses gravity is to sacrifice something and go into a revenge killer such as hidden power ice raikou or thundurus or scarfed hidden power ice magnezone and try to stall out the turns as soon as possible

Mega Charizard (X and Y)
X:
Electric has a very rough time with mega charizard x and if it sets up a dragon dance, it will be very tough to come out on top.
How to play around: Your best bet is to paralyze it with prankster thunder wave from thundurus-incarnate and then deal with it with an earthquake from electivire.
Y: Charizard Y also happens to destroy this core, as sun boosted flamethrower and solarbeam will kill zapdos and rotom-wash, respectively
How to play around: Charizard-Y isnt as much of a threat because it is weak to your main stab, so weakening it with your other Pokemon and killing it is generally the best way to go.

Good Partners:
  • Prankster Thundurus-Incarnate
  • Electivire
  • Eelektross
  • Magnezone
 
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Offensive Core (Ground)


Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide/ Whirlwind/ Toxic



Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature/ Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance



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

Introduction:
This core is one of the best offensive cores Ground has access to. Hippowdon provides Sandstorm so a Life Orb Excadrill can punch a big hole in the opposing team, or possibly sweep. Landorus-Incarnate makes it so that dedicated Physical Walls don't wall this core to hell and back. Landorus-Incarnate can provide Gravity support so Excadrill sweeps can be a lot easier. If you don't want to run Gravity, you can run Psychic to hit things like Gengar and Weezing, specifically Weezing, since it can wall non-Mold Breaker Excadrill really well.

252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Weezing: 122-146 (36.5 - 43.7%) -- 99.5% chance to 3HKO after Black Sludge recovery
252 Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Weezing: 110-133 (32.9 - 39.8%) -- 17.9% chance to 3HKO after Black Sludge recovery

Hippowdon not only puts up the ever-so-useful Sandstorm, but it also sets up Stealth Rock, to exert even more pressure onto the opponent.

How to use: Simple: set sand, sweep with Excadrill, wallbreak with Landorus.

THREATS TO THIS CORE:
Weezing -
Weezing is a slight threat to this core, as it can spread burns and switch into Excadrill and Hippowdon with apparent ease.
How to defeat it?: Weezing isn't that much of a threat to people that run Gravity Landorus-Incarnate. Psychic Landorus-Incarnate is a good check too, but beware of switches, especially switches into Air Balloon Ice Fang Drapion. Weezing isn't that much of a threat to Landorus, but it is going to be a nuisance with all of the burn spreading and pain splitting.

Skarmory -
Skarmory is a threat to the main Pokemon of this core; Excadrill. Skarmory can easily switch into Excadrill and pretty much take ~20% from any move Excadrill throws at it. It can also easily set Stealth Rock on Excadrill, and it can also Brave Bird your Landorus-Incarnate on the switch.
How to defeat it?: Gravity Landorus-Incarnate makes slight work of Skarmory. Skarmory is pretty much Gravity set-up bait when Landorus-Incarnate is on the field. From there, you pretty much have an opportunity to sweep. If Landorus-Incarnate somehow dies, fishing for Scald burns with Gastrodon is your best bet.

Greninja - Greninja pretty much gets a free kill if Sandstorm is not up. Grass Knot Greninja has an opportunity to sweep your team if Hippowdon is dead.
How to defeat it?: You just have to hope you can kill it with Sand Rush Excadrill. If it kills one of your Pokemon with Grass Knot, Mamoswine can check it with Ice Shard.

Gyarados-Mega - Gyarados-mega CAN and WILL sweep this core, scratch that, your entire team, if you play around it incorrectly. One or two Dragon Dances can clean your team. Since Mold Breaker goes through Storm Drain, Gastrodon is perfect set-up bait for Substitute or Ice Fang/Waterfall/Earthquake/Dragon Dance Gyaradoses to sweep you. Regular Gyarados is no different; +2 Earthquakes aren't something Gastrodon wants to eat up.
How to defeat it?: Of course, you can continuously pivot into Hippowdon when you see a Gyarados, but Hippowdon isn't going to be switching into +1 Waterfalls all day. But in the times Hippowdon can switch in, you can just Roar Gyarados off of the field, and hope to wear him down with Protect+Stealth Rock+Sandstorm damage. Also, if the Gyarados user tries to set up too early, Gyarados won't be too much of a problem. Also, Sand Rush Excadrill outspeeds +2 Speed Gyarados in Sand.
GOOD PARTNERS TO THIS CORE:

  • Gastrodon, he serves as a pivot into Water-moves like Aqua Jet, and can switch into Ice Beam with ease. Can also switch into non-Hidden Power [Grass] Choice Scarf Kyurem-white.
  • Mamoswine, Mamoswine can threaten Flying-monotypes and opposing Ground-monotypes with Life Orb Ice Shards, and he serves as a reliable Priority user.
  • Garchomp/Garchomp-mega, serves as a powerful Wall Breaker with Swords Dance. Sand Force makes a +2 Stone Edge do a decent amount of damage to Skarmory. You can also run a Mixed Set with Fire Blast to hit Skarmory right off the bat.
  • Nidoking, provides Bolt Beam coverage to hit Flying-monotypes and a variety of other Monotypes. Sludge Wave is a good way to do hella damage to Fairy Monotypes in combination with Excadrill.
 
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DEFENSIVE CORE

Mew (Mew) @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Stealth Rock
- Will-O-Wisp
- Taunt/Defog
- Roost


Slowking (Slowbro) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Thunder Wave
- Grass Knot
- Slack Off
- Scald


Meloetta (Meloetta) @ Assault Vest
Ability: Serene Grace
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Hyper Voice/Psyshock
- Thunderbolt
- Dazzling Gleam/Focus Blast
- Shadow Ball/Hyper Voice

>This is a very effective defensive core for Psychic-monotypes. It is meant to check all of the big threats that some offensive threats in Mono-Psychic can't handle, like Hydreigon, Dragon Dance sweepers, like Bulky Dragon Dance Charizard-X, and Substitute Dragon Dance Gyarados-Mega. Meloetta is the standard Assault Vest set to check Hydreigon and hit him up with a Focus Blast/Dazzling Gleam, also, Meloetta can switch into Life Orb Greninja. Here are some calcs that show what threatening Special Attackers Meloetta can check:

>252 SpA Life Orb Greninja Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 156-187 (38.7 - 46.4%) -- guaranteed 3HKO

>252 SpA Choice Specs Greninja Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 180-212 (44.6 - 52.6%) -- 20.7% chance to 2HKO

>252 SpA Life Orb Hydreigon Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 179-213 (44.4 - 52.8%) -- 24.2% chance to 2HKO

>252 SpA Choice Specs Hydreigon Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 204-242 (50.6 - 60%) -- guaranteed 2HKO

>252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 252 SpD Assault Vest Meloetta in Sun: 169-199 (41.9 - 49.3%) -- guaranteed 3HKO

>252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 252 SpD Assault Vest Meloetta: 112-133 (27.7 - 33%) -- guaranteed 4HKO (without sun,,)

>252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 252 SpD Assault Vest Meloetta: 135-159 (33.4 - 39.4%) -- guaranteed 3HKO

>252+ SpA Mega Gardevoir Psyshock vs. 248 HP / 0 Def Meloetta: 106-126 (26.3 - 31.2%) -- guaranteed 4HKO

Slowbro, again, is for checking Dragon Dance sweepers like Substitute Dragon Dance Gyarados-mega, and Dragon Dance Charizard-Mega-X. Grass Knot always breaks Gyarados' Substitute, even if he isn't Mega'ed, and you're gonna destroy Charizard-Mega-X with Thunder Wave, and cripple him for the rest of the match, to the point where Hyper Voice Gardevoir-Mega does hella damage, and Medicham-Mega kills with High Jump Kick.

