Resource Monotype OM Mega-Thread

The upcoming Monotype OM tour is a nice way to attract attention to these tiers.
But, before the tour starts I feel like we should really address the following problem in Monotype Ubers first:


Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Geomancy
- Ingrain
- Rest
- Moonblast

Z-Geo Xern is so borked it influences the whole tier by just being there (in addition it's not just there, but also on a type that is already amazing without it).

Z-Geomancy allows Xerneas to comfortably run a defensive Rest set, since after completing it's ritual it will be at +1 Defense and +3 Special Defense. It also can't be phazed out due to Ingrain. Especially the +1 Defense is a gamebreaker.

Hardly anything except for Physical STAB Poison and Steel moves can touch this thing, and the attackers almost always have to switch in immediately and can't beat an already boosted Xern.

240+ Atk Groudon-Primal Precipice Blades vs. +1 248 HP / 252+ Def Xerneas: 136-162 (29.8 - 35.6%) -- guaranteed 4HKO after Leftovers recovery

0 Atk Steelix-Mega Heavy Slam (80 BP) vs. +1 248 HP / 252+ Def Xerneas: 104-126 (22.8 - 27.6%) -- possible 5HKO after Leftovers recovery

252 Atk Hoopa-Unbound Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 152-180 (33.4 - 39.5%) -- 18.1% chance to 3HKO after Leftovers recovery

0 SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 96-114 (21 - 25%) -- possible 5HKO after Leftovers recovery
252+ SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 126-150 (27.6 - 32.9%) -- 77.3% chance to 4HKO after Leftovers recovery

240+ Atk Muk-Alola Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 186-218 (40.8 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

0 Atk Toxapex Poison Jab vs. 248 HP / 252+ Def Xerneas: 90-108 (19.7 - 23.7%) -- possible 5HKO
0 SpA Toxapex Sludge Bomb vs. 248 HP / 8 SpD Xerneas: 116-140 (25.4 - 30.7%) -- 3.7% chance to 4HKO after Leftovers recovery

(Haze all you want but you're not doing anything in return)

208+ Atk Life Orb Ho-Oh Brave Bird vs. +1 248 HP / 252+ Def Xerneas: 136-161 (29.8 - 35.3%) -- guaranteed 4HKO after Leftovers recovery

(Last but not least, everyone's favorite bird)

The only non-Steel type that can switch in on an unboosted Xern and always take it out is probably this, and only if it gets the right rolls or if it's health is higher than 85%.

252 SpA Gengar-Mega Sludge Wave vs. +1 248 HP / 8 SpD Xerneas: 254-302 (55.8 - 66.3%) -- guaranteed 2HKO
252 SpA Gengar-Mega Sludge Wave vs. +3 248 HP / 8 SpD Xerneas: 152-182 (33.4 - 40%) -- guaranteed 3HKO

+3 0 SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 0 SpD Gengar-Mega: 222-262 (85 - 100.3%) -- 6.3% chance to OHKO

And even the strong physical Steel types struggle with killing this thing. Metagross and Scizor also only win if they switch in immediately when Xerneas comes out unboosted.

252 Atk Tough Claws Metagross-Mega Meteor Mash vs. +1 248 HP / 252+ Def Xerneas: 206-246 (45.2 - 54%) -- 2.3% chance to 2HKO after Leftovers recovery

+2 108+ Atk Technician Scizor-Mega Bullet Punch vs. +1 248 HP / 252+ Def Xerneas: 218-258 (47.9 - 56.7%) -- 28.9% chance to 2HKO after Leftovers recovery

4 Atk Ferrothorn Gyro Ball (150 BP) vs. +1 248 HP / 252+ Def Xerneas: 152-182 (33.4 - 40%) -- 27.9% chance to 3HKO after Leftovers recovery

0 Atk Aegislash-Blade Gyro Ball (104 BP) vs. +1 248 HP / 252+ Def Xerneas: 158-188 (34.7 - 41.3%) -- 68.7% chance to 3HKO after Leftovers recovery

0 Atk Celesteela Heavy Slam (100 BP) vs. +1 248 HP / 252+ Def Xerneas: 110-132 (24.1 - 29%) -- possible 5HKO after Leftovers recovery

There's only a handful of (relevant) Pokemon that don't get 2HKO'd by a +3 Moonblast which include SpDef Pdon, Ho-Oh, Toxapex, VenusaurM, (High) SpDef ScizorM, Ferrothorn, Heatran, Celesteela and Aegislash. Five of which are Steel types (of whom 3 still don't have a quick way of taking Xern out alone) and all the others can't touch it without crits.

Only Poison, Ghost, Fire, Grass, Bug, Psychic, Flying and Steel have checks to this Xerneas set.

Poison and Grass are D ranked in the viability rankings and would mainly be used to check Xerneas. In addition Poison's best check, Gengar-Mega, should preferably have been mega evolved already earlier in the match to check Xern. A healthy Muk-Alola can also check Xerneas (if it comes in immediately) if it lands it's Gunk shots. But Poison still has to watch out for Magearna and MawileM. Grass does counterteam Fairy really nicely with Kartana and Ferrothorn, though.

Ghost only has Aegislash, which will be pressurised a lot more during the Fairy matchup than only by Xerneas. Or it will have to give up Mega Sableye for Mega Gengar alongside Aegislash to strengthen the Fairy matchup.
(Not necessarily a bad swap since Ghost is perfectly able to be offensive in Ubers)

Fire has Heatran who takes pretty much 0 damage from a Moonblast, but it can't take Xerneas out without critting Flash cannons.
EDIT: I forgot to mention Quiver Dance Roost Bulkarona, that thing Counters.

Bug has the most reliable check in Scizor, BUT if a Tapu lele set a Psychic Terrain for Xerneas, Scizor literally won't even be able to touch Xerneas which turns the tables around completely.

Psychic has Metagross-Mega, but Meteor Mash doesn't guarantee a 2HKO on +1 Defense. So Metagross will have to stay healthy throughout the match (above 60%) and HAS to switch in every time Xern comes in unboosted.

Flying has Celesteela which can click Leech Seed + Heavy slam to stall out the PP of both Pokemon, but isn't a check if you're looking for a battle with less than 100 turns.

Steel is Steel. No problem here.

Tl;dr only praying for critical hits, Grass, Poison (With Mega Gengar), Ghost (with at least Aegislash and optionally Mega Gengar), Fire and Steel have a win-able matchup against Fairy monotype teams. The first two being D ranked types.

And to think all I said in this post was without taking into consideration Klefki's Screens which makes everything so much worse.

Now, I'm not the best writer or arguer on the forums but I hope I've brought up enough to back my opinion that Fairium Z alongside Geomancy should be banned on Xerneas as soon as possible. If I missed any important details or if I am using questionable arguments, please do correct me.
 
Last edited:

Moosical

big yikes
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The upcoming Monotype OM tour is a nice way to attract attention to these tiers.
But, before the tour starts I feel like we should really address the following problem in Monotype Ubers first:


Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Geomancy
- Ingrain
- Rest
- Moonblast

Z-Geo Xern is so borked it influences the whole tier by just being there (in addition it's not just there, but also on a type that is already amazing without it).

Z-Geomancy allows Xerneas to comfortably run a defensive Rest set, since after completing it's ritual it will be at +1 Defense and +3 Special Defense. It also can't be phazed out due to Ingrain. Especially the +1 Defense is a gamebreaker.

Hardly anything except for Physical STAB Poison and Steel moves can touch this thing, and the attackers almost always have to switch in immediately and can't beat an already boosted Xern.

240+ Atk Groudon-Primal Precipice Blades vs. +1 248 HP / 252+ Def Xerneas: 136-162 (29.8 - 35.6%) -- guaranteed 4HKO after Leftovers recovery

0 Atk Steelix-Mega Heavy Slam (80 BP) vs. +1 248 HP / 252+ Def Xerneas: 104-126 (22.8 - 27.6%) -- possible 5HKO after Leftovers recovery

252 Atk Hoopa-Unbound Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 152-180 (33.4 - 39.5%) -- 18.1% chance to 3HKO after Leftovers recovery

0 SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 96-114 (21 - 25%) -- possible 5HKO after Leftovers recovery
252+ SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 126-150 (27.6 - 32.9%) -- 77.3% chance to 4HKO after Leftovers recovery

240+ Atk Muk-Alola Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 186-218 (40.8 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

0 Atk Toxapex Poison Jab vs. 248 HP / 252+ Def Xerneas: 90-108 (19.7 - 23.7%) -- possible 5HKO
0 SpA Toxapex Sludge Bomb vs. 248 HP / 8 SpD Xerneas: 116-140 (25.4 - 30.7%) -- 3.7% chance to 4HKO after Leftovers recovery

(Haze all you want but you're not doing anything in return)

208+ Atk Life Orb Ho-Oh Brave Bird vs. +1 248 HP / 252+ Def Xerneas: 136-161 (29.8 - 35.3%) -- guaranteed 4HKO after Leftovers recovery

(Last but not least, everyone's favorite bird)

The only non-Steel type that can switch in on an unboosted Xern and always take it out is probably this, and only if it gets the right rolls or if it's health is higher than 85%.

252 SpA Gengar-Mega Sludge Wave vs. +1 248 HP / 8 SpD Xerneas: 254-302 (55.8 - 66.3%) -- guaranteed 2HKO
252 SpA Gengar-Mega Sludge Wave vs. +3 248 HP / 8 SpD Xerneas: 152-182 (33.4 - 40%) -- guaranteed 3HKO

+3 0 SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 0 SpD Gengar-Mega: 222-262 (85 - 100.3%) -- 6.3% chance to OHKO

And even the strong physical Steel types struggle with killing this thing. Metagross and Scizor also only win if they switch in immediately when Xerneas comes out unboosted.

