Introduction to National Dex Monotype

By DugZa, Harpp, maroon, and Mateeus. Released: 2022/04/04.
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Introduction to National Dex Monotype art

Art by Zephyri.

Introduction

Have you ever thought about what Monotype would look like if Sword and Shield had the National Dex? What if Generation 8 also kept previous metagame-defining features like Mega Evolution, Z-Moves, and sorely missed moves such as Hidden Power and Pursuit? Wonder no more because that’s precisely what National Dex Monotype is: a Monotype format with all the features from past generations available alongside the all-new Generation 8 mechanics. As the spiritual successor of SM Monotype, which was arguably Monotype's most competitive and diverse metagame, National Dex Monotype's goal is to further expand on that by opening up many new teambuilding possibilities for all types akin to a generational shift. The result is an even more colorful environment, where the majority of types are able to competitively field different archetypes to overcome their weaknesses. Initially, we will explain how exactly National Dex Monotype works and the impact of its National Dex-inherited rules on the metagame. Later on, we showcase some of the most effective types in National Dex Monotype, followed by an up-to-date sample of each. Without further ado, let's dive right in!


National Dex Mechanics and How They Impact Monotype

National Dex's most basic rule is self-explanatory: the use of every released (and, of course, legal) Pokémon is allowed, including the ones that didn't make it to Galar. In other words, the majority of species are eligible for use. Alongside that, features like Mega Evolution and Z-Moves return, as well as legacy moves and, obviously, items. While there are other mechanics worth explaining—which will be covered later on this section—the simplest ones are, astonishingly, the foundation to some of the most unique and effective combinations in the metagame. As an illustration, hyper offense Dark teams were barely a thing in SM Monotype because there wasn't a specific supportive slot that could compress roles and synergize defensively with the offensive powerhouses the type had, like Greninja, Mega Tyranitar, and Bisharp. Hence, these Dark squads would be run over by fast Fighting-, Fairy-, and Bug-types like Mega Lopunny, Mega Diancie, and Heracross. In National Dex Monotype, however, hyper offense Dark is one of the leading archetypes in the metagame, topping even balance Dark variants largely due to newcomers Grimmsnarl and Zarude meshing incredibly well with the older faces and features. Grimmsnarl's Prankster-boosted dual screens gives more longevity to Dark's infamous attackers, most notably supporting Dragon Dance Mega Tyranitar's sweep, while Zarude functions both as a much-needed Water-resistant partner and an incredible wallbreaker that can take advantage of Z-Moves to get past bulky Pokémon the type used to struggle against, such as Clefable and Toxapex. And that's just the tip of the iceberg; all legal Generation 8 Pokémon are able to use Z-Moves with any attacking move, so there are heaps of new strategies available for every type!

Like in other National Dex formats, all of National Dex Monotype's battle mechanics are updated to match Generation 8's. This means newly introduced items in Sword and Shield, such as the very useful Heavy-Duty Boots, are usable by all legal species in the format, greatly affecting the metagame as a consequence. Fire- and Bug-type teams, for instance, were two of the most Stealth Rock-weak teams in previous generations. Thanks to Heavy-Duty Boots, these types can now afford something that would be seen as a death sentence in different eras of Monotype: forgoing entry hazard removal. Move effects were all revamped too; Rapid Spin and Teleport work in National Dex Monotype just like how they do in Sword and Shield, meaning the likes of Excadrill and Blissey still retain their major buffs from the generational shift. Last but not least, Pokémon that made it to Galar have updated movepools. While you might be thinking this definitely isn't a unique rule per se—after all, SS tiers also follow this rule—the other National Dex mechanics add a very interesting twist to it, especially in Monotype. For example, Swampert gained the new Water-type pivoting move in Flip Turn, which it can take great advantage of in National Dex Monotype due to the return of Mega Evolution; Mega Swampert's offensive prowess allows it to force many switches, and Flip Turn allows rain teams to keep momentum and get the most out of rain turns. Alongside it, the now very reliable Heavy-Duty Boots Pelipper and a plethora of wallbreakers to choose from turned the archetype into a real threat in the metagame—and Water's flagship team.

