Monotype Analyses Mega-thread

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I'm not all too familiar with Mega Tyranitar due to plainly using regular Tyranitar over it on Dark but:

Moveset: I would like for a few Pokemon that notably get hit by Stone Edge to be mentioned. Examples include Zard Y, Dragonite (I don't think it matters which you put Dragonite under. With Multiscale, Stone Edge and Ice Punch will still deal about the same damage). Also mention that Crunch hits several types that don't resist the move. You should mention Earthquake somewhere as an alternative. This is very important upon removing things like Heatran, Bisharp, Mega Diancie etc. Because with the set you have above, Bisharp pretty much walls you. I'd also mention something about Fire Punch as well. It can be used as a nice check to things such as Skarmory, Scizor, and Ferrothorn.

Set Details: Explain why Sand Stream is preferred as an ability. In order to get a Special Defense boost and deal passive damage to the foe along with breaking Focus Sash Pokemon. Tyranitar likes the passive damage. Tell about Tyranitarite. Having better Speed, bulk, and an Attack after Mega Evolving. I'd give a mention about what helps it survive after Mega Evolution. One example is surviving Adamant Life Orb Iron Head Bisharp.

Usage Tips: In my opinion, I'd also mention Rotom-W as a Pokemon that also likes to inflict status.

Teammates: You should mention Bisharp as well. Hoopa-U isn't the only one that can check Fairy-types for Tyranitar. I'd also mention Mandibuzz being a good partner with Mega Tyranitar. You have a Ground-type immunity and a Pokemon that can wear down other threats for Mega Tyranitar with Toxic and Mandibuzz can be your nice entry hazard remover. If you want to be an effective setup sweeper, you wouldn't want hazards to drag you down not only that but set you up to be KO'd by the opposing threat.

Overview: You really need to discuss more about Mega Tyranitar. Well, the first thing is that not all of Mega Tyranitar's stats are increased. "All around" sounds like you're referring to every stat, but it doesn't get a boost in Special Attack. Talk about how good its bulk and typing allows it to threaten certain types in the game like Fire, Ice, Flying etc. I'd also mention with the boost of of Special Defense from the Sandstream, what sort of special attacks does it survive because of that. You also need to discuss Tyranitar's flaws as well. Its terrible Speed is one flaw it has. With Mega Tyranitar having a bad Speed stat, it has to rely on a Dragon Dance or two in order to outspeed several Pokemon in the metagame. Tyranitar has a handful of resistances but handful of weaknesses in the process especially 4x weakness against Fighting-type attacks, which really hurts its chances of even trying to set up. Lacking reliable recovery really reduces Mega Tyranitar's and prone to residual damage ability to be an effective tank and limits its ability to set up.
Can do, although, I did definitely mention Sand Stream a couple times, and I did do a blurb about its low speed. Thanks Misaka!
 
I never really had much experience with Lucario but possibly Slash Close combat with Drain punch, since you are already using Swords dance plus if you want to regain HP from a move that doesnt kill. Plus you lose HP from Life Orb so i guess Drain punch is a bit useful even though lucario is some what fragile, i guess ill let someone with more experience decide on that one. Other then this is perfect, good job Eien

Unlike Mega Gallade's dedicated sweeping set, Lucario doesn't have the Speed to reliably use Drain Punch. Also, Mega Gallade actually has passable defenses, where Lucario doesn't. If Lucario gets hit by a move, it's probably just gonna fall over and faint. In this vein, Extreme Speed is great to avoid priority that might finish off Lucario. Lucario is very similar to the Mega Gallade wallbreaking SD set, where you just want it to come in and bash things when you aren't setting up the sweep. I'd feel uncomfortable recommending this, but if more people agree that it should be slashed, I'll put it up.
 
Unlike Mega Gallade's dedicated sweeping set, Lucario doesn't have the Speed to reliably use Drain Punch. Also, Mega Gallade actually has passable defenses, where Lucario doesn't. If Lucario gets hit by a move, it's probably just gonna fall over and faint. In this vein, Extreme Speed is great to avoid priority that might finish off Lucario. Lucario is very similar to the Mega Gallade wallbreaking SD set, where you just want it to come in and bash things when you aren't setting up the sweep. I'd feel uncomfortable recommending this, but if more people agree that it should be slashed, I'll put it up.
ya u have a point, its too frail anyways, i just felt like the extra HP would help sweeping a bit more but if its just ment to bash things then i think it should only run close combat
 
WIP
(Written, needs QC)

Lucario (Fighting) Overview

[Overview]
Lucario has a decent Attack stat, which when backed by the help of Swords Dance, can make it into a threatening sweeper. Lucario's access to STAB Steel-type moves makes it a niche pick to help Fighting teams handle bulky Fairy-type threats. It is blessed with high damage attacks, such as Close Combat and Iron Tail, and has the rare +2 priority in Extreme Speed. It has a passable Special Attack stat, but due to its lack of powerful special attacks, should avoid using special sets. Lucario does suffer from a very disappointing Speed stat and a lack of useful coverage, making it easy to check. Lucario also struggles with finding use against offensive teams, and will often be relegated to only being used for revenge killing instead of its main role of sweeping.
Lucario (Fighting) Life Orb Attacker

[SET]
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

#Moves
Swords Dance boosts Lucario's Attack to ridiculous heights, giving it the power to break through many walls and threaten to sweep entire teams. Close Combat is Lucario's most reliable STAB move and is the main attack it should be using. In spite of its pitiful accuracy, Iron Tail is the primary reason to use Lucario, as it is capable of OHKOing any Fairy-type outside of Azumarill and Klefki. Extreme Speed's +2 priority gives Lucario a way to avoid priority moves such as Mach Punch and deals respectable damage to unresisted foes. It may be tempting to use Bullet Punch over Extreme Speed, but its only utility is to hit Mega Diancie, as all other Fairy-types are just as easily 2HKOed by Extreme Speed.

#Set Details
Maximum Attack investment with an Adamant Nature and Life Orb gives Lucario the best chance at OHKOing physically defensive Clefable with Iron Tail. It also gives a reasonable chance for Lucario to OHKO Skarmory after Stealth Rock damage and one Swords Dance. 252 Speed EVs is used to make sure Lucario outspeeds max Speed Heatran and everything slower, as its Speed tier is already low. Lum Berry is a niche option to help Lucario soak one status move from the likes of Klefki or Mega Sableye, but the loss in power makes it almost never worth it. Similarly, Focus Sash might help Lucario guarantee a Swords Dance, but Fighting's lack of entry hazard removal and again the lack of power make it undesirable. Inner Focus is the most viable ability for Lucario, as it allows it to avoid deadly flinches from the likes of Choice Scarf Togekiss and Choice Scarf Jirachi, both of which turn from threats into setup bait.

#Usage Tips
Lucario should be used late-game to sweep through weakened teams. That being said, do not hesitate to bring it in to revenge kill with its powerful Extreme Speed. On teams with other setup sweepers, Lucario can also act as a preliminary threat to severely weaken checks for its teammates. Make sure walls such as Hippowdon and Skarmory have taken sufficient prior damage to ensure a +2 Close Combat can take them out. Lucario should be brought in safely against defensive Pokemon such as Ferrothorn and Politoed so it can set up. Don't be afraid to set up early to break through one Pokemon before saving Lucario for later, against defensive teams, Lucario will have many opportunities to Swords Dance. With the help of one Swords Dance, Lucario can act as a last resort answer to Mega Sableye and Mega Venusaur, capable of 2HKOing both with Iron Tail, but should not be relied on exclusively for these two threats.

#Team Options
Mega Gallade is a great teammate for Lucario as the threat of both sweepers pressure down their shared checks. Lucario is completely walled by Doublade, so a teammate such as Keldeo that can handle it is greatly appreciated. Keldeo is especially notable as its wallbreaking capabilities help Lucario handle checks such as Skarmory and Gyarados, while Lucario can in turn help with Clefable. Mega Medicham, in a similar vein, shatters the walls that Lucario struggles to get through and easily paves the way for Lucario's late-game sweep. Cobalion and Infernape should be used with Lucario, as they set up Stealth Rock that it needs to get some KOs. Cobalion is also able to Volt Switch into Lucario safely and Infernape has the benefit of checking both Doublade and Skarmory, which can both stop Lucario's sweep. Breloom is another notable partner, as it can help handle Slowbro, Jellicent and Hippowdon, which wall Lucario completely; Mega Diancie and Excadrill, which are resistant to Extreme Speed; and can use Spore to help give Lucario opportunities to set up.
QC:

Hi- I actually disagree with "special luke being unviable because its special attack is higher than its physical attack and has a solid, offensive movepool on the special side as well, with Aura Sphere and Flash Cannon being decent STABs. I'd add on another description for the special side and remove the "special side is lacking" part.

Remove the Lum Berry and Focus sash mention and instead emphasize on why the immediate damage of having Life Orb benefits you more.

Medicham can't shred through common walls to Lucario like Slowbro and Doublade, so you could change that to "couples Lucario with more offensive momentum".

Looks good.
 
QC:

Hi- I actually disagree with "special luke being unviable because its special attack is higher than its physical attack and has a solid, offensive movepool on the special side as well, with Aura Sphere and Flash Cannon being decent STABs. I'd add on another description for the special side and remove the "special side is lacking" part.

Remove the Lum Berry and Focus sash mention and instead emphasize on why the immediate damage of having Life Orb benefits you more.

Medicham can't shred through common walls to Lucario like Slowbro and Doublade, so you could change that to "couples Lucario with more offensive momentum".

Looks good.

Thanks, all changes made.
 
Clefable (Fairy) Overview
The combination of Clefable's decent bulk, good defensive typing in Fairy which is only weak to Steel and Poison, it's abilities and it's movepool make it incredibly versatile and able to fulfill a lot of different roles on the team. It's two abilities are Magic Guard and Unaware. Magic Guard is very nice for absorbing Toxic, Will'O'Wisp, Leech Seed etc. and coming in on hazards without taking any damage and it can even be used as an offensive tank with Life Orb as it Magic Guard prevents the recoil. Unaware on the other hand lets it check set-up sweepers and stop them from sweeping your team. As previously mentioned, Clefable's movepool is wide and there are many options for it. It has access to Stealth Rock which not many other Fairy type Pokemon do. It can be a cleric with access to Wish and Heal Bell, it has nice utility options in Encore, Knock Off and Thunder Wave and it also has very solid coverage in Thunderbolt, Ice Beam, Flamethrower, Moonblast and Calm Mind that can turn it into a very dangerous set-up sweeper that's not so easy do deal with.

