Resource Monotype OM Mega-Thread

#1

Approved by Eien and Acast / Co-hosted with Moosical
Welcome to the Monotype OM Mega-thread, a project to support and develop resources for the various Mono OMs!

"Mono OMs" are sub-metagames formed by combining Monotype, and it's restrictions, with those of other formats. These formats range from Other Metagames (such as Almost Any Ability) to standard tiers like Little Cup and Ubers. They are fun to build teams for, interesting to battle with, and entertaining to spectate. Most importantly, Mono OMs are a refreshing respite from the standard Monotype metagame. Because they are merely fragments of existing metagames, there are no ladders or official rankings / resources for Mono OMs, so matches are limited to personal challenges and room tournaments.

This project serves to support and cultivate these sub-formats by providing helpful resources, a platform for discussion, and a source of structure for Mono OMs and their playerbase

Resources that we're hoping to develop for these formats using contributions from the community include Sample teams, Creative and Effective sets, Threatlists, and Good Cores. These resources will be compiled in the following post of this OP, organized by format. Discussion is encouraged and will go a long way towards generating interest for and improving these sub-metas:

The Mono OMs this project currently supports include:
- - -​
 
Last edited:
#2
What is AAA?
AAA plays just like standard OU with a simple twist - your Pokemon can swap out their normal abilities for almost any ability of your choosing!
Cool, so what is "Mono AAA"?
Simple, Mono AAA is exactly as it sounds, it is a combination of AAA and Monotype, where teams can utilize new abilities and must share a type.

General Rules, Mechanics and Usage Tips
  • Not all abilities are usable in AAA. See the full banlist here.
  • Mono AAA follows standard OU Clauses, as well as the Ability Clause, which limits teams to 2 of the same ability.
  • Because this is Monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard little cup team!
  • For more information about AAA in general, as well as resources such as threatlists and a set VR, check the AAA thread!
Mono AAA adheres to both the existing AAA banlist and the Standard Monotype Banlist, with the following additional bans and unbans:

Additional Bans:
Unbanned Pokemon:
  • Tinted Lens and Adaptability are strong on almost any offensive Pokemon, while Sheer Force, Tough Claws, and Download are excellent on others.
  • -ate abilities such as Refrigerate, Aerilate, Galvanize, and Pixilate can be very potent on pokemon to provide strong STABs or additional coverage.
  • Poison Heal, Magic Bounce, Regenerator and Unaware are excellent abilities for almost any defensive Pokemon.
  • Abilities that grant immunities to certain types, such as Flash Fire, Volt Absorb / Lightningrod, Levitate, and Storm Drain / Water Absorb, are extremely effective on Pokemon weak to such types.
  • To counter the above abilities, Mold Breaker is an excellent ability, especially on Pokemon with broad offensive capacity to make use of bypassing these immunities or using status moves through magic bounce.
  • Weather can be a very powerful tool for teams to build around, abusing improved weather setters and Chlorophyll, Sand Rush, or Swift Swim Sweepers.
  • Desolate Land and Primordial Sea, while not providing persistent weather for teammates to abuse, are both very strong abilities for both offensive and defensive Pokemon, granting an immunity that cannot by bypassed by Mold Breaker while also boosting certain attacks and overwriting opposing weather.
  • For more information about AAA in general, as well as resources such as threatlists and a set VR, check the AAA thread!

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Flash Cannon / Aura Sphere
- Volt Switch
- Ice Beam

Tapu Lele @ Choice Specs
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Thunderbolt

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind / Nature's Madness
- Defog
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD -or- 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge / Toxic

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power



Porygon 2 @ Eviolite
Ability: Stamina
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Foul Play
- Toxic
- Ice Beam

Leveinard (Chansey) @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Stealth Rock

Ronflex (Snorlax) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 24 Def / 236 SpD
Careful Nature
- Protect
- Curse
- Facade
- Crunch

Guerriaigle (Braviary) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Draïeul (Drampa) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Flamethrower
- Nature Power

Meloetta @ Life Orb
Ability: Sheer Force
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Energy Ball
- Thunderbolt

(Contributed by Tyke based on Lax's post here / Banner by Moosical)
 
Last edited:
#3


What is monotype little cup? It's a fun and unique metagame where you get to use baby Pokemon! Little cup is a format where everyone Pokemon on your team needs to be the first evolution in their line, and they'll be battling at level 5. Additionally, because this is monotype every Pokemon on your team must share the same type. This introduces the fun challenge of building a team with severely limited Pokemon choices, while trying to cover as many things as possible. On top of this, a fair amount of mechanics and playstyle work differently than they do in other tiers, so be sure to check out the tips!
General Rules, Mechanics and Usage Tips
  • Every Pokemon must be set to level 5, be the first evolution in a line of evolutions, and all must share the same type.
  • The most useful items are eviolite, and berry juice. Other useful items include choice scarf, life orb, and z-crystals in specific situations.
  • Knock off is hands down the most threatening move in little cup, removing an opponent's eviolite or berry juice severely hampers their Pokemon's defenses or ability to heal respectively.
  • Hazards such as stealth rock and spikes are extremely important for ruining certain strategies such as berry juice + sturdy on top of regular hazard benefits.
  • EVs work differently in little cup than in a standard tier. You cannot get away with running 252/252 evs for your two most important stats. Make sure to use the sliders in the teambuilder to maximize your EVs.
  • Speed tiers are very narrow in little cup, be sure to check out the LC speed tiers when building your team and determining threats to your team.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard little cup team!
  • For more information about little cup in general, be sure to visit their forums here on smogon.
Council
None at the moment.

Banlist
Monotype little cup follows the standard LC Banlist with the following unbans:
Vulpix,
Gothita,
Misdreavus.

  • Shell smash sweepers such as shellder, tirtouga, dwebble, and omanyte.
  • Aurora veil vulpix-a in addition to slush rush abusers such as cubchoo and sandshrew-a.
  • Knock off in general.
  • Choice scarf sweepers such as moxie scraggy.
  • Priority such as fake out, mach punch, sucker punch, and extreme speed/quick attack.
  • Weak armor users such as vullaby, dwebble, and omanyte.
  • Sturdy + berry juice combo.
S Rank
Anorith
Dwebble

A Rank
Dewpider
Joltik
Larvesta

B Rank
Surskit
Venipede
Venonat

C Rank
Karrablast
Pineco
Sewaddle
Spinarak
S Rank
Pawniard
Scraggy
Vullaby

A Rank
Carvanha
Grimer-Alola
Houndour
Stunky

B Rank
Meowth-Alola
Sandile

C Rank
Deino
Inkay
Purrloin
S Rank
Tyrunt

A Rank
Axew
Dratini
Gible
Noibat

B Rank
Deino
Goomy

C Rank
Bagon
Jangmo-o
S Rank
Chinchou
Geodude-Alola
Magnemite

A Rank
Elekid
Joltik

B Rank
Helioptile
Voltorb

C Rank
Blitzle
Shinx
S Rank
Cottonee
Snubbul
Spritzee

A Rank
Azurill
Mime Jr.