252 Atk Tough Claws Metagross-Mega Meteor Mash vs. +1 248 HP / 252+ Def Xerneas: 206-246 (45.2 - 54%) -- 2.3% chance to 2HKO after Leftovers recovery

+2 108+ Atk Technician Scizor-Mega Bullet Punch vs. +1 248 HP / 252+ Def Xerneas: 218-258 (47.9 - 56.7%) -- 28.9% chance to 2HKO after Leftovers recovery

4 Atk Ferrothorn Gyro Ball (150 BP) vs. +1 248 HP / 252+ Def Xerneas: 152-182 (33.4 - 40%) -- 27.9% chance to 3HKO after Leftovers recovery

0 Atk Aegislash-Blade Gyro Ball (104 BP) vs. +1 248 HP / 252+ Def Xerneas: 158-188 (34.7 - 41.3%) -- 68.7% chance to 3HKO after Leftovers recovery

0 Atk Celesteela Heavy Slam (100 BP) vs. +1 248 HP / 252+ Def Xerneas: 110-132 (24.1 - 29%) -- possible 5HKO after Leftovers recovery

There's only a handful of (relevant) Pokemon that don't get 2HKO'd by a +3 Moonblast which include SpDef Pdon, Ho-Oh, Toxapex, VenusaurM, (High) SpDef ScizorM, Ferrothorn, Heatran, Celesteela and Aegislash. Five of which are Steel types (of whom 3 still don't have a quick way of taking Xern out alone) and all the others can't touch it without crits.

Only Poison, Ghost, Fire, Grass, Bug, Psychic, Flying and Steel have checks to this Xerneas set.

Poison and Grass are D ranked in the viability rankings and would mainly be used to check Xerneas. In addition Poison's best check, Gengar-Mega, should preferably have been mega evolved already earlier in the match to check Xern. A healthy Muk-Alola can also check Xerneas (if it comes in immediately) if it lands it's Gunk shots. But Poison still has to watch out for Magearna and MawileM. Grass does counterteam Fairy really nicely with Kartana and Ferrothorn, though.

Ghost only has Aegislash, which will be pressurised a lot more during the Fairy matchup than only by Xerneas. Or it will have to give up Mega Sableye for Mega Gengar alongside Aegislash to strengthen the Fairy matchup.
(Not necessarily a bad swap since Ghost is perfectly able to be offensive in Ubers)

Fire has Heatran who takes pretty much 0 damage from a Moonblast, but it can't take Xerneas out without critting Flash cannons.

Bug has the most reliable check in Scizor, BUT if a Tapu lele set a Psychic Terrain for Xerneas, Scizor literally won't even be able to touch Xerneas which turns the tables around completely.

Psychic has Metagross-Mega, but Meteor Mash doesn't guarantee a 2HKO on +1 Defense. So Metagross will have to stay healthy throughout the match (above 60%) and HAS to switch in every time Xern comes in unboosted.

Flying has Celesteela which can click Leech Seed + Heavy slam to stall out the PP of both Pokemon, but isn't a check if you're looking for a battle with less than 100 turns.

Steel is Steel. No problem here.

Tl;dr only praying for critical hits, Grass, Poison (With Mega Gengar), Ghost (with at least Aegislash and optionally Mega Gengar) and Steel have a win-able matchup against Fairy monotype teams. The first two being D ranked types.

And to think all I said in this post was without taking into consideration Klefki's Screens which makes everything so much worse.

Now, I'm not the best writer or arguer on the forums but I hope I've brought up enough to back my opinion that Fairium Z alongside Geomancy should be banned on Xerneas as soon as possible. If I missed any important details or if I am using questionable arguments, please do correct me.
While I do agree with the majority of your statements, and that Xerneas can prove to be an overwhelming force in Monotype Ubers, I think it's a bit early to ban it. Monotype Ubers is a mostly unexplored metagame aside from the few tournaments run in the Monotype room. One of the purposes of this OM Team Tour is to kick-start the OMs and begin developing them, if even only a little bit. If Z-Geomancy Xerneas proves to be as centralizing in Monotype Ubers (in the context of the tournament) as it sounds on paper, then it can be considered for a ban halfway through or near the end of the tournament.

As for what would end up being banned - Xerneas itself would have to be banned, not running Fairium Z coupled with Geomancy. This is similar to banning Zygarde due to Thousand Arrows in Monotype, as well as Porygon in LC due to Z-Conversion - banning just the move is a complex ban.

But, thank you for your input and it'll definitely be taken into consideration in the upcoming weeks!
 

iLlama

Nothing personal, I protect my people
What is AAA?
AAA plays just like standard OU with a simple twist - your Pokemon can swap out their normal abilities for almost any ability of your choosing (banned abilities below)! This opens the door to a very unique metagame, and a host of fascinating sets.
Cool, so what is Mono AAA?
Simple, Mono AAA is exactly as it sounds, it is a combination of AAA and Monotype! It strictly follows the AAA banlist along with our very own banlist to balance the meta.

General Rules, Mechanics and Usage Tips
  • Poison Heal, Magic Bounce, and Unaware are excellent abilities for almost any defensive Pokemon.
  • Sheer Force, Tinted Lens, and Adaptability are strong on almost any offensive Pokemon.
  • Abilities that grant immunities to certain types, such as Flash Fire, Volt Absorb / Lightningrod, Levitate, and Storm Drain / Water Absorb, are extremely effective on Pokemon weak to such types.
  • Similarly, Abilities that mitigate damage from certain types, such as Thick Fat, Delta Stream, and Filter are incredibly useful.
  • To counter the above abilities, Mold Breaker is an excellent ability, especially on Pokemon with broad offensive capacity to make use of bypassing these immunities.
  • Desolate Land and Primordial Sea are both enormously potent abilities for both offensive and defensive Pokemon, as both grant an immunity while also boosting certain attacks. These abilities also cannot be bypassed by Mold Breaker.
  • -ate abilities such as Refrigerate, Aerilate, Galvanize, and Pixilate are very potent,
  • Because this is Monotype, as always, be sure to try to cover threats to your type as much as you can.
  • For more information about AAA in general, be sure to visit their thread here on smogon.
Council
None at the moment.

Mono AAA adheres to both the existing AAA banlist and the Standard Monotype Banlist, with the exception of a few tentative unbans.

Banned Abilities:
Note - You can still use these on their original users!
  • Arena Trap
  • Comatose
  • Contrary
  • Fluffy
  • Fur Coat
  • Huge Power
  • Illusion
  • Imposter
  • Innards Out
  • Parental Bond
  • Protean
  • Pure Power
  • Simple
  • Stakeout
  • Speed Boost
  • Water Bubble
  • Wonder Guard
Banned Pokemon:

Unbanned Pokemon:
  • Baton Pass
Clauses:
  • OU Clauses
  • Ability Clause-teams are limited to 2 of the same ability, this includes "variants" such as Teravolt and Turboblaze.
WIP

See here for the existing AAA VR
- Tyke
Magearna @ Assault Vest
Ability: Regenerator
EVs: 192 HP / 4 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Tapu Lele @ Choice Specs
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Nature Power

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power

- Tyke
Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-turn

Skarmory @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 244 Def / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Landorus-Therian @ Choice Scarf
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Knock Off

Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shell Smash
- Power Gem
- Acrobatics
- Earthquake


- Fírnen
Manaphy @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Sarmuraï (Golisopod) @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Leech Life
- First Impression
- Spikes
- Liquidation

Démanta (Mantine) @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Defog
- Roost
- Haze

Laggron (Swampert) @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Suicune @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Calm Mind
- Scald
- Snarl

Moyade (Jellicent) @ Leftovers
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Taunt
- Recover


- Fírnen
Porygon 2 @ Eviolite
Ability: Stamina
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Foul Play
- Toxic
- Ice Beam

Leveinard (Chansey) @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Stealth Rock

Ronflex (Snorlax) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 24 Def / 236 SpD
Careful Nature
- Protect
- Curse
- Facade
- Crunch

Guerriaigle (Braviary) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Draïeul (Drampa) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Flamethrower
- Nature Power

Meloetta @ Life Orb
Ability: Sheer Force
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Energy Ball
- Thunderbolt


- Fírnen
Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Calm Mind

Gallame (Gallade) @ Leftovers
Ability: Triage
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Zen Headbutt

Tokopyion (Tapu Lele) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Thunderbolt
- Energy Ball

Latias @ Leftovers
Ability: Stamina
EVs: 248 HP / 216 Def / 44 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Substitute
- Psyshock

Mew @ Leftovers
Ability: Prankster
EVs: 248 HP / 240 SpD / 20 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Stealth Rock
- Soft-Boiled

Victini @ Choice Scarf
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Inferno
- Focus Blast
- Thunder
- Glaciate

(Contributed by Tyke based on Lax's post here / Banner by Moosical)
A lot of these samples should be changed quite a bit in order for people who don't really understand AAA to be able to use teams without having to put an incredible amount of thinking or prediction into it and without a need to rely on more niche, gimmicky sets.
Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Flash Cannon / Aura Sphere
- Volt Switch
- Ice Beam

Tapu Lele @ Choice Specs
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Thunderbolt

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind / Nature's Madness
- Defog
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD -or- 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge / Toxic

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power

Reasoning for changes: Magearna depends on a slow Volt Switch to be effective with AV Regen and there aren't any Pokémon that it needs to outspeed. Ice Beam should definitely be on the main set for coverage. Flash Cannon and Aura Sphere are interchangeable and come down to preference for what you want to cover. Tapu Lele's set is incredibly situational since it completely depends on opposing terrain to be set while Tinted Lens allows the team to have an amazing special wallbreaker that it otherwise lacks. Tapu Fini needs Defog over Taunt for hazard control and since Koko is running Taunt already, there's no reason to double up. Nature's Madness is a good option over Calm Mind to help manage defensive cores and it can work nicely in lieu of Taunt as well. Its EVs should be change from the small SpD invest into putting the rest of the EVs into Def to maximize physical bulk. Tapu Bulu can run either max HP or max Speed, since it's using Triage. Max HP lets it act as a secondary physical switch-in to help Tapu Fini. Toxic can be used over Stone Edge to help in dismantling defensive cores and also by giving the team some sort of out status wise. Diancie should be changed to max SpD in order to help mitigate the damage from threats like Specs Heatran, Xurkitree, and Volcarona, which could otherwise run through this team.
Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-turn

Skarmory @ Leftovers
Ability: Intimidate
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge / Volt Switch
- Heat Wave
- Roost
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Landorus-Therian @ Choice Scarf
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Knock Off

Thundurus (M) @ Leftovers / Life Orb / Choice Band
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up / U-turn
- Wild Charge / Thunder Punch
- Frustration
- Superpower

Reasoning for changes: Skarmory's EVs were adjusted for optimal Leftovers recovery while maintaining some invest in special bulk. Volt Switch is a solid option on Zapdos for this team comp because it is already utilizing two U-turners, making this team have a better opportunity for maintaining momentum in a match. Since this team is running solo-Defog and is mainly Balanced, Minior is out of place in this team comp. The team also suffers from the lack of a strong physical wallbreaker beyond setup or Scarf Landorus-T. With that in mind, physical Aerilate Thundurus can work extremely well when paired with the pivoting of Landorus-T and Noivern, as well as Zapdos if Volt Switch is run, and can be used in various ways whether through setup or pure wallbreaking. Because Thundurus is carrying Aerilate, Landorus-T can now run Refrigerate as a way to combat opposing Flying teams, as well as aiding immensely in the Dragon and Ground matchups.