Clefairy (Fairy) Calm Mind

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 176 Def / 76 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Moonblast
- Soft-Boiled

#Moves
Moonblast is the strongest Fairy type move Clefable gets. It's STAB, it's consistent and not many Pokemon resist Fairy. Calm Mind boosts Clefable's SpA and SpD which makes it very dangerous after it's done so as it can be very hard to take out. Depending on the match-up the game could already be over if Clefable gets to set-up a few Calm Minds. Thunder Wave is to cripple Pokemon, especially fast threats or set-up sweepers, it does an amazing job of supporting the Calm Mind sweep. Last but not least Soft-Boiled is there for healing up when getting weakened while setting up or using Thunder Wave.

#Set Details
Maximum HP is to make Clefable as bulky as possible as it needs to be able to take hits to fulfill it's many rolls. 76 EVs in Special Defense is for Clefable to take hits from strong special wallbreakers easier before it's able to set up a Calm Mind or use Thunder Wave such as Hydro Pump from Choice Specs Keldeo, Thunderbolt from Thundurus etc. 176 EVs in Defense combined with a Bold Nature is to allow Clefable to be really bulky on the physical side because it can already boost it's Special Defense with Calm Mind. 4 EVs in Speed is to avoid speed ties with opposing Clefable that run Thunder Wave. It's also for other base 60's in general such as Porygon2, Jellicent, Sylveon if it's not running speed, Empoleon etc.

#Usage Tips
Clefable can serve as a defensive pivot as it takes neutral hits pretty easily for the most part, but it can't switch in on very powerful attacks such as Choice Specs Keldeo, Landorus-I, Mega Swampert and other strong wallbreakers as they can all 2HKO Clefable. It can also pivot around on Pokemon that want to spread burns or poison due to it's ability Magic Guard, and those Pokemon are usually easy set-up fodders. Calm Mind should be used on Pokemon who aren't big threats to Clefable such as Sableye, Mew, Rotom etc. It should not be used on physical attackers that 2HKO Clefable as it's only able to boost it's Special Defense. Thunder Wave can be used on any Pokemon whether it's faster than you or not because it's always nice to have that chance to full paralyze the opponent but it's most useful to paralyze threats to Clefable such as Mega Venusaur and Bisharp which can help in beating them despite the disadvantage.

#Team Options
Klefki's ability to set-up Reflect and Light Screen helps support the Clefable sweep a ton. Dual Screens being up combined with Clefable's bulk is gonna allow it to Calm Mind as much as it wants as well as slow down the opponent with Thunder Wave and potentially just win the game right there. Pokemon that stop the Clefable sweep are obviously Pokemon that resist Moonblast. Notably Ferrothorn, Heatran and Empoleon which are very bulky and even a +6 Clefable can't take them on. Azumarill being a very strong physical wallbreaker can take care of Heatran and Empoleon, while Ferrothorn can be weakened by any Fire move such as Hidden Power Fire on Mega Diancie or Sylveon and Fire Blast on Togekiss.

Waiting for feedback.

Something went terribly wrong: "Clefairy (Fairy) Calm Mind"

Jokes aside:
Moves:
Slash Flamethrower with Thunder Wave at the least. Being able to hit Steel-types is nice. It also lets Clefable sorta handle Mega Scizor if needed.

Set Details:
Mention an option of max Defense EVs. I feel like you wouldn't be switching into special wallbreakers without Light Screen anyway with that spread. (If handling physical attackers is more important than Thundurus and Keldeo, max Defense. Make the prose better than that though)

Explain more in depth why you use Magic Guard instead of Unaware. It's to prevent hazards and damaging status from hurting Clefable while it comes in and out. Right now, Magic Guard is a sort of side note to the pivoting.

Maybe mention that if Flamethrower is used, Babiri Berry is an item option. Also, note that Leftovers improves Clefable's longevity and use over a long game. It might be obvious but explicitly stating this is important.

Team Options:
Whimsicott is pretty nice, as it can help make opportunities with Encore. It can also sorta handle Keldeo that don't Hydro Pump on the switch in. A Mega Scizor answer is necessary if you aren't running Flamethrower/Babiri Berry, so mention that Babiri Berry Fire Blast Togekiss is helpful? Speaking of Togekiss, I'd give it more attention than a quarter of a sentence, as defensive/stallbreaker spreads can also handle Keldeo for Clefable. I feel like Gliscor (and stallbreakers in general) also messes up Clefable, so having Sylveon as a Choice Specs wallbreaker is great for helping with that.

In general, be more explicit with reasoning. You can never explain something too much. Other than that good work.
 
Dece1t said:
Mega ttar
Dece1t
  • You need to stress how bad Mega Tyranitar is in Overview. There is a monumental opportunity cost of using this mega over Sableye and even Sharpedo, and every single one of its roles outside of DD is challenged by regular ttar.
  • One of the biggest niches Mega Ttar has over regular aside from bulk is its better speed tier for Dragon Dancing. An Adamant nature completely destroys this niche, put a Jolly nature only
  • Slash Fire Punch with Ice Punch in the last slot (move Crunch to 3rd) to hit Ferrothorn, Scizor, Bisharp and Forretress along with hitting Skarmory and Bug-types more reliably.
  • Mention Superpower as an option in moves (no slashes) as a good neutral hit vs Keldeo along with hitting Bisharp and Ferrothorn
  • EQ sucks it doesn't hit anything, +1 stone edge ohkos diancie and nearly ohkos most heatran spreads and Fire Punch and Superpower are both superior options that hit Bisharp plus other Pokemon Misaka Mikoto
Mega-Serperior-Z said:
Mega sceptile
Mega-Serperior-Z
  • Leaf Storm is mandatory on non-Substitute variants of Sceptile as its big allure is having high speed being able to fire off a big hit and switch out. It lets it OHKO a bunch of Pokemon like Landorus.
  • HP Ice is very, very redundant and should definitely not be slashed
  • The set should look something like this: Leaf Storm | Dragon Pulse | Hidden Power Fire | Earthquake / Focus Blast
    • Hidden power Fire lets it hit Ferrothorn, Scizor, Skarmory, Forretress, etc
    • Last move is dedicated to Heatran: EQ is overall the better move, hitting Heatran more reliably along with hitting Magnezone and Jirachi. FBlast hits offensive Balloon Heatran along with hitting some Steel-type Pokemon stronger than HP Fire
  • Naive is better than Hasty, it lets Sceptile take Physical priority moves better. Put in Set Details that if you use Focus Blast instead of EQ you should use Timid.
  • Move Rock Slide plus Atk investment to a mention in the moves paragraph to hit Charizard and Zapdos. Doesn't deserve a slash because it's very matchup dependent and requires a bit of atk investment
  • Name the set All-out Attacking, there can be another set with Substitute for whoever wants to make that
  • Remove Ludicolo from Team Options lol that Pokemon is garbage and shouldn't infect other analyses
  • Mention Amoonguss as a good teammate that can set Pokemon to sleep, switch into Fairy-type Pokemon that wall Sceptile
  • Mention that SpD cradily can switch into Togekiss, a Pokemon that potentially hard walls Sceptile. Mention the specific SR setters, Cradily & Ferrothorn.
  • Mention in Usage Tips that Sceptile cannot switch into Pokemon very often because of its poor defensive stats and typing. As such, it's best to bring Sceptile out to Revenge Kill.
Confluxx said:
Confluxx
  • Assuming you mean Clefable not Clefairy lol
  • Make the fourth moveslot Flamethrower / Stealth Rock / Thunder Wave, in that order.
  • Being one of the few fairy mons with flamethrower and actual bulk to survive Mega Scizor's unboosted BP, the utility it has should definitely be stressed and it should be the #1 coverage move. Stealth Rock should be used if you aren't using Stealth Rock on another Pokemon, as it is a fairly good user of it and finds many opportunities to set it.
  • Thunder Wave is imo the least useful fourth option in Monotype since the utility of the other two moves is just so much higher. It's definitely still worth a slash though since it lets you beat some types a lot easier
  • Mention Focus Blast at the very end of moves paragraph to deal with Heatran and Empoleon better
  • The EV spread is weird lol, change it to the smogon set of 172 Def 84 SpD that lets it check KyuB, Manectric, Diancie, Band Scizor and Thundurus
  • Mention a more physically defensive spread in set details
  • Mention Babiri Berry in set details as an option in combination with Flamethrower to get rid of scizor
 
Something went terribly wrong: "Clefairy (Fairy) Calm Mind"

Jokes aside:
Moves:
Slash Flamethrower with Thunder Wave at the least. Being able to hit Steel-types is nice. It also lets Clefable sorta handle Mega Scizor if needed.

Set Details:
Mention an option of max Defense EVs. I feel like you wouldn't be switching into special wallbreakers without Light Screen anyway with that spread. (If handling physical attackers is more important than Thundurus and Keldeo, max Defense. Make the prose better than that though)

Explain more in depth why you use Magic Guard instead of Unaware. It's to prevent hazards and damaging status from hurting Clefable while it comes in and out. Right now, Magic Guard is a sort of side note to the pivoting.

Maybe mention that if Flamethrower is used, Babiri Berry is an item option. Also, note that Leftovers improves Clefable's longevity and use over a long game. It might be obvious but explicitly stating this is important.

Team Options:
Whimsicott is pretty nice, as it can help make opportunities with Encore. It can also sorta handle Keldeo that don't Hydro Pump on the switch in. A Mega Scizor answer is necessary if you aren't running Flamethrower/Babiri Berry, so mention that Babiri Berry Fire Blast Togekiss is helpful? Speaking of Togekiss, I'd give it more attention than a quarter of a sentence, as defensive/stallbreaker spreads can also handle Keldeo for Clefable. I feel like Gliscor (and stallbreakers in general) also messes up Clefable, so having Sylveon as a Choice Specs wallbreaker is great for helping with that.