B Rank
Ralts

C Rank
Flabebe

Morelull
S Rank
Mienfoo
Scraggy
Timburr

A Rank
Croagunk
Riolu

B Rank
Pancham
Stufful

C Rank
Machop
Mankey
S Rank
Larvesta
Ponyta
Vulpix

A Rank
Houndour
Magby

B Rank
Charmander
Chimchar
Growlithe
Numel
Salandit
Torchic

C Rank
Cyndaquil
Fennekin
S Rank
Archen
Vullaby

A Rank
Doduo
Taillow

B Rank
Natu
Noibat
Pikipek
Rufflet
Wingull

C Rank
Fletchling
Mantyke
Woobat
S Rank
Gastly
Misdreavus
Pumpkaboo

A Rank
Frillish
Golett
Honedge

B Rank
Phantump

C Rank
Duskull
Litwick
S Rank
Ferroseed
Foongus

A Rank
Cottonee
Lileep
Snivy
Pumpkaboo

B Rank
Bellsprout
Bulbasaur
Deerling
Exeggcute
Sewaddle

C Rank
Snover
Treecko
S Rank
Drilbur
Hippopotas

A Rank
Diglett
Mudbray
Sandshrew
Wooper

B Rank
Numel
Onix
Sandile
Swinub

C Rank
Gible
Golett
S Rank
Cubchoo
Swinub
Vulpix-Alola

A Rank
Amaura
Sandshrew-Alola
Smoochum

B Rank
Bergmite
Snover

C Rank
Snorunt
Spheal
S Rank
Munchlax
Taillow

A Rank
Doduo
Stufful
Zigzagoon

B Rank
Aipom
Bunnelby
Deerling
Helioptile
Meowth
Pikipek
Rufflet

C Rank
Eevee
Lickitung
Litleo
Minccino
Rattata-A
S Rank
Foongus
Gastly

A Rank
Croagunk
Grimer-Alola
Skrelp
Stunky

B Rank
Koffing
Mareanie
Tentacool
Venipede

C Rank
Bellsprout
Salandit
Spinarak
Venonat
S Rank
Abra

A Rank
Bronzor
Gothita
Inkay
Natu

B Rank
Exeggcute
Mime Jr
Slowpoke
Smoochum

C Rank
Baltoy
Solosis
Woobat
Wynaut
S Rank
Archen
Dwebble

A Rank
Amaura
Anorith
Lileep
Tirtouga
Tyrunt

B Rank
Cranidos
Geodude-Alola
Omanyte
Onix

C Rank
Aron
Binacle
Kabuto
Larvitar
S Rank
Ferroseed
Magnemite
Pawniard

A Rank
Bronzor
Diglett-Alola
Honedge

B Rank
Aron

C Rank
Sandshrew-Alola
Shieldon
S Rank
Chinchou
Shellder
Tirtouga

A Rank
Carvanha
Staryu
Surskit

B Rank
Corphish
Frillish
Froakie
Omanyte
Poliwag
Skrelp
Tentacool

C Rank
Clamperl
Clauncher
Kabuto
Mareanie
Slowpoke
Wingull

Snivy @ Choice Scarf
Ability: Contrary
Level: 5
EVs: 92 HP / 240 SpA / 176 Spe
Timid Nature
- Leaf Storm
- Energy Ball
- Knock Off
- Hidden Power [Fire]

Ferroseed @ Eviolite
Ability: Iron Barbs
Level: 5
EVs: 56 HP / 36 Atk / 188 Def / 228 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Spikes
- Stealth Rock
- Thunder Wave

Lileep @ Eviolite
Ability: Suction Cups
Level: 5
EVs: 28 HP / 28 Atk / 220 Def / 220 SpD / 12 Spe
Careful Nature
- Curse
- Earthquake
- Rock Slide
- Recover

Pumpkaboo-Small @ Ghostium Z
Ability: Frisk
Level: 5
EVs: 164 HP / 36 Def / 164 SpA / 76 SpD / 68 Spe
Modest Nature
IVs: 0 Atk
- Trick-or-Treat
- Giga Drain
- Shadow Ball
- Fire Blast

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 32 Def / 240 SpA / 236 SpD
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Cottonee @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 196 Def / 60 SpA / 196 SpD
Bold Nature
- Dazzling Gleam
- Encore
- Knock Off
- Stun Spore


Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Stealth Rock
- Knock Off

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 196 HP / 236 SpD / 36 Spe
Calm Nature
- Nasty Plot
- Air Slash
- Roost
- Iron Defense

Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 36 Atk / 196 SpA / 236 Spe
Hasty Nature
- Nasty Plot
- Flamethrower
- Dark Pulse
- Sucker Punch

Stunky @ Eviolite
Ability: Stench
Level: 5
EVs: 12 HP / 188 SpA / 244 Spe
Rash Nature
- Sludge Bomb
- Sucker Punch
- Defog
- Fire Blast

Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 236 Atk / 36 SpD / 212 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Dragon Dance
- High Jump Kick

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 36 Atk / 236 SpA / 236 Spe
Mild Nature
- Hydro Pump
- Destiny Bond
- Crunch
- Protect


(Post and Banner contributed by Moosical)
 
Last edited:
#4

Welcome to Mono Ubers, the tier of legends! In this tier, all pokemon, with the exception of Mega-Rayquaza, are usable. The teambuilding challenges that arise from trying to manage these threats make Ubers a very interesting tier, even more so in the context of monotype.

General Rules, Mechanics and Usage Tips
  • Arceus is available to every Monotype. With the exception of Arceus-Normal, Arceus forms must carry either their type's respective plate or respective Z-Stone.
  • Adhering to Mono's Same Type Clause, Ultra Necrozma is not available to Steel or Ghost, despite the Dusk Mane and Dawn Wings forms having those typings.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard ubers team!
  • For more information about ubers in general, be sure to visit their forums here on smogon.
Banlist
Monotype Ubers follows the existing Ubers Banlist and Clauses with the additional ban of Marshadow.
- Wallbreakers are common and potent; some threats to be wary of include Choice Band / Life Orb Ho-oh, Specs Lunala, Band Zekrom, Deoxys-Attack, and more.

- Defensive Set Up is a huge concern in ubers, so make sure you have appropiate responses. Calm Mind Arceus (multiple formes), Coil Zygarde-Complete, and Calm Mind Kyogre-Primal are just some examples of dangerous wincons in the tier.

- Offensive Set Up is also quite potent, the more dangerous of which include Swords Dance Rayquaza, Swords Dance Arceus-Ghost (and other forms), Mega-Salamence, SD Blaziken, PuP Mega Kangaskhan, Geomancy Xerneas and many others.

- Ghost Monotypes are extremely threatening in Ubers, where they can run effective Offensive builds that abuse threats such as Lunala, Mega-Gengar, and Z-Shadow Force Arceus Ghost.

- Psychic is another extremely potent type, with access to Tapu Lele and Terrain Extender to make sweepers such as Scarf Lunala, Deoxys-Attack, and Mewtwo very very dangerous.

- Xerneas is a tremendous threat to any Monotype, abusing both Geomancy and Z-Geomancy sets to sweep teams that lack dedicated checks.

For more information about ubers in general, be sure to visit their forums here on smogon.
- The Excadrill
Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Taunt
- Nature's Madness

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Focus Blast
- Ice Beam

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Ice Beam
- Superpower
- Thunderbolt

Arceus-Psychic @ Mind Plate
Ability: Multitype
EVs: 252 HP / 64 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Stealth Rock
- Defog

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 112 Atk / 144 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt / Bulk Up
- Zen Headbutt / Earthquake
- Ice Punch

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
- Roost
- Whirlwind
- Toxic
- Ice Beam

- iLlama
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment / Ice Beam
- Defog
- Toxic
- Recover

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Calm Mind
- Ice Beam
- Thunder

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

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic / Toxic Spikes
- Haze
- Recover

- iLlama
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Toxic / Tailwind / Earthquake
- Double-Edge / Stone Edge

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 224 HP / 136 Atk / 72 SpD / 76 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Recover
- Toxic / Hidden Power Ice / Substitute

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Oblivion Wing
- Taunt / Focus Blast

Rayquaza @ Choice Scarf
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Extreme Speed
- Dragon Ascent
- Draco Meteor
- V-create

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge / Return
- Roost
- Earthquake

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Healing Wish

- iLlama
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 72 HP / 252 SpA / 100 SpD / 84 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Play Rough
- Fire Fang
- Sucker Punch

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Flamethrower

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Calm Mind
- Recover

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Taunt
- Nature's Madness

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

(Contributed by The Excadrill and Tyke / Banner by The Excadrill)
 
Last edited:
#5
What is monotype doubles?
It's exactly what it sounds like: Monotype in the doubles format. This is a very fast moving meta that features a ton of un-bans compared to regular monotype. Different strategies and mind sets are needed to succeed in this meta!
General Rules, Mechanics and Usage Tips
  • Doubles follows a very different banlist from standard monotype, be sure to check it out.
  • Due to the nature of how fast battles tend to move, strategies such as weather abuse, trick room, and tailwind are viable.
  • Moves such as protect, and wide guard have tons of use in protecting your Pokemon while eliminating opposing threats. Fake out also has tons of use in preventing an opponent from attacking. Accurate protect predictions will win you games!
  • Spread moves such as Rock Slide, Heat Wave, and Muddy Water are extremely valuable in hitting both of your opponent's Pokemon, especially when they're all sharing the same type such as in monotype.
  • Intimidate is also very valuable as you're lowering both opposing Pokemon's attack stat.
  • Moves that re-direct attacks, such as Follow Me and Rage Powder, are effective in protecting their partner from non-spread moves.
  • For more general information on doubles, check out their forums!
Council
None at the moment.