>+2 252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 252 HP / 252+ Def Slowbro: 184-217 (46.7 - 55%) -- 13.3% chance to 2HKO after Leftovers recovery

>252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 252 HP / 252+ Def Slowbro: 92-109 (23.3 - 27.6%) -- possible 5HKO after Leftovers recovery

>252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Slowbro: 129-153 (32.7 - 38.8%) -- 4.7% chance to 3HKO after Leftovers recovery

>+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Slowbro: 193-228 (48.9 - 57.8%) -- 56.3% chance to 2HKO after Leftovers recovery

Remember, when you see a Charizard-X on the field, go straight into your Thunder Wave Slowbro so it doesn't cause you much trouble.

Mew is the main support Pokemon in this core. It sets Stealth Rock, removes it with Defog, or it can stop others from removing its Stealth Rock with Taunt. It can also neuter Physical Attackers with Will-O-Wisp, and generally can be an amazing support Pokemon that outclasses Deoxys-Defense in Monotype by a landslide.

BIG THREATS TO THIS CORE

Hydreigon
- Life Orb Hydreigon brutally murders this core. Dark Pulse does way too much damage for Meloetta to continuously switch into it, and the other Pokemon in this core are 1HKOed/2HKOed by a Life Orb Dark Pulse.
How to defeat it?: You can use Assault Vest Gallade to continuously switch into Dark Pulses, and Gallade gets recovery in Drain Punch. If you're up against a Dark Mono, just spam Drain Punch unless you know Sableye is coming in. You can also use Mega Gardevoir, since it single handedly destroys Dark Monotypes with her Hyper Voices.

Greninja - Life Orb Greninja is hard to switch in on, as it pretty much 3HKOes/2HKOes/1HKOes everything in this core. Meloetta is fucked once Stealth Rock+continuously switching into Life Orb Dark Pulses wears it down enough to get it in killing range to die from another Dark Pulse.
How to defeat it?: Just like Hydreigon, you kind of have to rely on Gallade to continuously switch into Dark Pulses and then regen health from Drain Punch. Gardevoir-Mega can also take a Dark Pulse and kill with Hyper Voice.

Bisharp - Swords Dance Bisharp can literally sweep your entire team if it manages to get a Swords Dance up. No Psychic-type in the game can take a +2 Knock Off from Bisharp, barring Lugia,,
How to defeat it?: Your only chance is stopping it from setting up a Swords Dance. You can play around it with Substitute Gardevoir-Mega,, but that's a bit dodgy. There's really no surefire way to beat a +2 Bisharp with Psychic, unfortunately.


REPLAYS

http://replay.pokemonshowdown.com/oumonotype-160590601
 
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Offensive Core(Fighting)


Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Stealth Rock
- Volt Switch
- Flash Cannon/Taunt





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



Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Surf
- Secret Sword


Introduction: Fighting mono is well known for being one of the most offensive monos. Hyper offense fighting is the most recognized playstyle for it. Usually there is a lead (infernape/cobalion) and the rest of the fighting team dents the other mono as hard as it can while maintaining pressure to keep spinners and defoggers from doing their job. This mono is able to keep its offensive momentum and ability to switch in because of its resistance to hazards.


How To Use: Most of the time you will lead with your hazard setter and the only reason you wouldn't is if you know something on the other team can out speed and OHKO it. Cobalion in is example will usually set up rocks and volt switch or para the opposing Pokemon. If you volt switch its usually to something that can finish off the opposing Pokemon and doesn't mind taking a hit. Terrakion and Sub CM Keldeo are known for beating the pokes that wall the other one, ultimately resulting in Terrakion or Keldeo finishing off the opposing team. The offensive momentum is key in mono fighting so you don't ever want any of your Pokemon walled by another one where they can damage the rest of your team.

Checks/ Counters:

Bulky Psychic Pokemon:

Psychic vs Fighting is a bad matchup to start off. Fighting teams struggle to beat the psychic core of slowbro/mew and sometimes latias. Physical attacks are sponged by slowbro wow special ones are taken by latias, mew, AV Gallade, AV meloetta. The best way to beat psychic is to beat slowbro or their defensive wall. Most psychic types lack physical bulk and Scarf Heracross can take advantage of that. The special walls on psychic tend to lack physical bulk. The only thing that stops scarf heracross from sweeping immediately is usually victini which outspeeds and can take a megahorn if necessary.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 0 Def Mew: 177-208 (43.8 - 51.4%) -- 64.5% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Heracross Megahorn vs. 0 HP / 24 Def Mega Gardevoir: 262-309 (94.5 - 111.5%) -- guaranteed OHKO after Stealth Rock

252 Atk Heracross Megahorn vs. 252 HP / 0 Def Metagross: 153-180 (42 - 49.4%) -- 21.9% chance to 2HKO after Stealth Rock

Metagross is one of the only things on psychic that isnt 2HKOd by megahorn

Zapdos/ Skarm Core:
This is one of the most well known cores in mono and is used on almost all good flying teams. The core is able to wall both Terrakion with Skarmory and Keldeo with Zapdos. The one thing that beats this core is Mega-Medicham

252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 168 Def Zapdos: 260-306 (67.7 - 79.6%) -- 37.5% chance to OHKO after Stealth Rock ~ this is possibly more defense investment then what flying users have but i dont know.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Zapdos: 207-244 (53.9 - 63.5%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Togekiss: 175-207 (46.9 - 55.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 4 SpD Skarmory: 357-421 (106.8 - 126%) -- guaranteed OHKO

Skarmory cant switch into ice punch because it is OHKOd by HJK after rocks and that prior damage.

Edit: Specs Keldeo can also wallbreak flying if it hits its hydro pumps.

Fairies:
I havent faced fairies but i do know that even though they lack physical bulk for the most part, they have klefki to set up screens and anything that is in front of klefki risks being parad. Fighting has no way to get rid of screens as no fighting type gets access to defog. As far as i know there isnt much way around an experienced fairy user. People that know how to use fighting better are welcome to correct this statement.

