Monotype Good Cores (see post 136 for updates)

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scpinion

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Alright, there has been some discussion on n64lord's core's this go round, which I think is a good thing so long as it remains constructive! I'm going to hold off on linking those for just a bit.

Now, the main reason I'm posting:
With Inscribe posting the electric core, we have reached our initial goal of having at least 2 cores for each of the 18 types!
A special thanks needs to go out to All Falls Down and n64lord for posting so many great cores. If you see them on PS! tell them how awesome they are!

Thus, I'd like to shift our goals in this thread. We are lacking in cores that utilize Mega-Evolutions, and cores that are tailored to the ORAS metagame. So, please post the core's you have been using to support a mega-evolution.

Finally, if you posted a XY core, but you feel it remains viable in the ORAS metagame will you please pm me on Smogon or PS! so I can add it to the ORAS section as well.
 

InfernapeTropius11

get on my level
If it hasn't already been reserved, I'd like to reserve a water defensive core for ORAS. Core consists of Mega-Slowbro, Lanturn, Swampert, and Tentacruel.
 
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Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Reflect
- Light Screen


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


Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Dragon Dance
- Roost

Who said flying was the only type that could use Char-X?

This core has the virtue of good old honest intent. Set up screens, set up rocks, set up Dragon Dance, eat teams. Screens off of Rotom are pretty consistent, and give you the ability to do stuff you otherwise can't. I usually prefer screens first for the sake of making the setup of rocks a lot easier, but you can interchange them as you please. Also notice, the hp numbers are odd for the sake of taking less hazard damage, which is obligatory on fire teams.

Rotom I'll usually lead with, and it usually ends up being the same exact lead every game. Will-o-wisp a physical attacker if need be, set up screens, Volt Switch out for momentum. Will-O-Wisp and Reflect reduces a physical sweeper to 1/4 hitting power, leaving them dead worthless. Light Screen just helps you take other shots better, and gives you a chance against some stronger special attackers. Volt switch out whenever you're done setting up and into the next thing, usually Torkoal. It usually gets two rounds of screens a game, so its pretty consistent. If you don't like the setup, you could opt for specially defensive or speedy screens instead, though its speed tier is usually too slow for speedy screens to be relevant. The specially defensive screens spread gives up the ability to survive Terrakion Stone Edge and +6 burned Azumarill Aqua Jet in return for taking some special hits.

Torkoal gets me hazards, gets rid of the opponent's, and takes away opposing momentum. You've got your rocks for, well, being rocks. Break sashes and Sturdy, make sweeps easier, etc. Rapid Spin is also obvious, deny opposing hazards while breaking Sashes and Sturdy. Yawn takes half a brain to use, but usually pays off. It lets you win hazard wars by threatening to put the opposing Defogger/Spinner to sleep while you set up your rocks again. Torkoal is also slow, so that also helps you to beat defog users one on one if you don't have time to Yawn. Just keep rocking on their Defog until they give up, or predict a Defog and Yawn, followed by rocks. Yawn gives you enough opportunities that getting a Rapid Spin should be easy, especially on the turn they give in and let something sleep. If you're lucky, your opponent will just keep swapping on the rocks and wear themselves down. If screens are gone by the time Torkoal finishes doing its job, just use Rotom again.

Charizard-Mega-X is our end goal for most games. Get a dragon dance or two while behind the safety of screens, preferably with rocks already up, then start eating. Whether you use one dance or two will depend on what your opponent has. After one dance you hit 396 speed, meaning you outspeed a base 130. After two, you outspeed scarfed base 110, Latios. Before any dances you're two points faster than a max speed base 70, so you can Breloom the boot after the sash is broken. The bulk lets you set up on something like a non-Scarf Greninja or most Rotom-Wash when your screens aren't up, then Roost to get rid of the damage you took. The screen support means you rarely take more damage than you can roost. The extra bulk also makes it safer to set up in base form, should you need to predict an Earthquake, set up on a Choiced Earthquake, or something of that nature. There's no speed difference between base and Mega forms, so don't worry about that. Dragon Claw/Earthquake covers and blasts through most things, but you could opt for Fire punch if you like it better than Earthquake. Fire punch over Earthquake, while getting you through Skarmory leaves you walled by Heatran, so you have to be conscious of that. Personally, I don't care about Skarmory because this is a fire team, meaning you have four or five teammates that kill it anyway. Roost provides longevity, but if you aren't concerned about that you could drop it for a third attack. If you don't like the bulky dragon dance set, you could always opt for the standard Charizard spread instead, though it has more difficulty getting set up. It should also be noted that Togekiss walls the Dragon Claw/Earthquake variants.


Azumarill: This thing, while having difficulty setting up against this core, will blast through Rotom and Torkoal with Aqua Jet, and has a chance to OHKO Charizard with it. The safest bet is to hope they don't get an opportunity from one of the other teammates and cripple it as it sets up. Will-O-Wisp if it picks Rotom and Yawn if it picks Torkoal. The Wisp lets Charizard tank Aqua jet with about half left and end the sweep with Earthquake. The Yawn just lets you swap something in and beat its face in, assuming it doesn't wake up on the second turn of sleep. Also note that you can take a single Aqua Jet at +6 with rotom if you get a reflect or burn up beforehand.

Cloyster: Shell Smash lets it sweep, but just catch it with Rotom or Torkoal as it tries to set up and you'll be fine. Undamaged Torkoal will survive the rock blast even at +2, assuming they carry no water move and you have no better choice than to use Torkoal.

Diancie: This thing is a royal pain with STAB diamond storm giving it defensive boosts while it hits. The trick room variant messes everything up by swapping speed and setting hazards. The mega variant eats most of the core pretty easily too. Burn with Rotom or Yawn with Torkoal to try deal with it. If possible, kill it with a teammate.

Dragons: Dragon teams just win this match most of the time. There's not really much you can do about it. Unless you can find some way to safely get to +2 with Charizard, there should be no reason for you to win this fight. They've got too many things that can sweep you on both the special and physical side for your opponent to care about chumping one to Yawn, and Defoggers that aren't threatened by most of your team. Even when not on a Dragon team, Dragon types such as Altaria, Dragonite, Hydreigon, Latias, and Latios will still threaten you.

Excadrill: Unlike Charizard-Y teams, we can't force it out when its on a ground team. Rotom and Torkoal can each tank a hit and respond, provided Excadrill is unboosted. If Exca has a swords dance up, though, you're getting swept, so never let that happen. Mold breaker variants beat Rotom and Charizard, but fail to OHKO Torkoal. Mold Breaker is almost always Scarfed, so you can work around it according to the move it picks. If it locks into earthquake, you can set up on it without mega evolving Charizard. If it swaps out while you set up because it expects this, then you have to get two dances to beat it. If it picks rock slide for Charizard, the other two can force it out. Torkoal can force it out no matter what move it locks into, but can't swap in.

Garchomp: This thing does the same things as Tyranitar, and is handled the same way. Mega versions in the sand have a chance to OHKO your Rotom and Torkoal. Just try to handle it the same way as the others, but if its already under sand you're in trouble.

Greninja: This thing can launch powerful Water attacks, so it makes the list. Your best bet is just to tank and KO with Charizard if Scarfed, and set up a dance before KOing if it isn't. If you don't know which it is, KOing right away with Charizard is the safer option.

Gyarados: Dragon Dance, Water STAB, and Earthquake means that it can threaten the entire core. If no sub then Torkoal can at least use Yawn, but most carry sub. If its the rare scarf-moxie Gyarados, then you should hope that it doesn't get a boost, or it will break through Rotom. Torkoal can still deny the sweep with Yawn, though.

Heatran: A threat to fire teams in general, Heatran boasts one of the few fire immunities in the game. In addition to this, it has access to Earth Power and Rock moves, meaning that it is a threat to this core. This is especially true if it has an air balloon, as you can't safely set up on it. Torkoal can't safely take on Heatran,, and Rotom will fail against heatran as well should it carry a rock attack. Heatran is one of the few pokemon that Torkoal is not advantaged against in a hazard war, meaning that its problematic if it has Hazards of its own.