Monotype doubles follows the standard Doubles BL with the following additions:
  • Terrain Extender
  • Smooth Rock
  • Damp Rock
- Weather and Terrain: As in both Monotype and Doubles, weather and terrain are both insanely powerful tools for a large number of types in the metagame, especially Fire, Ground, Electric, Psychic, and Water. Teams utilizing these effects are extremely common as well, so building for them is vital.

- Trick Room and Tailwind: Both are dangerous moves that can make the momentum of a match completely one-sided. Messing with standard speed tiers and taking advantage of turns earned through Protect, Follow Me, and Fake Out to set up sweeps for dangerous threats makes this strategy incredibly potent and effective.

- Hyper Offensive Psychic: This archetype is extremely threatening in Mono Doubles, as Tapu Lele, Hoopa-U, Deoxys-A, and Mega Metagross are all legal options for team slots.

- Protect: Extremely common and effective at wasting turns for field effects, Protect should be used on most non-choice locked Pokemon. It also acts as a way to scout movesets, preserve your offense until a threat is dispatched, or keep certain Pokemon healthy in order to gain a switch advantage.

- Spread Damage Moves: Moves like Dazzling Gleam, Earthquake, Rock Slide, and Surf that can hit both opposing Pokemon are fairly common as they are an effective means of having greater damage output. Wide Guard is an easy fix on any team that doesn't want to take spread damage as it negates the attack entirely.

- Z Moves: Activating a Z move can change the momentum in a match very quickly whether it's an attack like Bloom Doom, which goes through Protect, or a setup move like Conversion, these moves must be accounted for when in battle.
Kecleon @ Life Orb
Ability: Protean
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Sucker Punch
- Shadow Sneak
- Drain Punch

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Foul Play
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Boomburst
- Fire Blast
- Extrasensory
- Ice Beam

Bewear @ Life Orb
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Rock Slide
- Wide Guard

Oranguru @ Mental Herb
Ability: Telepathy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 2 Spe
- Trick Room
- Psychic
- Instruct
- Protect

Drampa @ Life Orb
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dragon Pulse
- Extrasensory
- Fire Blast
- Protect
Sylveon @ Life Orb
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Gardevoir @ Life Orb
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Focus Blast
- Psyshock
- Psychic

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Rock Slide

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Trick Room
- Diamond Storm
- Helping Hand
- Skill Swap

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Play Rough
- Knock Off
- Superpower
- Waterfall

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Slowbro @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Scald
- Flamethrower

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Muddy Water
- Aura Sphere

Golisopod @ Life Orb
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- First Impression
- Rock Slide
- Sucker Punch

Slowking @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Power Gem
- Psyshock
- Surf

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Superpower
- Rock Slide

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Earth Power
- Sludge Bomb
Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Quick Guard
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Ice Beam
- Giga Drain

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Ice Beam
- Draco Meteor
- Protect

Seismitoad @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Muddy Water
- Earth Power
- Grass Knot

Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Encore
- Icy Wind
- Protect
- Scald

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Trick
- Hydro Pump


(Post contributed by Moosical and iLlama / Banner by Moosical)
 
Last edited:
#6
What is CAPmono? It's a small OM based on the Create-A-Pokemon Project, which adds 23 new pokemon to the existing Monotype Metagame! These new additions offer unique typings, abilities, and offensive and defensive utility that many Mono teams otherwise don't have, opening up a lot of interesting teambuilding possibilities.

Beyond these new inclusions, the meta operates the same: there are no mechanical changes, outside of a few new abilities exclusive to CAP pokemon.

Banlist
CAPMono follows the existing Monotype Banlist, with the addition of Cawmodore.
Arghonaut


Physical Attacker and all-around tank that can act as a wall with Unaware or a Physical Attacker with Technician priority.


Aurumoth


Legendary bug with outstanding (and unpredictable) sweeping potential, thanks to its potent mixed offenses and abysally deep movepool; armed with various set up options, sweep-benefitting abilities, and every flavor of coverage.



Colossoil


Powerful Physical Attacker with an excellent offensive movepool, and threatens passive mons by bouncing back hazards and status moves or absorbing them with Guts


Crucibelle (-Mega)


Strong physical attacker that capitalizes on undervalued typing with potent STABs


Cyclohm


An unusual and versatile dragon stacked with physical defense and special offense, making use of a deep selection of coverage and utility options.


Fidgit


Extremely versatile support pokemon equipped with diverse utility options including hazards, Trick Room, and much more.

Kerfluffle


Fast special attacker with a unique typing that can pivot with Parting Shot or sweep with Z-Celebrate.


Kitsunoh


Fast physical attacker designed to be the ultimate scout


Krilowatt


Decent Mixed Attacker with a peculiar blend of bulk and speed


Malaconda


Tanky Specially Defensive Wall with a diverse support movepool.

Mollux


Strong special attacker that uses a quirky typing to its advantage; with a handy Water Immunity, good coverage options, and tons of offensive and defensive utility.


Naviathan


Versatile pokemon who can use it's excellent typing and bulk to act as a strong defensive wall or set-up sweeper on both the special or physical side.


Necturna


Physical Attacker that, through Sketch, has one choice of any move in the game. A strong set up sweeper or hazard setter.


Pajantom


Powerful physical attacker that traps targets with Spirit Shackle, creating switch in opportunities and limiting opponent's play.


Plasmanta


Specialized attacker with a unique typing that paves the way for its teammates to setup with it's strong offensive coverage and stallbreaking utility.


Pyroak


A sturdy Mixed Defensive Wall with a unique typing, well-stocked with support and utility moves.


Revenankh


Slow, bulky physical attacker who benefits from unresisted offensive STAB, solid defensive typing, and strong priority options.


Stratagem


Powerful special attacker who provides offensive support with excellent coverage options, blazing speed, and ground immunity.


Syclant


Fast and powerful attacker with mixed offenses and thin defenses, providing great utility with it's offensive presence and unique immunity to Rock-type moves on switch ins.


Tomohawk


Special Fighting-type designed to affect battle momentum with Prankster, Hazards, and Rapid Spin


Volkraken


Excellent special attacker and pivot that uses Analytic to eliminate switch ins


Voodoom


Decent special attacker with unique immunities and various set up options.​
- Tyke
Revenankh @ Leftovers
Ability: Triage
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Drain Punch
- Toxic
- Taunt
- Moonlight

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Taunt

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 4 Def / 44 Spe
Adamant Nature
- Fire Punch
- Bonemerang
- Shadow Bone
- Stealth Rock

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Destiny Bond

- Tyke
Stratagem @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Fire Blast
- Earth Power
- Energy Ball

Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rock
- Recover
- Toxic

Crucibelle @ Crucibellite
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Wood Hammer
- Head Smash
- Coil

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 136 Atk / 120 SpD
Sassy Nature
- Stone Edge
- Crunch
- Pursuit
- Flamethrower

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Fire Punch
- Ice Punch

- Tyke
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Toxic Spikes
- Recover

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 132 Atk / 128 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Wood Hammer

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Stealth Rock
- Fire Blast
- Ice Beam

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 164 Def / 96 Spe
Jolly Nature
- Brave Bird
- Roost
- Defog
- Taunt

- Tyke
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Tomb
- Toxic
- Recover

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 76 Def / 152 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Stone Edge
- Zen Headbutt

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Leech Seed
- Synthesis

Necturna @ Ghostium Z / Life Orb / White Herb
Ability: Forewarn
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Shadow Claw
- Power Whip
(Contributed by Tyke / Banner by Moosical)​
 
Last edited:
#7
What is Monotype STABmons?
First off, STABmons is a unique metagame where Pokemon may learn nearly any move that is the same type as them. Yes, it is exciting! There are nearly endless combinations and strategies to be developed as Pokemon have a much more diverse movepool. Meaning you can run V-Create Mega Charizard X, Spore Rotom-Water, and Dragon Ascent Landorus-therian as a few examples. Adding on Monotype to this OM leads to interesting developments. While every Pokemon on the team has access to the same type movepool, you should take care in utilizing Pokemons' secondary typing to maximize the niche of this OM.