I also think that Marshadow could be looked into for a ban since on Ghost, for example, it can switch in for free and almost always get a KO with Choice Band Adaptability alone, let alone Marshadium Z + Bulk Up sets or sets with Tough Claws, Beast Boost, and even Defiant to catch Intimidate mons. Not to mention its Speed tier can instantly remove common AAA offensive threats for holding any contention. Duet o the very nature of Mono AAA, it's unreasonable for teams to be able to adequately handle this Pokémon.

Welcome to Mono Ubers, the tier of legends! In this meta, all pokemon deemed too strong for standard metas are legal, with the exception of Mega-Rayquaza. The teambuilding challenges that arise from trying to manage these threats make Ubers a very interesting tier, especially in the context of monotype.
General Rules and Mechanics
  • The power creep is enormous in this tier, with a huge breadth of offensive and defensive threats to prepare for.
  • Arceus is an Ubermon available to every type, and is a ridiculously versatile pokemon who can sweep, wall, or set up. This gen Arceus is able to hold a Z-Stone, which makes sweepers such as Arceus-Ghost extremely dangerous. Keep in mind Arceus cannot use a Z-move off of judgement, and will require a move of its type to do so.
  • Terrain Extender, Damp / Smooth Rock, and Baton Pass are all unbanned.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard ubers team!
  • For more information about ubers in general, be sure to visit their forums here on smogon.
Council
None at the moment.

Banlist
Mono Ubers follows the existing Ubers Banlist, which only includes Mega-Rayquaza. However, we'll be keeping an eye on threats like Terrain Extender and Z-Geomancy Xerneas to see if they get out of hand.

- Defensive Set Up is a huge concern in ubers, so make sure you have appropiate responses. Calm Mind Arceus (multiple formes), Coil Zygarde-Complete, and Calm Mind Kyogre-Primal are just some examples of dangerous wincons in the tier.

- Offensive Set Up is also quite potent, the more dangerous of which include Swords Dance Rayquaza, Swords Dance Arceus-Ghost (and other forms), Mega-Salamence, SD Blaziken, PuP Mega Kangaskhan, Geomancy Xerneas and many others.

- Wallbreakers are common and potent; some threats to be wary of include Choice Band / Life Orb Ho-oh, Specs Lunala, Band Zekrom, Deoxys-Attack, and more.

- Ghost Monotypes are extremely threatening in Ubers, where they can run effective Offensive builds that abuse threats such as Lunala, Mega-Gengar, and Z-Shadow Force Arceus Ghost.

- Psychic is another extremely potent type, with access to Tapu Lele and Terrain Extender to make sweepers such as Scarf Lunala, Deoxys-Attack, and Mewtwo very very dangerous.

- Xerneas is a tremendous threat to any Monotype, abusing both Geomancy and Z-Geomancy sets to sweep.
S: Psychic, Fairy
A: Ghost, Flying, Ground
B: Dragon, Water, Fire, Dark, Steel, Normal
C: Bug, Electric, Fighting
D: Grass, Poison, Ice, Rock
- The Excadrill
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Focus Blast
- Shadow Ball
- Taunt

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Focus Blast
- Ice Beam

Arceus-Ghost @ Ghostium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Earthquake
- Extreme Speed

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Shadow Sneak
- Dragon Tail
- Shadow Force
- Defog

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Shadow Bone
- Bonemerang
- Flare Blitz

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- King's Shield
- Toxic
- Gyro Ball
- Substitute

- The Excadrill
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Taunt
- Nature's Madness

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Focus Blast
- Ice Beam

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Ice Beam
- Superpower
- Thunderbolt

Arceus-Psychic @ Mind Plate
Ability: Multitype
EVs: 252 HP / 64 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Stealth Rock
- Defog

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 112 Atk / 144 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt / Bulk Up
- Zen Headbutt / Earthquake
- Ice Punch

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
- Roost
- Whirlwind
- Toxic
- Ice Beam

- The Excadrill
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 132 Def / 124 Spe
Bold Nature
- Judgment
- Ice Beam
- Toxic
- Recover

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Calm Mind
- Ice Beam
- Thunder

Keldeo-Resolute @ Normalium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Hyper Beam

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog

Swampert @ Rocky Helmet
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Roar
- Earthquake
- Scald

- The Excadrill
Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 248 HP / 208 Atk / 52 SpD
Adamant Nature
- Sacred Fire
- Brave Bird
- Recover
- Earthquake

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Sucker Punch
- Oblivion Wing
- Tailwind

Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 132 HP / 200 SpA / 176 Spe
Modest Nature
- Calm Mind
- Judgment
- Recover
- Earth Power

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost
- Facade

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Focus Blast
- Sludge Wave

- The Excadrill
Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Geomancy
- Ingrain
- Rest
- Moonblast

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Play Rough
- Iron Head
- Sucker Punch

Clefable @ Babiri Berry
Ability: Unaware
EVs: 236 HP / 172 Def / 84 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Flamethrower

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Flamethrower
- Recover

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Reflect

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Flash Cannon
- Pain Split

(Contributed by The Excadrill and Tyke / Banner by The Excadrill)
More changes:
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Focus Blast
- Shadow Ball
- Taunt

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Focus Blast / Moonblast
- Ice Beam

Arceus-Ghost @ Ghostium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock / Earthquake
- Swords Dance
- Shadow Force
- Extreme Speed

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Roar
- Rest / Hex

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Spectral Thief
- Close Combat
- Fire Punch

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- King's Shield
- Toxic
- Gyro Ball
- Pursuit

Reasoning: Lunala can run Moonblast over Focus Blast for hitting Mega Sableye supereffectively, which can be a troublesome Pokémon in the mirror and Dark matchup. Marshadow should be used over Marowak-Alola since it is Ghost's best physical wallbreaker behind a setup GhostCeus, and it gives the team much needed Fighting STAB for taking on Normal, Dark, and Steel. Its 4th moveslot comes down to preference since any coverage attack can be used for specific mons, Pursuit for trapping, and Bulk Up to make Marshadow a secondary setup threat. With Alolawak gone, GhostCeus now has the choice of either running Stealth Rock or Earthquake since either can work fine as Z Shadow Force + Extreme Speed are the only mandatory attacks thanks to Marshadow's support. Giratina-O is extremely awkward on this team since it's EVed to be a tank and a special attacker, but it isn't fast enough to be a huge threat and its trying to compete with Mega Gengar and Lunala for that role. Giratina should be used instead as a physically defensive switch-in that can work in tandem with Aegislash as a solid defensive core, while also managing hazards, dishing out burns, and phasing with Roar. Aegislash should run Pursuit over Substitute to act as a potential trapper, plus Sub doesn't do much for it anyways beyond a pseudo-vincune strat.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Shadow Ball

Lunala @ Leftovers / Psychium Z
Ability: Shadow Shield
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature / Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Focus Blast
- Roost / Hypnosis
- Calm Mind

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 48 Atk / 208 SpA / 252 Spe
Hasty Nature
- Dark Pulse / Hyperspace Fury
- Drain Punch / Focus Blast
- Gunk Shot
- Thunderbolt

Arceus-Psychic @ Mind Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse / Judgment
- Toxic
- Defog
- Recover

Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Aura Sphere
- Flamethrower / Ice Beam
- Will-O-Wisp / Taunt / Recover

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 184 HP / 148 Atk / 176 Spe
Jolly Nature
- Stealth Rock
- Meteor Mash
- Earthquake / Bullet Punch
- Ice Punch / Thunder Punch

Reasoning: The team was a weird mix of HO and Balance with a bunch of holes to common threats, so I completely revamped the build. Tapu Lele was changed to Choice Scarf, since Terrain Extender isn't necessary, to act as the teams speed control and was given Focus Blast and Shadow Ball over Taunt and Nature's Madness for more coverage. Lunala was thus changed to the Calm Mind set to provide the team with some form of setup, however this set can be changed to the user's preference, whether they want it to be Timid or Modest, or to be Roost Calm Mind or the Z Hypnosis sweeper set. Deoxys-A doesn't fit for the previous team comp or the current one, even if it is insanely powerful and fast, because neither team is focused on HO Psy Spam but rather an awkward Balance and a new Balance build. The previous team also had gaping holes in handling the Ghost matchup which depended solely on if the opposing Lunala was Modest or Timid, and if the Psychic team's Lunala could win the speed tie. Hoopa-U fills the hole for aiding in the Ghost matchup and mirrors and can force Lunala out and hopefully prevent a flat-out sweep. The previous Arceus set sort of covered for Steel, Ghost, and Psychic, but it is more or less a hodge-podge of moves that could be utilized by other mons. Dark Pulse or Judgment can be used as its attack, coming down to preference, while it gets Toxic for handling defensive cores, retains defog for managing hazards, and gets the much needed Recover to maintain some survivability. Mewtwo was changed to Life Orb mostly because it's a better attacking setup and now fills the role that Deoxys-A left as your teams coverage nuke. Mega Metagross was put in as the teams last mon to replace Lugia so that this team isn't 6-0ed by +2 Xerneas. It also carries the team's Stealth Rock so that Arceus's slot is freed up for recovery.
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment / Ice Beam
- Defog
- Toxic
- Recover

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Calm Mind
- Ice Beam
- Thunder

