Crit Magnet (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Snarl
- Recover
Mega-Sableye is a staple in any mono-ghost team. It's bulk, versatility, and set-up ability all make it a useful asset. The reason that I run defensive in contrast to the usual specially defensive is because it is unexpected, yet still fairy useful. It can tank a hit that takes out 60% of his health, and then wisp, halving the attacker's attack stat, and recover back to health and continue to set up while having also crippled a physical attacker on the opposing team. Sable also fits well with the trick-room center because of his ~~grueling~~ natural slowness.
Kobe (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Without any speed, or a scarf, Hoopa can still be a very viable trickroom team member. It's max hp of 364 (Correct me if I'm wrong) makes Hoopa bulky enough to take most attacks that are not super effective against it, allowing it to set-up its own trick room or utilize the one that is already activated. Its attack maxes at 438, making it a very hard-hitter indeed. Hoopa's above moveset allows it to cover most 'mons and also provides a great check to steel. Below I have listed a few calcs for reference
- 252+ SpA Life Orb Hoopa Psyshock vs. 0 HP / 0 Def Volcarona: 296-348 (95.1 - 111.8%) -- 68.8% chance to OHKO
- 252+ SpA Life Orb Hoopa Focus Blast vs. 252 HP / 4 SpD Heatran: 395-465 (102.3 - 120.4%) -- guaranteed OHKO
- 252+ SpA Life Orb Hoopa Focus Blast vs. 252 HP / 252 SpD Heatran: 315-372 (81.6 - 96.3%) -- guaranteed 2HKO after Leftovers recovery
- 252+ SpA Life Orb Hoopa Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 317-374 (90 - 106.2%) -- 37.5% chance to OHKO
-252+ SpA Life Orb Hoopa Shadow Ball vs. 4 HP / 0 SpD Excadrill: 296-348 (81.7 - 96.1%) -- guaranteed 2HKO
King Pringle (Jellicent) @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Recover
- Toxic
- Trick Room
Jellicent is undisputed in it's specially defensive bulk within the ghost monotype. Very few teams can function without it,
Dey See Me Lurkin' (Golurk) @ Focus Sash
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Earthquake
- Stealth Rock
Golurk serves as my rocks attacker. Focus sash is to prevent any surprise KO's and leave the field with no hazards set up. In conjunction with no guard, a nice attack stat, and its hard-hitting moves, Golurk can also serve as a nice attacking 'mon. Dynamic punch does the trick for most leads and can force switches as well.
Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Substitute
- Hone Claws
- Drain Punch
- Horn Leech
Trev is used primarily as a special defensive set up mon. He is capable of taking out nuisance 'mons such as Greninja and Tyranitar with both of his coverage moves. Drain punch combined with Sitrus/Harvest makes Trev a bulky and lasting mon, which is vital in trickroom teams.
Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sacred Sword
- Iron Head
- Shadow Claw
- Swords Dance
Doublade serves as my wallbreaker. Combined with eviolite, its awesome attack and defense stats allow it to shatter almost any physical wall. I keep doublade especially for Chansey because ~~I don't need a reason~~ it too proves to be annoying for my team, and ghost in general I believe.
- +2 252+ Atk Doublade Sacred Sword vs. 4 HP / 252+ Def Eviolite Chansey: 508-598 (79.1 - 93.1%) -- guaranteed 2HKO
Thanks so much for reading! I look forward to the constructive criticism.
-Jake
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