I'm entering a mono-type tournament on another site using my favorite type: Ghost. Should I be placed in the top eight, I will receive a gym leader position there, so I'd an analysis on how this team would fare against both other mono-type teams as well as the general OU metagame would be very much appreciated.
Froslass
Ability: Cursed Body (Dream World)
Item: Focus Sash/Choice Scarf
Nature: Timid
Taunt/Trick
Spikes
Ice Beam
Destiny Bond
4HP/252SpAtk/252Spe
As it was last generation, Froslass is my beloved lead. Taunt is to be used with Focus Sash, Trick with Choice Scarf. Both versions have the same goal: Set up Spikes and take out one of the opponent's Pokemon through Destiny Bond. Ice Beam is for if 'Lass gets Taunted. The Choice Scarf version is a bit riskier, but generally comes with greater rewards. It will only work well if the opponent uses a common lead such as Aerodactyl or Swampert. A suicide lead such as Aerodactyl is likely to Taunt first, but due to the Scarf, Froslass Tricks Aero out of its Focus Sash and locks the ancient speed demon into Taunt. In the case of a bulky lead like Swampert, the Scarf is Tricked onto the opponent and they are horribly crippled for the rest of the match. An anti or attacking lead, however, will likely benefit from the Scarf and thank me for it. Cursed Body is preferred over Snow Cloak because a 30% chance to disable an opponent's move is better than the nonexistent benefits of Snow Cloak on this team.
Cofagrigus
Ability: Mummy
Item: Leftovers
Nature: Bold
Calm Mind
Will-o-Wisp
Shadow Ball
Hidden Power Fighting
252HP/252Def/4SpAtk
Cofagrigus's amazing bulk and decent Special Attack make it perfect (in my opinion) for using Calm Mind. After a few boosts it becomes absurdly bulky on both sides of the spectrum. Shadow Ball and HP Fighting provide perfect neutral coverage. WoW allows Desukaan to cripple Physical sweepers and make it even more of a pain to take down. Sadly, lack of recovery outside of Leftovers really lets the mummy down.
Spiritomb
Ability: Pressure
Item: Leftovers
Nature: Bold
Rest
Sleep Talk
Calm Mind
Dark Pulse
252HP/252Def/4SpDef
An old favorite of mine, Spiritomb is back to tank again. CroTomb works wonders provided it gets to set up. Simply use CM until you're down on health, then Rest up and use Sleep Talk to boost and blast away at your opponent. The provided EVs send its Defense sky-high and with the boosts from Calm Mind, its Special Defense is even higher. Even off of 'Tomb's... I'll say decent Special Attack, a few Calm Mind boosts are gonna make those Dark Pulses leave a mark.
Chandelure
Ability: Flash Fire
Item: Life Orb
Nature: Timid
Calm Mind
Substitute/Hidden Power Ground
Shadow Ball
Fire Blast
4HP/252SpAtk/252Spe
Chandelure has the power and bulk to make a CM set viable. Calm Mind boosts its already outrageous Special Attack to obscene levels and Substitute helps to protect it from attacks and status. Chandelure's STAB Shadow Ball and Fire Blast grant amazing neutral coverage. The most notable threat to this is Heatran, who resists Shadow Ball and gets a boost from Fire Blast. If it is seen as too much of an issue, HP Ground can replace Substitute.
Jellicent
Ability: Water Absorb
Item: Leftovers
Nature: Bold
Boiling Water
Recover
Will-o-Wisp/Toxic
Shadow Ball
252HP/252Def/4SpDef
Though I am not much of a fan of Pringles Jelly, I can't deny that it is great at the strategy I prefer: Stall. Boiling Water makes a great STAB and has that nifty 30% chance of burning the opponent (Like I don't already have three Pokemon with Will-o-Wisp for that). Recover is the thing which sets this apart from other Ghosts, as it does not have to rely on Pain Split to heal. Will-o-Wisp can be used to guarentee a burn, but Toxic could be used to spread a different status. Shadow Ball makes another great STAB for the regal jellyfish.
Dusknoir
Ability: Pressure
Item: Leftovers
Nature: Impish
Will-o-Wisp
Pain Split
Earthquake
Ice/Fire/ThunderPunch
252HP/28Atk/228Def
I opted for Dusknoir over its boosted prevo for two things: greater offensive presence and Leftovers recovery. As with other Ghosts, Pain Split is for healing through abuse of its poor HP and WoW is to burn opponents. Earthquake is a great move and deals good damage to anything that doesn't resist it. The elemental punches are for coverage and filler.
There you go. I'm sad to say that I did not include Gengar on this team. The team is primarily focused on bulk, and Chandelure beat it out in that regard. I'm still wondering whether or not I should opt for Dusclops over its evolved relative. If anyone would mind giving me some advice on that point (as well as any other replacements/alternate set suggestions), it would be greatly appreciated.