Good Partners:
Heracross
Mega Medicham
Breloom

Replay: vs Psychic http://replay.pokemonshowdown.com/oumonotype-160732605
vs Flying http://replay.pokemonshowdown.com/oumonotype-161096003
http://replay.pokemonshowdown.com/oumonotype-161109217
I welcome any constructive criticism because i dont consider myself a fighting expert.
 
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Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Eh noone has done it/reserved it yet as far as I can see, and it's a simple one I've a lot of experience with so I'm going to do Defensive Core (Ground)


Gastrodon @ Leftovers
Ability: Storm Drain
EVs : 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Earth Power
- Toxic
- Recover



Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide/ Whirlwind/ Toxic

The last slot is a choice between more coverage or more utility. Rock Slide hits several important targets such as Volcarona, which could otherwise set up with little issue, and ensures Hippowdon isn't useless against flying and levitate mons. Whirlwind provides a stop to physical setup sweepers, and works well in tandem with Stealth Rock and sandstorm, racking up passive damage. Toxic also provides an answer to setup sweepers, but has the negative effect that they can keep their boosts and beat you down, however it can cripple other walls.

How to use:

This core works exactly how it looks, use Hippowdon to sponge physical hits, and Gastrodon special hits. You should generally get Stealth Rock up as often as possible with Hippowdon, as the other more offensively minded team members on a Ground team really appreciate the residual damage in breaking sashes and allowing them to get KOs. However, assuming you're using Sand Rush Excadrill, it's important to keep Hippowdon until the lategame, where you can get into a position for an Excadrill sweep. It's also wise to remember that Hippowdon will fall to physical Water hits and strong special hits. This is where Gastrodon comes in, able to switch in on a lot of special attackers that lack Grass type coverage and stall them ad infinium with Recover and Toxic. It's also going to be the go to switchin against many water types to take advantage of it's great ability, Storm Drain.

Check&Counters:

Grass-Type Attackers

Yeah it should be fairly obvious just from typing, many grass type attackers break through this core with little trouble. In particular SporeSub Breloom easily sets up on and dismantles this core:

252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Gastrodon: 1116-1308 (261.9 - 307%) -- guaranteed OHKO

252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 252+ Def Hippowdon: 258-312 (61.4 - 74.2%) -- guaranteed 2HKO after Leftovers recovery

This weakness can be somewhat be patched by using Mamoswine, who checks many Grass type attackers thanks to it's powerful Ice STAB and decent speed tier.

252+ Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 4 Def Breloom: 226-268 (86.5 - 102.6%) -- 50% chance to OHKO after Stealth Rock

Mixed Mega Garchomp also does very well here thanks to it's powerful Fire Blast and great bulk, allowing it to check many grass types effectively:

252 SpA Mega Garchomp Fire Blast vs. 0 HP / 0 SpD Breloom: 342-404 (131 - 154.7%) -- guaranteed OHKO

4+ Atk Mega Garchomp Stone Edge vs. 0 HP / 0 Def Shaymin-S: 318-376 (93.2 - 110.2%) -- guaranteed OHKO after Stealth Rock

252 SpA Life Orb Shaymin-S Seed Flare vs. 0 HP / 0- SpD Mega Garchomp: 281-331 (78.7 - 92.7%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Mega Garchomp: 180-216 (50.4 - 60.5%) -- guaranteed 2HKO after Stealth Rock

Super Strong Physical attackers

There belongs a group of physical attackers so strong, even Hippowdon cannot wall them. The main offender here is Mega Medicham, although Mega Mawile can cause serious problems if Hippowdon has any sort of prior damage before switching in.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 228-268 (54.2 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Hippowdon: 178-211 (42.3 - 50.2%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

When even the bulkiest Ground has to offer cannot sponge these strong attacks, it's fairly obvious that offensive checks are needed to beat these mons. Landorus works a treat for both mons, KOing both after SR assuming standard spreads:

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 132 HP / 0 SpD Mega Mawile: 478-564 (174.4 - 205.8%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 0 SpD Mega Medicham: 261-308 (100 - 118%) -- guaranteed OHKO

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 0 HP / 4 Def Landorus: 179-211 (56.1 - 66.1%) -- guaranteed 2HKO after Stealth Rock

Excadrill in sand can also check both mons thanks to it's extremely powerful Earthquake, but dislikes taking Mawile's Sucker Punch in conjuction with it's LO recoil.

252+ Atk Life Orb Excadrill Earthquake vs. 132 HP / 0 Def Mega Mawile: 398-468 (145.2 - 170.8%) -- guaranteed OHKO

252+ Atk Life Orb Excadrill Earthquake vs. 0 HP / 4 Def Mega Medicham: 274-324 (104.9 - 124.1%) -- guaranteed OHKO

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 0 HP / 4 Def Excadrill: 248-292 (68.6 - 80.8%) -- guaranteed 2HKO after Stealth Rock

Good Partners:
Mamoswine
Landorus
Mega Garchomp
Excadrill

There are other mons who beat this core, but I felt in the current meta these were the most relevant, apart from Genesect, but I didn't want to add it yet due to doubts over how much longer it'll be in the tier for. I also felt this was getting very long and it's very late here lol, but if you want me to add more I can edit them in in the morning. Any and all constructive criticism is gratefully received :)
 
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thanks ugly god
is a Tiering Contributor Alumnus
Offensive Core(Fighting)


Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Stealth Rock
- Volt Switch
- Flash Cannon/Taunt





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



Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Surf
- Secret Sword

Im new to the thread so I'm just gonna follow AFD's format.
Introduction: Fighting mono is well known for being one of the most offensive monos. Hyper offense fighting is the most recognized playstyle for it. Usually there is a lead (infernape/cobalion) and the rest of the fighting team dents the other mono as hard as it can while maintaining pressure to keep spinners and defoggers from doing their job. This mono is able to keep its offensive momentum and ability to switch in because of its resistance to hazards.


How To Use: Most of the time you will lead with your hazard setter and the only reason you wouldn't is if you know something on the other team can out speed and OHKO it. Cobalion in is example will usually set up rocks and volt switch or para the opposing Pokemon. If you volt switch its usually to something that can finish off the opposing Pokemon and doesn't mind taking a hit. Terrakion and Sub CM Keldeo are known for beating the pokes that wall the other one, ultimately resulting in Terrakion or Keldeo finishing off the opposing team. The offensive momentum is key in mono fighting so you don't ever want any of your Pokemon walled by another one where they can damage the rest of your team.