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

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

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

Reasoning: Arceus doesn't need to outspeed anything specifically that it would want so much invest, so making it nearly max Defense makes it a better utility option. Judgment and Ice Beam are interchangeable depending on preference, but shouldn't be used together when Toxic is available. Keldeo doesn't serve much of a purpose other than being a secondary Calm Mind user besides POgre and it doesn't provide any crucial support that POgre can't already manage beyond Normal's Eviolite core. Mega Gyarados replaces Keldeo to give the team a physical wallbreaker and setup option with whatever necessary coverage is preferred. Swampert was changed to Leftovers to give it some form of recovery in case it needs to set Stealth Rock, phase, or switch in on Electric-types throughout a match. Tapu Fini was replaced with Toxapex so that the team has something that can stop +2 Xern as well as acting as a better defensive option to work with Arceus and Swampert.
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Toxic / Tailwind / Earthquake
- Double-Edge / Stone Edge

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 224 HP / 136 Atk / 72 SpD / 76 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Recover
- Toxic / Hidden Power Ice / Substitute

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Oblivion Wing
- Taunt / Focus Blast

Rayquaza @ Choice Scarf
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Extreme Speed
- Dragon Ascent
- Draco Meteor
- V-create

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge / Return
- Roost
- Earthquake

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Healing Wish

Reasoning: This team is a struggle bus to say the least. As the previous teams, it's trying to fit two archetypes into one build, unsuccessfully, making it susceptible to common threats like Kyu-W, POgre, Mewtwo, and Xerneas, all of which can potentially sweep the entire team once their respective check is gone or crippled. To revamp the team it was swapped to HO, changing Skarmory to suicide lead Aerodactyl and changing Landorus to Shaymin-S for some much needed speed control. Ho-oh was adjusted so that it has a more favorable EV spread with the potential to outpace 0 Speed Xern and Yvel, while being able to survive a +2 Thunder from Xern. Toxic gives the team some form of status to deal with annoying defensive cores, however Hidden Power Ice can be used to take on Mega Salamence and Zygarde. Yveltal was given Knock Off over Dark Pulse to better manage opposing threats and defensive cores, especially Normal's Eviolite core, which Flying could struggle against otherwise. Rayquaza replaces FlyCeus as a speed control option in Choice Scarf with mixed wallbreaking potential. Salamence was given Earthquake over Façade for added coverage so that it isn't walled in non-STAB favored matchups.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 72 HP / 252 SpA / 100 SpD / 84 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Play Rough
- Fire Fang
- Sucker Punch

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Flamethrower

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Calm Mind
- Recover

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Taunt
- Nature's Madness

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Reasoning: As the team stands, it pretty much auto-loses to Steel and has terrible matchups against Ground and Flying. The current movesets are way too limiting for use in Monotype and some of them, like Babiri Unaware Clef, are just impractical. Xerneas's set is way too constricting for what is potentially the most broken Pokémon in Mono Ubers. The set was changed to the standard Geomancy set since realistically that's all Xern needs to sweep because only about 4-5 types can actually contain this thing after it has setup. Mega Mawile was given Fire Fang over Iron Head so that it isn't basically useless in the Steel matchup and because Play Rough is generally more useful. Unfortunately this means that it can no longer decimate in a mirror matchup, so take it as you may. Clefable was changed to Leftovers since Babiri Unaware is redundant and was given maximum invest in Defense to work in tandem with FairyCeus and Magearna. FairyCeus was changed to the near max HP and max speed set and was given Earth Power over Flamethrower so that Heatran doesn't completely shut down this mon and team. Klefki was changed to Tapu Koko so that the team has a decent form of speed control and some additional coverage options. Plus, screens are no longer mandatory since Xern is running Power Herb Geo. Magearna was given Volt Switch over Flash Cannon so that it no longer has to hard-switch out after checking special threats.

Reiterating my previous point on Xerneas, it needs to be banned. Any type that doesn't have a Pokémon that can shut down Xerneas simply isn't a viable type in Mono Ubers sadly, making only about 5-6 types worth using.
 
Hopefully this AAA Ice team will be considered:



Piloswine @ Eviolite
Ability: Primordial Sea
EVs: 248 HP / 12 Atk / 248 SpD
Careful Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Roar

Mamoswine @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Superpower
- Knock Off

Avalugg @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Roar
- Rapid Spin
- Recover

Articuno @ Choice Specs
Ability: Slush Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Hurricane
- Blizzard
- Hidden Power [Fire]

Cloyster @ Waterium Z
Ability: Mold Breaker
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hydro Pump
- Shell Smash
- Hidden Power [Fire]
- Rock Blast

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore


This team utilizes a potent weather sweeping core of Mamoswine+Articuno while also having an emergency setup sweeper in Cloyster that benefits from Alolan Ninetales's Aurora Veil. The Mamoswine is Jolly mainly to outspeed Choice Scarf Infernape and Terrakion. The Cloyster is running Mold Breaker simply as a means of better handling the Steel matchup, specifically Flash Fire Ferrothorn. Rock Blast is still ran in order to keep Cloyster's important presence in the Fire matchup, despite not always guaranteeing to hit 5 times. Max Special Attack with a Rash nature has a chance of KOing the specially defensive Ferrothorn spread with +2 HP Fire, but a Naive nature can be ran if you think outspeeding Scarf Victini and Terrakion is more important.
 
Hopefully this AAA Ice team will be considered:



Piloswine @ Eviolite
Ability: Primordial Sea
EVs: 248 HP / 12 Atk / 248 SpD
Careful Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Roar

Mamoswine @ Life Orb
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Superpower
- Knock Off

Avalugg @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Avalanche
- Roar
- Rapid Spin
- Recover

Articuno @ Choice Specs
Ability: Slush Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Hurricane
- Blizzard
- Hidden Power [Fire]

Cloyster @ Waterium Z
Ability: Mold Breaker
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hydro Pump
- Shell Smash
- Hidden Power [Fire]
- Rock Blast

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze-Dry
- Moonblast
- Aurora Veil
- Encore


This team utilizes a potent weather sweeping core of Mamoswine+Articuno while also having an emergency setup sweeper in Cloyster that benefits from Alolan Ninetales's Aurora Veil. The Mamoswine is Jolly mainly to outspeed Choice Scarf Infernape and Terrakion. The Cloyster is running Mold Breaker simply as a means of better handling the Steel matchup, specifically Flash Fire Ferrothorn. Rock Blast is still ran in order to keep Cloyster's important presence in the Fire matchup, despite not always guaranteeing to hit 5 times. Max Special Attack with a Rash nature has a chance of KOing the specially defensive Ferrothorn spread with +2 HP Fire, but a Naive nature can be ran if you think outspeeding Scarf Victini and Terrakion is more important.
  • Articuno seems like a pretty garbage Slush rush mon, I feel like Kyurem would be much, much better.
  • Why no Weavile (tough claws, refrigerate, etc)?
  • Isn't Froslass a better snow warning / aurora veil user than alola ninetales since it has taunt and spikes and a fighting immunity?
  • Why do you have primordial sea on Piloswine on a Weather team? It'll just disrupt hail. Flash Fire would be better since Piloswine does not benefit from 1.5x water attacks.
All that said, Ice is still a pretty awful type in AAA, and weather is very inconsistent with the primal weathers being on most teams. I don't think we need to represent it in our sample teams.


A lot of these samples should be changed quite a bit in order for people who don't really understand AAA to be able to use teams without having to put an incredible amount of thinking or prediction into it and without a need to rely on more niche, gimmicky sets.
Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Flash Cannon / Aura Sphere
- Volt Switch
- Ice Beam

Tapu Lele @ Choice Specs
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Thunderbolt

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind / Nature's Madness
- Defog
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD -or- 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge / Toxic

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power

Reasoning for changes: Magearna depends on a slow Volt Switch to be effective with AV Regen and there aren't any Pokémon that it needs to outspeed. Ice Beam should definitely be on the main set for coverage. Flash Cannon and Aura Sphere are interchangeable and come down to preference for what you want to cover. Tapu Lele's set is incredibly situational since it completely depends on opposing terrain to be set while Tinted Lens allows the team to have an amazing special wallbreaker that it otherwise lacks. Tapu Fini needs Defog over Taunt for hazard control and since Koko is running Taunt already, there's no reason to double up. Nature's Madness is a good option over Calm Mind to help manage defensive cores and it can work nicely in lieu of Taunt as well. Its EVs should be change from the small SpD invest into putting the rest of the EVs into Def to maximize physical bulk. Tapu Bulu can run either max HP or max Speed, since it's using Triage. Max HP lets it act as a secondary physical switch-in to help Tapu Fini. Toxic can be used over Stone Edge to help in dismantling defensive cores and also by giving the team some sort of out status wise. Diancie should be changed to max SpD in order to help mitigate the damage from threats like Specs Heatran, Xurkitree, and Volcarona, which could otherwise run through this team.
Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-turn

Skarmory @ Leftovers
Ability: Intimidate
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge / Volt Switch
- Heat Wave
- Roost
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Landorus-Therian @ Choice Scarf
Ability: Refrigerate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Knock Off

Thundurus (M) @ Leftovers / Life Orb / Choice Band
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up / U-turn
- Wild Charge / Thunder Punch
- Frustration
- Superpower

Reasoning for changes: Skarmory's EVs were adjusted for optimal Leftovers recovery while maintaining some invest in special bulk. Volt Switch is a solid option on Zapdos for this team comp because it is already utilizing two U-turners, making this team have a better opportunity for maintaining momentum in a match. Since this team is running solo-Defog and is mainly Balanced, Minior is out of place in this team comp. The team also suffers from the lack of a strong physical wallbreaker beyond setup or Scarf Landorus-T. With that in mind, physical Aerilate Thundurus can work extremely well when paired with the pivoting of Landorus-T and Noivern, as well as Zapdos if Volt Switch is run, and can be used in various ways whether through setup or pure wallbreaking. Because Thundurus is carrying Aerilate, Landorus-T can now run Refrigerate as a way to combat opposing Flying teams, as well as aiding immensely in the Dragon and Ground matchups.