In general, be more explicit with reasoning. You can never explain something too much. Other than that good work.
Dece1t
  • You need to stress how bad Mega Tyranitar is in Overview. There is a monumental opportunity cost of using this mega over Sableye and even Sharpedo, and every single one of its roles outside of DD is challenged by regular ttar.
  • One of the biggest niches Mega Ttar has over regular aside from bulk is its better speed tier for Dragon Dancing. An Adamant nature completely destroys this niche, put a Jolly nature only
  • Slash Fire Punch with Ice Punch in the last slot (move Crunch to 3rd) to hit Ferrothorn, Scizor, Bisharp and Forretress along with hitting Skarmory and Bug-types more reliably.
  • Mention Superpower as an option in moves (no slashes) as a good neutral hit vs Keldeo along with hitting Bisharp and Ferrothorn
  • EQ sucks it doesn't hit anything, +1 stone edge ohkos diancie and nearly ohkos most heatran spreads and Fire Punch and Superpower are both superior options that hit Bisharp plus other Pokemon Misaka Mikoto
Mega-Serperior-Z
  • Leaf Storm is mandatory on non-Substitute variants of Sceptile as its big allure is having high speed being able to fire off a big hit and switch out. It lets it OHKO a bunch of Pokemon like Landorus.
  • HP Ice is very, very redundant and should definitely not be slashed
  • The set should look something like this: Leaf Storm | Dragon Pulse | Hidden Power Fire | Earthquake / Focus Blast
    • Hidden power Fire lets it hit Ferrothorn, Scizor, Skarmory, Forretress, etc
    • Last move is dedicated to Heatran: EQ is overall the better move, hitting Heatran more reliably along with hitting Magnezone and Jirachi. FBlast hits offensive Balloon Heatran along with hitting some Steel-type Pokemon stronger than HP Fire
  • Naive is better than Hasty, it lets Sceptile take Physical priority moves better. Put in Set Details that if you use Focus Blast instead of EQ you should use Timid.
  • Move Rock Slide plus Atk investment to a mention in the moves paragraph to hit Charizard and Zapdos. Doesn't deserve a slash because it's very matchup dependent and requires a bit of atk investment
  • Name the set All-out Attacking, there can be another set with Substitute for whoever wants to make that
  • Remove Ludicolo from Team Options lol that Pokemon is garbage and shouldn't infect other analyses
  • Mention Amoonguss as a good teammate that can set Pokemon to sleep, switch into Fairy-type Pokemon that wall Sceptile
  • Mention that SpD cradily can switch into Togekiss, a Pokemon that potentially hard walls Sceptile. Mention the specific SR setters, Cradily & Ferrothorn.
  • Mention in Usage Tips that Sceptile cannot switch into Pokemon very often because of its poor defensive stats and typing. As such, it's best to bring Sceptile out to Revenge Kill.
Confluxx
  • Assuming you mean Clefable not Clefairy lol
  • Make the fourth moveslot Flamethrower / Stealth Rock / Thunder Wave, in that order.
  • Being one of the few fairy mons with flamethrower and actual bulk to survive Mega Scizor's unboosted BP, the utility it has should definitely be stressed and it should be the #1 coverage move. Stealth Rock should be used if you aren't using Stealth Rock on another Pokemon, as it is a fairly good user of it and finds many opportunities to set it.
  • Thunder Wave is imo the least useful fourth option in Monotype since the utility of the other two moves is just so much higher. It's definitely still worth a slash though since it lets you beat some types a lot easier
  • Mention Focus Blast at the very end of moves paragraph to deal with Heatran and Empoleon better
  • The EV spread is weird lol, change it to the smogon set of 172 Def 84 SpD that lets it check KyuB, Manectric, Diancie, Band Scizor and Thundurus
  • Mention a more physically defensive spread in set details
  • Mention Babiri Berry in set details as an option in combination with Flamethrower to get rid of scizor

Yeah I did mean Clefable, my bad.

I'll edit my post soon with your suggestions, thanks for the QC lads.
 
Victini (Psychic) Overview [ready for feedback]

With a unique defensive typing, solid natural bulk, colorful movepool and access to one of the most powerful moves in the game in V-Create, it's no surprise to see that Victini finds its way onto nearly every Psychic team. Equipped with a Choice Scarf, Victini transforms into one of the best revenge killers Psychic teams have to offer, being able to check massive threats like Choice Scarf Hoopa-U and Heracross, Mega Gardevoir, Mega Charizard Y, Breloom, Volcarona and Mega Scizor. It also has a wide movepool that makes it difficult to switch in to, making it a great wallbreaker as well. Although Victini is a very good Pokemon and is near unparalleled in its role and utility, it is not perfect. V-Create's stat drops make Victini susceptible to being revenge killed or forced out, and this in combination with its Stealth Rock weak typing allows it to be worn down very quickly. And while Victini's typing does grant unique resistances to Psychic teams, it also gives Victini quite a bit of weaknesses to common attacking types like Water and Ground, giving it trouble with Pokemon that already threaten Psychic teams like Azumarill, Landorus and Excadrill.


---
btw, I'm going over all the analyses in order and since there's so many I'm trying to be straightforward and to the point to make it quicker, which might make me seem a little bit harsh. just want to say that's not my intention and you're all doing great :toast:
 
Last edited:
Done - Ready for GP

Zapdos (Flying) Overview
Due to its high HP and Special Defense stat, Zapdos can act as an excellent Specially Defensive wall for Flying-type teams. Zapdos also has a strong SpA stat, which, even when it is running a defensive set, allows it to still not be passive and deal respectable damage to its opponents. It also provides crucial hazard removal in the form of Defog, which allows it and its teammates to switch in and out more often. Due to its typing, Zapdos is able to take Electric-type attacks that would otherwise threaten Flying teams as it only takes neutral damage, it is also the only Electric/Flying-type that has access to reliable recovery, which it gets in the form of Roost. However, Zapdos's somewhat lacking Defense stat can leave it weak to many physical attackers when running a specially defensive set, so this should be taken into consideration when putting it into your team.

Done - Ready for GP

Zapdos (Flying) Specially Defensive
[SET]
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
- Discharge / Volt Switch
- Toxic / Heat Wave
- Defog
- Roost

#Moves
Discharge provides you with reliable damage, and, due to its chance of paralyzing the opponent, can give opponents second thoughts about setting up against Zapdos. Volt Switch is also an option instead of Discharge, as it provides momentum, however it should be noted that this means Zapdos has to keep switching, which can cause it take heavy damage from hazards, and this leaves Zapdos unable to paralyze opponents which can make it set-up bait. Toxic will put opponents on a timer, preventing them from stalling and often forcing switches, and helps Zapdos wear down opposing walls. Heat Wave is an option instead of Toxic as it allows Zapdos to hit Steel types such as Excadrill, or Ferrothorn, both of which can threaten Flying and will be able to switch into Zapdos if it is not running Heat Wave. Defog is crucial to Flying, and to this set. It allows Zapdos to clear Stealth Rock from its side, which is extremely important for Flying as most Flying-types are weak to Stealth Rocks. Roost is a reliable form of recovery for Zapdos, allowing it to keep switching throughout the game. It also removes Zapdos's Flying-type, which can be helpful in certain situations when facing slower Pokemon as it allows Zapdos to take certain attacks that it wouldn't normally be able to if it had its Flying-type.

#Set Details
248 HP is optimal for allowing Zapdos to switch into Stealth Rocks, as it means Zapdos has an odd HP value, so it takes a rounded down amount of damage from switching into Stealth Rocks. 16 Speed is used to allow Zapdos to outspeed Pokemon who are running 70 base Speed without a boosting nature, such as Bisharp. The rest of the EV's are put into Special Defense to allow Zapdos to take as many special hits as possible. There is also the possibility of running an alternative spread of 248 HP / 152 SpD / 108 Spe with a Calm nature, as this allows Zapdos to outspeed Pokemon that are running max Speed and a boosting nature with base 70 Speed, such as Bisharp, Cloyster, or Volcanion, and then potentially KO them before they get to attack.

#Usage Tips
Zapdos is best used as something to switch into special attackers. Its reliable recovery means it is consistently able to switch into these attacks, so you should always try and keep it at full health by making you sure you Roost as often as possible. Zapdos is able to beat many opposing walls through a combination of Toxic and Pressure, Toxic is able to put the opponent on a timer, forcing them to either sacrifice the Pokemon or switch out, whilst Pressure allows Zapdos to PP stall certain attacks. It is also important to try and make sure hazards are off the field as much as possible, as they prevent Zapdos from switching into certain attacks. This can be done by switching Zapdos in whilst the opponent sets the hazards, then using Defog immediately. Zapdos is also capable of stalling out Stealth Rock users due to Pressure, as Pressure means Defog has more PP than the opponent's Stealth Rock, so you can stay in and just keep using Defog.

#Team Options
Flying offers many great team options for Zapdos. The most common pair with Zapdos is Skarmory, as they form the "SkarmDos" core, a core which is seen on most Flying-type teams and is able to wall a majority of the metagame. The two Pokemon work together especially well as they cover each others weaknesses - Skarmory is able to take Ice- and Rock-type attacks for Zapdos, and Zapdos is able to take Electric-type attacks for Skarmory. Their stats also compliment each other, as Zapdos is a great specially defensive wall, and Skarmory is a great physically defensive wall. Zapdos is also well-paired with Togekiss, as Togekiss can use Heal Bell to get rid of Zapdos's statuses, which allow it to better perform as a wall as it can stay in longer, and has to use Roost less. As well as defensive options, Zapdos works well with offensive Pokemon. It is paired especially well with Mega Gyarados, as, due to its typing, Gyarados is able to take Ice-type attacks that would otherwise threaten Zapdos, and Zapdos is also able to remove hazards from the field to allow Gyarados to switch more freely, and it is able to wear down walls that may otherwise prevent Gyarados from sweeping. Zapdos is also a good partner for Dragonite, as it can keep hazards off the field which means Dragonite's Multiscale is kept intact, allowing it to perform better. Another Pokemon that appreciates hazard removal from Zapdos is Mega Charizard Y, which would otherwise be taking heavy damage from entry hazards. Charizard is also able to beat some Ice-types that would otherwise threaten Zapdos with their super effective attacks. Another offensive partner that works well with Zapdos is Landorus-Therian, it is a good option as alongside Zapdos's Volt Switch it can provide good momentum with U-Turn. Gliscor is also a potential partner, as it acts as a stallbreaker for Zapdos by using Taunt against opposing walls, and it also absorbs any crippling staus for Zapdos.