Checks/ Counters:

Bulky Psychic Pokemon:

Psychic vs Fighting is a bad matchup to start off. Fighting teams struggle to beat the psychic core of slowbro/mew and sometimes latias. Physical attacks are sponged by slowbro wow special ones are taken by latias, mew, AV Gallade, AV meloetta. The best way to beat psychic is to beat slowbro or their defensive wall. Most psychic types lack physical bulk and Scarf Heracross can take advantage of that. The special walls on psychic tend to lack physical bulk. The only thing that stops scarf heracross from sweeping immediately is usually victini which outspeeds and can take a megahorn if necessary.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 0 Def Mew: 177-208 (43.8 - 51.4%) -- 64.5% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Heracross Megahorn vs. 0 HP / 24 Def Mega Gardevoir: 262-309 (94.5 - 111.5%) -- guaranteed OHKO after Stealth Rock

252 Atk Heracross Megahorn vs. 252 HP / 0 Def Metagross: 153-180 (42 - 49.4%) -- 21.9% chance to 2HKO after Stealth Rock

Metagross is one of the only things on psychic that isnt 2HKOd by megahorn

Zapdos/ Skarm Core:
This is one of the most well known cores in mono and is used on almost all good flying teams. The core is able to wall both Terrakion with Skarmory and Keldeo with Zapdos. The one thing that beats this core is Mega-Medicham

252 Atk Pure Power Mega Medicham Ice Punch vs. 252 HP / 168 Def Zapdos: 260-306 (67.7 - 79.6%) -- 37.5% chance to OHKO after Stealth Rock ~ this is possibly more defense investment then what flying users have but i dont know.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Skarmory: 201-237 (60.1 - 70.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Skarmory cant switch into ice punch because it is OHKOd by HJK after rocks and that prior damage.

Fairies:
I havent faced fairies but i do know that even though they lack physical bulk for the most part, they have klefki to set up screens and anything that is in front of klefki risks being parad. Fighting has no way to get rid of screens as no fighting type gets access to defog. As far as i know there isnt much way around an experienced fairy user. People that know how to use fighting better are welcome to correct this statement.

Good Partners:
Heracross
Mega Medicham
Breloom

Replay: vs Psychic http://replay.pokemonshowdown.com/oumonotype-160732605

I welcome any constructive criticism because i dont consider myself a fighting expert.

Perhaps you want to add that you can use specs Keldeo which in my opinion is preferred on fighting as it appreciates the wall breaking. Specs Keldeo even 2hkos Zapdos.
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Zapdos: 207-244 (53.9 - 63.5%) -- guaranteed 2HKO after Leftovers recovery


Also, Breloom can do a number on fairies.



Edit: DM35, you can also mention specially defensive Gliscor to sponge random hp-grass directed at Gastrodon
 
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all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Balanced Core (Fire)


Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast/Flamethrower
- Solar Beam
- Focus Blast
- Roost/Defog


Torkoal @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Rapid Spin
- Lava Plume
- Stealth Rock
- Yawn


Victini @ Assault Vest
Ability: Victory Star
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Blue Flare
- Psychic/Psyshock
- Thunderbolt/Energy Ball
- Glaciate/Hidden Power Ice



Introduction: Most fire teams are known to be hyper-offensive, but I personally use a more balanced type of fire team. This fire team can surprisingly wall a good number of things despite the stealth rock weakness.

How to use: Your usual lead with be Charizard to set up the sun to alleviate your water weakness. From here, you can choose to attempt sweeps with your other Pokemon, or switch to the respective wall to sponge hits in a pinch, Victini being specially defensive, Torkoal being physically defensive, and Charizard being naturally bulky with the added drought.

Checks/Counters

Strong Water-type attacks that 2HKO Charizard -
These can be a threat to this core, for example choice-specs Keldeo.

How to play around: Charizard can usually take any special water move in the sun, even specs keldeo, and respond with a SE Solarbeam. Victini can also survive these hits, and respond with the coverage move of choice.
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 8 SpD Assault Vest Victini in Sun: 176-210 (43.6 - 52.1%) -- 11.3% chance to 2HKO

Scarfed Stone Edge (Heracross, Terrakion) - Stone edge is another big threat to this core.

How to play around: Physically defensive Heatran, scarfed Rotom-heat (for heracross), scarfed darmanitan (for heracross) can usually kill Heracross without sticky webs. Torkoal can take an unboosted stone edge from Heracross. Heatran and defensive Arcanine can take Terrakion's stone edge moderately well, just short of being a 2HKO, and can burn it.

Partners:
  • Heatran
  • Arcanine
  • Darmanitan
  • Rotom-Heat
  • Ninetales
  • Entei
  • Infernape
 
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BALANCED CORE


Tinker Knight (Genesect) @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt/Flamethrower
- Energy Ball/Bug Buzz
- Ice Beam
- U-turn/Flamethrower


xD (Heatran) @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpD / 252 HP / 4 Spe
Calm Nature/Sassy Nature
- Lava Plume
- Toxic
- Roar/Earthquake
- Rock Slide/Protect

Introduction:
This core is meant to abuse Genesect's offensive potential, by letting him continuously pivot into Heatran and eliminate all of the walls/offensive Pokemon that threaten him with Toxic+Rock Slide, like Bulky Zard-X and Rotom-Heat. With Stealth Rock support from something like Skarmory, you can easily wear down the opposing team and clean up with Genesect and Excadrill. As for Rock Slide/Protect, use what you want to. I prefer Rock Slide to get Charizard-Mega-Y out of the game ASAP, but Protect helps with Toxic stalling scary walls like Rotom-Heat. Same for Energy Ball/Bug Buzz/Flamethrower. I prefer Bug Buzz/Flamethrower, but Energy Ball is helpful for removing annoying Water types like Lanturn, Swampert, and Quagsire. Flamethrower also hits threats like Excadrill relatively hard. If you choose to run Earthquake over Roar,

BIG THREATS TO THIS CORE
Excadrill - Choice Scarf Excadrill can easily clean this core if you don't run Flamethrower, and even then, if you don't have the Special Attack boost from Download, Genesect fails to OHKO.>252 SpA Genesect Flamethrower vs. 0 HP / 0 SpD Excadrill: 264-312 (73.1 - 86.4%) -- guaranteed 2HKOHow do I defeat it?: Run the standard Physically Defensive Skarmory, and then Excadrill fails to do more than ~20% to you.

Heatran - Earth Power Heatran walls the two members of this core to hell and back, if you decide to not run Earthquake.
How do I defeat it?: Again, if you run Earthquake, you can say goodbye to the opposing Heatran. But if you don't, your best bet is revenging it with Choice Scarf Excadrill.

Landorus-Incarnate - Landorus-Incarnate packed with Gravity is a big threat to Mono Steel as a whole. Once Gravity is up it can pretty much sweep if Genesect is dead.How do I defeat it?: Preserve Genesect if you see a Landorus-Incarnate, then proceed to threaten it with Choice Scarf Ice Beams.
GOOD PARTNERS
  • Choice Scarf Excadrill, it threatens Fairy types and can do a number to Flying types with Rock Slide.
  • Skarmory, a good switch in to opposing Excadrills.
  • Mawile-mega, a powerful Pokemon that can stall break and provides Steel with priority in Sucker Punch.
  • Ferrothorn provides a good pivot into scary Water types like Milotic and can provide Knock Off/Spikes support.
 
you already know

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
 

DoW

formally Death on Wings
I'm surprised this one hasn't been posted yet.
OFFENSIVE CORE

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.
 