Heracross: The scarf-moxie variants are dangerous to this core, as they only have to get a KO with Stone Edge to start sweeping, and you need to be at +2 with Charizard to outspeed it. A fast Adamant version of the Mega variant has a chance to OHKO Rotom, but you really don't need to be concerned about the mega versions. The rest of the team should easily beat a Mega Heracross.

Keldeo: Unlike Charizard-Y teams, we don't have the comfort of sun. This thing tanks a single unboosted Dragon Claw and blasts through the core with its STAB, 2HKOing Charizard and OHKOing the other two with unboosted Hydro pump. Unboosted Surf still has a chance to OHKO Rotom, but scald from that fails to do so. All three OHKO Torkoal. Unboosted scald isn't guaranteed to 2HKO Charizard. All of these situations exclude prior damage. You've pretty much got to depend on teammates after foddering something to fight this.

Kyurem-White: This thing is annoying any day of the week. If its Scarfed then you have to be at +2 with Charizard to beat it, but you can set up on a locked Earth Power. If it picks Dragon Pulse or Draco Meteor, you're just in trouble. Specs variants will just blast through your team either way. If its not Choiced, it will eat the core with even more ease.

Landorus-I: The Incarnate form of Landorus gives you a lot of trouble, breaking through a large portion of the core through Light Screen. If they have Gravity then the entire core is heavily threatened. You mostly have to use your teammates to deal with it.

Lum Berry + Boosting Move: While you're not as absolutely helpless as with a substitute, you're still in trouble when your opponent gets a boost and you fail to cripple. Dragonite is the biggest offender.

Rotom-Wash: While Charizard can beat Rotom-Wash in a one vs. one situation, it messes up Torkoal and your own Rotom with its STAB Hydro Pump, so it gets a mention.

Slowbro: The CroBro set can be a real pain, being able to 2HKO Charizard at +1 with Scald. Charizard will only have a chance of 2HKOing at +2, so you lose that fight if you don't have a Light Screen up to get you to +3. Volt switch from Rotom to Charizard helps a little bit, but Torkoal is pretty much useless against it aside from using Yawn to mess with their turn count on sleep. Non-mega Slowbro are only 2HKOd by Charizard at +1 and +2, so if they carry Thunder Wave they can cripple your Charizard.

Strong Special Attackers: Yeah, the core is kind of frail on the special side. A few of the threats to the core are a direct result of this. I recommend picking a teammate that can handle special attacks, or swapping Rotom to be specially defensive in return for picking another Terrakion check.

Substitute + Boosting Move: If your opponent uses substitute on Torkoal or Rotom and you can't break the sub, you're practically helpless. You have to chump a teammate while you break the sub and then finish with a Scarfer, if you can.

Swampert: Yeah, Swampert is a real pest. After Rain Dance it can outspeed +1 Charizard and OHKO. It also OHKOs Rotom under the rain and comes close to doing so to Torkoal. Thankfully, its another setup sweeper that we can cripple while it sets up, unless it comes in on unboosted Charizard after you KOd something like Greninja. After rain dance you may need a teammate to deal with it.

Terrakion: Terrakion rips through this core, with Stone Edge 2HKOing Torkoal, 2HKOing Rotom, and having a chance to OHKO charizard, all from full health. The scarf variants outspeed Charizard at +1, meaning that they can swap in on a predicted dance and force you out. Reflect helps to alleviate this concern to a degree, but its shaky. You have to have a teammate or two that can beat it after it locks into stone edge if scarfed or outspeed and KO it of not. There's no teammate on fire that can safely swap in and do this, though, so you'll usually end up foddering something and then forcing the Terrakion out, starting a sacrifice war.

Thundurus-Incarnate: Priority Thunder Wave and strong special attacks, plus access to Taunt, allows Thundurus to mess with the entire core. It cripples Charizard to prevent sweeps, and there isn't a good Heal Bell Fire type that can be used to fix that. It can Taunt Torkoal and Rotom to keep them from doing their jobs, and use strong special hits to beat Torkoal. While not the most common enemy, its something to be careful of. On the other hand, if your opponent uses the nasty plot variant then you can easily beat it by volt switching into a scarfed teammate with Rotom.

Togekiss: Togekiss is immune to both Dragon Claw and Earthquake from Charizard and can Thunder Wave it, but has to try to wear down Rotom. It can flinch Torkoal and Charizard to death, and wear down Rotom with flinches if it has speed investment.

Tyranitar: This thing can set up Stealth Rocks and launch a painful Stone Edge. Same plan as always, Torkoal or Rotom cripple it.


Arcanine: While somewhat imbalanced with the core, a defensive Arcanine has the advantage of being able to take on Terrakion and either hit it with Close Combat or cripple it with Will-O-Wisp. It gets access to Morning Sun, Flare Blitz, and Extremespeed, so it isn't useless outside of beating Terrakion. If you use this, however, I'd recommend swapping Rotom to be specially defensive.

Chandelure: While not the best option, Chandelure can function as a spinblocker, a scarfer, and has access to trick. It also has a good coverage option in Energy Ball to go with its Fire/Ghost STAB, and has access to Focus Blast. Its speed tier is not good for a scarf, tying with scarf Togekiss and Gardevoir, but its special attack mostly makes up for it.

Darmanitan: Darmanitan is a viable scarf option for your team, tying with scarf Kyurem-White and launching powerful Flare Blitz that are boosted by Sheer Force. It also has U-turn for momentum and good coverage options in Superpower, Earthquake, and Stone Edge. However, it doesn't pair well with Infernape, leaving you heavy on the physical side and light on the special.

Entei: While not the greatest match, Entei does have access to Sacred Fire and Extremespeed, giving it a niche. It can run a good assault vest set in order to go with Torkoal and Rotom, providing some special bulk to the team while still hitting hard.

Heatran: Heatran can do a few things for the team. First off, its not weak to Rock, so it isn't OHKOd by Terrakion's Stone Edge. If defensive, it can be the specially defensive counterpart to Torkoal and Rotom. It can also function as a scarfer, having an odd base speed that's just slightly faster than other scarfs like Togekiss, Gardevoir, Rotom variants, and Nidoking. Should you be worried about walls, it could also run specs to break them.

Infernape: Infernape is capable of patching up a lot of the team's issues with access to Close Combat, Thunder Punch, Mach Punch, and Iron Fist to go with them. It can use Mach Punch as a check to Excadrill, break to the sub of a Mega Gyarados, and finish weakened pokemon. It gets Close Combat for forcing out Terrakion and breaking through Heatran. It also speed ties with Keldeo for the Thunder Punch, assuming Keldeo isn't weakened yet.

Moltres: While not being the greatest team choice, Moltres has access to Fire Blast, Hurricane, Air Slash, Extrasensory, Hidden Power, Toxic, Will-O-Wisp, Whirlwind, Substitute, Defog, and Roost. This makes it capable of a Choice set or a special wall set. However, its inferior defensive typing makes it limited as a wall, and it does not contribute toward dealing with threats that carry rock type attacks.

Ninetales: While weaker than most other options, it has the advantage of offering sun support to the other teammates that you chose for the core. It could run a Scarf or Specs Set with Fire Blast or Solarbeam, or go defensive, trying to be the specially defensive counterpart to Torkoal and Rotom. It gets Extrasensory, Dark Pulse, Shadow Ball, and Hidden Power towards a Choice set. It has Toxic, Will-O-Wisp, Hypnosis, Substitute, and Roar towards a defensive set. Ninetales is high value in a ground matchup, doing a worse job of what Charizard-Y does. Modest Ninetales can 2HKO Physically defensive Hippowdon outside of the sun if Stealth Rocks are up with Fire Blast, meaning it can act as a check to the Hippowdon/Excadrill core. However, your predictions with Solarbeam have to be very well planned, because it fails to OHKO Hippowdon while Hippowdon can OHKO with Earthquake.