Done - Ready for GP


Skarmory (Flying) Overview
Skarmory can act as an excellent lead on Flying-type as it gets access to both Stealth Rock and Spikes, which allows it to hazard stack. Due to its high Defense stat, Skarmory can act as an excellent physical wall that is capable of switching into most physical attackers and beating them through its recovery in Roost. Skarmory is also able to act as hazard removal for the team, due to its access to Defog. Its typing also helps it take Rock- and Ice-type attacks as they only do neutral damage, which is extremely helpful on Flying teams. As well as Rock- and Ice-types, Skarmory's Steel-typing means it is able to switch into Fairy-types and beat them with Iron Head, most notably, it is able to switch into Mega Diancie, a massive threat to all Flying teams, and OHKO it with Iron Head. However, Skarmory is weak to Electric-type moves, which are quite commonly used for coverage, which means it requires support from its teammates to be able to take Electric attacks.

Done - Ready for GP

Skarmory (Flying) Defensive
[SET]
Skarmory @ Rocky Helmet / Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock / Spikes / Defog
- Whirlwind
- Iron Head / Brave Bird
- Roost

#Moves
Stealth Rock is the most commonly used hazard move on Skarmory as it is important to have them on every team. Spikes is an option, however it should only be used if you have Stealth Rock on another Pokemon on the team, such as Gliscor or Landorus-Therian. Defog is also an option in this slot, as it provides hazard removal support for the team, however also should only be ran if you have Stealth Rocks in other places. Whirlwind allows Skarmory to phase out set up sweepers, and when combined with Sturdy prevents lots of sweepers provided you can keep Skarmory at full health. Iron Head lands on OHKO on Mega Diancie, one of the biggest threats to Flying teams. It also deals heavy damage to Ice-types such as Mamoswine and Weavile, both of which would otherwise threaten Flying teams. Brave Bird is an option here, as it allows you to hit Mega Medicham, a huge threat to slower flying teams, however it should only be used if you have other ways of dealing with Ice-types and Mega Diancie in particular, as it leaves Skarmory unable to counter them and makes your team vulnerable to being swept. Roost is there as reliable recovery, allowing Skarmory to counter many offensive threats through recovering past their damage, and it achieves synergy with Rocky Helmet, as you can simply Roost whilst the opponent is taking damage from making contact. It also removes Skarmory's Flying-type, which can come in handy in some situations when facing slower Pokemon.

#Set Details
248 HP is used as this gives Skarmory an odd amount of HP, which means when it switches into Stealth Rock it will take a rounded down amount of damage as opposed to the full 25% if it had an even HP value. 252 Defense is used as it allows Skarmory to take many physical hits and leaves it capable of walling lots of physical threats. The rest of the EV's are put into Speed to allow Skarmory to win speed ties against other Skarmory, and other Pokemon with 70 base Speed. Rocky Helmet is the preferred item as it means Skarmory is less passive when facing physical attackers, as they will take residual damage every time they make contact. However, Leftovers is an option to increase Skarmory's longevity.

#Usage Tips
It is best to use Skarmory as a sponge for physical attacks, this means it is capable of switching into many physical threats and simply using Roost to recover its health. It is also able to prevent sweeps due to a combination of Sturdy and Whirlwind, which means it can be switched into opponents whilst they are setting up and then phase them out. As Skarmory relies on having full health to be able to activate Sturdy, it is recommended to Roost as often as possible and make sure it is at as high health as possible, as not only will it allow it to use Sturdy, it will be able to switch into more attacks. However, certain Pokemon, such as Conkeldurr, can prevent Skarmory from using Roost as if it does it risks being hit by a super effective Drain Punch, so this should be considered before using Roost against a slower opponent.

#Team Options
Skarmory has many good options for partners on Flying-type teams. Alongside Zapdos, Skarmory forms a great defensive core. Known as "SkarmDos", it is able to wall a majority of the metagame due to their type synergy; Zapdos offers an Electric-type neutrality, whilst Skarmory is able to take Ice- and Rock-type attacks for Zapdos. Zapdos is also able to take special attacks for Skarmory, which it would otherwise be threatened by due to its low Special Defense stat. Skarmory is also a good partner for lots of sweepers, as it sets up hazards which allow them to sweep more easily due to removing Focus Sash users or Sturdy, and also providing residual damage which just generally weakens the opponent's team. Due to this, it is paired well with Mega Gyarados and Dragonite, both of whom appreciate the setting of Stealth Rocks so they can sweep more easily with Dragon Dance + their respective STAB moves. Dragonite can also pair with Skarmory defensively, as its typing allows it to take certain Electric-type attacks for Skarmory. Landorus-Therian and Gliscor are both great options to pair with Skarmory, as they can run Stealth Rock which allows Skarmory to use Defog as it no longer needs to use them itself. As well as providing Stealth Rock support, Gliscor is also capable of breaking walls for Skarmory through a combination of Taunt and Toxic, which makes it an excellent partner. Togekiss is also a good option, as it provides Heal Bell support for Skarmory, granting it greater longevity and making it easier to stay at full health for Sturdy. Skarmory is also able to take Ice- and Rock-type hits for teammates, making it a good partner for Gliscor or Mega Charizard Y
 
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WIP

Zapdos Overview
Due to its high HP and Special Defense stat, Zapdos can act as an excellent Specially Defensive wall for both Electric- and Flying-type teams. Access to Defog also allows Zapdos to perform the role of hazard removal. Zapdos also has the ability of Pressure, which allows it to be an even better wall. Pressure is also useful on Zapdos, as it means Zapdos is able to PP stall a lot of moves, most notably Stealth Rock with Defog. Zapdos's typing also allows it to be an excellent wall for both types, as it provides benefits to both - its Flying-type means it is immune to Ground-type attacks on Electric teams, and its Electric-type means it take neutral damage from Electric-type attacks for Flying teams.

WIP

Zapdos (Flying) Specially Defensive
[SET]
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
- Discharge
- Toxic / Heat Wave
- Defog
- Roost

#Moves
Discharge provides you with reliable damage, and, due to its change of paralyzing the opponent, can give opponents second thoughts about setting up against Zapdos. Toxic will put opponents on a timer, preventing them from stalling and often forcing switches, and helps Zapdos wear down opposing walls. Heat Wave is an option instead of Toxic as it allows Zapdos to hit Steel types such as Excadrill, Ferrothorn, or Bisharp, all of which can threaten Flying and will be able to switch into Zapdos if it is not running Heat Wave. Defog is crucial to Flying, and to this set. It allows Zapdos to clear Stealth Rock from its side, which is extremely important for Flying as most Flying-types are weak to Stealth Rocks. Roost is a reliable form of recovery for Zapdos, allowing it to keep switching throughout the game. It also removes Zapdos's Flying-type, which can be helpful in certain situations when facing slower Pokemon as it allows Zapdos to take certain attacks that it wouldn't normally be able to if it had its Flying-type.

#Set Details
248 HP is optimal for allowing Zapdos to switch into Stealth Rocks, as it means Zapdos has an odd HP value, so it takes a rounded down amount of damage from switching into Stealth Rocks. 16 Speed is used to allow Zapdos to speed tie with Pokemon with base 60 speed, which can come in handy when trying to Roost against them as you move first and recover HP. The rest of the EV's are put into Special Defense to allow Zapdos to take as many special hits as possible.

#Usage Tips
Zapdos is best used as something to switch into special attackers. Its reliable recovery means it is consistently able to switch into these attacks, so you should always try and keep it at full health by making you sure you Roost as often as possible. It is also important to try and make sure hazards are off the field as much as possible, as they prevent Zapdos from switching into certain attacks. This can be done by switching Zapdos in whilst the opponent sets the hazards, then using Defog immediately. Zapdos is also capable of stalling out Stealth Rock users due to Pressure, as Pressure means Defog has more PP than the opponent's Stealth Rock, so you can stay in and just keep using Defog.

#Team Options
Flying offers many great team options for Zapdos. The most common pair with Zapdos is Skarmory, as they form the "SkarmDos" core, a core which is seen on most Flying-type teams and is able to wall a majority of the metagame. The two Pokemon work together especially well as they cover each others weaknesses - Skarmory is able to take Ice- and Rock-type attacks for Zapdos, and Zapdos is able to take Electric-type attacks for Skarmory. Their stats also compliment each other, as Zapdos is a great specially defensive wall, and Skarmory is a great physically defensive wall. Zapdos is also well-paired with Togekiss, as Togekiss can use Heal Bell to get rid of Zapdos's statuses, which allow it to better perform as a wall as it can stay in longer, and has to use Roost less. As well as defensive options, Zapdos works well with offensive Pokemon. It is paired especially well with Mega Gyarados, as, due to its typing, Gyarados is able to take Ice-type attacks that would otherwise threaten Zapdos, and Zapdos is also able to remove hazards from the field to allow Gyarados to switch more freely, and it is able to wear down walls that may otherwise prevent Gyarados from sweeping. Zapdos is also a good partner for Dragonite, as it can keep hazards off the field which means Dragonite's Multiscale is kept intact, allowing it to perform better.

WIP

Skarmory Overview
Skarmory can act as an excellent lead on both types as it gets access to both Stealth Rock and Spikes, which allow it to hazard stack against many teams. Its high Defense stat also means it is a capable physically defensive wall, which is also helped by its access to reliable recovery in Roost. It also has a great unique typing that better allows it to act as a wall - with a Ground immunity for Steel-type teams and taking neutral damage from Ice-type attacks for Flying teams. Its Steel typing also allows it to check Fairy types for Flying teams, specifically Diancie which is otherwise a massive threat.

