I believe that when extreme restraints are created, one is forced to rely on creativity alone to produce a final product. This product, therefore, is concentrated, unique creativity. This is the concept that I use when I create Pokemon teams, and for this team, I was only allowed to use mono-normal types.
A glance at the team:
The idea here is that most mono-type teams have too many weaknesses that prove to be huge defensive holes. More weaknesses means a higher likelihood that more of the opponent's Pokemon have super-effective moves, and it also means that you have to do more work figuring out how to counter against those types. With mono-normal, you're weak to fighting alone (one of the rarer types out there), and you have essentially eliminated the entire concept and strategy behind the Pokemon type system, bringing the game down to a bare basics feel.
The Details:
Miltank (COW) @ Leftovers
Ability: Scrappy
EVs: 252 HP / 252 Def / 4 Atk
Nature: Impish
- Milk Drink
- Curse
- Body Slam
- Heal Bell
COW proves herself to be quite a defensive wall after a Curse or two. After the set up, she is ready to put a huge dent in the other team with her STAB move, Body Slam. She keeps herself afloat with Milk Drink and Heal Bell, which make her even harder to KO. Scrappy allows her to hit ghost types as well. If the opposing is leading with a special attacker, simply switch out to Snorlax.
Snorlax (BEAR) @ Leftovers
Ability: Immunity
EVs: 188 HP / 104 Def / 262 Sp Def
Nature: Careful
- Curse
- Fire Punch
- Earthquake
- Selfdestruct
BEAR enters as a Special bulk, though after a Curse or two, he turns into a dual defensive bulk with a threatening Attack stat. Fire Punch and Earthquake do good all around damage until the time has come when he is about to die, then simply Selfdestruct for a guaranteed KO. If the opponent is threatening >50% damage on their first hit, go for the Selfdestruct right away. Anything <50% gives you time for at least one curse.
Regigigas (EARTH) @ Leftovers
Ability: Slow Start
EVs: 252 HP / 252 Atk / 4 Sp Def
Nature: Adament
- Substitute
- Thunder Wave
- Return
- Drain Punch
EARTH is interesting in that he is absolutely useless for the first five turns in play. His Slow Start Ability means that his otherwise amazing stats are handicapped until he has been out for five turns, at which point they return to normal and he is ready to destroy. This means that the first priority here is keeping him alive for that long, which can be done via his durable substitute (high HP), and Thunder Wave which allows for the occasional free turn, as well as out-speeding them. Once he is set up, the words, "Regigigas (EARTH) has gotten his act together" appear, which basically alert the user and the opponent that shit is about to go down. He can now use his STAB move Return to crush through essentially anything, and Drain Punch to gain back quick HP on a finishing KO. His current weakness is that he cannot hit a ghost type.
Porygon-Z (ALIEN) @ Choice Specs
Ability: Adaptability
EVs: 252 Sp Atk / 252 Speed / 4 HP
Nature: Modest
- Tri-Attack
- Dark Pulse
- Hidden Power (Fighting)
- Trick
With a special attack that is through the roof high, a powerful STAB move like Tri-Attack, and Adaptability which makes Tri-Attack even more powerfull, ALIEN is essentially a OHKO machine. His biggest problem is being out-sped, and taken out because of his low bulk. Dark Pulse and Hidden Power allow for more type coverage, while trick can lock in a staller or physical attacker with Choice Specs and render them almost useless.
Cinccino (MOUSE) @ Choice Scarf
Ability: Skill Link
EVs: 252 Atk / 252 Speed / 4 HP
Nature:
- Tail Slap
- Rock Blast
- Bullet Seed
- U-Turn
MOUSE provides the team with unbeatable speed that can take out a scarfed sweeper, and is great at taking out fighting type sweepers, especially after they use close combat to take out on of my other Pokemon. Mouse also boasts a high Attack stat and an auto 5-hit STAB move, Tail Slap. Rock Blast and Bullet Seed provide some variety, while U-Turn gives a quick escape or revenge kill.
Slaking (SLOTH) @ Choice Band
Ability: Truant
EVs: 252 Atk / 252 Speed / 4 HP
Nature: Jolly
- Return
- Earthquake
- Night Slash
- Retaliate
SLOTH, like EARTH, is another Pokemon with massive stats, but a hindering ability. Truant means that SLOTH is unable to do anything every other turn. However, the turns that he does attack on, he's almost ensured a OHKO with his crazy Speed and Attack stats, paired with a STAB move Return (or Retaliate if it's a revenge kill). I've thought about pulling retaliate for Giga Impact, which would provide even more power. Giga Impact usually has the problem of rendering the Pokemon useless for the following turn, but well... Slaking does that anyway. The problem is that with Return and Retaliate, I can put him in for one turn, and take him out the next without wasting a turn of slaking off (a Hit-and-Run). However, with Giga Impact, I am forced to stay in for the following turn to recharge, leaving him more open to damage. The best way to use SLOTH is to throw him in every now and then to get a OHKO, not leave out there taking blows every other turn.