Victini: Victini with a scarf has access to Psyshock, Energy Ball, and Glaciate, all of which can help the team immensely. Scarf Victini outspeeds Swampert even under rain, so it acts as a check of sorts, meaning you have to play safe with it in a water match. It also ends scarf Heracross with an STAB attack, removing the concern of getting swept. Glaciate, while not OHKOing Garchomp or Landorus, acts as somewhat of a check for the two by finishing them after they're weakened. It also has the options of Trick, Thunderbolt, and Focus Blast, should you be in need of them.

Volcarona: Bulky Volcarona loves screen and Rapid Spin support, meshing well with the core and acting as somewhat of a twin to Charizard. Should you not care to use the bulky set, you could opt for the offensive Quiver Dance set or even a Choice set. Fiery Dance, Bug Buzz, Giga Drain, Hidden Power, Quiver Dance, and Roost gives you a few options to work with, making Volcarona a good teammate. However, it should be noted that Volcarona does nothing to help against threats to the core that have access to Rock type attacks, so you should be careful when choosing it.
 
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InfernapeTropius11

get on my level
Defensive Mono-Water Core for ORAS with Mega Slowbro:
*NOTE THAT MEGA SLOWBRO IS NOW BANNED!! The core should still work if you use regular Slowbro though, just use Leftovers>Slowbronite


Slowbro-Mega @ Slowbronite
Ability: Shell Armor
Shiny: Yes
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Ice Beam
- Rest


Lanturn @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Heal Bell
- Toxic
- Scald
- Volt Switch


Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Acid Spray
- Scald
- Rapid Spin
- Toxic Spikes


Swampert @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 80 HP / 176 Atk / 252 Def
Impish Nature
- Earthquake
- Waterfall
- Stealth Rock
- Roar

Descriptions:
Mega-Slowbro:


My favourite Mega Slowbro set: mixed wall MegaBro. Iron Defense and Calm Mind are boosts. Ice Beam has no immunities. Rest is recovery that removes status. You are also bulky asf, so you can live 2 hits usually. Useful to switch in on something like generic screens Klefki, set up a couple of boosts, then Rest off the paralysis/tiny damage it does with Foul Play.

Lanturn:

The first electric immunity, and that gets healed by electric. Heal Bell is very useful for healing status on your pokemon so that they're not crippled. Toxic stalls for damage. Scald is to FISH (see what I did there?) for burns against steel teams. Slow Volt Switch is useful to bring one of your other Pokemon in. You can also run full SpD with a Calm Nature.

Tentacruel:

Specially defensive Tentacruel is amazing. Toxic Spikes pairs well with Swampert to set hazards, while spinning them away from your own team with Rapid Spin. Acid Spray reduces the opponents SpD stat by 2 so it is VERY annoying for the other team. Scald is to go for burns and take advantage of the SpD drops caused by Acid Spray. It is neutral to grass attacks, which is helpful as the rest of the core is weak to grass. Liquid Ooze also punishes Giga Drain/Horn Leech Pokemon that want to recover health by making them lose the amount of health they would recover.
If you don't like Toxic Spikes you can run this set:

Tentacruel @ Assault Vest
Ability: Liquid Ooze
Shiny: Yes
EVs: 240 HP / 252 SpA / 16 SpD
Modest Nature
- Acid Spray
- Rapid Spin/Sludge Wave
- Scald
- Giga Drain

This set gives you more SpD by using Assault Vest. Acid Spray again reduces the opposing Pokemon's SpD, Rapid Spin remvoes hazards, Scald is STAB, Giga Drain is recovery and hits thinks like Gastrodon hard. Sludge Wave is usable over Rapid Spin if you don't care about hazards. Generally the first set is preferred, however, for the residual damage Toxic Spikes offers.

Swampert:

Swampert sets rocks for your team and works really well as a hazard setter with Tentacruel. It is also immune to electric type attacks, giving you two options for switch-ins to electric type attacks. Roar racks up residual damage through rocks--useful against flying/bug teams. 176 Attack allows it to switch in and OHKO Mega Mawile if it doesn't invest in Def/HP:
176 Atk Swampert Earthquake vs. 4 HP / 0 Def Mega Mawile: 228-270 (94.2 - 111.5%) -- guaranteed OHKO after Stealth Rock

Waterfall and EQ are obviously STABs so you're not taunt bait.


How to Use:

Generally you will lead with Tentacruel/Swampert to set hazards at the beginning of the game, and depending on what you think their lead will be (if it is a special attacker, use Tentacruel. If it is a physical attacker, use Swampert). Bring in Lanturn if you get statused so you can wall more stuff later. Slowbro-Mega should typically be brought in late-game or against something that can't hurt it to set up and wall the shit out of everything. Toxic Spikes complements this MegaBro set really well, as it is stally asf, so it appreciates the residual damage.

Good Partners:

Choice Band Sap Sipper Azumarill is an excellent partner to this core, giving it another immunity.
Greninja is also an excellent partner to KO the strong frail Pokemon that threaten this core.
Keldeo is another good attacker to complement this stally core. Can also essentially go mixed with Hydro Pump/Secret Sword and can handle Dark attacks aimed at Mega Slowbro.
Wish passing helps keep your Pokemon healthy.
Some of these Pokemon can be set up bait--Quagsire prevents sweeps with his derpiness.

Threats:

A Strong Volt-Turn Core:

A strong VoltTurn core is hard for this core to handle as it has a physical attack (U-Turn) and a special one (Volt Switch). Both are SE on MegaBro as well. Landorus/Thundurus are the main offenders of this. How To Handle: Swampert can usually handle the U-Turns and is immune to Volt Switch, but usually Thundy carries Grass Knot, which kills it. Greninja can usually outspeed and KO with Ice Beam (Scarf variants will always outspeed both of these Pokemon). Be sure to keep rocks up to also help prevent this.

Some Psychic teams run Screens Espeon. Screens not only decrease your attack power, but it also usually run Psyshock/Grass Knot (or at least mine does). Psyshock murders Tentacruel, Grass Knot murders Swampert, and you can't set hazards because of Magic Bounce. The best thing you can do is put in Band Azumarill and spam Knock Off. It is even more useful if you switch in on a predicted Grass Knot--then you have 2.25x power--which is more power than Huge Power, one of Azumarill's other options for an ability.

Thundurus in general kills this core. Between Thunderbolt, Volt Switch, and Grass Knot, it basically murders everything in this core. Greninja can outspeed and kill it with Ice Beam, but you're screwed if it runs Prankster T-Wave. Just hope for the Ice Beam kill, and then switch to Lanturn to Heal Bell.

Mega Venusaur can stall your team with Leech Seed. Also, attacking sets with EQ/Giga Drain sorta screw your team. Your best bet is to use Tentacruel--Liquid Ooze hurts it instead of healing it if it has Leech Seed, and you can weaken with Acid Spray before netting the KO. If it has EQ, your best bet is to switch in with Sap Sipper Band Azu on a predicted Seed/Giga Drain, and hope it doesn't run Sludge Wave, and/or Extrasensory it to death with Greninja. If you run physical ninja, the Liechi Berry/Sub/Acrobatics set will win for you, especially as being behind a sub means you can't be seeded.

Again, if it is the stally seed set, wear down with Tentacruel. Otherwise, you should wear it down with Greninja (either physical ninja with Power-Up Punch, or special ninja with HP Fire).