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
An uncommon one I've been having a lot of fun with lately

Offensive Core (Flying)
Tornadus-T, Thundurus-T and Mega Charizard X/Gyarados


Tornadus-Therian @ Assault Vest
EVs: 128 HP / 164 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn


Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Focus Blast
- Hidden Power [Ice]
- Thunderbolt / Grass Knot



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

OR


Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Substitute / Stone Edge / Ice Fang / Taunt /

Choosing which Mega: Both of the Mega Evolutions shown above work equally well with the two therians, providing the power to break down the special walls that love to switch into them and take advantage of the free turns and chip damage caused to engineer a sweep. In terms of choosing between them, Gyarados offers better type synergy, able to switch in easily on the Ice attacks that would otherwise threaten the other two members of the core while Charizard offers greater longevity with it's access to Roost and a greater initial Speed which can prove very useful when punching holes in the opposing team rather than sweeping.

Explanation: This core serves flying with a constant source of momentum, and paired with Stealth Rock support can really harm the opponent due to the constant switching it invokes. Tornadus-T supplies the team with great special bulk thanks to Assault Vest, allowing you to take on the likes of Choice Specs Keldeo with little fear, as Hydro Pump hits for roughly 60%, while you outspeed and OHKO back with Hurricane. Thanks to it's great ability Regenerator, it can do this time and time again through the match. Thundurus-T also makes great use of it's ability in this core, able to switch into Electric attacks that threaten Tornadus with impunity and force switches or KO the opponent outright. It also provides the team with a hard hitting revenge killer for many threats at +1, for example Dragon Dance Gyarados, thanks to it's excellent 101 base speed for a scarf user. The Mega of choice provides the physical power to break down the special walls that love to switch in on the other members of the core, and massively appreciates Thundurus-T taking out potential faster revenge killers and the chip damage this core generally provides with the pivoting it uses. They can also remove or massively weaken it's number one counters, heatran for charizard and ferrothorn for gyarados with their powerful Focus Blast.

Weaknesses:

Stealth Rock: Serious Defog support is required for this core, as in particular Thundurus-T and Charizard will be worn down extremely quickly if they are switching into Stealth Rock often. In addition, this core also appreciates Stealth Rock on the other side of the field to punish the opponent for switching and helping to get KOs. Skarmory can provide both.

Strong Ice Attacks: More relevant when Charizard is used as the Mega, as while it can take most Ice attacks at full health, it will struggle to switch in on them particularly if Stealth Rock is up. This can also be said of Tornadus-T, it will survive most Ice Beam, and can fire off a Focus Blast to severely wound the opponent. Kyurem-W in particular can give real problems here, especially if it's one of the rare variants carrying Focus Blast, as it will make short work of Gyarados. Skarmory can switch into physical Ice moves from the likes of Mamoswine all day long and take advantage by getting Stealth Rock up. Watch out for Knock Off from the aforementioned Mamoswine and also from Weavile. In terms of specially based Ice attacks from the likes of Kyurem-W and Greninja, these simply have to be played around and checked by Thundurus-t's superior Speed, Tornadus-T's great Speed and bulk with Assault Vest and by setting up Zard X where possible so it can outspeed and hit with one of it's powerful STABs. Running Stone Edge on Mega Gyarados is also an option to beat these mons. Finally Articuno can be run to be able to switch into Ice Beams and generally powerful Special Attacks thanks to it's neutrality to Ice and great Special bulk. It can also provide Heal Bell support which is particularly useful for your Mega, as it gives them a second chance to sweep in case of an untimely paralysis or burn in Gyarados's case. Note if using Articuno, your team will be extremely reliant on Defog support.

Kyurem-White / Kyurem-Black: Either forme possesses the raw power to be able to break through your core before it gets taken out, through Kyurem-White's nuclear special attacks or between Kyurem-Black's access to pseudo BoltBeam coverage backed up by Teravolt. They also have the bulk to be able to take Focus Blast from either therian forme and swiftly dispatch it. The best method of playing around these has to be keeping Stealth Rock up and generally wearing them down when they come in. If you can keep Stealth rock up, they will be afraid to switch in and will be relying on safe switches when another team mate is KOed. If running Stone Edge on Gyarados, unless they are running a scarf, they will not be able to handle either Mega at +1, so scouting and finding the set out can be a great help. Pivoting with Tornadus-T is a massive help here.

Genesect and Greninja: These two can be a great threat due to their Speed(With a Scarf for Genesect) and Abilities, Download and Protean respectively. They also have the coverage to cause your team serious problems, however with good play both can be beaten fairly easily. Both are worn down fairly easily with Stealth Rock, due to Greninja's usual reliance on LO for power, and Genesect's lack of recovery and use of U-Turn. Thundurus-T outspeeds any Greninja set apart from Scarf and promptly KOes with supereffective Volt Switch or Focus Blast(if it's already used Ice Beam). If it does turn out to be a Scarf set, Tornadus-T takes max 66% from Ice Beam and again KOes with Focus Blast. It can also survive a LO Ice Beam with no prior damage(maxes out at 85%) and do the same, however it will be forced to switch almost immediately. Mega Charizard X can also take any attack at full health and KO with Dragon Claw 50% of the time, a guaranteed KO after Stealth Rock or one turn of LO recoil. Note that neither of these can take on a Choice Specs Greninja, in which case outspeeding with Thundurus-T is your best shot. Specially Defensive Articuno can switch into any Greninja set(apart from lol HP Rock) provided Stealth Rock isn't up, and threaten it back with Hurricane or Freeze-Dry. Genesect can also be played around, particularly if using Mega Gyarados, as it forces the Genesect user into a 50-50 of whether to use Ice Beam and give Gyarados the chance to set up or Thunderbolt and heal Thundurus-T and give it a free switch in. Be wary of trying to pivot out with Volt Switchif the opponent is a Steel team with Excadrill however. Genesect also can't make use of Download against either Tornadus-T or Thundurus-T, as their Special Defense is naturally higher than their Defense, meaning it gets a largely useless Attack boost, meaning Thundurus-T can cause it decent damage with Volt Switch or Thunderbolt if it's running it, and Tornadus-T can Knock Off it's Choice Scarf while taking a Thunderbolt/Ice Beam, and then cause good damage with Hurricane the turn after when it outspeeds. Mega Charizard X cannot be KOed by even +1 Ice Beam after Stealth Rock, while it KOes 4 times over with Flare Blitz. Mega Charizard can also deal with the Physically based Shift Gear sets relatively easily. Again Specially defensive Articuno gets a mention for being able to able to switch into any move from full health (even +1 Thunderbolt maxes out at 53%, a 3HKO after Leftovers) however it can't really do much other than Heal Bell any status on your team unless it's running Hurricane.

Good Team-mates

Skarmory(Able to switch in on most physical attackers, offers reliable Defog and Stealth Rock support)

Articuno(While it adds another Stealth Rock weakness, it is able to switch in on most Special Attackers that give this core trouble)

While this is an unusual core to find on Flying monos, I've found that when played right, it can be very difficult to play against. Again any and all constructive criticism is welcomed. :)






 

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.