All in all, National Dex's peculiar intricacies have allowed many new and interesting strategies and teams to be conceived across most types. In the next section, we'll be exploring a fraction of National Dex Monotype's colorful variety by taking a more in-depth look at some of the best performing types in the metagame and their builds. They will be separated into balance and offense subdivisions depending on which playstyle a type excels at the most, so don't hesitate to pick the ones you like the most!


Playstyles

Balance

Much like the name implies, balance teams are comprised of a mix of both offensive and defensive Pokémon instead of going all-out in either direction. The offensive threats may consist of Pokémon that can apply immediate pressure, such as wallbreakers and setup sweepers, while the defensive backbone of these teams typically has the bulk to consistently switch in against attacks that threaten the offensive frontline. These teams' main goal is to whittle down the opposition by attacking at the right time and switching to the appropriate defensive walls or pivots when needed. With that said, National Dex Monotype is home to a wide range of types that thrive with the archetype thanks to their amazing defensive and offensive cores, like Flying, Grass, Poison, and Steel.

Flying

Flying is easily one of the best types within National Dex Monotype due to the wide range of options it has to select from both defensively and offensively, allowing Flying teams to be tailored to deal with pretty much any matchup including ones that may seem unfavorable at a first glance, such as Electric and Ice. While Flying can run either balance or offense, balance Flying teams are generally superior and are what we will be covering here. These teams boast one of the best defensive backbones in the tier, usually containing a Ground-type that acts as provides a mandatory Electric immunity in one of the Landorus formes or Gliscor, a Steel-type such as Celesteela, Skarmory, or Corviknight that provides a much-needed neutrality against both Ice- and Rock-type attacks, and one, or at times even a combination, of Zapdos, Mantine, Moltres, or Mandibuzz, with the former two being the most common options among them and each excelling against a different array of threats. Flying's wide variety of offensive options complements its defensive core exceptionally well. Contrary to the majority of types, Flying has two amazing Mega Evolutions in Mega Aerodactyl and Mega Charizard Y, each with its fair share of positives. Mega Aerodactyl is a great role compressor, providing Stealth Rock and fast revenge killing and pressuring types like Fire, Electric, Dragon, and opposing Flying teams, while Mega Charizard Y acts as a monstrous wallbreaker, significantly threatening Steel, Dark, and Water teams with its powerful coverage. Other prominent threats include Tornadus-T, which is versatile and can run either Nasty Plot or stallbreaking sets, Thundurus-T, which heavily dents two top types in Water and Flying, and Galarian Zapdos, which heavily dents Normal, Dark, and Steel teams with its Fighting coverage. A unique trait that sets Flying apart is that some Pokémon that help it defensively are also capable of fulfilling offensive roles to great effect; for example, Landorus-T can be either a prominent Choice Scarf user that helps greatly against Electric-types or a sweeper with Swords Dance, Rock Polish, and a Z-Move of choice, and Choice Specs Zapdos proves to be an excellent special wallbreaker. All in all, Flying proves to be a force to be reckoned with in yet another Monotype tier, even with the recent departure of Galarian Moltres.

Sample Team
Mega AerodactylGliscorTornadus-TherianCelesteelaThundurus-TherianMantine

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Ice Fang
- Dual Wingbeat


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 10 Atk / 196 SpD / 60 Spe
Careful Nature
- Earthquake
- Roost
- Taunt
- Knock Off


Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 240 HP / 64 Def / 204 Spe
Timid Nature
- Hurricane
- Toxic
- U-turn
- Knock Off


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Protect
- Flamethrower


Thundurus-Therian @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Hidden Power [Ice]
- Grass Knot
- Thunderbolt


Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Haze

Replays

Grass

After cementing its status as a force to be reckoned with in SM Monotype, Grass continues to sustain its title as a frontrunner in National Dex Monotype. While Grass was never known for having a plethora of tools to work with, its options are just enough for it to be very effective against a good portion of the metagame, making it a very good anti-meta type. Typically, Grass teams have a defensive core comprised of Mega Venusaur and Ferrothorn, with both complementing each other extremely well. Mega Venusaur fulfills a pivotal role on Grass-type teams, providing a neutrality against both Fire- and Ice-type attacks and absorbing Toxic Spikes. In the same vein, Ferrothorn has a much-needed Poison immunity, is neutral to Flying, and offers vital entry hazard support in Stealth Rock and Spikes. Both Mega Venusaur and Ferrothorn are very bulky Pokémon with reliable recovery, making this simple defensive backbone a very hard one to bypass if well played. The defensive portion of the team is further supported by Grass's array of offensive options, with Rillaboom and Zarude being the premier ones. Rillaboom's powerful priority in Grassy Glide, coupled with Swords Dance and a wide range of coverage options, makes it a very good wallbreaker and an integral part of every Grass team. Similarly, Zarude acts as an offensive threat that can muscle past otherwise tough matchups such as Psychic, Steel, and Ghost thanks to its great typing and movepool. Other offensive options that can be used to finish off a team include Whimsicott, Celebi, Breloom, and Rotom-C, with Whimsicott and Celebi being the most common. Whimsicott's main selling point is its Fairy typing, which is a great asset against the common Dragon and Dark teams, while Celebi is almost always seen sporting anti-Steel and -Poison movesets. Breloom's Fighting-type coverage is helpful against Dark, Normal, and Ice, but it sees less usage due to Rillaboom and Zarude also being physical attackers. Last but not least, Rotom-C gives Grass teams hopes of beating Flying via its BoltBeam coverage and Nasty Plot. Grass takes a more offensive approach to the traditional balance archetype while being able to have the upper hand against a handful of common types, and, as such, is one of the best options for those trying to get an edge in tournament play.

Sample Team
Mega VenusaurFerrothornRillaboomZarudeWhimsicottCelebi

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 128 Def / 114 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]


Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 168 Def / 92 SpD
Relaxed Nature
- Leech Seed
- Stealth Rock
- Iron Head
- Protect


Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Swords Dance
- Grassy Glide
- High Horsepower
- Knock Off


Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Jungle Healing
- Close Combat
- Darkest Lariat


Whimsicott @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- U-turn
- Tailwind
- Switcheroo


Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Earth Power
- Hidden Power [Fire]
- Psychic

Replays

Poison

Poison teams, in a similar fashion to Steel, are built around a large defensive core that contains immunities and neutralities to its major weaknesses, with offensive Pokémon giving the type possible advantages against other bulky builds in the metagame. What sets Poison apart, however, is its much more beginner-friendly structure: most of its dedicated walls and defensive pivots have reliable recovery and are able to easily punish offensive threats with status or super effective coverage. The defensive backbone starts with a face that's very well-known by now: the defensive juggernaut Toxapex. Its defensive traits make Toxapex indispensable for Poison teams, as it can wall a good portion of the metagame while keeping scary setup sweepers like Mega Scizor and Kommo-o in check with Haze. Despite a nerf to pinch Berries in the generational transition, Alolan Muk still acts as the best Psychic immunity and can either be an Assault Vest tank or a sweeper with Curse. The Ground immunity slot, and simultaneously the entry hazard remover one, can be reserved for either Crobat or Galarian Weezing, each having its own positives and negatives. Crobat's value lies in its high Speed and ability to deal with key threats like Choice Scarf Excadrill and Mega Gallade thanks to Infiltrator and Toxic, but Galarian Weezing's Fairy typing and bulk turn it into a generally more effective defensive asset. A Grass-type, nominally one of Mega Venusaur or Amoonguss, finishes off the core. Mega Venusaur is the preferred pick, with its superior defenses, a more colorful offensive movepool, and Thick Fat; however, Amoonguss's toolkit of Foul Play, Spore, and Regenerator, which meshes exceptionally well with Toxapex, allows it to have a niche by handling the likes of Swords Dance Excadrill and Scale Shot Mega Garchomp. If that's not enough bulk, then the newcomer Galarian Slowking provides a very sturdy specially defensive pivot that eases the task of dealing with threats like Choice Specs Zapdos and Alolan Raichu. Offensively, Nidoking remains the premier option for a wallbreaker, with its Sheer Force-boosted coverage attacks giving types like Steel, Flying, and opposing Poison trouble. Other good offensive Pokémon include Nihilego, which can run a sweeping set with Meteor Beam, and the very powerful Nasty Plot Gengar, which is able to open holes on various defensive cores after a boost. Overall, Poison teams are incredibly tough to break, even for types that would theoretically have the upper head against it, and easy to pick off the shelf and play.