Importable:

Slowbro-Mega @ Slowbronite
Ability: Shell Armor
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Ice Beam
- Rest

Lanturn @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Heal Bell
- Toxic
- Scald
- Volt Switch

Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Acid Spray
- Scald
- Rapid Spin
- Toxic Spikes

Swampert @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 80 HP / 176 Atk / 252 Def
Impish Nature
- Earthquake
- Waterfall
- Stealth Rock
- Roar



Recommended Other Options: (Sets that are Importable):

Azumarill @ Choice Band
Ability: Sap Sipper
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 SpA
- Aqua Jet
- Knock Off
- Ice Punch
- Play Rough

Keldeo-Resolute @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Grass]

Alomomola @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Wish
- Protect
- Knock Off
- Bounce

Greninja @ Liechi Berry
Ability: Protean
Shiny: Yes
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Substitute
- Acrobatics
- Power-Up Punch
- Night Slash

Greninja @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Grass Knot
- Extrasensory
- Hidden Power [Fire]

Quagsire @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 232 HP / 28 Def / 248 SpD
Impish Nature
- Stockpile
- Stone Edge/Recover
- Infestation
- Yawn

Notes:
Obviously, you can't run both Greninja sets.
Quagsire's EVs are weird, but this lets its defenses be approximately even--you switch in on something that set up, use Stockpile 1-3 times, trap with Infestation, then use Yawn to put it to sleep. Stone Edge is chosen because it has no immunities. Recover is usable for, obviously, Recovery. Usually the better option as Infestation is an attack (making you not Taunt bait) as otherwise you have no recovery outside of Lefties (and Knock Off is common). You can run a standard Quagsire as well--this is just my creation that I like.
The other sets function pretty much exactly how they look.

Also, if someone could teach me how to use hide blocks, that would be great.
 
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So I haven't seen anyone post a Defensive Core for Fire monos so here is one.


Torkoal @ Leftovers
Ability: Shell Armor
EVs: 232 HP / 252 Def / 24 SpA
Bold Nature
- Lava Plume
- Yawn/Toxic
- Stealth Rock/Protect
- Rapid Spin


Heatran @ Leftovers
Ability: Flash Fire
EVs: 224 HP / 32 SpA / 252 SpD
Calm Nature
- Earth Power
- Protect
- Toxic/Will-O-Wisp
- Lava Plume


Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Roost
- Flamethrower
- Solar Beam
- Air Slash

So this core has Torkoal as your standard physical wall and Heatran as your special wall. Yes Heatran not Rotom-H. Heatran has a higher HP Stat than Rotom and can take special based hits better than Rotom because of this. Now I generally lead with Torkoal to get my rocks up however you may want to lead with something else if you feel Torkoal won't be able to get off the rocks or live with enough health to continue to be an effective wall. This core revolves around switching between Heatran and Torkoal depending on what the opponent has out. You can protect with either of them to scout moves and decide on the best course of action. Now Heatran struggles immensely with taking earthquakes and earth powers. If you can predict an incoming ground move then it is safe to switch into Zard Y and get your sun up. The sun assists the whole team in tanking any water attacks that may be present on the opposing team as well as boosting your teams STAB Fire moves

As I stated earlier this core is pretty weak to ground type moves. So Landorus (T and I) are both very threatening as is Excadrill, Garchomp, and other strong offensive ground types. Torkoal can tank most non stab Earthquakes and try to force a switch or get a burn. Stealth Rocks can be a nuisance luckily we have a solid spinner in Torkoal. Just be sure not to spin on an incoming special move so its could be wise to try to force a switch with yawn then rapid spin on the switch.


Pokemon that support this core nicely include Victini who can be used to help take down the threats that are 4x weak to ice with Glaciacte and Darmanitan which can hit really hard in the sun. Even adding in Rotom-H as a kind of backup special wall could be a good poke to help support this core by being immune to ground moves as well as being able to pick up momentum with Volt Switch or spreading status through Discharge and Will-O.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
I have 2 cores... one is sort of a well based Troll core... the other is a decent Balanced core with Mega Lopunny... can I do them?
just saw this... we would love to see what you have HOTFIER! Especially the mega-Lopunny core; I cannot guarantee the troll core will be added to the OP though.
 

InfernapeTropius11

get on my level
Defensive Mono-Normal Core for ORAS with Mega Audino:


Chansey @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Seismic Toss
- Soft-Boiled
- Stealth Rock


Porygon2 @ Eviolite
Ability: Download
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Discharge
- Toxic/Thunder Wave
- Recover

--->

Audino @ Audinite
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Dazzling Gleam


This core is a solid defensive core for mono normal, based around Toxic stalling everything to death, or at least to the point where something offensive like Diggersby or Staraptor can clean up. Basically, lead with Chansey, set Rocks, and Toxic them, proceeding to stall their team. The Eviolite twins status the opposing team with Toxic, although Thunder Wave is an option for Porygon2 (but Discharge has a 30% chance to Paralyze, so it is usually good enough. Ice Beam is there because BoltBeam is unresisted except for 3 somewhat relevant Pokemon, and Download is chosen for a possible stat boost. Trace is an option if you like mind games, and is neat to steal abilities such as Magic Bounce, Prankster, or Volt Absorb (for fun with Lanturn). Toxic is obviously to Poison them, and Recover is obviously to Recover. You can invest in either defensive stat, however I recommend defense as Chansey walls most special hits just fine with Eviolite and that bulk, even without much investment. Chansey is pretty standard in EVs and item--boost its amazing HP and bad defense, then boost both defenses further with Eviolite. Soft-Boiled is recovery, Toxic is status. Because you aren't running Wish/Protect or Heal Bell on this Chansey, you can run Stealth Rock to put pressure on the opposing team and break Sashes/Sturdy for easier sweeps with your more offensive Pokemon. Seismic Toss is so you are not Taunt bait.

Now the key to the set: Mega Audino. Mega Audino is the sort of underlooked new ORAS Mega for Normal, as Mega Lopunny got Scrappy to nail Ghost types with its STABs, as well as great attack and incredible speed. Mega Audino, on the other hand, got great defenses (103/126/126), and a Fairy typing--which let's it partner amazingly with the Eviolite twins. This typing gives it a neutrality to Fighting, Normal's only weakness, and a resistance to Knock Off, as well as an immunity to its effect. As this is one of the best ways to beat the Eviolite twins (Knock Off, then strong physical Fighting moves) Mega Audino makes a great partner. It can also replace Chansey as the cleric, curing status, and passing wishes. This allows Chansey to not have to keep a space for Protect, letting it set Rocks while still keeping moves for healing, status, and not being Taunt bait. Mega Audino also forces Trick users to keep their items, and prevents choice users from dumping their items on Chansey/Porygon2, supporting them even further. Note: you can run SpD EVs instead of Def EVs, but most Knock Off users and Fighting threats will be physical.


Landorus-Incarnate. With access to Knock Off as well as Sheer Force boosted Focus Blast and Sludge Wave, it can pretty much murder this core. Your best bet is to either sacrifice the Eviolite on Porygon2 and Ice Beam it (Porygon2 is probably the least important member of this core but don't be stupid with it and switch in on a Knock Off, as it is still really good) or you bring in Diggersby or Staraptor and revenge kill it (if these Pokemon are weakened though, you might have to sacrifice your 6th Pokemon to get them in safely). Overall, the second option is usually your best bet, but the first can be used if this core is all that's left of your team, or as a last ditch effort to kill Lando-I. If it doesn't carry Sludge Wave and/or Knock Off however, it is quite simply not as big of a threat--wall it using Chansey/Porygon2 if no Knock Off, and Mega Audino if no Sludge Wave. Obviously, this requires scouting, but you should be able to tell what moves it has within a couple turns if you switch and predict right.

SD Bisharp is also a huge threat. It can boost past wallable levels, has STAB Knock Off, STAB Iron Head, and an immunity to Toxic. If it carries Brick Break as coverage then ggwp. Just kidding there are a couple things you can do: Bandraptor Close Combat wrecks if non-Sash, or if it is Sash, then Quick Attack finishes it off from either Raptor or Digger. Diggersby STAB EQ is also SE. This is also why setting Rocks with Chansey is so useful--it breaks the Sash, allowing you to KO.