Partners
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.


Threats

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.


Replays
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...)
 
Last edited:
THE ORIGINAL ARCHIVE WAS TOO BIG LOL


XY MONOTYPE CORES ARCHIVE v.2

OFFENSIVE CORES

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.

Partners
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.


Threats

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.


Replays
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...)


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.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).

How to Play Around:
Good Partners: This offensive core is built to be used with monoflying's usual defensive core, which Falls so kind
ly 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).


Offensive Core

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower



Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sucker Punch
- Iron Head
- Swords Dance



Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Superpower


This post is under Construction.

How to Use

Obviously this is the most common offensive core for fairy teams, and all of these pokemon have defensive options to allow them to setup vs specific threats, and as bulky attackers, each of them is able to use dual screen support better than offensive mons like gardevoir.

Azumarill is a standout for hitting fire types who resist fairy attacks and wall clefable, as well as forcing mawille to use its weakest attacks, taking neutral hits from steel attacks, and being able to immediately threaten after busting out its +6.

I use this mawile over sic(A faster spread of 252 HP / 164 Atk / 92 Spe EVs with a Speed IV of 31 and an Adamant nature can be used to outspeed Pokemon such as 0 Spe Tyranitar and Scrafty) Because the team will often be called to start its sweep with or without spikes support, and the full damage helps to avoid people tanking in your face.

Clefable's magic guard allows it to handle sableye with impunity, although it dosen't get to use unaware to beat down the second most popular clefable or allow you to spam full hazards against calm mind pokes.

Threats to the core
anything that carries will o wisp annoys Clefable and Azumarill especially if they dont take enough from aqua jet.

Ditto. Use azumarill and clefable against normal teams carrying with this monster, setting up (iron head) mawille can easily lead to your most of your team being OHKOd.

Encore. While aqua jet has priority, whimsicott has faster priority even uninvested, and laughs at swords dance. Also smart playing by sending a fast threat in to lure sucker punch and then switching to an encore poke can force mawile out.

lando-T and gyarados intimidate stop mawile and hit back with earthquake,

rotom-W and mew take a hit and status/kill both mawile and azumarill.

Random sub+3 attack using things can screw mawille over as well even if they would be OHKO d by sucker punch, keep this in mind if they send in something suspicous, and consider using iron head to beat their plan.

Taking prior damage Is clefable's main check, as while it can tank specific physcial attacks and is almost never OHKO, the turns it needs to heal up and get it's moonblast into dangerous levels with calm mind are often enough for the opponet to stop it cold.

Tentacruel Is a hard counter for clefable, as it takes squat from you attacks and will kill you through boosts with acid spray.

Quagsire The counter set and the curse set can mess up all three of these pokemon respectively.

Skarmory can force either out if it needs to. scizor has equal that bulk and can set up or hit hard in kind despite the neutrality.

Priority Mindgames although mawille will never die to an ice shard, sucker punch, or extreme speed, things like honchcrow and mamoswine may repeatedly use the move to make sucker punch fail, and choosing play rough over sucker punch after the 2-3rd round to break it may lead to them dropping earthquake or a similar lethal move.

Sleep Powder/Spore. Mawille is also completely vulnerable to any sleep move, as is azumarill to resistant grass types such as venasaur, and you can't really hope to outspeed common users.

Tanks like garchomp and tyranitar can take a sucker punch and OHKO back, both being able to go mixed to help get the desired screen down.

Usually the team's weakness is made up for by a defensive core of klefki, togekiss, and a revolving spDef wall (florges,diancie,sylveon) whose support allows easier setup, an emergency pivot, clerical support, limited coverage on some defensive threats, chip damage through hazards to allow the sweep to go more smoothly.
Good Partners
  • Klefki
  • Togekiss
  • Diancie
  • Sylveon
  • Florges


BALANCED CORES
Balanced Core (Bug)


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation

OR

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz / Thunder Wave
- Energy Ball / Thunder Wave

+

Forretress @ Leftovers / Red Card
Ability: Sturdy
EVs: 248 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Volt Switch / Toxic

OR

Armaldo @ Assault Vest / Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Rock Blast / Rock Slide / Stone Edge
- Earthquake
- X-Scissor / Stealth Rock

Note: If running Leftovers on Armaldo, run an EV spread of 252 HP / 252 Def / 4 SpD and Stealth Rock in the last slot.

Explanation
This core provides the support that makes Bug teams much more threatening than they would normally be, with Galvantula / Shuckle providing Sticky Web support that gives a vital speed advantage over grounded threats while Forretress / Armaldo provides hazard control with Stealth Rock and Rapid Spin.

How to Use
Generally you should try and get hazards down as quickly as possible, while using Forretress to keep opposing hazards away. If you spot the opponent has no defogger/spinner, such as Fire teams without Torkoal, you should aim to get them down right off the bat. Against teams with dedicated hazard control, such as Tentacruel or Skarmory, you should aim to be more conservative and remove or weaken these to the point where they will be afraid to come in to prevent you laying them. Remember, there is no worse situation to be in than to have lost both hazard setters and your opponent to then remove them at little costs, you need to use them effectively to really punish the opponent.

Support
Generally you don't need much support, as this is supposed to provide the support for the team. However both hazard setters appreciate the offensive teammates that love to take advantage of the hazards, as they can often pressure opposing defoggers and draw them out. For example if you send out Mega Pinsir against a Flying or Electric team, they are almost guaranteed to respond by sending in Skarmory or Zapdos respectively, Pinsir's biggest counters, so by utilizing a double switch you can often put these pokemon in a sticky spot.

Picking who to use
Sticky Webs: The main choice here is whether you want a bulkier and arguably more reliable webber in Shuckle, or a more offensive presence in Galvantula with it's Thunder. Shuckle possesses the bulk to be able to set up webs several times a game whereas Galvantula tends to be able only to set up once. However remember that Shuckle is set-up bait.

Rapid Spinner: Again the choice is bulk vs offensive presence. Armaldo offers nice coverage with EdgeQuake, while Forretress provides a superior defensive typing and the ability to switch into several threats that give Bug trouble, such as Choice Scarf Terrakion, and set Rocks or Rapid Spin. A nice perk to using Armaldo is that it isn't useless against Fire, whereas Forretress really struggles in this matchup due to the 4x weakness.

EDIT: I chose to call it a Balanced core in the end, as I feel it fills more of the criteria Inscribe
Also I've never actually used Armaldo myself, so any comments on the set or how better to use it are welcomed. :)


Balanced Core (Ghost)

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Recover
- Will-O-Wisp
- Taunt
- Foul Play

Aegislash @ Leftovers
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- King's Shield
- Shadow Sneak
- Swords Dance
- Sacred Sword

OR
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, :).

Checks/Counters:

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.
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.

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.

Good partners:
  • Chandelure
  • Jellicent
  • Golurk
  • Froslass
  • Gengar
  • Gourgeist
  • Cofagrigus
  • Dusclops


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.


