Dunes [Monotype Non-Sand Ground]
Introduction:
Hey guys, terrors back with another RMT. I haven't done any RMT in quite a while so I thought I might as well do one since i'm bored and I noticed that we're lacking sample teams. Anyway, this is a pretty un-generic team seeing as most ground monotypes are based around sand. I got the main idea of this team when I heard someone talking about it in the chat. Now as I laddered w/ this team, people told me this resembles akaFila's team but I honestly don't know how similar our teams are. Also, I managed to peak 1800 a while ago while mostly using this team. I switched between different types but I mostly used this. (http://m.imgur.com/WHfqEan) Anyway, let's start the RMT.
The Team:
Zygarde @ Leftovers
Ability: Aura Break
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Coil
- Earthquake
- Extreme Speed
- Substitute
Starting off with Zygarde, easily one of my favourite Pokemon. I absolutely love this set because it manages to set up on so many 'mons. Substitute to avoid status, Coil to set up on things that can't really dent Zygarde. Leftovers manages to heal a decent amount every turn and Earthquake is main STAB. Extreme Speed may not be very strong but it can pack a punch after a few Coils. It manages to put in so much work vs Fighting just because of how many 'mons struggle to break past it after a few coils. It has a glaring double weakness to ice which gets covered by the other two 'mons in the defensive core of this team.
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp
Camerupt is also part of my team's main defensive core, surprisingly. It offers a neutrality to ice and grass while also having decent defenses. Not only that but its firepower is straight up insane. I don't think I even need calcs to express the beauty of this monster. Will-O-Wisp is mainly there to weaken physical attackers to possibly make it easier for Zygarde to set up. Fire Blast hits like an absolute truck while Earth Power is the second STAB. Ancient Power hits Charizard Y, a big threat to this team, while easily tanking up a solar beam. Modest nature and max Special Attack to hit as hard as possible. It's water weakness is covered by Zygarde and Seismitoad pretty well. I'd appreciate some custom EVs because i'm lazy sorry
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Scald
- Earth Power
- Grass Knot
- Stealth Rock
The third member of my defensive core, Seismitoad fills the role of the water immunity as well as the Azumarill check. I decided to use this as my stealth rocker because I don't have Hippowdon and I didn't want to waste a slot for a more dedicated rocker. EVs let it outspeed max speed azumarill and I don't actually have sludge wave but let's be honest, nothing on the team lets it set up without putting it in Earth Power range. Scald is second STAB and that's basically the last mon on my defensive core.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Thunderbolt
On the more offensive side of the team, Nidoking is my first option. Life Orb hits super strong and it has excellent coverage between its attacks. Sludge Wave and Earth Power are STABs while Ice Beam and Thunderbolt lets it have the infamous 'Bolt-Beam' coverage to cteam flying lol. Another fun thing about sheer force life orb is that you can easily bluff a scarf and wreck havoc vs flying as they try to predict your set.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Earthquake
Mamoswine is my primary physical wallbreaker. I chose Life Orb over Choice Band here because I prefer being able to change my moves while also being able to hit really hard. Icicle Crash and EQ are STAB while Ice Shard is useful for priority. I chose Knock Off > Superpower because personally I think Knock Off helps more vs normal and it also puts in work vs psychic. Overall, another important 'mon that helps with a lot of matchups. Not to mention, I almost always lose to dragon unless I have this :s
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
My last 'mon on the team is Landorus-T. Having always used Lando I on ground, I wanted to try this out and I have to say it's proven to be an excellent scarfer already to me. EQ is STAB, U-turn for momentum, Knock Off hits psychic types and Eviolite Twins and Stone Edge for flying types. Intimidate is also great because it helps me get Zygarde in and set up on a physical attacker.
Introduction:
Hey guys, terrors back with another RMT. I haven't done any RMT in quite a while so I thought I might as well do one since i'm bored and I noticed that we're lacking sample teams. Anyway, this is a pretty un-generic team seeing as most ground monotypes are based around sand. I got the main idea of this team when I heard someone talking about it in the chat. Now as I laddered w/ this team, people told me this resembles akaFila's team but I honestly don't know how similar our teams are. Also, I managed to peak 1800 a while ago while mostly using this team. I switched between different types but I mostly used this. (http://m.imgur.com/WHfqEan) Anyway, let's start the RMT.
The Team:

Zygarde @ Leftovers
Ability: Aura Break
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Coil
- Earthquake
- Extreme Speed
- Substitute
Starting off with Zygarde, easily one of my favourite Pokemon. I absolutely love this set because it manages to set up on so many 'mons. Substitute to avoid status, Coil to set up on things that can't really dent Zygarde. Leftovers manages to heal a decent amount every turn and Earthquake is main STAB. Extreme Speed may not be very strong but it can pack a punch after a few Coils. It manages to put in so much work vs Fighting just because of how many 'mons struggle to break past it after a few coils. It has a glaring double weakness to ice which gets covered by the other two 'mons in the defensive core of this team.