WIP

Skarmory (Flying) Defensive
[SET]
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock / Spikes
- Whirlwind
- Iron Head / Brave Bird
- Roost

#Moves
Stealth Rock is the most commonly used hazard move on Skarmory as it is important to have them on every team. Spikes is an option, however it should only be used if you have Stealth Rock on another Pokemon on the team, such as Gliscor or Landorus. Whirlwind allows Skarmory to phase out set up sweepers, and when combined with Sturdy prevents lots of sweepers provided you can keep Skarmory at full health. Iron Head lands on 0HKO on Mega Diancie, one of the biggest threats to Flying teams. It also deals heavy damage to Ice-types such as Mamoswine and Weavile, both of which would otherwise threaten Flying teams. Brave Bird is an option here, however it should only be used if you have other ways of dealing with Ice-types and Mega Diancie in particular, as it leaves Skarmory unable to counter them and makes your team vulnerable to being swept. Roost is there as reliable recovery, allowing Skarmory to counter many offensive threats through recovering past their damage. It also removes Skarmory's Flying-type, which can come in handy in some situations when facing slower Pokemon.
#Set Details
248 HP is used as this gives Skarmory an odd amount of HP, which means when it switches into Stealth Rock it will take a rounded down amount of damage as opposed to the full 25% if it had an even HP value. 252 Defense is used as it allows Skarmory to take many physical hits and leaves it capable of walling lots of physical threats. The rest of the EV's are put into Speed to allow Skarmory to win speed ties against other Skarmory, and other Pokemon with 70 base Speed.

#Usage Tips
Skarmory is great to use as a lead, is it can set hazards for your team and often beat opposing leads through a combination of its recovery and attacking moves. It is best to use Skarmory as a sponge for physical attacks, this means it is capable of switching into many physical threats and simply using Roost to recover its health. It is also able to prevent sweeps due to a combination of Sturdy and Whirlwind, which means it can be switched into opponents whilst they are setting up and then phase them out. As Skarmory relies on having full health to be able to activate Sturdy, it is recommended to Roost as often as possible and make sure it is at as high health as possible, as not only will it allow it to use Sturdy, it will be able to switch into more attacks.

#Team Options
Skarmory has many good options for partners on Flying-type teams. Alongside Zapdos, Skarmory forms a great defensive core. Known as "SkarmDos", it is able to wall a majority of the metagame due to their type synergy; Zapdos offers an Electric-type neutrality, whilst Skarmory is able to take Ice- and Rock-type attacks for Zapdos. Zapdos is also able to take special attacks for Skarmory, which it would otherwise be threatened by due to its low Special Defense stat. Skarmory is also a good partner for lots of sweepers, as it sets up hazards which allow them to sweep more easily due to removing Focus Sash users or Sturdy, and also providing residual damage which just generally weakens the opponent's team. Due to this, it is paired well with Mega Gyarados and Dragonite, both of whom appreciate the setting of Stealth Rocks so they can sweep more easily with Dragon Dance + their respective STAB moves. Dragonite can also pair with Skarmory defensively, as its typing allows it to take certain Electric-type attacks for Skarmory.

Zapdos Overview
Don't mention Electric, this is a Flying analysis.
Mention that Zapdos has a bad weakness to Stealth Rock, which hinders its Defogging.
It's also easy setup bait for foes, due to its passive nature.
Mention its unspectacular physical defense that makes it unable to switch into physical attackers.

Zapdos Set
Set:
I would highly recommend a Volt Switch slash with Discharge. The move does wonders for momentum. Volt Switch also forms a core with Lando-T if you use it.
Also, I believe 252 HP is superior because it's a Leftovers number. Stealth Rock damage is meaningless compared to Leftovers/Roost healing.

Moves:
Mention Volt Switch as an alternative to Discharge.

Set Details:
Offer an alternative spread of 252 HP / 148 SpD / 108 Spe with Calm nature. This outspeeds Jolly Bisharp, Breloom, and other positive natured base 70s. Best used with the Heat Wave set.
Again, make sure to mention that 252 HP hits a Leftovers number, and thus is superior to 248 HP.
Speaking of Leftovers, mention it and say something like it improves longevity. It's always good to explicitly mention everything.

Usage Tips:
I think you should also talk about Zapdos vs. defensive Pokemon: Use Toxic when possible while avoiding their status, abuse their passive nature to get off free Defog/Roost, etc.
Mention Zapdos hates Toxic and WoW, so avoiding status is good.

Team Options:
Gliscor might deserve a mention in the defensive section as a helpful stallbreaker.
Definitely mention Mega Charizard Y, which hates entry hazards.
Landorus-T should be mentioned for potential VoltTurn core. It also has Intimidate, which is nice. Physically defensive Landorus-T in particular is amazing with Zapdos similar to Skarmory is.

Skarmory Overview
Do not mention "both types", as this is a Flying analysis.
Mention its weaknesses to special attacks.
Might mention its weakness to Electric-type, which is a pretty common coverage type.
Mention it can also support the team with Defog.

Skarmory Set
Set:
Slash Leftovers with Rocky Helmet imo. It helps with Sturdy, and helps it get out of certain 2HKO ranges. Free recovery is always nice anyway. Slash Defog with Stealth Rock/Spikes. Defog is amazing on Skarmory if you can fit Stealth Rock somewhere else.

Moves:
Mention Defog for sure. Physically defensive Skarmory with Defog is ridiculously annoying to deal with for some teams.
Random note, you said 0HKO on Mega Diancie, it should be OHKO. (I'd save this for GP but 0HKO means 0 hit KO)

Set Details:
Highly recommend mentioning SpD spreads here. Since Leftovers isn't the main set, enough SpD to guarantee living Kyurem-B Ice Beam is critical. Having more SpD to help with Life Orb Latios is nice too. I think the spread is 248 HP / 172 Def / 88 SpD Impish.
Talk about Rocky Helmet and Leftovers. Definitely need to explain why you should use one over the other. Leftovers is insane for recovery, while Rocky Helmet's damage can be very important as well.

Usage Tips:
Skarmory has a really hard time setting up Stealth Rock against most opposing leads (Infernape, Magnezone, Taunt Cobalion, Victini, etc.), I disagree that it should be used as one. Especially if it's the main check to certain setup sweepers or wallbreakers.
Mention Skarmory should be wary of mixed attackers, i.e. Garchomp, Infernape.
Skarmory should also avoid burns which prevent Sturdy from ever activating and crippling its health.

Team Options:
Specially defensive Togekiss is a fine teammate for Skarmory, as it handles a lot of problems like Keldeo and Mega Gardevoir.
I would mention defensive Landorus-T as a teammate that allows Skarmory to run Defog over Stealth Rock.
Again, Gliscor is great, as defensive Pokemon have nothing to fear from Skarmory, and Gliscor can handle those with ease.

Good work, covered most of the information! I'll like the post after changes are made.
 
Klefki (Fairy) Overview

Klefki's Prankster ability and access to Light Screen, Reflect, Thunder Wave, Spikes makes it very effective as a support/utility Pokemon. It's Fairy/Steel typing gives it two immunities being Dragon and Poison, and many resistances allowing it to switch-in to strong wallbreakers such as Weavile, Mega Gardevoir, Hoopa-Unbound, Alakazam, Meloetta and it's also a situational switch-in to Hydreigon, Kyurem-B, Tornadus-T, Gengar etc. allowing it to cripple them with Thunder Wave. Klefki should be played with carefully as it lacks offensive presence and it's stats all around are subpar without support from screens. It's access to Foul Play prevents it from being set-up fodder to physical attackers, especially Ground types who are immune to Thunder Wave.

Klefki (Fairy) Dual Screens

Klefki (M) @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Reflect
- Light Screen
- Foul Play / Spikes
#Moves
Reflect and Light Screen boost the Defense and Special Defense of the entire team allowing your other Pokemon to take advantage of that and do some serious damage to the opponent while being able to survive due to the screens. Thunder Wave is a great support option for Klefki as it cripples the opponent and slows it down, allowing other Pokemon to revenge kill it. Paralyzing set-up sweepers is especially appreciated. On the last slot Foul Play can be used to punish Pokemon trying to set-up on Klefki using Swords Dance or other moves that boost physical attack or Spikes for hazard stacking which enables your other Pokemon to clean up easier.

#Set Details
Maximum investment in HP and Defense is used to check Mega Scizor better as it's a big threat to Fairy types, the rest of the EVs go to Special Defense as Klefki doesn't need it in anything else other than it's defenses to make it as bulky as possible.

#Usage Tips
Klefki can switch-in to many things as it's typing gives it a lot of resistances and two immunities. When inside, it's main job is to set-up screens, Spikes (if it's running that) and paralyze the opponent, opening the door for it's team mates to put in some work. Generally you wanna keep Klefki alive as long as you can or as long as you need it so it can set-up screens more than once or neutralize more threats with Thunder Wave.
#Team Options
The best partners for Klefki are Pokemon that can take advantage of it's ability to set-up Dual Screens. Therefore one of the best team options is definitely Azumarill because it can use Klefki's Dual Screens as an opportunity to Belly Drum and do some massive damage to the opposing team and possibly even win the game right there. Calm Mind Clefable, Choice Specs Sylveon and Choice Scarf Togekiss are also very dangerous Pokemon under screens for wallbreaking (Sylveon), setting up and sweeping (Clefable) and flinching down the opponent (Togekiss) all while taking less damage.

Klefki Checks and Counters
thundurus.png
Thundurus as a check on Flying/Electric

Thundurus is immune to Klefki's Thunder Wave so there's not much Klefki can do to cripple Thundurus. Thundurus has access to Prankster as well as Taunt which could potentially shut down Klefki. The reason it's a check and not a counter though is because Taunt Thundurus is situational just like Klefki not having Foul Play, which is also situational. Klefki's Foul Play 3HKO's Thundurus but Thunderbolt 3HKO's Klefki even under Light Screen (that's assuming it's holding Light Clay and not Leftovers) so Thundurus kills Klefki before Klefki kill it. Klefki also needs a turn to use Light Screen so Thundurus definitely beats it 1v1 if it's the standard Klefki spread.

252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 0 SpD Klefki through Light Screen: 104-123 (32.7 - 38.6%) -- 99.5% chance to 3HKO

If it's SpD Klefki however than it can beat Thundurus 1v1 with Foul Play + Life Orb recoil.

latest
Mega Sableye as a counter on Dark/Ghost

Mega Sableye can't prevent Klefki from setting up screens but it can stop it from using Thunder Wave or setting up Spikes. Even if Klefki is running Play Rough it won't be able to beat Mega Sableye because of Will'O'Wisp. It's basically forced to switch out because burn damage is gonna wear it out and Mega Sableye can start setting up with Calm Mind.

magnezone.png
Magnezone as a counter on Steel/Electric

Magnezone is immune to Thunder Wave, resists both of Klefki's STABs if it's running them and doesn't take much from Foul Play as it is a special attacker. It also gets access to Magnet Pull which prevents Klefki from switching out and can proceed to kill it off with Thunderbolt or Flash Cannon.

garchomp.png
Garchomp as a counter on Dragon.