Gengar and Aegislash are immune to Toxic and Seismic Toss. Gengar also gets Focus Blast and Trick, and Aegislash can set up with Swords Dance and gets Sacred Sword and Iron Head. Diggersby can handle Aegislash with Earthquake, and Staraptor should take down Gengar with Brave Bird (if it is non-Sash, but if it is Sash it is not going to carry Trick, so Porygon2 can stall with Discharge/Ice Beam).

Poison and Steel teams get a special mention for being immune to Toxic, and their STABs are SE on Mega Audino. Luckily, Diggersby STAB EQ is SE on both types. Staraptor Brave Bird wrecks Mega Venusaur, and Meloetta powns Weezing and Skarmory with Psychic and Thunderbolt, and Meloetta thunderbolt also destroys Skarmory (these are the Pokemon that are immune or neutral to EQ).

If you find more threats, feel free to PM me here or on PS, or just reply to this post, and I'll add them in.


Scarf Staraptor can wreck some threats to the core with Reckless boosted STABs Brave Bird and Double-Edge, grab momentum with U-Turn, and defeat Steel types and in particular Bisharp with Close Combat. Scarf is chosen over Band so it outspeeds Landorus-Incarnate. Quick Attack can be used to finish off Sashed Pokemon.

Diggersby can totally wreck Steel types with Superpower and STAB Earthquake. SD makes it a fearsome sweeper, and Frustration is a powerful secondary STAB. Ice Punch is great to murder Landorus. You could also run U-Turn (for momentum, combines well with Staraptor's U-Turn) or Wild Charge (to hit Flying types and Water types who carry SE moves on you). Gunk Shot or Knock Off are also options for the extra coverage (also allows you to run Choice Band as your item if you use one of them over Swords Dance). It doesn't really matter what moves Diggersby runs, as long as it has Earthquake. Ice Punch is one of the preferred coverage moves however, to obliterate Lando-I. Quick Attack is another option to finish off Sashed Pokemon.

Meloetta with a Choice item (either Scarf or Specs) wrecks some counters, including Skarmory, Weezing, and Mega Venusaur, and is useful in other matchups as well, with Trick to cripple walls, and 128 SpA to do some work offensively. It is preferred to run Meloetta with Thunderbolt and Psychic, rather than Psyshock, to counter Weezing, as Psyshock would only be useful to beat Tentacruel, who is handled by Diggersby. Obviously, Psyshock can hit other walls, but Tentacruel is the only thing it hits harder than Psychic does when considering threats to the core, and Psychic gets slightly more power. Hyper Voice would be your best bet in the last slot for another STAB.

These Pokemon all are more offensively oriented (the core is usually defensive enough), appreciate the Heal Bell/Wish support (especially Staraptor, as its STABs have recoil and needs its speed [so it hates paralysis], and it and Diggersby hate burns), and take out threats to the core with ease.


Chansey @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Seismic Toss
- Soft-Boiled
- Stealth Rock

Porygon2 @ Eviolite
Ability: Download
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Discharge
- Toxic
- Recover

Audino @ Audinite
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Dazzling Gleam


EDIT: :O No one has done an Offensive core for water yet, so I call it :) Greninja/Keldeo/Azumarill.
 
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ORAS Cores pls
Defensive Core (Dark)

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 60 Def / 196 SpD
Careful Nature
- Brave Bird
- Roost
- Defog
- Foul Play


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Foul Play
- Wish
- Heal Bell
- Protect


Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Knock Off
- Recover
- Taunt

Usage Tips: A new take on the dark core this one is made to give more longevity to the team and allow it to not get worn down by hazards. Mandibuzz is just as decent as it always is with Special Defense investment and gives dark a completely solid check to Focus Blast Lando-I. It also is able to take hits from Keldeo much better for the team and can be significant help in beating it. Umbreon is a cleric and pretty much does its best to keep the rest of the team healthy, being able to set up wishes for other pokes to switch into attacks. With defensive investment it plays Mandibuzz's role of Foul Playing set up sweepers. Sableye cripples physical threats and takes physical fighting hits for dark. Knock off has great utility in being able to take another Pokemon's item and Taunt stops set up and helps keep hazards off your side or on the opponents side. Overall the core can stall out many offensive threats and lots of defensive ones to allow for your team to win.

Gliscor-
Can beat the whole core once Toxic Orb is active since Sableye can't burn it and can Toxic + Taunt stall Umbreon and Mandibuzz. Best way of beating it is to hit it with a hard special move or Ice move which can be found in Hydreigon, Greninja, Weavile, and Crawdaunt.
Keldeo- There will never be a day when this doesn't threaten a dark core. Calm Mind Keldeo can pull off a sweep if Mandibuzz isnt alive to Brave Bird it and sometimes when it is alive if it burns Mandibuzz with scald. As long as it isnt behind a sub Greninja can finish it off.

Azumarill-Banded Azumarill will be able to OHKO most of the core and the best way around it is to have it burned by Sableye. Greninja can revenge with Gunk Shot but it will never switch in, Drapion can handle Azumarill once its burnt easily but will not take two banded Play Roughs.
Mega Altaria- Probably one of the few pokes that are as close to instant GG as it can get. Dragon Dance Altaria can easily sweep and the best way around it is to not let it set up. Burning it doesnt work since it can carry heal bell and the only poke that can revenge it after its set up to +1 is Greninja

Fairy Types- This is pretty self explanatory but fairy types do tend to run through this core. You usually have to play offensively with your other pokemon to beat this threat.
Fire Types- Cant be burnt and have very hard hitting attacks under sun. Greninja, Tyranitar, Crawdaunt and other dark pokes can help out a lot in this matchup.

Good Teammates:
Greninja
Crawdaunt
Bisharp
Tyranitar
Weavile
Drapion
Hydreigon

 
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InfernapeTropius11

get on my level
Offensive Mono-Water Core


Greninja @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 44 Atk / 212 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Dark Pulse
- Extrasensory
- Ice Beam


Keldeo-Resolute @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Grass]


Azumarill @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

OR:


Azumarill @ Choice Band
Ability: Sap Sipper
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower/Ice Punch


Azumarill and Keldeo serve as your physical and special wallbreakers respectively, allowing Mixed Greninja to come in and sweep once walls are weakened or eliminated. The beauty of Greninja is that with Scarf it is so fast, meaning it can come in and nab a kill on an offensive threat mid-game before switching out again, taking no damage. A good example would be Scarf Thundurus or other Scarved Pokemon with Electric type moves. They can outspeed Keldeo/Azumarill and kill them, but Greninja can kill these Pokemon first, as it will outspeed them.
For Azumarill you have a choice. You can either go with the sheer wallbreaking capabilities of Huge Power, or offer defensive synergy with your teammates and run a Band Sap Sipper Set. The BD/Huge Power set is obviously more powerful, but the Band/Sap Sipper set doesn't need a turn to set up, gives you an immunity to one of your weaknesses, and doesn't deny you HP. On the BD set, Sitrus Berry is obvious to recover HP back. Aqua Jet is priority that helps with Azumarill's dreadful speed. Play Rough is a powerful Fairy STAB to hurt Fighting and Dragon types, as well as Mega Sableye. Knock Off is to remove items and hurt Psychics such as Slowbro. The Band set is very similar. The only differences are Choice Band is the new item, Sap Sipper is the ability, and a coverage move replaces Belly Drum. If you struggle with Steel types, use Superpower. If you struggle with Flying and Grass types, use Ice Punch. I personally prefer the Choice Band Sap Sipper set, as an immunity to one of your type's weaknesses is nothing to scoff at.
Specs Keldeo hits insanely hard. Hydro Pump is the main water STAB that punishes anything weak or neutral to it. Secret Sword allows you to hit special walls, and is a powerful Fighting STAB. Icy Wind is an option I love because of the speed drop usually letting you hit first the next turn, as well as nailing Dragonite, Garchomp, Gliscor, and Landorus. HP Grass or Electric is whether you want to hit Flying or Ground types harder. Both hit Jellicent who otherwise walls you. I prefer Grass for Quagsire/Gastrodon, but Electric is a perfectly viable option as well. Surf is another choice to have a STAB that is a guaranteed hit (better than Scald imo, because of the extra power. The purpose of Keldeo is to hit hard, not stall, so the burn chance isn't really necessary).
Mixed Greninja is amazing. Scarf brings its speed to unreal levels. Only Scarf Skymin, Scarf Noivern, and Scarf Jolteon can outspeed it (although, the last two usually run Specs) among viable Pokemon (others can outspeed it if they have a Scarf, but are Ubers, or rarely run Scarf, such as Weavile, Aerodactyl, Electrode, and Accelgor). Extrasensory kills Mega Venusaur and other Posion and Fighting types, or Low Kick punishes Steel, Rock, and Normal types for being heavy and weak to Low Kick. Gunk Shot destroys most Fairies. Ice Beam beats Flying types and Grass types (Low Kick is usable over Ice Beam as well, if you run Extrasensory and are happy with Icy Wind/Ice Punch on Keldeo/Azumarill). Dark Pulse helps against Psychic and Ghost types. Greninja's role is to sweep after threats and walls are weakened or eliminated, or to nab a quick kill mid-game on something it can outspeed and OHKO before switching to a wall. Protean is an amazing ability, and with its excellent speed, usable special attack, and ability granting STAB on every move it uses, it is a great sweeper.