General Rules, Mechanics, and Usage Tips
  • Pokemon can learn nearly any move that is their current typing (except for banned moves listed in the banlist section).
  • Pokemon can also learn moves from previous evolution's typing. For example, Vaporeon can learn normal type moves as Eevee is a Normal-type Pokemon. To expand on this, Pokemon that can alter forms freely in game, such as Rotom, can learn moves of those typings.
  • Mega Pokemon that change typing upon Mega-evolving can only learn their base typing's moves. For example, Mega Gyarados cannot utilize any Dark-type attack, nor can Mega Ampharos utilize any Dragon-type attack.
  • Try to think outside of the box, while every Pokemon can learn much more powerful STAB attacks, there are tons of utility oriented moves that can be run. For example, all Flying-type Pokemon can learn moves such as Defog, Roost, and Beak Blast. Another example would be all Grass-type Pokemon having access to Spore and Leech Seed.
  • For more general information on STABmons, feel free to check out its post in the OM Subforums

Council
None at the moment.

Monotype STABmons follows the STABmons banlist, with several additional bans. These additional bans include the following:
Moves
Extreme Speed, Boomburst, Celebrate, Conversion, Trick-or-Treat, Forest's Curse, Happy Hour, Hold Hands, Purify, and Sketch
Note* Pokemon who can naturally learn these moves may still use them.

Pokemon
Zygarde, Zygarde-10%, Ash-Greninja (Battle Bond), and Hoopa-unbound

Items
Smooth Rock, Damp Rock

Additionally, Deoxys-Speed and Deoxys-Defense are unbanned.​
WIP

None at the moment.
(Post and Banner contributed by Moosical)
 
Last edited:
#8
Monotype AAA Team Dump


Swampert @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roost
- Air Slash

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Protect
- Scald

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Nature's Madness
- Protect

Quagsire @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Scald
- Earthquake

This team aims to stall the opposing team into forfeiting. Sap Sipper Swampert in itself is immune to both of Water's weaknesses and is able to set rocks and spread status with Toxic and Roar. Toxapex in turn sets Toxic Spikes and hinders set-up sweepers with Haze. Intimidate Quagsire and Alomomola serve as the defensive backbone of the team, while Poison Heal Tapu Fini and Volt Absorb Mantine are able to take on special attackers. Meantime also serves as the Mega Venusaur counter, which the team would otherwise have trouble with.



Gardevoir @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Thunder Punch

Victini @ Choice Scarf
Ability: Adaptibility
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Alakazam @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Latios @ Soul Dew
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Mew @ Psychium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This team aims to replicate offensive Psychic Terrain teams that were prominent when Tapu Lele was allowed. Psychic Surge Gardevoir is the closest to Tapu Lele as it gets. Download Mega Medicham and Adaptibility Victini are excellent physical wallbreakers that are able to dent even the most resilient physical walls and can deal significant damage to even resisting targets. Sheer Force Alakazam is an excellent special wallbreaker that has good neutral coverage in Sheer Forceand Life Orb boosted Psychic and Focus Blast, with Encore letting it take advantage of a non-attacking move. Latios provides Defog support and can use its Soul Few boosted STAB moves freely thanks to Tinted Lens. Z-Hypnosis Mew, although not as threatening offensively as Mewnium Z Mew, is still an excellent late game sweeper. Trace allows it to take advantage of targets that rely on weather in order to outspeed it, and may even trace useful abilities like Prankster and Sheer Force.



Smeargle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- U-turn

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Conversion

Meloetta @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hyper Voice
- Focus Blast
- Dazzling Gleam

Pidgeot-Mega @ Pidgeotite
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- Roost

Swellow @ Choice Specs
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Hurricane
- Hidden Power [Fire]
- U-turn

This teams aims at outspeeding the opposing team with Sticky Web and overwhelming it's defense with fast, powerful wallbreakers. Smeargle is the Sticky Web user, and thanks to Magic Bounce, can bounce back any incoming Taunt, Stealth Rock, or Thunder Wave that it may be subjected to. Choice Band Diggersby acts as the physical wallbreaker of the team and can revenge kill weakened targets with Quick Attack. Adaptibility Porygon Z and Meloetta are great special wallbreakers that take advantage of speed drops from Sticky Web. Download Mega Pidgeot is an excellent check to Fighting teams with a possibly boosted perfectly accurate Hurricane after mega evolving. Download Swellow is able to 2HKO most interesting targets with a Choice Specs boosted Boomburst, with U-turn letting it escape an unfavorable match up.



Charizard-Mega-X @ Charizardite X
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Volcarona @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Heatran @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Entei @ Choice Band
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Stone Edge
- Extreme Speed

This team also aims to overwhelm the opposing team's defenses with powerful wallbreakers. Magic Guard on Charizard and Volcarona help alleviate their horrible weakness to rocks, allowing them to switch in more freely and set up. Desolate Land Victini and Levitate Heatran form an immunity core against Water and Ground moves, with Victini checking Water types with Volt Strike and Heatran checking Rock types with Flash Cannon. Torkool provides the necessary Stealth Rock and Rapid Spin support and also phazes out set up sweepers with Yawn, while Entei may act as a late-game cleaner or wallbreaker with Extreme Speed or sun-boosted Sacred Fire.
 
#9
I have quarrels with each team because a lot of Pokemon aren't as good as they could be or there is a replacement for it that is just way better.
Monotype AAA Team Dump


Swampert @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roost
- Air Slash

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Protect
- Scald

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Nature's Madness
- Protect

Quagsire @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Scald
- Earthquake

This team aims to stall the opposing team into forfeiting. Sap Sipper Swampert in itself is immune to both of Water's weaknesses and is able to set rocks and spread status with Toxic and Roar. Toxapex in turn sets Toxic Spikes and hinders set-up sweepers with Haze. Intimidate Quagsire and Alomomola serve as the defensive backbone of the team, while Poison Heal Tapu Fini and Volt Absorb Mantine are able to take on special attackers. Meantime also serves as the Mega Venusaur counter, which the team would otherwise have trouble with.
I would run Earthquake over Toxic on Swampert because looking at your team, you already have Toxic on 3 other Pokemon and having physical coverage to take advantage of a Sap Sipper boost would be great. On Mantine you should change Air Slash to either Haze or Defog. Mantine is not an Offensive threat which is why it relies on Scald to fish for burns and not get walled by Taunt. You really shouldn't be running Toxapex + Alomomola + Tapu Fini together because they all just act as walls, even if they have minor secondary rolls of T Spikes, Wish passing, and Defog. I would think about changing Toxapex to Poison Heal Tail Glow Manaphy so that your team has at least one Pokemon that can be an Offensive threat. You can get away with running mixed bulk on Alomomola if you want so you can cover a wider range of attacks. You could also run a Magic Bounce Pokemon over Alomomola like Magic Bounce Mantine and then use Volt Absorb Toxapex, or vice versa because Alomomola is not that great of mon in AAA anyways. Depending on what you choose on Mantine, you should use either Defog or Haze on Tapu Fini to replace Taunt. Quagsire is only good because it has Unaware so giving it Intimidate makes it into a worse Pokemon. In addition to that, you already have two checks to Electric types and lack an Unaware Pokemon so you should definitely think about changing Quag to Unaware Suicune.

Gardevoir @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Thunder Punch

Victini @ Choice Scarf
Ability: Adaptibility
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Alakazam @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Latios @ Soul Dew
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Mew @ Psychium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This team aims to replicate offensive Psychic Terrain teams that were prominent when Tapu Lele was allowed. Psychic Surge Gardevoir is the closest to Tapu Lele as it gets. Download Mega Medicham and Adaptibility Victini are excellent physical wallbreakers that are able to dent even the most resilient physical walls and can deal significant damage to even resisting targets. Sheer Force Alakazam is an excellent special wallbreaker that has good neutral coverage in Sheer Forceand Life Orb boosted Psychic and Focus Blast, with Encore letting it take advantage of a non-attacking move. Latios provides Defog support and can use its Soul Few boosted STAB moves freely thanks to Tinted Lens. Z-Hypnosis Mew, although not as threatening offensively as Mewnium Z Mew, is still an excellent late game sweeper. Trace allows it to take advantage of targets that rely on weather in order to outspeed it, and may even trace useful abilities like Prankster and Sheer Force.
Tapu Lele is unbanned so there's no reason to use Gardevoir. Not sure how I feel about 0 priority on Mega Medicham because you can definitely get away with running Fake Out/BP or even both. You are the one that decides when Psychic Terrain goes up after all. Although Adaptability Victini sounds really scary, there are just better things you can use like Desolate Land, Tinted Lens, and Mold Breaker. Definitely switch the ability to something like that and change Zen Headbutt to Blue Flare or Trick. I would change Alakazam to Adaptability or Tinted Lens (Depending on what you give Victini) Meloetta straight up. Giving Zam Sheer Force is a minute buff and doesn't make it much better. Meloetta on the other hand can be just a ridiculous special wallbreaker with Psyshock and Hyper Voice, as well as with its coverage options. You also really need a check to Ghost teams because it's not a bad type in AAA. Change Mew's Ability to No Guard. There's no reason to have Trace over it, especially when you're funning Z Hypnosis and Focus Blast.