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp
Camerupt is also part of my team's main defensive core, surprisingly. It offers a neutrality to ice and grass while also having decent defenses. Not only that but its firepower is straight up insane. I don't think I even need calcs to express the beauty of this monster. Will-O-Wisp is mainly there to weaken physical attackers to possibly make it easier for Zygarde to set up. Fire Blast hits like an absolute truck while Earth Power is the second STAB. Ancient Power hits Charizard Y, a big threat to this team, while easily tanking up a solar beam. Modest nature and max Special Attack to hit as hard as possible. It's water weakness is covered by Zygarde and Seismitoad pretty well. I'd appreciate some custom EVs because i'm lazy sorry

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Scald
- Earth Power
- Grass Knot
- Stealth Rock
The third member of my defensive core, Seismitoad fills the role of the water immunity as well as the Azumarill check. I decided to use this as my stealth rocker because I don't have Hippowdon and I didn't want to waste a slot for a more dedicated rocker. EVs let it outspeed max speed azumarill and I don't actually have sludge wave but let's be honest, nothing on the team lets it set up without putting it in Earth Power range. Scald is second STAB and that's basically the last mon on my defensive core.

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Thunderbolt
On the more offensive side of the team, Nidoking is my first option. Life Orb hits super strong and it has excellent coverage between its attacks. Sludge Wave and Earth Power are STABs while Ice Beam and Thunderbolt lets it have the infamous 'Bolt-Beam' coverage to cteam flying lol. Another fun thing about sheer force life orb is that you can easily bluff a scarf and wreck havoc vs flying as they try to predict your set.

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Earthquake
Mamoswine is my primary physical wallbreaker. I chose Life Orb over Choice Band here because I prefer being able to change my moves while also being able to hit really hard. Icicle Crash and EQ are STAB while Ice Shard is useful for priority. I chose Knock Off > Superpower because personally I think Knock Off helps more vs normal and it also puts in work vs psychic. Overall, another important 'mon that helps with a lot of matchups. Not to mention, I almost always lose to dragon unless I have this :s

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
My last 'mon on the team is Landorus-T. Having always used Lando I on ground, I wanted to try this out and I have to say it's proven to be an excellent scarfer already to me. EQ is STAB, U-turn for momentum, Knock Off hits psychic types and Eviolite Twins and Stone Edge for flying types. Intimidate is also great because it helps me get Zygarde in and set up on a physical attacker.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Coil
- Earthquake
- Extreme Speed
- Substitute
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Scald
- Earth Power
- Grass Knot
- Stealth Rock
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Thunderbolt
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Earthquake
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Ability: Aura Break
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Coil
- Earthquake
- Extreme Speed
- Substitute
Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Scald
- Earth Power
- Grass Knot
- Stealth Rock
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Thunderbolt
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Earthquake
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Fractions. the man who made me join monotype :']
vlmufa personal teambuilder l0l
TheAce22 yeah you'll always be the third shoutout
Dream Eater Gengar notice me senpai -_-
dusk raimon :3
Prosaic LOL I HATE YOU http://replay.pokemonshowdown.com/monotype-322774112
Stunfisk The Great heard you're looking for non sand ground sample teams >.>
vlmufa personal teambuilder l0l
TheAce22 yeah you'll always be the third shoutout
Dream Eater Gengar notice me senpai -_-
dusk raimon :3
Prosaic LOL I HATE YOU http://replay.pokemonshowdown.com/monotype-322774112
Stunfisk The Great heard you're looking for non sand ground sample teams >.>
Conclusion:
I tried super hard to make this look as pretty as possible :] anyway I understand my team has a lot of flaws and still needs to go a long way till its perfected so i'll appreciate you guys' help. Also I know this is a pretty short RMT (without teambuilding process or threatlist) but I need to go to sleep soon. I may update it tomorrow MAYBE but i'm lazy so don't get your hopes up. Hope you guys enjoyed!
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