Scarf Jolteon can threaten the core, with STAB Thunderbolt being SE on all 3 Pokemon, and outspeeding even Scarf Greninja. Thankfully, Electric is only used 2.63% of the time, Jolteon is only on 9.41% of Electric teams, and Scarf is only on 0.8% of all Jolteons, so the likelihood of running into this are rare (there is an approximately 1 in 50,509 chance of running into a Scarf Jolteon, lmao). Quagsire, Volt Absorb Lanturn, and Swampert are also all immune to Electric, forcing a switch.

Mainly, fast Electric types can threaten the core. Anything base 109 or faster outspeeds Keldeo and Azumarill, and if Greninja can't OHKO it, then it will likely get a kill on the core. So, Thundurus-I, Raikou, Mega Manectric, Jolteon, and Heliolisk come to mind. This is where walls, such as Lanturn, Quagsire, and Swampert come in handy.

Heliolisk gets a special mention on its own, for being immune to Water type attacks and carrying Grass Knot. Your best bet is to Toxic stall it with Lanturn. Quagsire and Swampert are both 4x weak to Grass Knot so they aren't very good answers. Once again, thankfully, Heliolisk is rare.

Scarf Skymin can wreck this core. If you don't run Sap Sipper on Azumarill, Seed Flare outspeeds and OHKOs everything iirc. Or, it can simply flinchax you to death (one of the reasons it's being discussed for a ban). Specially Defensive Empoleon is a great counter. Seed Flare and Earth Power both fail to 2HKO, and Ice Beam OHKOs back. Air Slash is possibly the worst move ever in case you were wondering (does around 12%, but Lefties recovers health back).

Can't think of anymore right now, feel free to tell me any you think of.


Slowbro is generally just a great defensive wall and is an asset on any Water team. Thunder Wave can help cripple some faster Pokemon, letting Keldeo or Greninja come in and wreck them.

Mega Swampert is immune to Electric and has Swift Swim. Full speed outspeeds Scarf Heliolisk in Rain, and it can threaten it with EQ. Note that you will probably need Politoed to set Rain for you, as Mega Swampert will probably die to Grass Knot if it tries to set it itself. It keeps up with the fast powerful core, and provides useful offensive pressure, as Rain-boosted Waterfalls will leave a mark on anything that doesn't resist them.

To help that monster ^ Also, Specs Keldeo STAB Hydro Pump in Rain hits so hard, that even if they don't die they are still dead. Lets you run Thunder on Lanturn rof :3

Specially Defensive Empoleon is a great Pokemon to set Rocks, remove hazards (such as Toxic Spikes), and kill Skymin. Useful in other scenarios as well. Based Steel Penguin is underrated imo.

Lanturn is immune to Electric with its ability, Volt Absorb, and has Heal Bell to cure status. Helpful if your Pokemon are Paralyzed, Toxiced, or Burned. Slow Volt Switch also brings them in safely.


Greninja @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 44 Atk / 212 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Dark Pulse
- Extrasensory
- Ice Beam

Keldeo-Resolute @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Grass]

Azumarill @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Azumarill @ Choice Band
Ability: Sap Sipper
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower/Ice Punch
 
Defensive Core


Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Bullet Punch
- Knock off / Swords Dance

Forretress @ Cutsap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Stealth Rock
- Rapid Spin
- Volt Switch
- Explosion

Because they finally released it.
Defog Scizor sees reasonable usage, and for good reason, it can come out far more easily than rapid spinners. Sadly, it has bad synergy with galvantula and shuckle's sticky webs. Lacking a mega stone mean that it isn't quite as bulky as skarmory, but reliable healing and still decent physical stats make it a monster. It can use knock off for utility and to further weaken things coming in, as it presents a replacement for the missing sticky webs for scarf pokemon, and many jolly banded pokemon struggle to hurt an invested scizor while itemless. Swords Dance allows it to clean up weakened fairy, ice, and fighting teams pretty well, as only a couple specific checks need to be dealt with in advance and he can use it on multible different pokemon.


Scizor might be seen as a reason to get rid of forretress entirely and run 5 pokemon to maximize offense, but together they can provide nearly constant support. Rocks help wear things down even faster than the sheer offensive presure bug teams already have, and prevent sashed pokemon and sturdy pokemon from trolling you. Volt switch and rapid spin are useful for removing hazards or the utility of switching last. The newly re-released cutsap berry allows him to absorb a fire or special attack and still remove or place hazard, and if the attacker had to switch in he can do both. Explosion allows this to be used on defog latias, defog charizard and torkoal, who would otherwise be able to indefinably wait you out (attempts to KO it after sturdy with rapid spin or use defog will fail because their is no target). It also provides a little extra oomph for neutral matchups, as you shouldn't be needing forretress more than about 2 times, notably allowing you to weaken sole fire users into priortiy range on teams like flying or fairy. It does share properties with volt switch, so when you do pop him you get to send in something without it having to take an attack.


  • If the opponet has multible pokemon with fire attacks it melts quickly
  • Forretress can deny things between sturdy and cutsap, but you will sometimes want him for something else..
  • Tends to only benefit from hyper offensive teams like mega beedrill ,banded genesect, full timid volcarona.
  • Scizor has to be out for long stretches of time, which helps your opponet switch in the team member they want for the job.
  • Wisp users can sit on either of them and threaten to simply continue using wisp if you switch (volt turn helps)
  • Calm Mind Keldeo and a couple other setup pokemon can come in on scizor without fear.


Good Partners
  • Volcarona
  • Genesect
  • Pinsir
  • Heracross
  • Galvantula
  • Beedrill
 
Hi we are having a local tournament on our place with mono types 5v5 with 1 wild card (any types) and I'm thinking of this team.

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Bisharp as counter to the fairy types which surely a threat on our team.

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Recover
- Dark Pulse/Shadow Ball
- Will-O-Wisp

As usual counter for fighting types that will attempt to take down gengar

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- pursuit
- Stone Edge
- Earthquake

Set-up pursuit trapper. This can wall talonflame too.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Calm Mind
- Moonlight
- Fire Blast

My Wild card. I'm torn with metagross or mawile as wild card but I think clefable suits well here especially those physical attackers that likes to set up.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- Flash Cannon

Revenge killer.

Let me know your thoughts on my team.
My considerations or possibly will add if my team will not work well are:
-Greninja
-Crawdawnt
-drapion
-krookodile
-honchkrow

Thanks a lot in advance.
 