Garchomp is immune to Thunder Wave and can beat Klefki with Earthquake even if it wants to set-up a Reflect. If the Klefki has Magnet Rise Fire Blast will also get the job done as Klefki can't touch Garchomp.

latest
Mega Diancie as a check on Fairy/Rock.

Mega Diancie's Magic Bounce ability prevents Klefki from spreading paralysis and setting up Spikes. Even with Light Screen up Mega Diancie is still gonna be able to beat it with Earth Power or Hidden Power Fire. The reason it's listed a check is because Klefki has the potential to run Flash Cannon even if it's not commonly and there are better options over it.

galvantula.png
Galvantula as a check to Klefki on Bug.

Galvantula is immune to Thunder Wave which means Klefki can not cripple it. Thunder under Light Screen to a physically defensive Klefki does 25.7 to 30.5% which means it's a guaranteed 4HKO. If it's a specially defensive variant of Klefki it's gonna be a 5HKO at least and Foul Play from Klefki can 4HKO it with Foul Play.

252 SpA Galvantula Thunder vs. 252 HP / 0 SpD Klefki through Light Screen: 82-97 (25.7 - 30.5%) -- guaranteed 4HKO

252 SpA Galvantula Thunder vs. 252 HP / 252+ SpD Klefki through Light Screen: 58-69 (18.2 - 21.6%) -- possible 5HKO

0- Atk Klefki Foul Play vs. 0 HP / 0 Def Galvantula: 75-89 (26.6 - 31.6%) -- guaranteed 4HKO

gliscor.png
Gliscor as a counter on Ground.

Gliscor can't be touched by any of Klefki's moves and can proceed to kill it off by using Earthquake.

nidoking.png
Nidoking as a counter on Poison.

Nidoking can't be paralyzed by Klefki's Thunder Wave and can easily beat it with Earth Power.

mamoswine.png
Mamoswine as a counter on Ice.

Mamoswine being a Ground/Ice type can't be crippled by Klefki and beats it with Earthquake.

diggersby.png
Diggersby as a counter on Normal.

Diggersby is immune to Thunder Wave which means Klefki can't do much more it as it's only job is supporting the rest of the team. Diggersby can finish it off with Earthquake.

swampert.png
Swampert as a counter on Water.

Swampert among other Water/Ground types counter Klefki as they can kill it off with Earthquake and not be touched by Thunder Wave.

392.png
Infernape as a counter on Fighting.

Not much that Klefki can do to Infernape other than paralyse it. But it's gonna get beaten by Fire type attacks.

victini.png
Victini as a counter on Psychic.

Victini being part Fire type can take on Klefki even through paralysis. It's listed as a counter assuming there's no luck involved because if Victini gets paralyzed twice in a row Foul Play can 2HKO it.

Waiting for feedback.
Hi confluxx

  • In the overview, I'd probably include the fact Klefki is also a steel type and isn't weak to it, making it the probably the best steel switch in for fairy. I'd also emphasize Klefki's importance to fairy with its dual screens, since fairy is a setup oriented type and it has prankster access to two of the best setup assist
  • Under usage tips, if you're using Spikes Klefki, be crazy aware of SD Scizor because you don't have foul play meaning it's gonna roll through your entire team regardless of reflect. Emphasize the risk running Spikes has over running Foul play
  • ^Same for team options, but add if you're using spikes Klefki use flamethrower, or preferablly, fire blast Clefable as your check for CB Scizor and Reflect + Fire blast as the SD Scizor check
  • Also under team options, add Slurpuff since it also benefits heavily from dual screens since it can also Belly drum
  • Under checks/counters I'd remove Sableye because although it 'forces' it out because klefki cant touch it, sableye will also be forced out and accomplishes nothing while staying in. In return, I'd put mandibuzz as the best klefki check since it can still defog away the screens/spikes, but that's probably as good as you're gonna get vs a type like fairy vs dark. Landorus is also a good mention as a counter on flying since it also is immune to twave and can rp/cm on it or just set off an epower/sludgewave because fairy has no Lando I switchins.

Other than those everything looks great
 
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Hi confluxx

  • In the overview, I'd probably include the fact Klefki is also a steel type and isn't weak to it, making it the probably the best steel switch in for fairy. I'd also emphasize Klefki's importance to fairy with its dual screens, since fairy is a setup oriented type and it has prankster access to two of the best setup assist
  • Under usage tips, if you're using Spikes Klefki, be crazy aware of SD Scizor because you don't have foul play meaning it's gonna roll through your entire team regardless of reflect
  • ^Same for team options, but add if you're using spikes Klefki use flamethrower, or preferablly, fire blast Clefable as your check for CB Scizor and Reflect + Fire blast as the SD Scizor check
  • Also under team options, add Slurpuff since it also benefits heavily from dual screens since it can also Belly drum
  • Under checks/counters I'd remove Sableye because although it 'forces' it out because klefki cant touch it, sableye will also be forced out and accomplishes nothing while staying in. In return, I'd put mandibuzz as the best klefki check since it can still defog away the screens/spikes, but that's probably as good as you're gonna get vs a type like fairy vs dark. Landorus is also a good mention as a counter on flying since it also is immune to twave and can rp/cm on it or just set off an epower/sludgewave because fairy has no Lando I switchins.

Other than those everything looks great

I agree with all of these, I'll edit my post soon, thanks Paleo.

Also, Mega Sableye can wear down Klefki with Will'O'Wisp as Klefki doesn't have any recovery but other than that yeah, not much those two can do to each other.
 
Jellicent (Ghost) Overview
Jellicent is an amazing special wall and is almost necessary for a good ghost team. With 100 hp and 105 SpD it can sure tank plus a reliable recovery which most ghost walls lack. It can wear down Pokemon with toxic or will-o-wisp. It hardly ever gets OHKO from a special move. It has STAB scald/surf/hydro pump no other ghost type has a viable water move. It is very effective stalling Pokemon especially with cursed body which hinders scarf and specs Pokemon. It can switch in on most special attacks and can even 6-0 a whole team if used correctly. The only 2 flaws with this Pokemon is getting statuses and strong hitting physical attacks. Which can be covered with other ghost types.

Jellicent (Ghost) Special wall
Jellicent @ Leftovers
Ability: Cursed Body/Water absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acid Armor
- Recover
- Scald
- Toxic

#Moves

Recover is for recovery and to stall more. Toxic and will-O-wisp to stall Pokemon. Scald is to burn if you have will-O-wisp use surf or hydro pump. Acid Armor is to bulk up on physical attacks. Taunt is to not get set up on. Ice beam is for coverage helps with flying and Dagon matchups. Trick room is for having a trick room team.

#Set details

Max sp defence and hp with calm nature will let you tank special attacks makes it an amazing switch in option. Leftovers recovers a little hp helps to deal with hydeigon (scarf) which deals around 55% of your hp and hoopa-u sack a Pokemon to find out what set the hoopa is

#Usage tips

If there's a special move switch to it unless it's hydreigon or specs Thunderbolt/energy ball. Recover if your hp is low use toxic to stall out if your physical wall is down its a good idea to use Acid Armor. Volcanion does nothing to Jellicent. As you know hoopa-u is a big problem with ghost teams do not sack this. Make sure you don't let it get toxiced if it gets para that's good it can stall out more.

#Teammate Options

Gourgiest-super is the partner of jellicent it tanks the physical attacks and can burn physical attackers or set up leech seed so that jellicent recovers move hp if they switch. Golurk is another good option if you predict or its scarfed into Thunderbolt and can set up stealth rocks or on flying teams and dragon teams use stone edge or ice punch. Sableye-mega can bounce back status moves and is neutral to dark a good option for hoopa-u and hydreigon Gengar and Chandelure both can tank grass attacks I would not recommend always switching in chandelure can help with hoopa-u but it's a speed tie so watch out. Gengar learns dazzling gleam which helps with dark and dragon matchups.

Please put "WIP" at the top of your post so people know if they should help you or if its finished.
 
GP ready

Mega Gyarados (Flying)

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

#Moves
Dragon Dance is the main point of this set, boosting Gyarados's attack and speed. After one Dragon Dance, Gyarados is able to outspeed and sweep weakened teams. Waterfall is a reliable STAB move with a nice chance to flinch. Crunch is the other STAB move, and does huge amounts of damage to Pokemon that resist Waterfall. Taunt stops Pokemon from phasing Gyarados out, or statusing it. Substitute is weak to Whirlwind, and takes off a quarter of Gyarados's HP but allows you to set up on Pokemon with weak attacking moves. Ice Fang allows you to 1HKO most Dragon and Flying types.

#Set Details
252 attack and speed with an Adamant nature make Gyarados as fast as possible. A Jolly nature is an option if you want to outspeed Dragonite without a boost, and Scarf base 80s such as Togekiss, Hoopa-U, and Chandelurist but Gyarados is slower compared to other scarfers and appreciates the extra power.

#Usage Tips
Gyarados gets worn down easily, so avoid sending it out unnecessary. Gyarados should also take advantage of Intimidate, and its unique mega typing for easier setup. It gains new weakness's and resistances when it mega evolves, so it may be beneficial to stay in its regular form at times. Depending on what Monotype you're facing, a Flying type may be more beneficial than a Dark type or vice versa. This also forces a lot of 50/50s. One example would be Mega Diancie since it's forced to guess between Moonblast or Diamond Storm, and if it guesses incorrectly, it'll be KOed by Waterfall. Mold Breaker is also very useful. It gets past Mega Sableye's Magic Bounce, and turns it into setup fodder with Taunt. It also ignores Unaware and Sturdy.

#Team Options
Gyarados loses 25% of its HP from Stealth Rocks so having Defog support will keep it healthy. Zapdos is perfect because it takes Electric moves, and resists Fighting, Bug and Grass moves after it mega evolves. In return, Mega Gyarados resists Ice moves, and takes neutral damage from Rock attacks. Setting hazards is also very beneficial, since it turns some 2HKOs into 1HKOs. Skarmory gets Stealth Rocks, and Spikes while Landorus-T has Stealth Rocks and U-turn for momentum.