Smeargle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- U-turn

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Conversion

Meloetta @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hyper Voice
- Focus Blast
- Dazzling Gleam

Pidgeot-Mega @ Pidgeotite
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- Roost

Swellow @ Choice Specs
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Hurricane
- Hidden Power [Fire]
- U-turn

This teams aims at outspeeding the opposing team with Sticky Web and overwhelming it's defense with fast, powerful wallbreakers. Smeargle is the Sticky Web user, and thanks to Magic Bounce, can bounce back any incoming Taunt, Stealth Rock, or Thunder Wave that it may be subjected to. Choice Band Diggersby acts as the physical wallbreaker of the team and can revenge kill weakened targets with Quick Attack. Adaptibility Porygon Z and Meloetta are great special wallbreakers that take advantage of speed drops from Sticky Web. Download Mega Pidgeot is an excellent check to Fighting teams with a possibly boosted perfectly accurate Hurricane after mega evolving. Download Swellow is able to 2HKO most interesting targets with a Choice Specs boosted Boomburst, with U-turn letting it escape an unfavorable match up.
I'd slash Nuzzle and Rapid Spin as the last move on Smeagle so that you can handle Mold Breaker users. Destiny Bond isn't that good anyways. Porygon Z should have Sheer Force or Tinted Lens because they provide much better general damage output than Adaptability does. Slash Shadow Ball after Thunderbolt and then Shadow Ball and Thunderbolt after Psychic as well. You should probably run Staraptor or Ditto over either Mega Pidgeot or Swellow, preferably Mega Pidgeot, because Swellow and Mega Pidgeot just do the same thing as each other. Staraptor would be like Choice Band or Scarf with Tough Claws. Swellow should really have Tinted Lens or Aerilate (Which would mean you replace Hurricane with Heat Wave and HP Fire with something else). Also, Swellow gets Heat Wave so there's no reason to use HP Fire.

Charizard-Mega-X @ Charizardite X
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Volcarona @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Heatran @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Entei @ Choice Band
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Stone Edge
- Extreme Speed

This team also aims to overwhelm the opposing team's defenses with powerful wallbreakers. Magic Guard on Charizard and Volcarona help alleviate their horrible weakness to rocks, allowing them to switch in more freely and set up. Desolate Land Victini and Levitate Heatran form an immunity core against Water and Ground moves, with Victini checking Water types with Volt Strike and Heatran checking Rock types with Flash Cannon. Torkool provides the necessary Stealth Rock and Rapid Spin support and also phazes out set up sweepers with Yawn, while Entei may act as a late-game cleaner or wallbreaker with Extreme Speed or sun-boosted Sacred Fire.
Change Flash Cannon to Earth Power on Heatran. Not sure why you have Stealth Rock on Heatran and Torkoal, so change it on Heatran to some coverage move like Stone Edge, HP Ice, or Solar Beam. Desolate Land is actually pretty bad on Victini since you're using Drought Torkoal because it overrides Drought and reduces your sun turns. Change it to like Mold Breaker so your team isn't walled by Flash Fire Skarmory or make it Tinted Lens so you aren't shutdown by Water and such. Please use Galvanize or Refrigerate on Entei, Drought is really bad.

If you need any of these sets that I'm mentioning just pm me and I'll pass you them.

E: Looking over this again, even after implementations I think the only team that could work as a sample is maybe the Stall Water. I feel like the other teams just wouldn't be very good in Mono AAA and there are so many other options available that would work much better.
 
Last edited:
#10
Fairy Cap Mono


Kerfluffle @ Darkinium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Parting Shot
- Energy Ball

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power Fire
- Dazzling Gleam

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Spikes
- Thunder Wave

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Belly Drum
- Play Rough

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wood Hammer
- Zen Headbutt
- Horn Leech

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Fleur Cannon
- Aura Sphere
- Flash Cannon
 
Last edited:
#11
I thought I'd share some fun sets for Mono AAA that I've been using.

Prankster Drampa

Drampa @ Silk Scarf / Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Nature Power
- Calm Mind / Glare
- Roost
- Dragon Pulse​

This set uses strong priority and utility to hazard opposing teams. Prankster Nature Power is basically a special extremespeed with a secondary effect and a lower priority bracket. Remember, Dark types are immune to Prankster, so are not affected by Nature Power. However, Nature Power does hit through Magic Bounce, despite being a status move. This set also works using an offensive spread, 252 SpA Modest, and even works with Choice Specs. It's just a neat little priority sweeper for normal and dragon.

Prankster Nature Power is a pretty neat combination that can be used effectively on a handful of other special attackers, namely Xurkitree, Tapu Lele, and Celebi. Tail Glow Xurkitree with Priority Nature Power is extremely dangerous, in particular.

Beast Boost Terrakion

Terrakion @ Rockium-Z / Life Orb
Ability: Beast Boost
EVs: 48 HP / 204 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake / Substitute / Taunt
- Swords Dance​

This set functions a lot like the Z-move sweeper set in monotype, but instead of using Rock Polish to boost speed, this set instead relies on Beast Boost to bolster speed after KOs using an unique EV spread. This affords Terrakion some extra coverage to hit bulky poison and steel types with Earthquake or set up a Substitute while letting it set up to sweep in 1 turn rather than 2. It can quickly generate momentum and steamroll unprepared teams.

Beast Boost is a somewhat niche ability in AAA, and should only be used to boost speed. It can fit on a couple set up sweepers besides Terrakion, such as Tail Glow Manaphy, Nasty Plot Thundurus-I, Z-Move Mew, and SD Garchomp.

---

I'll update with this more sets as I go.
 
Last edited:
#12
Just wanted to finally post one of my favorite gen6 mono lc teams. Keep in mind that is was built for gen6 and should not be used for gen7 without edits as it cannot handle new threats.

Surskit (M) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Sticky Web
- Scald
- Signal Beam

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 4 SpD / 196 Spe
Impish Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard

Carvanha (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 196 SpD / 80 Spe
Adamant Nature
- Protect
- Crunch
- Waterfall
- Zen Headbutt

Tentacool @ Eviolite
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 76 Def / 40 SpA / 196 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Rapid Spin
- Sludge Bomb
- Scald
- Hidden Power [Fire]

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 60 Def / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Scald
- Dazzling Gleam

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 92 Def / 204 Spe
Jolly Nature
- Shell Smash
- Zen Headbutt
- Waterfall
- Stone Edge
This is one of my favorite teams that I've ever built, it was a ton of fun to use. I actually used it in the monotype BLT tournament near the end of gen6. I literally used this team for every single match and no one thought to cteam me, lel. It features two of my favorite things in lc: sticky webs and shell smash.

Starting off, we have the sticky web user itself, surskit. It reaches the very common speed of 17, tying with most leads. Basically a suicide lead sticky webber except in a few situations. Those being - lead onix which rock blasts through your sash while also speed tying, if they have a rapid spinner or defogger that your team cannot handle easily (as such you should preserve surskit), or if they have pawniard.

Next on the list is shellder, one of the two premier shell smashers on the team. Pretty standard set except I opt for priority in ice shard over running a water move. I do this because no other mon has room for a priority move (besides arguably surskit), and icicle spear + rock blast already handle the majority of mons in gen6 lc. You could run less speed EVs for more def/spd, but this speed tier allows you to outspeed up to base 17 scarf if webs are not up.