I also think that Marshadow could be looked into for a ban since on Ghost, for example, it can switch in for free and almost always get a KO with Choice Band Adaptability alone, let alone Marshadium Z + Bulk Up sets or sets with Tough Claws, Beast Boost, and even Defiant to catch Intimidate mons. Not to mention its Speed tier can instantly remove common AAA offensive threats for holding any contention. Duet o the very nature of Mono AAA, it's unreasonable for teams to be able to adequately handle this Pokémon.

More changes:
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Focus Blast
- Shadow Ball
- Taunt

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Focus Blast / Moonblast
- Ice Beam

Arceus-Ghost @ Ghostium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock / Earthquake
- Swords Dance
- Shadow Force
- Extreme Speed

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Roar
- Rest / Hex

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Sneak
- Spectral Thief
- Close Combat
- Fire Punch

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- King's Shield
- Toxic
- Gyro Ball
- Pursuit

Reasoning: Lunala can run Moonblast over Focus Blast for hitting Mega Sableye supereffectively, which can be a troublesome Pokémon in the mirror and Dark matchup. Marshadow should be used over Marowak-Alola since it is Ghost's best physical wallbreaker behind a setup GhostCeus, and it gives the team much needed Fighting STAB for taking on Normal, Dark, and Steel. Its 4th moveslot comes down to preference since any coverage attack can be used for specific mons, Pursuit for trapping, and Bulk Up to make Marshadow a secondary setup threat. With Alolawak gone, GhostCeus now has the choice of either running Stealth Rock or Earthquake since either can work fine as Z Shadow Force + Extreme Speed are the only mandatory attacks thanks to Marshadow's support. Giratina-O is extremely awkward on this team since it's EVed to be a tank and a special attacker, but it isn't fast enough to be a huge threat and its trying to compete with Mega Gengar and Lunala for that role. Giratina should be used instead as a physically defensive switch-in that can work in tandem with Aegislash as a solid defensive core, while also managing hazards, dishing out burns, and phasing with Roar. Aegislash should run Pursuit over Substitute to act as a potential trapper, plus Sub doesn't do much for it anyways beyond a pseudo-vincune strat.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Shadow Ball

Lunala @ Leftovers / Psychium Z
Ability: Shadow Shield
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature / Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Focus Blast
- Roost / Hypnosis
- Calm Mind

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 48 Atk / 208 SpA / 252 Spe
Hasty Nature
- Dark Pulse / Hyperspace Fury
- Drain Punch / Focus Blast
- Gunk Shot
- Thunderbolt

Arceus-Psychic @ Mind Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse / Judgment
- Toxic
- Defog
- Recover

Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Aura Sphere
- Flamethrower / Ice Beam
- Will-O-Wisp / Taunt / Recover

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 184 HP / 148 Atk / 176 Spe
Jolly Nature
- Stealth Rock
- Meteor Mash
- Earthquake / Bullet Punch
- Ice Punch / Thunder Punch

Reasoning: The team was a weird mix of HO and Balance with a bunch of holes to common threats, so I completely revamped the build. Tapu Lele was changed to Choice Scarf, since Terrain Extender isn't necessary, to act as the teams speed control and was given Focus Blast and Shadow Ball over Taunt and Nature's Madness for more coverage. Lunala was thus changed to the Calm Mind set to provide the team with some form of setup, however this set can be changed to the user's preference, whether they want it to be Timid or Modest, or to be Roost Calm Mind or the Z Hypnosis sweeper set. Deoxys-A doesn't fit for the previous team comp or the current one, even if it is insanely powerful and fast, because neither team is focused on HO Psy Spam but rather an awkward Balance and a new Balance build. The previous team also had gaping holes in handling the Ghost matchup which depended solely on if the opposing Lunala was Modest or Timid, and if the Psychic team's Lunala could win the speed tie. Hoopa-U fills the hole for aiding in the Ghost matchup and mirrors and can force Lunala out and hopefully prevent a flat-out sweep. The previous Arceus set sort of covered for Steel, Ghost, and Psychic, but it is more or less a hodge-podge of moves that could be utilized by other mons. Dark Pulse or Judgment can be used as its attack, coming down to preference, while it gets Toxic for handling defensive cores, retains defog for managing hazards, and gets the much needed Recover to maintain some survivability. Mewtwo was changed to Life Orb mostly because it's a better attacking setup and now fills the role that Deoxys-A left as your teams coverage nuke. Mega Metagross was put in as the teams last mon to replace Lugia so that this team isn't 6-0ed by +2 Xerneas. It also carries the team's Stealth Rock so that Arceus's slot is freed up for recovery.
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment / Ice Beam
- Defog
- Toxic
- Recover

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Calm Mind
- Ice Beam
- Thunder

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

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

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

Reasoning: Arceus doesn't need to outspeed anything specifically that it would want so much invest, so making it nearly max Defense makes it a better utility option. Judgment and Ice Beam are interchangeable depending on preference, but shouldn't be used together when Toxic is available. Keldeo doesn't serve much of a purpose other than being a secondary Calm Mind user besides POgre and it doesn't provide any crucial support that POgre can't already manage beyond Normal's Eviolite core. Mega Gyarados replaces Keldeo to give the team a physical wallbreaker and setup option with whatever necessary coverage is preferred. Swampert was changed to Leftovers to give it some form of recovery in case it needs to set Stealth Rock, phase, or switch in on Electric-types throughout a match. Tapu Fini was replaced with Toxapex so that the team has something that can stop +2 Xern as well as acting as a better defensive option to work with Arceus and Swampert.
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Toxic / Tailwind / Earthquake
- Double-Edge / Stone Edge

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 224 HP / 136 Atk / 72 SpD / 76 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Recover
- Toxic / Hidden Power Ice / Substitute

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Oblivion Wing
- Taunt / Focus Blast

Rayquaza @ Choice Scarf
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Extreme Speed
- Dragon Ascent
- Draco Meteor
- V-create

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge / Return
- Roost
- Earthquake

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Healing Wish

Reasoning: This team is a struggle bus to say the least. As the previous teams, it's trying to fit two archetypes into one build, unsuccessfully, making it susceptible to common threats like Kyu-W, POgre, Mewtwo, and Xerneas, all of which can potentially sweep the entire team once their respective check is gone or crippled. To revamp the team it was swapped to HO, changing Skarmory to suicide lead Aerodactyl and changing Landorus to Shaymin-S for some much needed speed control. Ho-oh was adjusted so that it has a more favorable EV spread with the potential to outpace 0 Speed Xern and Yvel, while being able to survive a +2 Thunder from Xern. Toxic gives the team some form of status to deal with annoying defensive cores, however Hidden Power Ice can be used to take on Mega Salamence and Zygarde. Yveltal was given Knock Off over Dark Pulse to better manage opposing threats and defensive cores, especially Normal's Eviolite core, which Flying could struggle against otherwise. Rayquaza replaces FlyCeus as a speed control option in Choice Scarf with mixed wallbreaking potential. Salamence was given Earthquake over Façade for added coverage so that it isn't walled in non-STAB favored matchups.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 72 HP / 252 SpA / 100 SpD / 84 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Play Rough
- Fire Fang
- Sucker Punch

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Flamethrower

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Calm Mind
- Recover

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Taunt
- Nature's Madness

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Reasoning: As the team stands, it pretty much auto-loses to Steel and has terrible matchups against Ground and Flying. The current movesets are way too limiting for use in Monotype and some of them, like Babiri Unaware Clef, are just impractical. Xerneas's set is way too constricting for what is potentially the most broken Pokémon in Mono Ubers. The set was changed to the standard Geomancy set since realistically that's all Xern needs to sweep because only about 4-5 types can actually contain this thing after it has setup. Mega Mawile was given Fire Fang over Iron Head so that it isn't basically useless in the Steel matchup and because Play Rough is generally more useful. Unfortunately this means that it can no longer decimate in a mirror matchup, so take it as you may. Clefable was changed to Leftovers since Babiri Unaware is redundant and was given maximum invest in Defense to work in tandem with FairyCeus and Magearna. FairyCeus was changed to the near max HP and max speed set and was given Earth Power over Flamethrower so that Heatran doesn't completely shut down this mon and team. Klefki was changed to Tapu Koko so that the team has a decent form of speed control and some additional coverage options. Plus, screens are no longer mandatory since Xern is running Power Herb Geo. Magearna was given Volt Switch over Flash Cannon so that it no longer has to hard-switch out after checking special threats.

Reiterating my previous point on Xerneas, it needs to be banned. Any type that doesn't have a Pokémon that can shut down Xerneas simply isn't a viable type in Mono Ubers sadly, making only about 5-6 types worth using.
I accepted your changes for both AAA samples and your changes for Ubers Flying, Ubers Fairy, Ubers Water, and Ubers Ghost.
 
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Moosical

big yikes
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Moving forward with Monotype Little Cup

Hi all, I wanted to do a quick write up of what to look out for in monotype little cup regarding future unbans as the meta stands right now. While there isn't a council put in place at the moment, these are my thoughts on the matter. I definitely recommend reading the article on the little cup banlist called The Naughty Corner: Little Cup's Banlist written by ChrystalFalchion for The Flying Press. It's a great read and goes into detail, with sets, on why certain Pokemon are overwhelming in the current metagame. Little Cup also has this resource on bans on their forums. That being said, without proper team support, a few of these Pokemon could be potentially suitable for Monotype Little Cup.

Current Unbans


Vulpix

I'd like to give a brief explanation as to why Vulpix is unbanned, as it's not covered in that article. Vulpix was banned in regular LC due to the overwhelming power of sun based teams. It is the only drought user in the meta, and enabled very potent sweepers such as Bellsprout and Bulbasaur to outspeed the entire metagame due to Chlorophyll. This was especially deadly when combined with the introduction of Z-moves in SM, allowing Pokemon such as Bellsprout to run Poisinium Z to gain KOs on otherwise defensive Pokemon, or Bulbasaur to run Z-Celebrate, gaining +1 in all stats, then sweeping. That being said, this isn't relevant to Monotype LC. Vulpix is only usable on fire type, and there are no Chlorophyll users available to partner with Vulpix. Instead Vulpix lends fire type a nice boost in damage to its STAB moves, as well as a reduction in damage from water types moves. Fire is a very mediocre type in Mono LC, even with sun support, so it shouldn't prove to be a threatening Pokemon in Monotype LC.