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 248 HP / 92 Def / 68 SpD / 100 Spe
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall / Crunch

#Moves
Rest keeps it healthy, and works well with Mega Gyarados's 95/109/130 base defensive stats. Sleep Talk prevents it from being setup fodder while giving Mega Gyarados a chance to setup or attack. Dragon Dance slowly increases Mega Gyarados's speed and attack, and with its bulk, it'll be able to set up multiple times. Waterfall is the only attacking move, hitting most things neutrally with a chance to flinch. Crunch can be used instead if you want to have an easier time against Psychic, but you have to mega evolve for it to be effective.

#Set Details
100 speed EVs allow Mega Gyarados to outspeed base 102s such as Garchomp after 1 boost. A Careful nature with 248 HP EVs and 68 special defense give Mega Gyarados the bulk to live Mega Charizard Y's Solar Beam after rocks, and the rest is placed into defense so it can tank physical moves better.

#Usage Tips
Gyarados's mega evolution is unique because it gets rid of its Flying typing and replaces it with Dark. This removes its weakness to Electric, and Rock moves, and in return gives it a weakness to Fighting, Bug, Fairy, and Grass which is easily covered by the Skarmory and Zapdos core. This is important because depending on the matchup you can choose to not mega evolve at all. Also keep in mind that regular Gyarados can do things Mega Gyarados can't such as walling Charizrad-Y and Keldeo. Furthermore, its bulk gives Mega Gyarados the ability to setup on weak attackers such as Rotom-W, and makes it an effective counter to most Ice Pokemon.

#Team Options
Since this is a monoattacking set, it gets walled by a lot of things. Waterfall is resisted by Grass, Water, and Dragon Pokemon so Togekiss would make an excellent teammate since it's able to beat these types. Thundurus is also able to do this well with Thunderbolt, and Hidden Power Ice. Dragonite is also an excellent teammate since it hits these types hard with Outrage. If running Crunch, you need answers to Fairy, and Dark Pokemon. Gliscor is a great choice since its able to effectively check and wall popular Pokemon from these types. Landorus-I is also a great offensive option since Sludge Wave and Focus Blast hit hard. Finally, Skarmory and Zapdos is able to cover Mega Gyarados's weakness to Fighting, Fairy, Grass, and Bug moves while Mega Gyarados covers Skarmory and Zapdos's Fire, Ice and Rock weakness.
 
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DONE

Lucario (Fighting) Nasty Plot
[SET]
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Nasty Plot
- Flash Cannon
- Aura Sphere / Vacuum Wave / Focus Blast
- Dark Pulse

#Moves
Nasty Plot is used to boost Lucario's Special Attack to help it easily sweep unprepared teams. Flash Cannon is the primary STAB of choice, as it importantlly hits Fairy-types and has a chance at OHKOing physically defensive Clefable. Aura Sphere is Lucario's reliable Fighting-type STAB move of choice. Focus Blast has much more power, but is inaccurate and generally not worth running. Dark Pulse is highly useful on Lucario to hit Psychic-types such as Slowbro and Ghost-types such as Doublade for serious damage. Vacuum Wave is an option to run in the Fighting-type STAB moveslot if priority is important for the team.

#Set Details
Maximum Speed EV investment allows Lucario to just outspeed Heatran, and OHKO it after Stealth Rock damage with Aura Sphere. A Modest nature and 252 Special Attack EV investment makes Lucario as powerful as possible, and gives Lucario the best chance at OHKOing a physically defensive Clefable. A Timid nature is also usable to outspeed certain threats such as Entei and Jolly Mamoswine. Life Orb is essential to output as much damage as possible, as Flash Cannon and Aura Sphere have unimpressive Base Power. Inner Focus is important to avoid being flinched by threats such as Choice Scarf Togekiss and Choice Scarf Jirachi, as Steadfast does not give enough Speed to outspeed them, and Justified is completely worthless for this set.

#Usage Tips
Lucario should be saved for late-game where it can sweep through weakened teams. Bluffing a physical set is also a possibility, as using a Dark Pulse on an incoming Slowbro can potentially break the Psychic team. Lucario should avoid attacking without a Nasty Plot boost, as Life Orb recoil will quickly wear it down. This is especially pertinent for sets lacking Vacuum Wave to beat slower Mach Punch users such as Breloom. Due to its huge reliance on setting up at least one Nasty Plot, Lucario should only be brought in safely against passive Pokemon it can take advantage of. Lucario carrying Vacuum Wave can serve as a revenge killer, but should be aware of its very poor damage without any boosts.

#Team Options
Lucario greatly appreciates Stealth Rock support to net KOs, so Cobalion and Infernape are perfect partners. Cobalion's access to Volt Switch is especially nice, as Lucario's lack of bulk makes it difficult to switch in normally. Choice Specs Keldeo is a great teammate, as it wears down shared checks such as Zapdos for Lucario. Mega Gallade is an interesting teammate, as Lucario and it set up on each other's checks. Mega Medicham is a fine partner that can break the special walls that hold Lucario back. Choice Scarf Heracross helps handle fast threats so Lucario can sweep late-game, and in return Lucario takes out the Fairy-types that utterly wall Heracross.
 
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Finished (Ready for QC)

togekiss.gif

Togekiss (Flying)

Overview QC 0/2
Togekiss has an important role on Flying teams as a check to Fighting, Dark, and Dragon-type teams due to it's typing letting it resist Dark and Fighting moves, while being immune to Dragon moves. Togekiss can also revenge kill threats such as Landorus and can check some set-up sweepers like Mega Gyarados as well, letting it provide great offensive utility to Flying teams. Togekiss can even function defensively due to it's resistances to common types such as Dark and Fighting, with utlity moves in Heal Bell and Thunder Wave. However, Togekiss is weak to common types such as Electric and Ice, and it is also rather weak even for an offensive Pokemon with it's low Base Power moves.

Choice Scarf QC 1/2
[SET]
Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dazzling Gleam
- Flamethrower / Aura Sphere
- Trick / Heal Bell

#Moves
Air Slash is Togekiss's main STAB move and has a great flinching chance with Serene Grace, which makes up for it's low power. Air Slash also hits Grass and Fighting-types super effectively. Dazzling Gleam is used as a secondary STAB move that hits Dark-types such as Mandibuzz and Dragon-types like Latios super effectively. Flamethrower is used to hit Steel-types such as Scizor super effectively, and has more accuracy than Fire Blast, aming it more consistent. Aura Sphere is an option over Flamethrower to hit Heatran and Tyranitar, while also OHKOing Bisharp, but it can't hit Scizor or Doublade, leaving Togekiss more easily walled. Trick is used to cripple defensive Pokemon by Tricking them a Choice Scarf. However, Heal Bell can be used to provide an offensive cleric to heal Togekiss's teammates of status; however, it is not a great move to be locked into. Roost is an option to recover HP when Togekiss's Choice Scarf is Tricked away, but it doesn't provide any coverage and should only be used with Trick. If someone wants the coverage of Aura Sphere to hit Heatran and Tyranitar while also hitting Scizor with Flamethrower, a 4 attacks set is a possibility if you drop Trick or Heal Bell.

#Set Details
Maximum Special Attack investment augments Togekiss's offensive potential, and maximum Speed investment with a Timid Nature lets Togekiss outspeed almost all of the unboosted tier bar base 145 Speed Megas like Mega Beedrill. A Modest Nature can be used for a bit more power, but it can leave Togekiss outsped by Pokemon such as Jolly Bisharp if it's Choice Scarf is Knocked Off or Tricked away. Serene Grace helps double Air Slash's flinching potential, making Togekiss a very annoying Pokemon to face if it's faster than the opposing Pokemon. A Choice Scarf is essential for Togekiss to outspeed threats like Latios and Keldeo.

#Usage Tips
Togekiss should be used as a revenge killer or as a late-game cleaner once it's checks are removed. Togekiss has a great matchup against Fighting, Dark, and Dragon teams as they rarely have a Pokemon who can take a Fairy or Flying STAB move. So, Togekiss can be used as a win condition against these types of teams. Togekiss has pretty decent natural bulk even without investment, meaning it can be switched into some weaker special attacks such as Psyshock. However, Togekiss' low physical bulk means that it shouldn't be switched into strong physical attackers such as Gyarados. Tigekiss should also avoid status as burns or poisons will wear it down quickly, and paralysis makes Togekiss very slow while also making Air Slash flinches impossible. Air Slash is pretty spammable due to it's high flinching chance, as all Pokemon hate to risk being flinched. Trick helps Togekiss with defensive teams by crippling defensive Pokemon, and most importantly against Normal teams, Tricking away an Eviolite from an Eviolite user like Chansey and potentially Tricking that Evioolite to another Pokemon that doesn't benefit from using it. While Togekiss does resist Knock Off, losing it's Choice Scarf can be devestating, so it's to be avoided.

#Team Options
Wallbreakers such as Choice Band Dragonite are good partners for Togekiss as they weaken walls that could take Togekiss's attacks easily. Volt Switch and U-Turn users such as Zapdos and Landorus-Therian can bring in Togekiss safely, allowing it to sweep safer. Since Togekiss cannot outspeed faster Choice Scarf users such as Kyurem-Black and Keldeo, checks to these Pokemon such as Skarmory or Zapdos are appreciated. Defensive pivots in general such as Zapdos and Gliscor help patch up Togekiss's weaknesses to types like Electric, Poison, and Steel. Gliscor can also absorb status for Togekiss due to it's Toxic Orb. Togekiss hates Stealth Rock, so Defog users such as Zapdos and Skarmory help to clear Stealth Rock for Togekiss. Thundurus can cripple faster Choice Scarf users with Prankster Thunder Wave, making Togekiss faster than them, and also making a nice paraflinch combination with Air Slash and Thunder Wave. Hazard users such as Gliscor and Skarmory help to chip away at the opponent's side, making it easier for Togekiss to clean.
 
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is there an index for this? it's really annoying to leaf through pages just to look for one mon
All of the accepted analyses will be posted in the Monotype Hub which you can find by clicking on this link. http://www.smogon.com/tiers/om/monotype/

Only two analyses have been put there at the moment but more will come as soon as the ones already posted get enough feedback and appropriate changes are made.
 