Following up is carvanha. It may look strange having his defenses so high, but they're optimized to survive a vacuum wave from croagunk, or a mach punch from...something that I forget. Additionally, his speed doesn't need to be so high thanks to both sticky web and speed boost. Zen headbutt is run because fighting type is extremely common in lc.

Tentacool is the team's rapid spinner, obviously. I'm running it over staryu because it takes neutral damage from grass type moves which otherwise run through the entire team. HP Fire is run exactly for those grass type mons, notably ferroseed which otherwise destroys the team by itself. Liquid ooze also helps with giga drain spammers, specifically also with foongus which the team has trouble with.

Chinchou is a standard scarf set (and electric immunity for the team). I run dazzling gleam over something like HP Ground for the ever present fighting type. It OHKOs and outspeeds scarf scrafty, and has a very small chance of OHKOing eviolite scrafty.

Finally is tirtouga. The second shell smasher on the team. In this case, tirtouga only reaches 24 speed after a shell smash, which does not outspeed base 17 scarf - which is what the webs are for. I'm running zen headbutt over a priority move to again deal with fighting types.
 
#13
Adding two sample teams for Mono AAA for Fairy and Flying

Tapu-Spam Balance Fairy

Magearna @ Assault Vest
Ability: Regenerator
EVs: 192 HP / 4 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Tapu Lele @ Choice Specs
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Nature Power

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power
Magearna is a standard regenerator + assault vest set meant to sponge hits using it's incredible typing and pivot out to recover health, keeping it healthy to check special attackers throughout the battle.

Tapu Lele is a Choice Specs wallbreaker, hitting on both special and physical sides with moonblast and psyshock. Prankster Nature Power essentially gives Tapu Lele a special extreemespeed, potent priority for checking frail offensive threats.

Tapu Koko is our speedy physical pivot, making use of the ability galvanize to hit like a truck with Frustration. It also boosts Koko's Quick Attack, giving it strong priority. U-turn lets Koko pivot, and Taunt helps shut down defensive threats and anti-lead. Nature's Madness and Roost are also options on this moveslot.

Tapu Fini is our mixed defensive wall and calm mind wincon, using a Poison Heal set to boost it's sustain considerably. Scald, Calm Mind and Protect allow Fini to set up and recover health effectively. The last moveslot can go to Taunt, Nature's Madness, or Moonblast.

Tapu Bulu is our physical wallbreaker / sweeper, using a triage set to grant +3 priority to Bulu's Horn Leech, a very potent form of priority. Superpower and Stone Edge are for coverage.

Diancie is the second half of the regenerator pair, and also provides the team with stealth rocks. Diamond Storm and Moonblast give Diancie solid offensive presence, and the last slot can go to Earth Power for coverage or Heal Bell for utility.


Balance Flying

Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-turn

Skarmory @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 244 Def / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Landorus-Therian @ Choice Scarf
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Knock Off

Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shell Smash
- Power Gem
- Acrobatics
- Earthquake
Noivern is our special wallbreaker and pivot, using Aerilate to give Boomburst STAB and turning it into a tremendous nuke. Draco Meteor is your other choice of STAB, mainly to hit Rock- and Electric-types, Flamethrower hits bulky steels and U-turn lets you pivot out.

Skarmory is our physical wall and stealth rock setter. Intimidate helps dull hits from the dangerous offensive threats in the meta, such as adaptability Terrakion.

Zapdos is our special wall, electric neutrality, and magic bouncer to intercept stealth rock and pesky status. Pretty standard set otherwise.

Mantine is our sturdy electric immunity and ice neutrality, defogger, and resident scald-spammer. Haze keeps tine from being set-up bait.

Landorus-Therian is our scarfer and main source of speed control, using an Aerilate set to give it a big nuke in boosted STAB Frustration. Earthquake is your other STAB, U-turn lets you pivot and Knock off cripples switch ins.

Minior is the teams little sweeper, using Dazzling to nullify priority. With focus sash, you should boost with shell smash until an attack brings you down to your sash, wherein you're able to sweep with acrobatics. Even without activating sash, Power Gem + Earthquake will heavily hazard teams. Just make sure you keep Stealth Rock off.
 
#14
Just give some sample teams in each OM I built.

1) Doubles Mono

• Normal Distorsion

Kecleon @ Life Orb
Ability: Protean
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Sucker Punch
- Shadow Sneak
- Drain Punch

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Foul Play
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Boomburst
- Fire Blast
- Extrasensory
- Ice Beam

Bewear @ Life Orb
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Rock Slide
- Wide Guard

Oranguru @ Mental Herb
Ability: Telepathy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 2 Spe
- Trick Room
- Psychic
- Instruct
- Protect

Drampa @ Life Orb
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dragon Pulse
- Extrasensory
- Fire Blast
- Protect


• Fairy Distorsion

Sylveon @ Life Orb
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Gardevoir @ Life Orb
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Focus Blast
- Psyshock
- Psychic

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Rock Slide

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Trick Room
- Diamond Storm
- Helping Hand
- Skill Swap

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Play Rough
- Knock Off
- Superpower
- Waterfall

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang


• Water Distorsion

Slowbro @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Scald
- Flamethrower

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Muddy Water
- Aura Sphere

Golisopod @ Life Orb
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- First Impression
- Rock Slide
- Sucker Punch

Slowking @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Power Gem
- Psyshock
- Surf

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Superpower
- Rock Slide

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Earth Power
- Sludge Bomb


Trick room teams are fun in Doubles.


2) AAA Mono

• Bulky Water

Manaphy @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Sarmuraï (Golisopod) @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Leech Life
- First Impression
- Spikes
- Liquidation

Démanta (Mantine) @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Defog
- Roost
- Haze

Laggron (Swampert) @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Suicune @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Calm Mind
- Scald
- Snarl

Moyade (Jellicent) @ Leftovers
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Taunt
- Recover


• Bulky Normal

Porygon 2 @ Eviolite
Ability: Stamina
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Foul Play
- Toxic
- Ice Beam

Leveinard (Chansey) @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Stealth Rock

Ronflex (Snorlax) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 24 Def / 236 SpD
Careful Nature
- Protect
- Curse
- Facade
- Crunch

Guerriaigle (Braviary) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Draïeul (Drampa) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Flamethrower
- Nature Power

Meloetta @ Life Orb
Ability: Sheer Force
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Energy Ball
- Thunderbolt


• Bulky offense Psychic


Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Calm Mind

Gallame (Gallade) @ Leftovers
Ability: Triage
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Zen Headbutt

Tokopyion (Tapu Lele) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Thunderbolt
- Energy Ball

Latias @ Leftovers
Ability: Stamina
EVs: 248 HP / 216 Def / 44 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Substitute
- Psyshock

Mew @ Leftovers
Ability: Prankster
EVs: 248 HP / 240 SpD / 20 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Stealth Rock
- Soft-Boiled

Victini @ Choice Scarf
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Inferno
- Focus Blast
- Thunder
- Glaciate



Be careful, Triage isn't working with Psychic Terrain.




All these teams has worked well on ladder and during OM Mono tours.
I'm happy to see OM Mono is back.
 