Likely Unbans


Gothita

Gothita was banned in LC due to its extensive flexibility and amazing team support, as described by the article. It could run a variety of sets tailored to what your team needed. It could check certain Pokemon with a Choice Scarf set, running trick to hamper opposing bulky Pokemon, or outspeed and KO weakened offensive Pokemon. It could also work as a calm mind set up Pokemon with rest, setting up on certain bulky Pokemon that could not do enough damage to KO it between rests.

With that in mind, Gothita has next to no team support on Psychic type in Monotype LC. Outside of Abra, Psychic is filled with mostly mediocre Pokemon, only acting as a counter-type team vs. certain types. Matchups that sound favorable on paper, such as vs Fighting or Poison type, are actually still quite difficult due to the threat of Scraggy or Grimer-A and Stunky, respectively. Gothita would be welcomed as a means for Psychic type to deal with opposing types it has a tough time with, being able to customize its moveset as much as possible to help with types your team has issues with, boosting the viability of Psychic type. While the Calm Mind set sounds threatening, it should have a harder time finding opportunities to set up in most matchups, given the even more offensive nature of Monotype LC than regular LC.


Misdreavus

As described in the article, Misdreavus was initially made as a fully evolved Pokemon, before the introduction of Mismagius. It has one of the highest BSTs in the meta at a comfortable 435, sporting excellent speed, special attack, and bulk. For all intensive purposes, it's a better Gastly. It has perfect Little Cup coverage in Ghost + Fairy type attacks, and access to nasty plot. Alternatively, it could run a choice scarf set to outspeed other common scarf Pokemon who usually sit at base 18 speed or below, as well as speed tying shell smash and chlorophyll users sitting at 14 base speed.

While Misdreavus was a potent threat in regular LC, Ghost type is rather unfortunate in Monotype LC; it has very limited team options, and next to no team support. Much like Psychic type, ghost type will typically flat lose to knock off spam, or be overwhelmed by offensive Pokemon, as the type lacks viable defensive Pokemon that let it overcome its weaknesses. The lack of proper team support should prevent Misdreavus from being an overwhelming force in Monotype LC. However, access to Misdreavus should slightly raise the viability of Ghost type. Combined with Gastly, they make a decent offensive core, being able to run coverage between the two to deal with a good proportion of types. While the Nasty Plot set could be threatening, the offensive meta of Monotype LC should prevent Misdreavus from gaining enough traction to completely sweep teams, as Ghost type lacks means of dealing with fast and offensive Pokemon. Not to mention the majority of viable types already have means of beating Misdreavus between Knock off, Dark types such as Grimer-A and Carvanha, and Sturdy or bulky Shell Smash users, just to name a few.

Potential but unlikely Unban


Drifloon

While Drifloon was not banned for its overwhelming strength like Misdreavus, it was banned for its ability to shut down physically offensive Pokemon between Will-o-Wisp, Berry Juice, Substitute, and Recycle. While it did have offensive checks such as Electric and Rock types, they were prone to be trapped by Diglett or Gothita (which was legal when Drifloon was banned). When combined with Acrobatics and Unburden, it was able to outspeed the entire meta, while having a decent offensive presence. Alternatively, it also ran a Calm Mind + Hex set, which proved to be equally threatening as Substitute and Acrobatics.

Much like Misdreavus, Drifloon doesn't have very good team support on either Ghost type or Flying type. Ghost type was already described in the Misdreavus explanation, so I won't reiterate that. As for Flying Type, while it is a strong offensive type, it's typically ran as HO, sporting fast, offensive Pokemon that are otherwise mostly glass cannons. The type overall has no means of checking the omni present threats Drifloon faces such as fast Electric, Rock, or Ice attacks, and can be easily 6-0'd by Pokemon such as Scarf Joltik, or any Shell Smash user, just to name a few. That being said, Drifloon still acts as a potent threat to types that can't effectively check it. Fighting type would flat lose to Drifloon, on paper, once Timburr and Scrafty faint. Grass type would also flat lose once Lileep and Ferroseed faint (assuming unburden is active to outspeed Chlorophyll). However, these are both types that Flying should already have an easy matchup against, regardless of Drifloon, while providing Ghost type an edge over them. Overall, I'd be very hesitant to unban Drifloon due to its potential in the meta, as well as the potential to release Misdreavus to Ghost type first.

Other Pokemon
Aside from these Pokemon, a few others were considered.
-Tangela would likely prove to be extremely overwhelming on Grass type due to its incredible defensive bulk with regenerator, or its ability to work as a powerful special attacker on sun based teams.
-Porygon is without a doubt broken in generation 7, due to z-conversion. Porygon was already a very threatening Pokemon in ORAS Monotype LC, due to the bulk of Eviolite with reliable recovery, and great 85 Special Attack. Z-conversion Porygon would be near impossible to stop, unless you're using Fighting type as it'd have amazing stats after +1, along with an immunity from knock off.
-Cutiefly would also be overwhelming on bug type. While it was banned due to being the only Pokemon with access to both Quiver Dance and Baton Pass, the Pokemon alone would be too much for Monotype LC. One Quiver Dance would allow Cutiefly to 6-0 a large proportion of types between coverage options such as Moonblast, Bug Buzz, Energy Ball, Psychic, or any Hidden Power.
 
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Hello, I don't know if this is the best thread to ask for help, but because the Bazar is closed, I didn't know where to go.

For a special events done by my community I have to face another player and we have both to play a monotype Steel team, with the OU tiering ruling. So, yes, the banlist is quite different, but not that much.

So, I tried to think of the best set-up, and I came so far with a core :

+


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 24 Atk / 232 SpA / 252 Spe
Timid Nature
- Magma Storm
- Stone Edge
- Taunt
- Earth Power

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Ground


This is my starting point. These two seems obvious, but I'm not sold on the set. Heatran is maxed on Speed and Sp Attack as it will be our best sweeper, and we need to beat the opposite Heatran. Air Balloon seems mandatory, as it helps in the heatran mirror a lot. Stone Edge is really here to pop Heatran balloon, but I'm really not sold on this move.

Magnezone is the obvious trapper choice, I choosed Choice Specs over Scarf because HP Ground won't OHKO Heatran, and only have 31% to OHKO after SR. But It seems a better choice to deal with the opposing Magnezone, so again I am not sure. Flash Cannon seems bad, but nothing really appeal me at all.


I decided then that I should look at good mon in the match-up. Some fews came in mind :



Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Defog
- Scald
- Roar


A Specially Defensive Empoleon can wall Heatran pretty easily, as tanking M Scizor +0 Superpower, with Scald that can potentially cripple him. Hazard Control seems also important in the match-up as the game can go long with all those bulkies pokemons.



Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 48 Def / 212 SpD
Careful Nature
- Swords Dance
- Bullet Punch
- Roost
- Superpower


I am not sold on this guy, but Roost is so good here. HP Fire is something will be common, so I am not sure how he can survive. He also get walled by Celesteela, and I am sure that I will face him.



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


I believe it is the best set for him, but Automatize can be a decent option.




Excadrill @ Life orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Sword dance
- Brick break
- Rapid Spin


Either this or a scarf set, with EQ/Spin, the reste will be irrevelant most of the case. If I can trap Celesteela with Magnezone and remove it, there won't be a lot of threat that Exca can't outspeed and sweep. A Dancer set seems also pretty good, with both Brick Break to deal with Bisharp.




Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Brick break


I found that him and Excadrill was on the same slot, but Sucker Punch is formidable to clean. He also don't get walled by Celesteela, as a +2 Knock Off will is a guaranteed 2HKO or as a 62% to OHKO after SR. I really like him, but combat is something to fear in the mirror too.




Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Light Screen
- Reflect


I have high expectation on this guy. Prankster + TWave seems bonker in the mirror, and Spike setter are important. I am not sure about the combo LScreen/Reflect, and Magnet Rise can help setting Spike too. I would kill for a taunt on him.




Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Smart Strike
- Sacred Sword


Yup, Kartana is legal but I am not sold on it, as that x4 fire seems horrible.



Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shift Gear
- Thunderbolt
- Aura Sphere
- Calm mind


I decide to pick Aura sphere over Focus Blast, I am not here to grind the ladder but to win a specific match. Magearna double dance seems excellent and could be probably core aswell.


Well this is it. There is other pokemon that I found obvious like Skarmory, as I believe that hazard control will be the go to, Spike is so powerful in the mirror...

This is what I identified as major treat, but I can miss something, a pokemon, a special set, I don't know... I never done this before, I am also kind of a novice in Monotype also...

Any advice is good to take, if you can see what can win the mirror I would be glad to take !
 
Dropping off this Rock LC team:



Onix @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Taunt

Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- Shell Smash
- Stone Edge
- X-Scissor
- Earthquake

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 180 Atk / 76 SpD / 196 Spe
Jolly Nature
- Stone Edge
- Acrobatics
- Earthquake
- U-turn

Amaura @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 36 Def / 224 SpA / 12 SpD / 232 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Thunderbolt
- Hidden Power [Fire]
- Earth Power

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 148 HP / 60 Def / 28 SpA / 220 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Mirror Coat

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 76 SpD / 180 Spe
Adamant Nature
- Shell Smash
- Aqua Jet
- Liquidation
- Stone Edge
 
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For those who are interested in CAP, the CAP community has recently been doing "updates" for their existing creations. The purpose of these updates range from broadening the pokemon's movepool with new moves introduced in recent gens to small buffs to for some underpowered CAPmons. You can read all about the approved updates HERE.

Here are some of the changes that I think are most interesting, in the context of monotype:

Malaconda + Drought + Spiky Shield
This could help support a pretty fun Sun Grass team, at last, especially alongside Pyroak and Webs / Shell Smash Necturna. Of course, Balance Grass will still probably be better but hey, Drought + U-turn + Rapid Spin is pretty neat. As for more traditional Malaconda sets, Spiky Shield is a small improvement over Protect for building up chip damage and stalling Harvest turns.