Dece1t
  • You need to stress how bad Mega Tyranitar is in Overview. There is a monumental opportunity cost of using this mega over Sableye and even Sharpedo, and every single one of its roles outside of DD is challenged by regular ttar.
  • One of the biggest niches Mega Ttar has over regular aside from bulk is its better speed tier for Dragon Dancing. An Adamant nature completely destroys this niche, put a Jolly nature only
  • Slash Fire Punch with Ice Punch in the last slot (move Crunch to 3rd) to hit Ferrothorn, Scizor, Bisharp and Forretress along with hitting Skarmory and Bug-types more reliably.
  • Mention Superpower as an option in moves (no slashes) as a good neutral hit vs Keldeo along with hitting Bisharp and Ferrothorn
  • EQ sucks it doesn't hit anything, +1 stone edge ohkos diancie and nearly ohkos most heatran spreads and Fire Punch and Superpower are both superior options that hit Bisharp plus other Pokemon Misaka Mikoto
Mega-Serperior-Z
  • Leaf Storm is mandatory on non-Substitute variants of Sceptile as its big allure is having high speed being able to fire off a big hit and switch out. It lets it OHKO a bunch of Pokemon like Landorus.
  • HP Ice is very, very redundant and should definitely not be slashed
  • The set should look something like this: Leaf Storm | Dragon Pulse | Hidden Power Fire | Earthquake / Focus Blast
    • Hidden power Fire lets it hit Ferrothorn, Scizor, Skarmory, Forretress, etc
    • Last move is dedicated to Heatran: EQ is overall the better move, hitting Heatran more reliably along with hitting Magnezone and Jirachi. FBlast hits offensive Balloon Heatran along with hitting some Steel-type Pokemon stronger than HP Fire
  • Naive is better than Hasty, it lets Sceptile take Physical priority moves better. Put in Set Details that if you use Focus Blast instead of EQ you should use Timid.
  • Move Rock Slide plus Atk investment to a mention in the moves paragraph to hit Charizard and Zapdos. Doesn't deserve a slash because it's very matchup dependent and requires a bit of atk investment
  • Name the set All-out Attacking, there can be another set with Substitute for whoever wants to make that
  • Remove Ludicolo from Team Options lol that Pokemon is garbage and shouldn't infect other analyses
  • Mention Amoonguss as a good teammate that can set Pokemon to sleep, switch into Fairy-type Pokemon that wall Sceptile
  • Mention that SpD cradily can switch into Togekiss, a Pokemon that potentially hard walls Sceptile. Mention the specific SR setters, Cradily & Ferrothorn.
  • Mention in Usage Tips that Sceptile cannot switch into Pokemon very often because of its poor defensive stats and typing. As such, it's best to bring Sceptile out to Revenge Kill.
Confluxx
  • Assuming you mean Clefable not Clefairy lol
  • Make the fourth moveslot Flamethrower / Stealth Rock / Thunder Wave, in that order.
  • Being one of the few fairy mons with flamethrower and actual bulk to survive Mega Scizor's unboosted BP, the utility it has should definitely be stressed and it should be the #1 coverage move. Stealth Rock should be used if you aren't using Stealth Rock on another Pokemon, as it is a fairly good user of it and finds many opportunities to set it.
  • Thunder Wave is imo the least useful fourth option in Monotype since the utility of the other two moves is just so much higher. It's definitely still worth a slash though since it lets you beat some types a lot easier
  • Mention Focus Blast at the very end of moves paragraph to deal with Heatran and Empoleon better
  • The EV spread is weird lol, change it to the smogon set of 172 Def 84 SpD that lets it check KyuB, Manectric, Diancie, Band Scizor and Thundurus
  • Mention a more physically defensive spread in set details
  • Mention Babiri Berry in set details as an option in combination with Flamethrower to get rid of scizor
Thanks Falls for the pointers, only thing I'm gonna dispute is the 1st one. Yea Mega Sab is arguably the best option for a mega on Dark, but, Mega Ttar is A rank, why would I want to stress how bad it is? I'd actually defend that its pretty good especially since not only is it insanely powerful and versatile, but it is also a better Bug check than regular Ttar. The rest though, I 100% agree with, I'll edit my post when I get a free moment to!
 
WIP (and placeholder)

Mega Gyarados (Flying)

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

#Moves
Dragon Dance is the main point of this set, boosting Gyarados's attack and speed. After one Dragon Dance, Gyarados is able to outspeed and sweep weakened teams. Waterfall is a reliable STAB move with a nice chance to flinch. Crunch is the other STAB move, and does huge amounts of damage to Pokemon that resist Waterfall. Taunt stops Pokemon from phasing Gyarados out, or statusing it. Substitute is weak to Whirlwind, and takes off a quarter of Gyarados's HP but allows you to set up on Pokemon with weak attacking moves. Ice Fang allows you to 1HKO most Dragon and Flying types.

#Set Details
252 attack and speed with an Adamant nature make Gyarados as fast as possible. A Jolly nature is an option if you want to outspeed Dragonite without a boost but Gyarados is slower compared to other scarfers and appreciates the extra power.

#Usage Tips
Gyarados gets worn down easily, so avoid sending it out unnecessary. Gyarados should also take advantage of Intimidate, and its unique mega typing for easier setup. It gains new weakness's and resistances when it mega evolves, so it may be beneficial to stay in its regular form at times. Depending on what Monotype you're facing, a Flying type may be more beneficial than a Dark type or vice versa. This also forces a lot of 50/50s. One example would be Mega Diancie since it's forced to guess between Moonblast or Diamond Storm, and if it guesses incorrectly, it'll be KOed by Waterfall. Mold Breaker is also very useful. It gets past Mega Sableye's Magic Bounce, and turns it into setup fodder with Taunt. It also ignores Unaware and Sturdy.

#Team Options
Gyarados loses 25% of its HP from Stealth Rocks so having Defog support will keep it healthy. Zapdos is perfect because it takes Electric moves, and resists Fighting, Bug and Grass moves after it mega evolves. In return, Mega Gyarados resists Ice moves, and takes neutral damage from Rock attacks. Setting hazards is also very beneficial, since it turns some 2HKOs into 1HKOs. Skarmory gets Stealth Rocks, and Spikes while Landorus-T has Stealth Rocks and U-turn for momentum.

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 248 HP / 92 Def / 68 SpD / 100 Spe
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall

#Moves


#Set Details


#Usage Tips


#Team Options

Checks and Counters



[QC]

Nothing too too big here but I'd defo at the very least have jolly slashed on with the offensive gyara set. the speed tier that jolly gyara hits has been getting increasingly important with a good chuck of base 80 scarfers that are pretty common in mono (toge, hoopa, chandy to name some) and I personally think jolly should be slashed first over adamant but if you just have it slashed after ada then it shouldn't be too big of a deal either.

--

Potentially slash crunch after waterfall on the resttalk set as well? Crunch definitly has it's benefits on a resttalk set and a slight mention for it seems worthy.

Edit: Tagging Eien to make sure he see's it

WIP
(Written, needs QC)

Lucario (Fighting) Nasty Plot
[SET]
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Flash Cannon
- Aura Sphere / Focus Blast
- Dark Pulse / Vacuum Wave

#Moves
Nasty Plot is used to boost Lucario's Special Attack to help it easily sweep unprepared teams. Flash Cannon is the primary STAB of choice, as it importantlly hits Fairy-types and has a chance at OHKOing physically defensive Clefable. Aura Sphere is Lucario's reliable Fighting-type STAB move of choice. Focus Blast has much more power, but is inaccurate and generally not worth running. Dark Pulse is highly useful on Lucario to hit Psychic-types such as Slowbro and Ghost-types such as Doublade for serious damage. Vacuum Wave is an option to run over Dark Pulse if priority is more important than hitting these common threats.

#Set Details
Maximum Speed EV investment allows Lucario to just outspeed Heatran, and OHKO it after Stealth Rock damage with Aura Sphere. A Modest nature and 252 Special Attack EV investment makes Lucario as powerful as possible, and gives Lucario the best chance at OHKOing a physically defensive Clefable. Life Orb is essential to output as much damage as possible, as Flash Cannon and Aura Sphere have unimpressive Base Power. Inner Focus is important to avoid being flinched by threats such as Choice Scarf Togekiss and Choice Scarf Jirachi, as Steadfast does not give enough Speed to outspeed them, and Justified is completely worthless for this set.

#Usage Tips
Lucario should be saved for late-game where it can sweep through weakened teams. Bluffing a physical set is also a possibility, as using a Dark Pulse on an incoming Slowbro can potentially break the Psychic team. Lucario should avoid attacking without a Nasty Plot boost, as Life Orb recoil will quickly wear it down. This is especially pertinent for sets lacking Vacuum Wave to beat slower Mach Punch users such as Breloom. Due to its huge reliance on setting up at least one Nasty Plot, Lucario should only be brought in safely against passive Pokemon it can take advantage of. Lucario carrying Vacuum Wave can serve as a revenge killer, but should be aware of its very poor damage without any boosts.

#Team Options
Lucario greatly appreciates Stealth Rock support to net KOs, so Cobalion and Infernape are perfect partners. Cobalion's access to Volt Switch is especially nice, as Lucario's lack of bulk makes it difficult to switch in normally. Choice Specs Keldeo is a great teammate, as it wears down shared checks such as Zapdos for Lucario. Mega Gallade is an interesting teammate, as Lucario and it set up on each other's checks. Mega Medicham is a fine partner that can break the special walls that hold Lucario back. Choice Scarf Heracross helps handle fast threats so Lucario can sweep late-game, and in return Lucario takes out the Fairy-types that utterly wall Heracross.


[QC]

  • Timid on NP luc is important enough to merit it a slash after modest. there are a decent chuck of mons would outspeed you without timid (hoopa, toge, entei, diggersby just off the top of my head) that are pretty important and common threats to cover in mono. I think being able to outpace those threats for sure merits timid being slashed on with modest as a nature.
  • Instead of slashing v wave over dark pulse, I'd go with a double slash after aura sphere (aura sphere / vaccum wave / focus blast) because dark pulse is an absolute necessity on an NP set and the only room you'd find for v wave would be over aura as aura isn't as necessary as dark pulse is on an NP set. the trade in power for priority can work in some instances but yeah, you 100% need dark pulse imo.
 
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