Hey guys, I know that a monotype team is kind of gimmicky but after use on Pokemon Showdown it has actually surprised me so I thought I would put it up for scrutiny and hope to get some constructive criticism out of it :) This is also my first post here so if I've missed out on some information just let me know and I'll try and clarify it
Note: As much as I want to use Landorus-T or other Ground type legends they are out of the question as I would prefer to do it without them (And then also people who complain about losing because I have legends in my team have nothing on me)
My Team:
I was also thing of running a backup Sandstorm user in case Hippowdon goes down and I need the sand to complete a sweep. Any suggestions?
Also quagsire has been giving my Gastrodon trouble so I'm thinking of maybe running HP Grass on it instead of Earth Power to make sure Quagsire doesn't get in the way.
Anyway this is my Ground Monotype team. As I said feel free to leave constructive criticism and I will test every suggestion before taking it on board :P
Thanks for taking the time to read this :D
Note: As much as I want to use Landorus-T or other Ground type legends they are out of the question as I would prefer to do it without them (And then also people who complain about losing because I have legends in my team have nothing on me)
My Team:
Hippowdon (M) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Impish Nature
- Earthquake
- Ice Fang
- Slack Off
- Stone Edge/Stealth Rock
Hippowdon is my lead pokemon to get the sand set up for mainly either Garchomp or Excadrill to sweep. Earthquake is for main STAB. Ice Fang and Stone Edge for recovery, Slack Off for reliable recovery. Skarmory has troubled me a few times as it can tank both Ice Fang's and Stone Edge's with ease and can proceed to set up hazards and then Phaze or try to KO. I was tossing up between a fully defensive, spec. defensive and bulky attacker set and ended up going with the latter. Still not completely sure which set would be the most optimal for my team. Also considered getting rid of Stone Edge or Ice Fang for Stealth Rock to secure some vital KO's but I think that it would be better suited for either of the defensive sets.
Garchomp (M) @ Garchompite
Ability: Sand Veil>Sand Force
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Earthquake
- Outrage/Dragon Claw
- Iron Head/Poison Jab
- Fire Blast
Garchomp is my Physical wallbreaker. After he has Mega Evolved his Attack stat reaches Godly heights and with that he is able to wreck almost everything that he touches. Earthquake and Outrage for STAB or Dragon Claw if I don't want to be locked into a move. I was tossing up between Poison Jab and Iron Head for the coverage move and the 30% flinch chance was to good to pass up. Fire Blast is pretty much my only option against Skarmory but is still powerful enough for a 2HKO unless Skarmory Roosts:
0 SpA Garchomp Fire Blast vs. 252 HP / 252 SpD Skarmory: 182-216 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
A Naive Nature was chosen because Garchomp will not be surviving even weak Ice Beams from non-STABed opponents. But with the extra EV's in HP Garchomp with survive an Ice Shard at full health from a Jolly Mamoswine w/Focus Sash (Not that you should be staying in on it anyway..) Consideration was also given to the Draco Meteor set and if someone can convince me why it might be better than the current set, I will consider the change.
Excadrill (M) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide/Rapid Spin
- Iron Head
- Shadow Claw
Excadrill is my main sweeper as long as the sand is still up. Base 130 Atk is superb so I chose the Assault Vest set over Sword Dance so that he can take some un-STABed Ice Beams and is only 3HKOed by Modest Mega Venusar's Giga Drain while possessing a fair chance to 2HKO with Earthquake and a bit of prior hazard damage:
252+ SpA Mega Venusaur Giga Drain vs. 0 HP / 4 SpD Assault Vest Excadrill: 123-145 (34 - 40.1%) -- guaranteed 3HKO
252+ Atk Excadrill Earthquake vs. 252 HP / 0 Def Mega Venusaur: 154-183 (42.3 - 50.2%) -- 34.8% chance to 2HKO after sandstorm damage
Earthquake is main STAB, Iron Head is secondary STAB and useful for taking down Fairies. Rock Slide for those pesky Flying types and for the flinch chance. Shadow Claw is fairly weak but is pretty much my only way of hurting some Psychic or Ghost types especially Gengar that can give me trouble. Rapid Spin is also an option but with the majority of my team resisting it it didn't really seem that practical. The only reason I chose Sand Rush over mold breaker is the sincere lack of speed in my team, but without Mold Breaker Rotom-W can pretty much sweep straight through my team if it weren't forGastrodon
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Earth Power/HP Grass
- Scald
- Recover
- Toxic
Gastrodon is the Pokemon that holds this team together. With it's ability Storm Drain I can Safely switch into and Water type move and then recieve a SpAtk boost from it. It is also my only real answer to Rotom-W as it can Toxi-Stall it until it dies. Earth Power and Scald are STAB and Scald has the chance to burn as well which can help my team immensely. HP Grass is to help take down Bulky Waters like Unaware Quagsire although it is fairly weak. Toxic and Recover are to help take down the things Earth Power and Scald can't touch such as Cradily, Chansey, Blissey, Vaporeon althought they will likely carry a Toxic of their own.