DEFENSIVE CORES

Defensive Core (Poison)


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 240 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire



Weezing @ Black Sludge
Ability: Levitate\
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Fire Blast
- Sludge Bomb / Toxic Spikes



Drapion @ Assault Vest
Ability: Battle Armor
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Earthquake
- Poison jab


Explanation: Poison is easily one of the more underrated types in the monotype metagame; they may not have those super hard-hitting Pokemon, but they do have an amazing defensive core. Mega-Venusaur by itself is already amazing in terms of walling potential in monotype, but this core compliment's Venusaur's weaknesses: Drapion is immune to the strong psychic-type attacks aimed at Venusaur, and Weezing can easily eat the Brave Birds also aimed at Venusaur. Weezing can also support through the use of Will-o-Wisp and toxic spikes to help wear the opposing team down. Drapion can pursuit trap pesky Psychic-Type Pokemon that threaten this core.

A few calcs of this core's walling potential;

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 232 HP / 240+ SpD Mega Venusaur: 146-173 (40.6 - 48.1%) -- guaranteed 3HKO

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 252+ SpD Assault Vest Drapion: 133-157 (38.7 - 45.7%) -- guaranteed 3HKO

252+ SpA Meloetta Hyper Voice vs. 248 HP / 252+ SpD Assault Vest Drapion: 93-111 (27.1 - 32.3%) -- guaranteed 4HKO

252 Atk Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Weezing: 204-242 (61 - 72.4%) -- guaranteed 2HKO after Black Sludge recovery


Checks/Counters

How to play around: Scarfed Gengar Focus blast or destiny bond, having a flying type for mindgames such as crobat, weezing can take one hit and burn it.

How to play around: Scarfed Nidoking ice beam, Gengar hidden power ice, Drapion can survive on earth power as a last ditch effort.

How to play around: Weezing can take a hit and burn it (252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Weezing: 278-330 (83.2 - 98.8%) -- guaranteed 2HKO after Black Sludge recover), Gengar can outspeed and OHKO, Drapion can live a HJK and heavily damage it,


Good Partners
  • Nidoking
  • Nidoqueen
  • Crobat
  • Gengar
  • Scolipede
  • Tentacruel
  • Roserade


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.



Defensive Core (Flying)


Skarmory @ Leftovers / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Whirlwind
- Stealth Rock
- Brave Bird

AND
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Thunderbolt / Discharge
- Roost
- Defog
- Heat Wave / Toxic

AND/OR

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Roost
- Air Slash
- Thunder Wave
- Heal Bell / Defog

Introduction: Here it is, one of the most infamous and one of the most effective defensive cores in the Monotype Metagame. Skarmory by itself is one of the best physical walls in the game, only being taken down physically by a strong STAB super effective move. Zapdos can easily defog away hazards and take special based moves, as well can Togekiss, along with controlling speed and healing staus.

How to use: This core is pretty straightforward and well known so I'll keep this short; keep stealth rock off the field with Zapdos, using it as your specially defensive wall (and Togekiss if you use it) , and Skarmory as your physically defensive wall. Keep up offensive pressure to keep stealth rock off the field, using your sweeper of choice.
Checks/Counters:

: As the flying core's walls are generally weak on the defensive stat that they are not invested in, mixed attacks can pick apart the core by attacking on the respective attacking stat.

How to play around: This will have to be played around through the other Pokemon on your flying team.


How to play around: Togekiss and Zapdos can take one ice beam, with Togekiss being able to paralyze it and Zapdos being able to OHKO with Heat Wave after prior damage (doing around 77-91%)(Thanks Zewwok). Specially defensive Charizard x and Articuno can also replace Togekiss to sponge ice attacks better.


How to play around: Your other teammates should be able to deal with Mega-Medicham, such as Landorus-Incarnate, choice scarfed Landorus-Therian, Staraptor, etc, etc.

Good Partners:
  • Charizard x
  • Gyarados
  • Dragonite
  • Landorus-Therian
  • Thundurus-Therian
  • Basically every flying type Pokemon in OU


Defensive Core

Staraptor @ Leftovers[/SIZE]
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Feather Dance
- Roost
- Brave Bird

Chansey (F) @ Eviolite

Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic/Thunder Wave
- Wish/Heal Bell
- Soft-Boiled
- Seismic Toss


Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunderbolt
- Ice Beam
- Recover
- Thunder Wave/Toxic

Coming Soon!
 
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Defensive Core (Poison)


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 240 SpD / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire



Weezing @ Black Sludge
Ability: Levitate\
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Will-O-Wisp
- Pain Split
- Fire Blast
- Sludge Bomb / Toxic Spikes



Drapion @ Assault Vest
Ability: Battle Armor
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Earthquake
- Poison jab


Explanation: Poison is easily one of the more underrated types in the monotype metagame; they may not have those super hard-hitting Pokemon, but they do have an amazing defensive core. Mega-Venusaur by itself is already amazing in terms of walling potential in monotype, but this core compliment's Venusaur's weaknesses: Drapion is immune to the strong psychic-type attacks aimed at Venusaur, and Weezing can easily eat the Brave Birds also aimed at Venusaur. Weezing can also support through the use of Will-o-Wisp and toxic spikes to help wear the opposing team down. Drapion can pursuit trap pesky Psychic-Type Pokemon that threaten this core.

A few calcs of this core's walling potential;

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 232 HP / 240+ SpD Mega Venusaur: 146-173 (40.6 - 48.1%) -- guaranteed 3HKO

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 252+ SpD Assault Vest Drapion: 133-157 (38.7 - 45.7%) -- guaranteed 3HKO

252+ SpA Meloetta Hyper Voice vs. 248 HP / 252+ SpD Assault Vest Drapion: 93-111 (27.1 - 32.3%) -- guaranteed 4HKO

252 Atk Pure Power Medicham Zen Headbutt vs. 252 HP / 252+ Def Weezing: 204-242 (61 - 72.4%) -- guaranteed 2HKO after Black Sludge recovery


Checks/Counters

Excadrill - Excadrill's Mold Breaker Earthquake can easily ohko drapion and 2hko Venusaur and Weezing
How to play around: Scarfed Gengar Focus blast or destiny bond, having a flying type for mindgames such as crobat, weezing can take one hit and burn it.

Landorus - Earth power + psychic can break this core.
How to play around: Scarfed Nidoking ice beam, Gengar hidden power ice, Drapion can survive on earth power as a last ditch effort.