Revenankh + Triage + Will-o-Wisp + Shadow Claw
This is pretty neat for Ghost teams, offering priority Drain Punch to mess with Dark-types, especially Bisharp and Colosoil, as well as being strong priority in general. It'll also give priority to Revenakh's Moonlight, which makes it a more formidable wall. Finally, Will-o-Wisp has been something Revenankh has wanted for a while to spread status and cripple physical attackers, and Shadow Claw is an improvement over Shadow Punch as Ghost STAB. Great update.

Arghonaut + Spikes + Bulk Up + Scald + Circle Throw + Close Combat + Technician
Just a lot of cool options for a bulky mon on Water; Arghonaut is now able to use it's excellent 105/95/100 bulk and ability a lot more effectively. Argonaut can act as an Unaware wall, stacking spikes, spreading burns with Scald, and phazing threats with Circle Throw to stack hazard damage. Or it can act as a bulky wincondition with Bulk Up, similar to Calm Mind Slowbro. Or it can act as a Technician Sweeper with Tech Aqua Jet, Close Combat, etc. There are a lot of options for this mon now.

Here are some potential sets for these mons:


| Sun Setter
Malaconda @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Knock Off
- U-turn
- Rapid Spin / Synthesis

| Defensive Harvest
Malaconda @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Spiky Shield
- Knock off / Foul Play / Power Whip
- Rapid Spin / U-turn / Glare / Aromatherapy




| Defensive Wall
Revenankh @ Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Drain Punch
- Will-o-Wisp / Glare
- Moonlight
- Knock Off / Taunt

| Offensive Priority Sweeper
Revenankh @ Life Orb / Fist Plate
Ability: Triage
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Shadow Claw
- Bulk Up
- Shadow Sneak / Earthquake / Moonlight




| Defensive Unaware
Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Recover
- Spikes
- Circle Throw / Taunt
- Scald

| Offensive Bulk Up
Arghonaut @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Waterfall
- Mach Punch / Aqua Jet
- Bulk Up

And here is a list of the rest of the other (relatively) relevant changes made with the update that aren't quite as major.
Kitsunoh + Iron Fist + Bullet Punch + Wish + Play Rough + Hone Claws
Iron Fist boosts Meteor Mash, Bullet Punch, and Ice Punch, which is cool for Kitsunoh. Play Rough gives coverage to hit Fighting and Dark types. Wish is weird, but with Hone Claws you can maybe set up.

Vodoom + Nasty Plot + Thunderbolt + Flash Cannon
This could be a decent special attacker for Fighting, with both an Electric and a Psychic immunity.

Plasmanta + Aura Sphere
It no longer has to run HP fire to avoid being walled by Excadrill and Ferrothorn. Neat!

Cyclohm + Volt Switch + Dragon Tail
Just two excellent moves to make Cyclohm a more effective defensive pivot.

Krilowatt + Volt Switch + Scald
Again, just makes Krilowatt a better bulky pivot while making it more annoying with Scald.

Naviathan + Guts + Heavy Slam + Psychic Fangs
This could give physical Dragon Dance sets a bit more to work with, with Heavy Slam serving as powerful Steel STAB off of 500kgs and Psychic Fangs offering coverage for breaking through bulky poison types (and revenging Fighting). Defensive sets will probably still be more popular, IMO.
 
I'd like to make a nomination for the Little Cup VR



Snorunt: Unranked=>C

I feel as though Snorunt should be C rank due to its niche as a Spiker, which proves to be exceptionally helpful against bulkier types such as Water and Poison. However, Snorunt is held back largely by its lack of good coverage and only decent stats all around, making it difficult to justify in comparison to the B rank Pokemon in Snover and Bergmite. Because of this, Snorunt would definitely be most appropriate in C rank.
 

Havens

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First time looking at this; sounds interesting. Maybe I could do some Mono Ubers/Doubles reviews and get involved.

I do want to touch on a certain type in Mono Ubers however in the form of Ghost. Just looking at the VR, I'd personally put Ghost at S in Mono Ubers, for the fact that the mons that make up the type just function so well together all around. Marshadow is one of the best offensive presences in the Ubers metagame, granted the monsterous 125 Attack/Speed stat coupled with virtually unresisted STAB and Technician to boost the likes of HP Ice, Rock Tomb, and Shadow Sneak to net KO's on Ho-Oh, Mega Salamence, Deoxys minus Psychic Terrain, and others, makes it a prominent force that needs to be watched out for. Among other Ghosts lies Mega Gengar, an incredible offensive presence that also serves as Ubers' best answer to Stall in the form of PerishTrap (VolTurn isn't too common in ubers as is), Giratina-O, that is a reliably Bulky Defogger/Bulky Attacker with the power to abuse Status + Hex and chunk/cripple everything in the Ubers meta, Aegislash, Ghost's best Defensive check to Fairy Types such as Tapu Lele, Xerneas, and Magearna without HP Fire, along with others, make Ghost in my opinion to be the most well rounded type in the Mono Ubers metagame. Being able to nearly actively check the two best types in Mono Ubers in Fairy and Psychic is incredible; add to the fact that many of these mons are common checks to the best mons in the main Ubers metagame: Giratina-O hard walls many forms of Primal-Groudon, bulky Ground-Ceus (among other Arceus Forms), and Landorus-I; Marshadow to threaten multiple forms of setup as well as being able to nearly singlehandedly check the types Dark weakness, Mega Gengar to break virtually any form of Stall teams and setup, Ghost-Ceus that could serve as a substitute to Giratina-O by basically being a better version of Defensive Mew, and etc. If we're starting up this Mono-OM thing, I'd highly recommend that Ghost should be an S tier type.

This is all purely based on the Ubers player in me; you guys may think otherwise. However, this Mono-OM thing sounds pretty interesting, and I hope my input could help kickstart something; Maybe I could be a part of it in some way?
 
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Moosical

big yikes
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Just as a small update:
Gothita and Misdreavus have been unbanned in monotype LC for the reasons outlined in this post. If they prove to be an overwhelming force moving forward, they'll be considered for re-banning.

Magearna has been unbanned from monotype AAA.

There may be more changes between various monotype OMs to come in the near future.
 
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I'd like to share a few mono LC teams that have been quite successful in tours lately:

Fighting:

Mienfoo @ Choice Scarf
Ability: Regenerator
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- U-turn
- Knock Off
- High Jump Kick
- Poison Jab

Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Zen Headbutt

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Bomb
- Shadow Ball
- Vacuum Wave

Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Atk / 116 Def / 36 SpD / 36 Spe
Adamant Nature
- Swords Dance
- Copycat
- Drain Punch
- Shadow Claw

Stufful @ Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Earthquake
- Bulk Up
- Ice Punch
- Return


Dark:

Vullaby @ Eviolite
Ability: Weak Armor
Level: 5
EVs: 116 HP / 240 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Air Slash
- Heat Wave
- Hidden Power [Grass]
- Nasty Plot

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Stealth Rock

Grimer-Alola @ Eviolite
Ability: Poison Touch
Level: 5
EVs: 36 HP / 196 Atk / 196 Def / 36 SpD
Adamant Nature
- Knock Off
- Pursuit
- Shadow Sneak
- Poison Jab

Scraggy @ Berry Juice
Ability: Moxie
Level: 5
EVs: 236 Atk / 36 SpD / 212 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Drain Punch
- Zen Headbutt

Houndour @ Choice Scarf
Ability: Flash Fire
Level: 5
EVs: 36 Def / 196 SpA / 36 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Sludge Bomb
- Shadow Ball

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
IVs: 9 HP
- Protect
- Crunch
- Waterfall
- Psychic Fangs


Poison:

Grimer-Alola @ Eviolite
Ability: Poison Touch
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 196 SpD
Adamant Nature
- Knock Off
- Shadow Sneak
- Poison Jab
- Pursuit

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 236 Def / 80 SpA
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Foul Play
- Hidden Power [Fire]
- Spore

Mareanie @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 HP / 20 Def / 12 SpA / 180 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Scald
- Recover
- Haze

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 36 Def / 196 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Energy Ball
- Substitute
- Dazzling Gleam

Venipede @ Focus Sash
Ability: Speed Boost
Level: 5
EVs: 76 Atk / 204 SpD / 220 Spe
Jolly Nature
- Endeavor
- Toxic Spikes
- Spikes
- Steamroller

Croagunk @ Berry Juice
Ability: Poison Touch
Level: 5
EVs: 188 Atk / 116 Def / 196 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Fake Out
- Sucker Punch
 
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Havens

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After thinking about quite a bit of things, such as Monotype's recent news of becoming official, I propose we start getting to work on talking about Mono OM's more. The recent announcement of the Monotype Draft League having the inclusion of Mono OM's opens up a great pathway for people to get involved with them, and I think that we should start taking a deeper look in terms of strategies for each OM. Perhaps we can come together with other tier leaders from Ubers, LC, Doubles, and other members for their view of how they see their meta (i.e. Fireburn's thoughts on Ubers, etc.), and start truly developing these tiers with more in-depth strategies and tech.
 

Moosical

big yikes
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After thinking about quite a bit of things, such as Monotype's recent news of becoming official, I propose we start getting to work on talking about Mono OM's more. The recent announcement of the Monotype Draft League having the inclusion of Mono OM's opens up a great pathway for people to get involved with them, and I think that we should start taking a deeper look in terms of strategies for each OM. Perhaps we can come together with other tier leaders from Ubers, LC, Doubles, and other members for their view of how they see their meta (i.e. Fireburn's thoughts on Ubers, etc.), and start truly developing these tiers with more in-depth strategies and tech.
While I do like the thought of developing the OMs more, which will definitely happen with the upcoming tour, I don't see a reason to involve the tier leaders of other metas. In most cases, the monotype version of the meta plays out extremely differently than the base version of it. Different sets are run, different Pokemon are viable, different strategies are used. This may or may not be an exaggeration, but you can equate this to asking someone from OU to give their thoughts on Monotype as a meta - doesn't really work that way. Unless they have experience playing the metas in a monotype format, the only thing they'd be able to give input on is general strategies for teams in tiers that're very different from regular Monotype - such as LC and AAA, which even then may not be extremely applicable in the monotype version.