Being poisoned will eventually spell the end for Gastrodon and as it is one of my main Pokemon when Sand has finished and will usually be in play. Bulky Grass types give Gastrodon heaps of trouble, but none more so than Mega Venusaur and Amoongus. Immune to Poison, resists Scald and neutral to Earth Power while possessing super effective STAB and healing in Giga Drain will always be a OHKO and are therefore Gastrodon's main counters
Mamoswine (M) @ Focus Sash/Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stone Edge
Having my only form of priority move Mamoswine is essential for finishing of weakend Pokemon or for revenge killing Grass, Ground, Flying and Dragon types that aren't neutral to Ice. Mamoswine also has STAB Icicle Crash and Earthquake coming of base 130 Atk to deal out some serious damage as well with Icicle Crash having a chance to flinch slower opponents. Adamant Nature was chosen to maximise the amount of damage output that Mamoswine can do. Still not sure what Item to use as AV Scizor is a 2HKO with Bullet Punch while Choice Band is an OHKO while Mamo can do 80% damage in return so I'm still not quite sure which item would work best:
252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 0 Def Mamoswine: 260-308 (72 - 85.3%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Mamoswine: 390-458 (108 - 126.8%) -- guaranteed OHKO
252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 0 Def Scizor: 234-277 (68 - 80.5%) -- guaranteed 2HKO
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Flamethrower/Sludge Bomb
- Earth Power
Nidoking is my only other form of Special attacker/Wallbreaker and he does it nicely. With an extensive movepool that offers great coverage he can be a hard Pokemon to predict. His ability Sheer Force is amazing as it increases the power of moves that have a secondary effect by 20% and then removes the effect. So essentially a Thunderbolt that is powered up by 20% but can't paralyze anymore. This ability can help net KO's that Nidoking may miss out on without it. The other great thing about his ability is that it removes the HP recoil from the use of a Life Orb which boosts the power of the move even more. Earth Power is STAB with Ice Beam, Thunderbolt and Flamethrower rounding out the coverage. Sludge Bomb is also an option to OHKO Azumarril and hit Fairies where Iron Head can't. The only Pokemon that can safely switch into Nidoking without being hurt by its coverage would be Gastrodon or Swampert hit neutrally by Ice Beam and Earth Power, resisting Flamethrower and Sludge Bomb and being immune to Thunderbolt
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Impish Nature
- Earthquake
- Ice Fang
- Slack Off
- Stone Edge/Stealth Rock
Hippowdon is my lead pokemon to get the sand set up for mainly either Garchomp or Excadrill to sweep. Earthquake is for main STAB. Ice Fang and Stone Edge for recovery, Slack Off for reliable recovery. Skarmory has troubled me a few times as it can tank both Ice Fang's and Stone Edge's with ease and can proceed to set up hazards and then Phaze or try to KO. I was tossing up between a fully defensive, spec. defensive and bulky attacker set and ended up going with the latter. Still not completely sure which set would be the most optimal for my team. Also considered getting rid of Stone Edge or Ice Fang for Stealth Rock to secure some vital KO's but I think that it would be better suited for either of the defensive sets.
Garchomp (M) @ Garchompite
Ability: Sand Veil>Sand Force
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Earthquake
- Outrage/Dragon Claw
- Iron Head/Poison Jab
- Fire Blast
Garchomp is my Physical wallbreaker. After he has Mega Evolved his Attack stat reaches Godly heights and with that he is able to wreck almost everything that he touches. Earthquake and Outrage for STAB or Dragon Claw if I don't want to be locked into a move. I was tossing up between Poison Jab and Iron Head for the coverage move and the 30% flinch chance was to good to pass up. Fire Blast is pretty much my only option against Skarmory but is still powerful enough for a 2HKO unless Skarmory Roosts:
0 SpA Garchomp Fire Blast vs. 252 HP / 252 SpD Skarmory: 182-216 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
A Naive Nature was chosen because Garchomp will not be surviving even weak Ice Beams from non-STABed opponents. But with the extra EV's in HP Garchomp with survive an Ice Shard at full health from a Jolly Mamoswine w/Focus Sash (Not that you should be staying in on it anyway..) Consideration was also given to the Draco Meteor set and if someone can convince me why it might be better than the current set, I will consider the change.