Mega-Medicham - High Jump Kick + Psycho Cut
How to play around: Weezing can take a hit and burn it (252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Weezing: 278-330 (83.2 - 98.8%) -- guaranteed 2HKO after Black Sludge recover), Gengar can outspeed and OHKO, Drapion can live a HJK and heavily damage it,


Good Partners
  • Nidoking
  • Nidoqueen
  • Crobat
  • Gengar
  • Scolipede
  • Tentacruel
  • Roserade
 
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DEFENSIVE CORE

Mew (Mew) @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Stealth Rock
- Will-O-Wisp
- Taunt/Defog
- Roost


Slowking (Slowbro) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Thunder Wave
- Grass Knot
- Slack Off
- Scald


Meloetta (Meloetta) @ Assault Vest
Ability: Serene Grace
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Hyper Voice/Psyshock
- Thunderbolt
- Dazzling Gleam/Focus Blast
- Shadow Ball/Hyper Voice

>This is a very effective defensive core for Psychic-monotypes. It is meant to check all of the big threats that some offensive threats in Mono-Psychic can't handle, like Hydreigon, Dragon Dance sweepers, like Bulky Dragon Dance Charizard-X, and Substitute Dragon Dance Gyarados-Mega. Meloetta is the standard Assault Vest set to check Hydreigon and hit him up with a Focus Blast/Dazzling Gleam, also, Meloetta can switch into Life Orb Greninja. Here are some calcs that show what threatening Special Attackers Meloetta can check:

>252 SpA Life Orb Greninja Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 156-187 (38.7 - 46.4%) -- guaranteed 3HKO

>252 SpA Choice Specs Greninja Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 180-212 (44.6 - 52.6%) -- 20.7% chance to 2HKO

>252 SpA Life Orb Hydreigon Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 179-213 (44.4 - 52.8%) -- 24.2% chance to 2HKO

>252 SpA Choice Specs Hydreigon Dark Pulse vs. 248 HP / 252 SpD Assault Vest Meloetta: 204-242 (50.6 - 60%) -- guaranteed 2HKO

>252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 252 SpD Assault Vest Meloetta in Sun: 169-199 (41.9 - 49.3%) -- guaranteed 3HKO

>252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 252 SpD Assault Vest Meloetta: 112-133 (27.7 - 33%) -- guaranteed 4HKO (without sun,,)

>252+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 252 SpD Assault Vest Meloetta: 135-159 (33.4 - 39.4%) -- guaranteed 3HKO

>252+ SpA Mega Gardevoir Psyshock vs. 248 HP / 0 Def Meloetta: 106-126 (26.3 - 31.2%) -- guaranteed 4HKO

Slowbro, again, is for checking Dragon Dance sweepers like Substitute Dragon Dance Gyarados-mega, and Dragon Dance Charizard-Mega-X. Grass Knot always breaks Gyarados' Substitute, even if he isn't Mega'ed, and you're gonna destroy Charizard-Mega-X with Thunder Wave, and cripple him for the rest of the match, to the point where Hyper Voice Gardevoir-Mega does hella damage, and Medicham-Mega kills with High Jump Kick.

>+2 252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 252 HP / 252+ Def Slowbro: 184-217 (46.7 - 55%) -- 13.3% chance to 2HKO after Leftovers recovery

>252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 252 HP / 252+ Def Slowbro: 92-109 (23.3 - 27.6%) -- possible 5HKO after Leftovers recovery

>252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Slowbro: 129-153 (32.7 - 38.8%) -- 4.7% chance to 3HKO after Leftovers recovery

>+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Slowbro: 193-228 (48.9 - 57.8%) -- 56.3% chance to 2HKO after Leftovers recovery

Remember, when you see a Charizard-X on the field, go straight into your Thunder Wave Slowbro so it doesn't cause you much trouble.

Mew is the main support Pokemon in this core. It sets Stealth Rock, removes it with Defog, or it can stop others from removing its Stealth Rock with Taunt. It can also neuter Physical Attackers with Will-O-Wisp, and generally can be an amazing support Pokemon that outclasses Deoxys-Defense in Monotype by a landslide.

BIG THREATS TO THIS CORE

Hydreigon
- Life Orb Hydreigon brutally murders this core. Dark Pulse does way too much damage for Meloetta to continuously switch into it, and the other Pokemon in this core are 1HKOed/2HKOed by a Life Orb Dark Pulse.
How to defeat it?: You can use Assault Vest Gallade to continuously switch into Dark Pulses, and Gallade gets recovery in Drain Punch. If you're up against a Dark Mono, just spam Drain Punch unless you know Sableye is coming in. You can also use Mega Gardevoir, since it single handedly destroys Dark Monotypes with her Hyper Voices.

Greninja - Life Orb Greninja is hard to switch in on, as it pretty much 3HKOes/2HKOes/1HKOes everything in this core. Meloetta is fucked once Stealth Rock+continuously switching into Life Orb Dark Pulses wears it down enough to get it in killing range to die from another Dark Pulse.
How to defeat it?: Just like Hydreigon, you kind of have to rely on Gallade to continuously switch into Dark Pulses and then regen health from Drain Punch. Gardevoir-Mega can also take a Dark Pulse and kill with Hyper Voice.

Bisharp - Swords Dance Bisharp can literally sweep your entire team if it manages to get a Swords Dance up. No Psychic-type in the game can take a +2 Knock Off from Bisharp, barring Lugia,,
How to defeat it?: Your only chance is stopping it from setting up a Swords Dance. You can play around it with Substitute Gardevoir-Mega,, but that's a bit dodgy. There's really no surefire way to beat a +2 Bisharp with Psychic, unfortunately.


REPLAYS

http://replay.pokemonshowdown.com/oumonotype-160590601
Bulkerona realy threatens this core as i cant see any things that can threaten it besides maybe taunting it with mew but even then that just takes away roost recovery unless its running giga drain then it just heals of the damage from scalds

Id say volc should defiantly be in the big threats section to this core and to hndle it with this team id suggest paralizing it with bro then switching into something that can hit it hard with. Psyical attack? Victini perhaps
 

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unklewiggles said:
Bulkerona realy threatens this core as i cant see any things that can threaten it besides maybe taunting it with mew but even then that just takes away roost recovery unless its running giga drain then it just heals of the damage from scalds

Id say volc should defiantly be in the big threats section to this core and to hndle it with this team id suggest paralizing it with bro then switching into something that can hit it hard with. Psyical attack? Victini perhaps
AV Gallade running Rock Slide and a spread of 252+ Atk / 252 SpD can easily switch in on Volc, and has a great chance to OHKO the standard bulky spread:

252+ Atk Gallade Rock Slide vs. 240 HP / 252 Def Volcarona: 360-428 (97 - 115.3%) -- 87.5% chance to OHKO

252+ SpA Volcarona Bug Buzz vs. 0 HP / 252 SpD Assault Vest Gallade: 81-96 (29.2 - 34.6%) -- 5.9% chance to 3HKO

+1 252+ SpA Volcarona Bug Buzz vs. 0 HP / 252 SpD Assault Vest Gallade: 120-142 (43.3 - 51.2%) -- 8.2% chance to 2HKO

If it's the bulky set it's likely running no SpA and a timid nature, so hits even weaker, you can see Inscribe mentions AV Gallade as a good partner when dealing with both Hydreigon and Greninja. That being said, it probably should be mentioned as a threat to the core.
 
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.
 
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