Sample Team
Mega VenusaurToxapexAlolan MukGalarian SlowkingNidokingCrobat

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Hidden Power [Fire]
- Synthesis


Toxapex @ Icium Z
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic


Muk-Alola @ Leftovers
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Sassy Nature
- Curse
- Rest
- Sleep Talk
- Knock Off


Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Future Sight
- Sludge Bomb
- Ice Beam
- Earthquake


Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Flamethrower
- Thunderbolt


Crobat @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 HP / 64 SpD / 192 Spe
Jolly Nature
- Defog
- Roost
- Brave Bird
- Toxic

Replays

Steel

One of the best types throughout the generations, Steel consistently ranks top among the list of types that every player should account for, and that continues to be the case in National Dex Monotype. While Steel teams tend to be extremely linear in the builder, with most teams mirroring each other more often than not, that doesn't take away from the type's high success rate. Defensively, Steel teams are home to the infamous "immunity core" of Heatran, Aegislash, and a Flying type of choice. Heatran is Steel's central piece; not only is it the definitive Fire immunity, but it also works as a very sturdy wall against attackers that cannot hit it super effectively, like Zapdos and Blacephalon. Aegislash serves as the Fighting immunity, and typically runs specially defensive sets with its signature move King's Shield and Toxic to whittle threats down. Last but definitely not least, one of Skarmory, Celesteela, or Corviknight provides a Ground immunity while doubling as a physical wall. Ferrothorn usually goes together with this core, providing resistances to Electric and Water and Spikes. The last two slots are usually occupied by a combination of offensive options out of Excadrill, Melmetal, Jirachi, Mega Scizor, and Magnezone. Among these, Excadrill's valuable Electric immunity and ability to heavily threaten Fire, Electric, and Poison teams make it the most common addition. Melmetal's sheer bulk adds utility by taking pressure off of the defensive core against threats it can trade against, such as Terrakion and Mega Lopunny. It can also run a wallbreaking set that aids against Flying, Normal, and Water. Similarly, Jirachi's versatility allows it to run a variety of sets, making it potentially useful against almost any type. Some good ones include Z-Happy Hour, which is a great late-game sweeper, or Choice Specs, which deals with the likes of Nasty Plot Hydreigon, Mega Sableye, and Kommo-o. By virtue of its typing, Mega Scizor is great in the Psychic and Dark matchups, as it is an amazing pivot with U-turn, and can also finish off most types once its checks have been weakened. Magnezone's Electric-type coverage and Magnet Pull make it a Choice Scarf user that checks Keldeo and Urshifu-R and removes opposing Steel-types. Despite being one of the less "creative" types in the builder, Steel's status as one of the most successful types is still valid in National Dex Monotype, and it's really clear why.

Sample Team
ExcadrillAegislashFerrothornCelesteelaHeatranJirachi

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Toxic
- Rapid Spin


Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Toxic
- King's Shield
- Substitute


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Power Whip
- Leech Seed
- Protect
- Stealth Rock


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Leech Seed
- Protect
- Heavy Slam
- Toxic


Heatran @ Leftovers
Ability: Flash Fire
EVs: 232 HP / 12 Def / 216 SpD / 48 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Protect
- Toxic
- Lava Plume


Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stored Power
- Thunderbolt
- Iron Head
- Happy Hour

Replays

Conclusion

National Dex Monotype's great diversity adds a unique twist on the way Monotype is played, creating a whole new world to explore and work with. As we pointed out before, the types and teams shown are only a fraction of the metagame's possibilities; many other combinations are workable, and some even have yet to be discovered. If this article got you interested in playing the most diverse Monotype metagame ever, don't hesitate to visit our room on Pokémon Showdown, take a look at the competitions it has been featured in such as Monotype Winter Premier (MWP) and National Dex Premier League (NDPL), and check out some of our resources for a headstart!

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