Last edited:
#15
hey just dropping by some mono dubs squads :v
Rain Squad


Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Muddy Water
- Protect

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Tailwind
- Hurricane
- Hydro Pump
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

Araquanid @ Mystic Water
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Liquidation
- Poison Jab
- Wide Guard
- Protect

Gyarados @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Ice Fang
- Stone Edge

Kingdra @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Muddy Water
- Hydro Pump
- Draco Meteor
- Protect


Mega Salamence Flying


Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Protect
- Fire Blast

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 40 Atk / 48 Def / 168 SpD
Impish Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect

Zapdos @ Sitrus Berry
Ability: Static
EVs: 252 HP / 36 Def / 80 SpA / 124 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Protect
- Hidden Power [Ice]
- Roost

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 192 Def / 20 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Air Slash
- Follow Me
- Tailwind
- Encore

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast


Quad Tapu Fairy


Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Thunderbolt
- Protect

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Muddy Water
- Protect

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 140 Atk / 120 SpD
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Protect


Psychic Spam
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Moonblast
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Protect

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Detect

Mew @ Sitrus Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Tailwind
- Fake Out
- Will-O-Wisp
- Protect

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- V-create
- Bolt Strike
- Glaciate​
 
Last edited:
#16
Well might as well leave these LC teams here:

Offensive Ice



Amaura @ Eviolite
Ability: Snow Warning
Level: 5
EVs: 220 HP / 12 SpD / 228 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Encore
- Thunder Wave
- Ancient Power

Sandshrew-Alola @ Life Orb
Ability: Slush Rush
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 4 SpD / 196 Spe
Adamant Nature
- Icicle Crash
- Iron Head
- Earthquake
- Rapid Spin

Vulpix-Alola @ Icy Rock
Ability: Snow Warning
Level: 5
Happiness: 0
EVs: 196 SpA / 76 SpD / 236 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Freeze-Dry
- Moonblast
- Aurora Veil
- Hidden Power [Fire]

Cubchoo @ Life Orb
Ability: Slush Rush
Level: 5
EVs: 196 Atk / 80 Def / 36 SpD / 196 Spe
Adamant Nature
- Ice Punch
- Superpower
- Hone Claws
- Play Rough

Smoochum @ Choice Scarf
Ability: Forewarn
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Ice Beam
- Psychic
- Shadow Ball
- Hidden Power [Fire]

Swinub @ Life Orb
Ability: Thick Fat
Level: 5
EVs: 196 Atk / 80 Def / 36 SpD / 196 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Rock Slide


Offensive Fire



Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 196 SpA / 76 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Will-O-Wisp
- Extrasensory

Numel @ Eviolite
Ability: Simple
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Adamant Nature
- Flame Charge
- Earthquake
- Curse
- Rock Slide

Chimchar @ Focus Sash
Ability: Blaze
Level: 5
EVs: 52 Atk / 212 SpA / 188 Spe
Naive Nature
- Stealth Rock
- Taunt
- Fire Blast
- Fake Out

Ponyta @ Choice Band
Ability: Flash Fire
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Quick Attack
- Low Kick

Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Jolly Nature
- Flame Charge
- Swords Dance
- Low Kick
- Rock Slide

Litleo @ Choice Scarf
Ability: Moxie
Level: 5
Happiness: 0
EVs: 196 Atk / 84 SpD / 180 Spe
Jolly Nature
- Frustration
- Flare Blitz
- Wild Charge
- Crunch

 

Drew

formerly LitsYaBoi1337
is a Contributor to Smogon
#17
Here's a rough estimate of where each type stands in Monotype LC:

S tier:
Water - Water is an incredibly versatile type, being able to run bulky offense, offense, Sticky Web, Double Shell Smash and many MANY different kinds of Pokemon. Chinchou can completely check Electric-types for the team, and Skrelp, Mareanie, and even Wingull can take care of Grass-types. Water's main stop is Dark teams, as Surskit isn't really a viable check, and things like Scraggy and Vullaby can eat a Scald and sweep teams easily. Against other good types, namely Fighting- and Normal-types, Water teams have a very slightly favored match-up, as the former is stopped by Mareanie, Skrelp, and Slowpoke, and the latter is stopped by the myriad of Rock-types (Kabuto, Tirtouga, Omanyte) and certain other Pokemon such as Chinchou and Shellder having pretty good matchups against Normal-types. All in all, Water is the best type in LC Monotype. No question.
Dark - Dark's ability to easily break through its checks makes it another great type in LC monotype. There's not much else to it, Dark- just has a good matchup against anything, bar Fighting-, Flying-, and Normal-types, which it is in a very slightly bad matchup against. This is because Dark's Normal-type check is Scraggy, which is easily worn down by Flying-types such as Fletchling, Taillow, Doduo, Rufflet, Pikipek, etc. Flying-types are checked by Pawnaird, and with Flying-types using a lot of Fighting-type moves nowadays that isn't the most solid of checks. Fighting-type checks on Dark teams consist of Vullaby, Grimer-A, and Stunky, the former being a big issue, but the latter 2 being easily worn down by Fighting-types. Conclusion: Dark-type is pretty hard to beat.
Flying - Similar to Dark-types, Flying-types can easily wear down its checks. Things like Rufflet's Superpower, Doduo's Jump Kick, and Archen's Earthquake all wear down checks. The only real good type against Flying-types is Water as it has many Rock-types and Chinchou. That's basically it.

A Tier:
Fighting - Fighting has always been towards the forefront of MonoLC due to Mono-Fighting being a popular team on the ladder in mid-late XY. Not much has changed since XY, but Fighting now has many worse matchups. Flying, Grass, and Poison are all pretty bad matchups for Fighting. However, Fighting-types certainly have the ability to wear down checks with Knock Off, Ice Punch, Acrobatics, etc.
Normal - Normal-types don't really have many counters since Munchlax can Pursuit trap Ghosts and many Normal-types carry Knock Off. The many Flying-types Normal has also help with taking down Fighting-types. Normal's main problem however is that it doesn't do well against very bulky teams (Water, Poison, and Grass being issues if using bulky teams.

Grass - Grass's combination of bulk and offense makes it pretty good in general. However, sun teams aren't that great and it lacks the ability to beat most of its checks such as Rock, Fire, and Steel. That's about it.
Rock - Rock has access to many great Pokemon and can check its checks. Haven't really used this type so can't say much more, although its still decent.
Poison - Poison-types easily take down their checks: Psychic-types are Pursuit trapped by Stunky and Grimer-A, Ground-types are checked by Foongus and can be switched in on with Gastly. However, Diglett is an EXTREME issue, and so Poison still is pretty bad against Ground.

B Tier:
Ground - Ground makes pretty good sand teams, but its lack of variety and large variety of checks keeps it from being very good
Fire - Just like above, but Fire doesn't have any good abusers besides Ponyta. However, Fire has access to Torchic which can make a very good secondary wincon. Doesn't make it very goo though
Ice - Same deal, except it is atrocious outside of hail. Ice is nearly C tier, but hail's viability as an archetype keeps it barely good enough.
Steel - Steel lacks many good Pokemon, and as such it is extremely predictable. Its Pokemon also lack any sort of synergy, making it predictable and weird to play with somehow. However, it does have some very good Pokemon, so it can be used.

Ghost - Similarly to Steel-types, there aren't many good Ghost-types in LC. Additionally, the myriad of Dark-types in LC mean almost every good type has its own Pursuit trapper or fast Dark-type to completely beat Ghosts. However, Ghost-types have decent offensive synergy, so Ghost is still pretty usable.
Bug - Bug has access to some pretty good Pokemon, but not enough. It can use Sticky Web, U-turn, and other offensive archetypes decently, but other types, such as Water out perform it in this way.

C tier (a.k.a. unusable types):
The follow types have a lack of good Pokemon and can't beat any of their checks/can't beat most types in general
Fairy
Psychic
Electric
Dragon

I'm not really a monotype player, but I do play a lot of LC, and those are my impressions.
 
#18
Here's a rough estimate of where each type stands in Monotype LC:

S tier:
Water - Water is an incredibly versatile type, being able to run bulky offense, offense, Sticky Web, Double Shell Smash and many MANY different kinds of Pokemon. Chinchou can completely check Electric-types for the team, and Skrelp, Mareanie, and even Wingull can take care of Grass-types. Water's main stop is Dark teams, as Surskit isn't really a viable check, and things like Scraggy and Vullaby can eat a Scald and sweep teams easily. Against other good types, namely Fighting- and Normal-types, Water teams have a very slightly favored match-up, as the former is stopped by Mareanie, Skrelp, and Slowpoke, and the latter is stopped by the myriad of Rock-types (Kabuto, Tirtouga, Omanyte) and certain other Pokemon such as Chinchou and Shellder having pretty good matchups against Normal-types. All in all, Water is the best type in LC Monotype. No question.
Dark - Dark's ability to easily break through its checks makes it another great type in LC monotype. There's not much else to it, Dark- just has a good matchup against anything, bar Fighting-, Flying-, and Normal-types, which it is in a very slightly bad matchup against. This is because Dark's Normal-type check is Scraggy, which is easily worn down by Flying-types such as Fletchling, Taillow, Doduo, Rufflet, Pikipek, etc. Flying-types are checked by Pawnaird, and with Flying-types using a lot of Fighting-type moves nowadays that isn't the most solid of checks. Fighting-type checks on Dark teams consist of Vullaby, Grimer-A, and Stunky, the former being a big issue, but the latter 2 being easily worn down by Fighting-types. Conclusion: Dark-type is pretty hard to beat.
Flying - Similar to Dark-types, Flying-types can easily wear down its checks. Things like Rufflet's Superpower, Doduo's Jump Kick, and Archen's Earthquake all wear down checks. The only real good type against Flying-types is Water as it has many Rock-types and Chinchou. That's basically it.