A glance at the team:
The idea here is that most mono-type teams have too many weaknesses that prove to be huge defensive holes. More weaknesses means a higher likelihood that more of the opponent's Pokemon have super-effective moves, and it also means that you have to do more work figuring out how to counter against those types. With mono-normal, you're weak to fighting alone (one of the rarer types out there), and you have essentially eliminated the entire concept and strategy behind the Pokemon type system, bringing the game down to a bare basics feel.
The Details:
Miltank (COW) @ Leftovers
Ability: Scrappy
EVs: 252 HP / 252 Def / 4 Atk
Nature: Impish
- Milk Drink
- Curse
- Body Slam
- Heal Bell
COW proves herself to be quite a defensive wall after a Curse or two. After the set up, she is ready to put a huge dent in the other team with her STAB move, Body Slam. She keeps herself afloat with Milk Drink and Heal Bell, which make her even harder to KO. Scrappy allows her to hit ghost types as well. If the opposing is leading with a special attacker, simply switch out to Snorlax.
Snorlax (BEAR) @ Leftovers
Ability: Immunity
EVs: 188 HP / 104 Def / 262 Sp Def
Nature: Careful
- Curse
- Fire Punch
- Earthquake
- Selfdestruct
BEAR enters as a Special bulk, though after a Curse or two, he turns into a dual defensive bulk with a threatening Attack stat. Fire Punch and Earthquake do good all around damage until the time has come when he is about to die, then simply Selfdestruct for a guaranteed KO. If the opponent is threatening >50% damage on their first hit, go for the Selfdestruct right away. Anything <50% gives you time for at least one curse.
Regigigas (EARTH) @ Leftovers
Ability: Slow Start
EVs: 252 HP / 252 Atk / 4 Sp Def
Nature: Adament
- Substitute
- Thunder Wave
- Return
- Drain Punch
EARTH is interesting in that he is absolutely useless for the first five turns in play. His Slow Start Ability means that his otherwise amazing stats are handicapped until he has been out for five turns, at which point they return to normal and he is ready to destroy. This means that the first priority here is keeping him alive for that long, which can be done via his durable substitute (high HP), and Thunder Wave which allows for the occasional free turn, as well as out-speeding them. Once he is set up, the words, "Regigigas (EARTH) has gotten his act together" appear, which basically alert the user and the opponent that shit is about to go down. He can now use his STAB move Return to crush through essentially anything, and Drain Punch to gain back quick HP on a finishing KO. His current weakness is that he cannot hit a ghost type.
Porygon-Z (ALIEN) @ Choice Specs
Ability: Adaptability
EVs: 252 Sp Atk / 252 Speed / 4 HP
Nature: Modest
- Tri-Attack
- Dark Pulse
- Hidden Power (Fighting)
- Trick
With a special attack that is through the roof high, a powerful STAB move like Tri-Attack, and Adaptability which makes Tri-Attack even more powerfull, ALIEN is essentially a OHKO machine. His biggest problem is being out-sped, and taken out because of his low bulk. Dark Pulse and Hidden Power allow for more type coverage, while trick can lock in a staller or physical attacker with Choice Specs and render them almost useless.
Cinccino (MOUSE) @ Choice Scarf
Ability: Skill Link
EVs: 252 Atk / 252 Speed / 4 HP
Nature:
- Tail Slap
- Rock Blast
- Bullet Seed
- U-Turn
MOUSE provides the team with unbeatable speed that can take out a scarfed sweeper, and is great at taking out fighting type sweepers, especially after they use close combat to take out on of my other Pokemon. Mouse also boasts a high Attack stat and an auto 5-hit STAB move, Tail Slap. Rock Blast and Bullet Seed provide some variety, while U-Turn gives a quick escape or revenge kill.
Slaking (SLOTH) @ Choice Band
Ability: Truant
EVs: 252 Atk / 252 Speed / 4 HP
Nature: Jolly
- Return
- Earthquake
- Night Slash
- Retaliate
SLOTH, like EARTH, is another Pokemon with massive stats, but a hindering ability. Truant means that SLOTH is unable to do anything every other turn. However, the turns that he does attack on, he's almost ensured a OHKO with his crazy Speed and Attack stats, paired with a STAB move Return (or Retaliate if it's a revenge kill). I've thought about pulling retaliate for Giga Impact, which would provide even more power. Giga Impact usually has the problem of rendering the Pokemon useless for the following turn, but well... Slaking does that anyway. The problem is that with Return and Retaliate, I can put him in for one turn, and take him out the next without wasting a turn of slaking off (a Hit-and-Run). However, with Giga Impact, I am forced to stay in for the following turn to recharge, leaving him more open to damage. The best way to use SLOTH is to throw him in every now and then to get a OHKO, not leave out there taking blows every other turn.