I'd welcome people from the other metagames to come try out the monotype versions of their tier, but I wouldn't necessarily ask for their input without actual experience.
 

maroon

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RMT & Mono Leader
I realize these pokemon are perfectly fine in regular Ubers and the tier generally has a looser ban list, however Monotype Ubers is much more restrictive to teambuilding. I think this should mean Monotype Ubers should be more strictly tiered than the regular Ubers tier. Anyone here are 2 majors threats in Monotype Ubers that are long overdue to be banned imo.


Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Geomancy
- Ingrain
- Moonblast
- Rest

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 72 HP / 252 SpA / 100 SpD / 84 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast


Ever since Xerneas was introduced in XY it has been a huge threat within the Ubers tier however can be checked by a plethora of a pokemon due to very open teambuilding that the tier allows. However in Monotype Ubers Xerneas goes highly unchecked due to the restrictive teambuilding nature of Monotype which invalidates any type without a Xerneas check and are very vulnerable to being easily swept by this huge threat. Xerneas's main sets are Power Herb and Fairium Z Geomancy which make Xerneas very dangerous setup sweepers in different ways. With Power Herb Geomancy Xerneas gets that +2 Boost to Special Attack, Special Defense and Speed immediately which make it very difficult to handle. Xerneas typically runs Focus Blast and Thunder with this set making it very hard for much of anything to truly wall or take on Xerneas. However Xerneas is checked through the plethora of common priority in Monotype Ubers being Bullet Punch, Extreme Speed and Shadow Sneak. Z-Geomancy Xerneas is very overwhelming in the tier abusing a Rest and Ingrain set which allows Xerneas to gain residual health at the end of each turn and can't be phased out of battle. Z-Geomancy Xerneas boosts all of Xerneas's stats by +1 on its first turn, then turn 2 proceeds to boost what regular Geomancy boosts. This makes Xerneas very hard to actually KO for most types due to the fact Xerneas has a +1 Defense boost under its belt leaving some conventional methods of checking Xerneas not as effective such as common priority like Extreme Speed Arceus. Overall Z-Geomancy while does not have the same coverage as Power Herb Geomancy Xerneas threatens team by spamming +3 Fairy-type STAB and virtually impossible to kill without strong supereffective STAB. With being able to setup so easily on Fairy-type teams thanks to the support of Klefki's Screens it can easily setup and automatically invalidate any type or team without a legitimate check to Xerneas making only like 5 types in the Ubers metagame worth using. However types that just flat out lose to Xerneas such as Water, Dragon and Flying are forced to run gimmicky sets to just stand a chance such as Psych Up Pyukumuku for Water, or for Dragon a super niche Specially Defensive Psych Up RestTalk Dialga with Flash Cannon or Specially Defensive Haze Dragalge and Flying is beaten by Power Herb with Thunder unless Skarmory and Lugia manage to keep Sturdy and Multiscale intact respectively and are able to Whirlwind it, these sets are used in order to completely avoid the autoloss to Xerneas. As you can see many decent types are heavily restricted by Xerneas's presence in the metagame severely limiting teambuilding. By banning Xerneas the tier will see more diversity in type usage and teambuilding while allowing plenty of types to be used properly without having to sack their entire team to Xerneas. Overall Xerneas is to much for the Monotype Ubers tier and is now banned!



Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Spectral Thief
- Close Combat
- Shadow Sneak

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive / Jolly Nature
- Close Combat
- Spectral Thief
- Shadow Sneak
- Hidden Power [Ice] / Rock Tomb


Marshadow was recently released in mid to late SM and has been a dominating force in the Ubers metagame ever since. With its unresisted STAB combination of Fighting and Ghost-type moves, Marshadow is a very difficult Pokemon to effectively wall. This is very true to the a much larger extent in Monotype because not many types have solid checks to Marshadow. Marshadow also gets access to a fantastic signature move in Spectral Thief which not only does damage but steals the targets boosts before the damage calculation. Due to Marshadow's great natural speed and an immunity to common priority no setup sweeper is truly safe around Marshadow unless it is faster and can guarantee a KO. Much like Xerneas, Marshadow also invalidates a several types in Monotype Ubers which makes the metagame very stale and only a few types see decent usage within the tier. Marshadow also takes Ghost, an already incredible type and makes it near impossible making it a very overcentralizing type in the Monotype Ubers Metagame. This is also in part by because Marshadow is able to easily handle Ghost's weaknesses and difficult matchups such as Dark, Ghost- an Normal-type teams making Ghost a very powerful type in the metagame. Marshadow was also blessed with an amazing Z move in Soul-Stealing 7-Star Strike which grants Marshadow access to a 195 base power attack which picks up a kill an overwhelming majority of the times it is used. Marshadium Z is often paired with Bulk Up makes Marshadow all the more dangerous especially because of its unresisted STAB combination, many types don't have proper checks to Marshadow and some walls used to check can be broken past with +1 Soul-Stealing 7-Star Strike. Due to all of these qualities such as being immune to common priority, access to Technician boosted Shadow Sneak and a great natural speed Marshadow can be hard to check and only reliably dealt through with Choice Scarf pokemon resistant to Shadow Sneak. Overall Marshadow is an overcentralizing force in Monotype Ubers and invalidates many types and is overall an unhealthy presence in the Monotype metagame.

Also remove unbanning Baton Pass from Monotype Ubers as it is banned from both tiers now.
-----------------------------------------------------------------------------------------------------

tl;dr: Marshadow and Xerneas both heavily limit teambuilding in Monotype Ubers making only a few types in the tier worth using. By banning these pokemon the tier should become more diverse and less stale. Marshadow and Xerneas should be banned from Monotype Ubers.​
 
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As an small update on Mono Ubers:

Ultra Necrozma will not be allowed on Ghost or Steel teams, as it loses the original typing. This follows the precedent set in standard mono this gen with Mega Evolutions (i.e. no Mega Gyarados on Flying).
 
Mono LC got a few new good moves with Ultra Sun & Moon so I'll share a few of them.


The biggest change is probably Aipom getting tail slap which pretty much guarantees OHKOs on everything that doesn't resist.
116 Atk Life Orb Aipom Tail Slap (5 hits) vs. 36 HP / 236+ Def Eviolite Koffing: 20-25 (95.2 - 119%) -- approx. 6.3% chance to OHKO
The calc with fury swipes (its former best stab): 116 Atk Life Orb Aipom Fury Swipes (5 hits) vs. 36 HP / 236+ Def Eviolite Koffing: 5-20 (23.8 - 95.2%) -- approx. 12.1% chance to 2HKO

Dewpider now learns sticky web and is both bulkier and have better offensive presence than Surskit. It can also live a +2 leaf storm from snivy and OHKO in return so I guess it should get A rank if not S for water.

Notable new defoggers are Cottonee, Snivy, Noibat and Torchic. It's nice to see dragon, fire and fairy finally getting hazard removal but I doubt this will make any of these types rise in viability.


Deerling gets Headbutt which has a niche for grass monos paired with twave ferroseed or stun spore cottonee.
Ponyta is now able to hit rock types with High Horsepower, making it even more important for fire teams.

Stealth Rocks:

Knock Off:
 
Last edited:

DoW

formally Death on Wings
As an small update on Mono Ubers:

Ultra Necrozma will not be allowed on Ghost or Steel teams, as it loses the original typing. This follows the precedent set in standard mono this gen with Mega Evolutions (i.e. no Mega Gyarados on Flying).
This has now been coded into same type clause on the sim, so clicking the "validate" button in a tour will still tell you whether your team is legal.
 

Havens

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Do you think it's worth writing up general guidelines for Monotype STABmons right now, since it's now included in the Winter Premier? Or should players go off the basis of the regular STABmons ruleset and banlist?
 

Moosical

big yikes
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Do you think it's worth writing up general guidelines for Monotype STABmons right now, since it's now included in the Winter Premier? Or should players go off the basis of the regular STABmons ruleset and banlist?
Monotype STABmons has its own banlist (in the spoiler below), a post is being worked on.

Ban: extreme speed, boomburst, zygarde, zygarde-10%, battle bond, smooth rock, damp rock, hoopa-unbound, celebrate, conversion, trick-or-treat, forest’s curse, happy hour, hold hands, purify, sketch, silvally
Unban: deoxys-speed, deoxys-defense
 
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Havens

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Monotype STABmons has its own banlist (in the spoiler below), a post is being worked on.

Ban: extreme speed, boomburst, zygarde, zygarde-10%, battle bond, smooth rock, damp rock, hoopa-unbound, celebrate, conversion, trick-or-treat, forest’s curse, happy hour, hold hands, purify, silvally
Unban: deoxys-speed, deoxys-defense
In that case, I'll drop a few teams I've built (with all sets/mons that I know are currently legal in STABmons and Monotype). They're not perfect, but they're decent considering the lack of a STABmons ladder.


Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shore Up
- Precipice Blades/Earthquake
- Liquidation
- Ice Punch

Pelipper @ Leftovers
Ability: Drizzle
EVs: 112 HP / 252 Def / 144 Spe
Bold Nature
- Hurricane
- U-turn
- Roost
- Defog

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Draco Meteor
- Ice Beam
- Surf

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Liquidation
- Roost
- Dragon Dance

Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Ice Beam

Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Earth Power
- Sludge Wave
- Stealth Rock


Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Ice Beam
- Steam Eruption
- Dark Pulse

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Atk / 112 SpD
Adamant Nature
- Knock Off
- Diamond Storm
- Shore Up
- Stealth Rock

Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sunsteel Strike
- Sucker Punch

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Roost
- Foul Play
- Defog
- U-turn

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Spectral Thief

Muk-Alola @ Black Sludge
Ability: Poison Touch
EVs: 248 HP / 76 Def / 184 SpD
Careful Nature
- Toxic Spikes
- Baneful Bunker
- Poison Jab
- Shadow Sneak


Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Careful Nature
- King's Shield
- Stealth Rock
- Strength Sap
- Power Whip

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- King's Shield

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 132 Def / 128 SpD
Sassy Nature
- Defog
- Roost
- Heavy Slam
- Flamethrower

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Precipice Blades
- Sunsteel Strike
- Rock Slide
- Rapid Spin

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 136 Def / 124 SpD
Impish Nature
- Sticky Web
- Roost
- Gear Grind
- U-turn
 

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