Hi we are having a local tournament on our place with mono types 5v5 with 1 wild card (any types) and I'm thinking of this team.

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Bisharp as counter to the fairy types which surely a threat on our team.

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Recover
- Dark Pulse/Shadow Ball
- Will-O-Wisp

As usual counter for fighting types that will attempt to take down gengar

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- pursuit
- Stone Edge
- Earthquake

Set-up pursuit trapper. This can wall talonflame too.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Calm Mind
- Moonlight
- Fire Blast

My Wild card. I'm torn with metagross or mawile as wild card but I think clefable suits well here especially those physical attackers that likes to set up.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- Flash Cannon

Revenge killer.

Let me know your thoughts on my team.
My considerations or possibly will add if my team will not work well are:
-Greninja
-Crawdawnt
-drapion
-krookodile
-honchkrow

Thanks a lot in advance.
You can't have a clefable on a mono dark team, I think you need a rate my team thread, thus thread is a core guide for mono team building, i'm sure others will agree
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Hi we are having a local tournament on our place with mono types 5v5 with 1 wild card (any types) and I'm thinking of this team.

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Bisharp as counter to the fairy types which surely a threat on our team.

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Recover
- Dark Pulse/Shadow Ball
- Will-O-Wisp

As usual counter for fighting types that will attempt to take down gengar

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- pursuit
- Stone Edge
- Earthquake

Set-up pursuit trapper. This can wall talonflame too.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Calm Mind
- Moonlight
- Fire Blast

My Wild card. I'm torn with metagross or mawile as wild card but I think clefable suits well here especially those physical attackers that likes to set up.

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- Flash Cannon

Revenge killer.

Let me know your thoughts on my team.
My considerations or possibly will add if my team will not work well are:
-Greninja
-Crawdawnt
-drapion
-krookodile
-honchkrow

Thanks a lot in advance.
MadMayMason is correct; this is not the place to get feedback on your team. Your best bet is to try the OM Rate My Team thread or come over to the Monotype room on Pokemon Showdown. The official Monotype format does not utilize wild cards, but there are many friendly and helpful people around so you never know.
 
Offensive Core for Rock

Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Earth Power
- Diamond Storm
- Protect / Calm Mind


Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack


Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Brave Nature
- Earthquake
- Stone Edge
- Avalanche
- Fire Punch

Explanation: This is a very offensive core that focuses on a lot of power to get past some of the common enemies of rock types. Diancie-Mega brings the amazing Magic Bounce to the core, which can stop Skarmory's hazards cold and provide a psuedo-immunity to WoW from Sableye-Mega. At its useful 110 speed, it outspeeds most non-scarfed Fighting types, which most Rock types would dread. Band Terrakion is very much welcome for breaking down Steel types that Diancie-Mega needs removed. The Band set is highly recommended for this, as Steel has very little switch ins for a banded Close Combat. Even Skarmory is 2HKO'd by Terrakion at this point. Lastly, Rhyperior provides a bit more bulk to the core and the useful EdgeQuake STAB. Since Mega-Aggron is unavailable with Mega Diancie, Rhyperior can be used as an admittedly more shaky Steel counter. This is where the Ground typing comes in handy, as it can OHKO Mega Metagross (once Weakness Policy activates) unlike Mega Aggron. When using this core, Sticky Web from Shuckle is highly recommended to let Mega-Diancie outspeed most Fighting types/Scarf Dragons and Terrakion outspeed Mega-Lopunny, Greninja, and other fast threats.
Mega-Medicham With a combo of Bullet Punch and High Jump Kick, Mega Medicham can take at least one hit from Band Terrakion and OHKO with High Jump Kick. It can also OHKO Diancie-Mega with Bullet Punch or KO a weakened Rhyperior with High Jump Kick. The best way to handle Medicham is to preserve Rhyperior to around 85% so it can take one HJK and OHKO in return. More unorthodox answers include Banded Aerodactyl, or the Pain Split Level two Probopass set, which can get around Medicham-Mega with Protect, Pain Split, and finishing it off with Toxic.

Strong, Fast Steel types In particular, Mega Metagross gets a shoutout for being able to get past this core with bulk, Meteor Mash + Bullet Punch, and Grass Knot stops the core's regular answer to Steel types, Rhyperior. If it lacks Grass Knot, a healthy Rhyperior can switch in and OHKO with +2 (from Weakness Policy) Earthquake. If it does have Grass Knot... well, you would need the Pain Split Level 2 Probopass set, then finish it off with Terrakion's Quick Attack or another form of priority.

Bulky Ground types This core lacks the coverage to effectively break through bulky Ground types, namely Gastrodon and Hippowdon, both of which can threaten the core with their STAB attacks. With enough pressure however, Terrakion and Diancie-Mega (especially with Calm Mind) can attempt to break through them. Otherwise, you could patch this problem up by using physically defensive Cradily or Air Balloon Omastar.

Bulky/Offensive Grass types This core has trouble with bulky Grass types, similar to Ground types. The catch is that many Grass types can heal off some damage with Giga Drain or Synthesis. Shaymin-S in particular can outspeed every member of the core and bypass Sticky Web. Assault Vest Tyranitar can tank some hits from this monster, while Cradily can attempt to Toxic stall it out. Offensively, banded Aerodactyl and itemless Archeops can threaten both with Aerial Ace and Acrobatics, respectively, although Aerodactyl must be Jolly to outspeed Shaymin-S, while Archeops will often collide with Ferrothorn if against a Grass Monotype, whittling it down to Defeatist range.

Good Teammates:
  • Shuckle - Provides a useful typing for the core and can take a decent amount of Ground and Fighting attacks; it also provides Sticky Web to slow down major threats for Terrakion and Mega-Diancie like Greninja, Keldeo, Garchomp. With webs up, Mega-Diancie has a good chance to sweep Fighting since they commonly lack a way to get rid of webs on the field.
  • Cradily - Takes on Water and Ground types and fights back with Giga Drain. Physically Defensive sets are a good switch in for Ground types should you need to preserve Rhyperior for other threats.
  • Tyranitar - Can take decent hits from Water types with sand up, has a decent chance to survive and Ice Beam Landorus-I/T, and breaks down troublesome Psychic types like Slowbro.
  • Archeops and Band Aerodactyl - Flying STAB helps with bulky Grass types and have really good natural speed. They both love having Banded Terrakion and Rhyperior to weaken Steel types and provide a useful Ground immunity in return.
  • Omastar - Offensively checks many Ground types, especially if it has HP Grass; Shell Smash sets with Air Balloon can find set up opportunities against Ground types and outspeed nicely, especially with webs up. It may also take on some Steel types with Scald or Earth Power.
  • Tyrantrum - Will be able to help with Water and Grass matchups decently when Rock Head comes out, since Banded sets can 2HKO Venusaur-Mega.
  • Probopass - Albeit very gimmicky, it can be a decent answer for both Mega Medicham and Mega Metagross, among others, with the Level 2 Pain Split set. It is easy to play around once the set is known, however.
Replays:
http://replay.pokemonshowdown.com/monotype-201991305 A pretty good match against a Ground Monotype although Cradily does a bit more work than the core :s
http://replay.pokemonshowdown.com/monotype-207709664 Against a nice Dark team, Diancie tanking a Crawdaunt's LO Aqua Jet \o/
http://replay.pokemonshowdown.com/monotype-207711444 Although I lost, it was a good battle that shows off Terrakion a bit more against Water monotype.
http://replay.pokemonshowdown.com/monotype-201054442 Diancie-Mega really shines against a Fighting Mono in the battle once Shuckle can get Sticky Webs down.
http://replay.pokemonshowdown.com/monotype-198730066 Band Terrakion spams Close Combat against Steel with Doublade gone, which makes it a viable alternative to Scarf.
 