Excadrill (M) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide/Rapid Spin
- Iron Head
- Shadow Claw
Excadrill is my main sweeper as long as the sand is still up. Base 130 Atk is superb so I chose the Assault Vest set over Sword Dance so that he can take some un-STABed Ice Beams and is only 3HKOed by Modest Mega Venusar's Giga Drain while possessing a fair chance to 2HKO with Earthquake and a bit of prior hazard damage:
252+ SpA Mega Venusaur Giga Drain vs. 0 HP / 4 SpD Assault Vest Excadrill: 123-145 (34 - 40.1%) -- guaranteed 3HKO
252+ Atk Excadrill Earthquake vs. 252 HP / 0 Def Mega Venusaur: 154-183 (42.3 - 50.2%) -- 34.8% chance to 2HKO after sandstorm damage
Earthquake is main STAB, Iron Head is secondary STAB and useful for taking down Fairies. Rock Slide for those pesky Flying types and for the flinch chance. Shadow Claw is fairly weak but is pretty much my only way of hurting some Psychic or Ghost types especially Gengar that can give me trouble. Rapid Spin is also an option but with the majority of my team resisting it it didn't really seem that practical. The only reason I chose Sand Rush over mold breaker is the sincere lack of speed in my team, but without Mold Breaker Rotom-W can pretty much sweep straight through my team if it weren't forGastrodon
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Earth Power/HP Grass
- Scald
- Recover
- Toxic
Gastrodon is the Pokemon that holds this team together. With it's ability Storm Drain I can Safely switch into and Water type move and then recieve a SpAtk boost from it. It is also my only real answer to Rotom-W as it can Toxi-Stall it until it dies. Earth Power and Scald are STAB and Scald has the chance to burn as well which can help my team immensely. HP Grass is to help take down Bulky Waters like Unaware Quagsire although it is fairly weak. Toxic and Recover are to help take down the things Earth Power and Scald can't touch such as Cradily, Chansey, Blissey, Vaporeon althought they will likely carry a Toxic of their own.
Being poisoned will eventually spell the end for Gastrodon and as it is one of my main Pokemon when Sand has finished and will usually be in play. Bulky Grass types give Gastrodon heaps of trouble, but none more so than Mega Venusaur and Amoongus. Immune to Poison, resists Scald and neutral to Earth Power while possessing super effective STAB and healing in Giga Drain will always be a OHKO and are therefore Gastrodon's main counters
Mamoswine (M) @ Focus Sash/Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stone Edge
Having my only form of priority move Mamoswine is essential for finishing of weakend Pokemon or for revenge killing Grass, Ground, Flying and Dragon types that aren't neutral to Ice. Mamoswine also has STAB Icicle Crash and Earthquake coming of base 130 Atk to deal out some serious damage as well with Icicle Crash having a chance to flinch slower opponents. Adamant Nature was chosen to maximise the amount of damage output that Mamoswine can do. Still not sure what Item to use as AV Scizor is a 2HKO with Bullet Punch while Choice Band is an OHKO while Mamo can do 80% damage in return so I'm still not quite sure which item would work best:
252+ Atk Technician Scizor Bullet Punch vs. 0 HP / 0 Def Mamoswine: 260-308 (72 - 85.3%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Mamoswine: 390-458 (108 - 126.8%) -- guaranteed OHKO
252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 0 Def Scizor: 234-277 (68 - 80.5%) -- guaranteed 2HKO
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Flamethrower/Sludge Bomb
- Earth Power
Nidoking is my only other form of Special attacker/Wallbreaker and he does it nicely. With an extensive movepool that offers great coverage he can be a hard Pokemon to predict. His ability Sheer Force is amazing as it increases the power of moves that have a secondary effect by 20% and then removes the effect. So essentially a Thunderbolt that is powered up by 20% but can't paralyze anymore. This ability can help net KO's that Nidoking may miss out on without it. The other great thing about his ability is that it removes the HP recoil from the use of a Life Orb which boosts the power of the move even more. Earth Power is STAB with Ice Beam, Thunderbolt and Flamethrower rounding out the coverage. Sludge Bomb is also an option to OHKO Azumarril and hit Fairies where Iron Head can't. The only Pokemon that can safely switch into Nidoking without being hurt by its coverage would be Gastrodon or Swampert hit neutrally by Ice Beam and Earth Power, resisting Flamethrower and Sludge Bomb and being immune to Thunderbolt
I was also thing of running a backup Sandstorm user in case Hippowdon goes down and I need the sand to complete a sweep. Any suggestions?
Also quagsire has been giving my Gastrodon trouble so I'm thinking of maybe running HP Grass on it instead of Earth Power to make sure Quagsire doesn't get in the way.
Anyway this is my Ground Monotype team. As I said feel free to leave constructive criticism and I will test every suggestion before taking it on board :P
Thanks for taking the time to read this :D
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