Froslass
Ability: Cursed Body (Dream World)
Item: Focus Sash/Choice Scarf
Nature: Timid
Taunt/Trick
Spikes
Ice Beam
Destiny Bond
4HP/252SpAtk/252Spe
As it was last generation, Froslass is my beloved lead. Taunt is to be used with Focus Sash, Trick with Choice Scarf. Both versions have the same goal: Set up Spikes and take out one of the opponent's Pokemon through Destiny Bond. Ice Beam is for if 'Lass gets Taunted. The Choice Scarf version is a bit riskier, but generally comes with greater rewards. It will only work well if the opponent uses a common lead such as Aerodactyl or Swampert. A suicide lead such as Aerodactyl is likely to Taunt first, but due to the Scarf, Froslass Tricks Aero out of its Focus Sash and locks the ancient speed demon into Taunt. In the case of a bulky lead like Swampert, the Scarf is Tricked onto the opponent and they are horribly crippled for the rest of the match. An anti or attacking lead, however, will likely benefit from the Scarf and thank me for it. Cursed Body is preferred over Snow Cloak because a 30% chance to disable an opponent's move is better than the nonexistent benefits of Snow Cloak on this team.
Cofagrigus
Ability: Mummy
Item: Leftovers
Nature: Bold
Calm Mind
Will-o-Wisp
Shadow Ball
Hidden Power Fighting
252HP/252Def/4SpAtk
Cofagrigus's amazing bulk and decent Special Attack make it perfect (in my opinion) for using Calm Mind. After a few boosts it becomes absurdly bulky on both sides of the spectrum. Shadow Ball and HP Fighting provide perfect neutral coverage. WoW allows Desukaan to cripple Physical sweepers and make it even more of a pain to take down. Sadly, lack of recovery outside of Leftovers really lets the mummy down.
Spiritomb
Ability: Pressure
Item: Leftovers
Nature: Bold
Rest
Sleep Talk
Calm Mind
Dark Pulse
252HP/252Def/4SpDef
An old favorite of mine, Spiritomb is back to tank again. CroTomb works wonders provided it gets to set up. Simply use CM until you're down on health, then Rest up and use Sleep Talk to boost and blast away at your opponent. The provided EVs send its Defense sky-high and with the boosts from Calm Mind, its Special Defense is even higher. Even off of 'Tomb's... I'll say decent Special Attack, a few Calm Mind boosts are gonna make those Dark Pulses leave a mark.
Chandelure
Ability: Flash Fire
Item: Life Orb
Nature: Timid
Calm Mind
Substitute/Hidden Power Ground
Shadow Ball
Fire Blast
4HP/252SpAtk/252Spe
Chandelure has the power and bulk to make a CM set viable. Calm Mind boosts its already outrageous Special Attack to obscene levels and Substitute helps to protect it from attacks and status. Chandelure's STAB Shadow Ball and Fire Blast grant amazing neutral coverage. The most notable threat to this is Heatran, who resists Shadow Ball and gets a boost from Fire Blast. If it is seen as too much of an issue, HP Ground can replace Substitute.
Jellicent
Ability: Water Absorb
Item: Leftovers
Nature: Bold
Boiling Water
Recover
Will-o-Wisp/Toxic
Shadow Ball
252HP/252Def/4SpDef
Though I am not much of a fan of Pringles Jelly, I can't deny that it is great at the strategy I prefer: Stall. Boiling Water makes a great STAB and has that nifty 30% chance of burning the opponent (Like I don't already have three Pokemon with Will-o-Wisp for that). Recover is the thing which sets this apart from other Ghosts, as it does not have to rely on Pain Split to heal. Will-o-Wisp can be used to guarentee a burn, but Toxic could be used to spread a different status. Shadow Ball makes another great STAB for the regal jellyfish.
Dusknoir
Ability: Pressure
Item: Leftovers
Nature: Impish
Will-o-Wisp
Pain Split
Earthquake
Ice/Fire/ThunderPunch
252HP/28Atk/228Def
I opted for Dusknoir over its boosted prevo for two things: greater offensive presence and Leftovers recovery. As with other Ghosts, Pain Split is for healing through abuse of its poor HP and WoW is to burn opponents. Earthquake is a great move and deals good damage to anything that doesn't resist it. The elemental punches are for coverage and filler.
There you go. I'm sad to say that I did not include Gengar on this team. The team is primarily focused on bulk, and Chandelure beat it out in that regard. I'm still wondering whether or not I should opt for Dusclops over its evolved relative. If anyone would mind giving me some advice on that point (as well as any other replacements/alternate set suggestions), it would be greatly appreciated.