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Defensive Mono-Water Core for ORAS with Mega Slowbro:


Slowbro-Mega @ Slowbronite
Ability: Shell Armor
Shiny: Yes
EVs: 252 HP / 16 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Ice Beam
- Rest


Lanturn @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Heal Bell
- Toxic
- Scald
- Volt Switch


Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Acid Spray
- Scald
- Rapid Spin
- Toxic Spikes


Swampert @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 80 HP / 176 Atk / 252 Def
Impish Nature
- Earthquake
- Waterfall
- Stealth Rock
- Roar

Descriptions:
Mega-Slowbro:


My favourite Mega Slowbro set: mixed wall MegaBro. Iron Defense and Calm Mind are boosts. Ice Beam has no immunities. Rest is recovery that removes status. You are also bulky asf, so you can live 2 hits usually. Useful to switch in on something like generic screens Klefki, set up a couple of boosts, then Rest off the paralysis/tiny damage it does with Foul Play.

Lanturn:

The first electric immunity, and that gets healed by electric. Heal Bell is very useful for healing status on your pokemon so that they're not crippled. Toxic stalls for damage. Scald is to FISH (see what I did there?) for burns against steel teams. Slow Volt Switch is useful to bring one of your other Pokemon in. You can also run full SpD with a Calm Nature.

Tentacruel:

Specially defensive Tentacruel is amazing. Toxic Spikes pairs well with Swampert to set hazards, while spinning them away from your own team with Rapid Spin. Acid Spray reduces the opponents SpD stat by 2 so it is VERY annoying for the other team. Scald is to go for burns and take advantage of the SpD drops caused by Acid Spray. It is neutral to grass attacks, which is helpful as the rest of the core is weak to grass. Liquid Ooze also punishes Giga Drain/Horn Leech Pokemon that want to recover health by making them lose the amount of health they would recover.
If you don't like Toxic Spikes you can run this set:

Tentacruel @ Assault Vest
Ability: Liquid Ooze
Shiny: Yes
EVs: 240 HP / 252 SpA / 16 SpD
Modest Nature
- Acid Spray
- Rapid Spin/Sludge Wave
- Scald
- Giga Drain

This set gives you more SpD by using Assault Vest. Acid Spray again reduces the opposing Pokemon's SpD, Rapid Spin remvoes hazards, Scald is STAB, Giga Drain is recovery and hits thinks like Gastrodon hard. Sludge Wave is usable over Rapid Spin if you don't care about hazards. Generally the first set is preferred, however, for the residual damage Toxic Spikes offers.

Swampert:

Swampert sets rocks for your team and works really well as a hazard setter with Tentacruel. It is also immune to electric type attacks, giving you two options for switch-ins to electric type attacks. Roar racks up residual damage through rocks--useful against flying/bug teams. 176 Attack allows it to switch in and OHKO Mega Mawile if it doesn't invest in Def/HP:
176 Atk Swampert Earthquake vs. 4 HP / 0 Def Mega Mawile: 228-270 (94.2 - 111.5%) -- guaranteed OHKO after Stealth Rock

Waterfall and EQ are obviously STABs so you're not taunt bait.


How to Use:

Generally you will lead with Tentacruel/Swampert to set hazards at the beginning of the game, and depending on what you think their lead will be (if it is a special attacker, use Tentacruel. If it is a physical attacker, use Swampert). Bring in Lanturn if you get statused so you can wall more stuff later. Slowbro-Mega should typically be brought in late-game or against something that can't hurt it to set up and wall the shit out of everything. Toxic Spikes complements this MegaBro set really well, as it is stally asf, so it appreciates the residual damage.

Good Partners:

Choice Band Sap Sipper Azumarill is an excellent partner to this core, giving it another immunity.
Greninja is also an excellent partner to KO the strong frail Pokemon that threaten this core.
Keldeo is another good attacker to complement this stally core. Can also essentially go mixed with Hydro Pump/Secret Sword and can handle Dark attacks aimed at Mega Slowbro.
Wish passing helps keep your Pokemon healthy.
Some of these Pokemon can be set up bait--Quagsire prevents sweeps with his derpiness.

Threats:

A Strong Volt-Turn Core:

A strong VoltTurn core is hard for this core to handle as it has a physical attack (U-Turn) and a special one (Volt Switch). Both are SE on MegaBro as well. Landorus/Thundurus are the main offenders of this. How To Handle: Swampert can usually handle the U-Turns and is immune to Volt Switch, but usually Thundy carries Grass Knot, which kills it. Greninja can usually outspeed and KO with Ice Beam (Scarf variants will always outspeed both of these Pokemon). Be sure to keep rocks up to also help prevent this.

Some Psychic teams run Screens Espeon. Screens not only decrease your attack power, but it also usually run Psyshock/Grass Knot (or at least mine does). Psyshock murders Tentacruel, Grass Knot murders Swampert, and you can't set hazards because of Magic Bounce. The best thing you can do is put in Band Azumarill and spam Knock Off. It is even more useful if you switch in on a predicted Grass Knot--then you have 2.25x power--which is more power than Huge Power, one of Azumarill's other options for an ability.

Thundurus in general kills this core. Between Thunderbolt, Volt Switch, and Grass Knot, it basically murders everything in this core. Greninja can outspeed and kill it with Ice Beam, but you're screwed if it runs Prankster T-Wave. Just hope for the Ice Beam kill, and then switch to Lanturn to Heal Bell.

Mega Venusaur can stall your team with Leech Seed. Also, attacking sets with EQ/Giga Drain sorta screw your team. Your best bet is to use Tentacruel--Liquid Ooze hurts it instead of healing it if it has Leech Seed, and you can weaken with Acid Spray before netting the KO. If it has EQ, your best bet is to switch in with Sap Sipper Band Azu on a predicted Seed/Giga Drain, and hope it doesn't run Sludge Wave, and/or Extrasensory it to death with Greninja. If you run physical ninja, the Liechi Berry/Sub/Acrobatics set will win for you, especially as being behind a sub means you can't be seeded.

Again, if it is the stally seed set, wear down with Tentacruel. Otherwise, you should wear it down with Greninja (either physical ninja with Power-Up Punch, or special ninja with HP Fire).


Importable:

Slowbro-Mega @ Slowbronite
Ability: Shell Armor
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Ice Beam
- Rest

Lanturn @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Heal Bell
- Toxic
- Scald
- Volt Switch

Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Acid Spray
- Scald
- Rapid Spin
- Toxic Spikes

Swampert @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 80 HP / 176 Atk / 252 Def
Impish Nature
- Earthquake
- Waterfall
- Stealth Rock
- Roar



Recommended Other Options: (Sets that are Importable):

Azumarill @ Choice Band
Ability: Sap Sipper
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 SpA
- Aqua Jet
- Knock Off
- Ice Punch
- Play Rough

Keldeo-Resolute @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Grass]

Alomomola @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Wish
- Protect
- Knock Off
- Bounce

Greninja @ Liechi Berry
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Substitute
- Acrobatics
- Power-Up Punch
- Night Slash

Greninja @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Grass Knot
- Extrasensory
- Hidden Power [Fire]

Quagsire @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 232 HP / 28 Def / 248 SpD
Impish Nature
- Stockpile
- Stone Edge/Recover
- Infestation
- Yawn

Notes:
Obviously, you can't run both Greninja sets.
Quagsire's EVs are weird, but this lets its defenses be approximately even--you switch in on something that set up, use Stockpile 1-3 times, trap with Infestation, then use Yawn to put it to sleep. Stone Edge is chosen because it has no immunities. Recover is usable for, obviously, Recovery. Usually the better option as Infestation is an attack (making you not Taunt bait) as otherwise you have no recovery outside of Lefties (and Knock Off is common). You can run a standard Quagsire as well--this is just my creation that I like.
The other sets function pretty much exactly how they look.

Also, if someone could teach me how to use hide blocks, that would be great.
You run SubLiechi Ninja too? I thought I was the only one! :D
 
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