A Tier:
Fighting - Fighting has always been towards the forefront of MonoLC due to Mono-Fighting being a popular team on the ladder in mid-late XY. Not much has changed since XY, but Fighting now has many worse matchups. Flying, Grass, and Poison are all pretty bad matchups for Fighting. However, Fighting-types certainly have the ability to wear down checks with Knock Off, Ice Punch, Acrobatics, etc.
Normal - Normal-types don't really have many counters since Munchlax can Pursuit trap Ghosts and many Normal-types carry Knock Off. The many Flying-types Normal has also help with taking down Fighting-types. Normal's main problem however is that it doesn't do well against very bulky teams (Water, Poison, and Grass being issues if using bulky teams.

Grass - Grass's combination of bulk and offense makes it pretty good in general. However, sun teams aren't that great and it lacks the ability to beat most of its checks such as Rock, Fire, and Steel. That's about it.
Rock - Rock has access to many great Pokemon and can check its checks. Haven't really used this type so can't say much more, although its still decent.
Poison - Poison-types easily take down their checks: Psychic-types are Pursuit trapped by Stunky and Grimer-A, Ground-types are checked by Foongus and can be switched in on with Gastly. However, Diglett is an EXTREME issue, and so Poison still is pretty bad against Ground.

B Tier:
Ground - Ground makes pretty good sand teams, but its lack of variety and large variety of checks keeps it from being very good
Fire - Just like above, but Fire doesn't have any good abusers besides Ponyta. However, Fire has access to Torchic which can make a very good secondary wincon. Doesn't make it very goo though
Ice - Same deal, except it is atrocious outside of hail. Ice is nearly C tier, but hail's viability as an archetype keeps it barely good enough.
Steel - Steel lacks many good Pokemon, and as such it is extremely predictable. Its Pokemon also lack any sort of synergy, making it predictable and weird to play with somehow. However, it does have some very good Pokemon, so it can be used.

Ghost - Similarly to Steel-types, there aren't many good Ghost-types in LC. Additionally, the myriad of Dark-types in LC mean almost every good type has its own Pursuit trapper or fast Dark-type to completely beat Ghosts. However, Ghost-types have decent offensive synergy, so Ghost is still pretty usable.
Bug - Bug has access to some pretty good Pokemon, but not enough. It can use Sticky Web, U-turn, and other offensive archetypes decently, but other types, such as Water out perform it in this way.

C tier (a.k.a. unusable types):
The follow types have a lack of good Pokemon and can't beat any of their checks/can't beat most types in general
Fairy
Psychic
Electric
Dragon

I'm not really a monotype player, but I do play a lot of LC, and those are my impressions.
This is a really great write-up for the majority of the types. Given how monotype plays out a bit differently than regular LC, I'd rearrange the list a little bit, personally, but otherwise it's good. I haven't done this yet because I wanted to see how the sub-meta turns out, but this is a great introduction.

I'd rank flying at A rank at best personally. While it is a strong, offensive type, that's really all it is. It has a difficult time breaking through common walls found in monotype, and does have a bad match up vs a pretty big chunk of types. Water, dark, ice, rock, and even poison can be a big problem for the type, which really hampers its viability in monotype lc. Not to mention how easily the type is swept if a shell smash user is able to get it off (shellder, tirtouga, dwebble to name a few). On paper it sounds like a great type because of how many good flying type pokemon their are, not to mention the efficacy of flying spam in regular lc, however I don't think it fairs that well in the monotype version.

I'd put fighting back up at S. While it does have a tough time with flying and poison types like you listed, fighting really has it all. It's both strong and bulky, has priority spam, a ton of drain punch + knock off users, and sweeping potential. Scraggy alone can destroy entire teams whether it's running scarf moxie, or dragon dance eviolite. Fairy coverage is pretty sparse in monotype lc, making it very difficult to stop once it gets going.

Finally, I think you give bug less credit than it's due. Bug does have access to a lot of really great mons that also have very good coverage options, not to mention sticky webs (considering the lack of hazard removal for a large number of types). While it is very weak to rock type as a whole, they're not as common in monotype lc as in regular lc. While bug doesn't have as many great matchups as the other types, it's at least at equal footing with them. It is able to beat match-ups that seem difficult on paper. For example, vs flying type scarf joltick puts in work, gaining a KO almost every time it comes out, not to mention dwebble 6-0ing the type once it gets off a shell smash. Even fire isn't a bad matchup for it, as almost every good bug type used is neutral to fire (sirskit, dwebble, anorith, larvesta, dewpider). This all being said, it still has a hard time with things such as dark (vullaby + pawniard), fighting type that has rock coverage, rock type, and even water type.

If I was to rewrite how I think the type ranking would be, it'd be something like this:
S: Dark, Fighting, Water
A: Flying, Normal, Grass, Rock, Poison
B: Bug, Ground, Ice, Fire
C: Psychic, Ghost, Steel, Dragon
D: Electric, Fairy

Pretty similar to your list, however I ranked it through D. Psychic and dragon are definitely usable types (compared to electric and fairy being terrible), and can work as anti-meta types, however if you're given a bad match-up it's really hard to get the advantage and pull through. I'm hesitant to put fire at B rather than C. It's an offensive type, and does have some good mons in the type, however, they don't synergize very well together, and is easily mowed over by the better-off types.
 
Last edited:
#19
Well, I'll do a write up on where I think each type stands in Monotype Ubers.

TLDR:
S
: Psychic, Fairy
A: Ghost, Flying, Ground
B: Dragon, Water, Fire, Dark, Steel, Normal
C: Bug, Electric, Fighting
D: Grass, Poison, Ice, Rock
Monotype Ubers Type Viability Rankings
S Rank:
  • Psychic is definitely the most dangerous type in Mono Ubers right now, as Psyspam is the most potent offensive playstyle in the metagame. The combination of Tapu Lele's psychic terrain and tremendous offensive threats such as Deoxys-Attack, Lunala, Mewtwo-(Mega Y/X), and Hoopa-U creates enormous offensive pressure, especially with Terrain Extender. As such, Psychic teams pull off both Hyper Offense and Bulky Offense extremely well with excellent matchups against most other types. Balanced teams are an option, sporting threats such as Calm Mind Lunala, Lugia, or Solgaleo, but offensive playstyles are what make Psychic the premiere mono-ubers type.
  • Fairy is a very dangerous and centralizing type in the metagame, almost entirely because of Z-Geomancy Xerneas, a broken wincondition that is almost impossible to check for most types, especially with Screens support. Beyond that, Fairy also boasts potent threats such as Magearna, Tapu Lele, and Mega Mawile that offer Fairy a good mix of offensive and defensive presence, and of course benefits from existing threats such as Koko's pivoting and Klefki's support. But yeah, honestly, if not for Z-Geomancy Xerneas, Fairy would be A-rank, and I'll speak more about that in another post.
A Rank:
  • Ghost is really good in Monotype Ubers, capable of pulling off both Hyper Offensive builds with a healthy supply of strong pokemon like Giratina(-O), Mega Gengar, Arceus-Ghost, Aegislash, and Lunala. Mega Gengar offers incredible utility, capable of trapping threats like Tapu Lele to cripple psychic, for example. Stall is also an option, with Giratina, Mega Sableye, and Shedinja forming a formidable core with defensive support from Aegislash and Calm Mind Lunala acting as an excellent win condition. Ghost is also a highly effective c-team for Psychic, the most dominating type in the meta. This, combined with Ghost's broadly strong matchups, make it an excellent type.
  • Flying is just a really well supplied type that pulls off both effective balanced and offensive builds with access to a broad range of offensive and defensive threats such as Ho-oh, Yveltal, Mega Salamence, Rayquaza, Shaymin-Sky, and Lugia. With these threats (stacked upon the type's already strong options like Landorus-I and Celesteela), Flying has the tools c-team most other types in the meta without compromising its broadly good matchups: i.e. Shaymin-S for Ground, Lugia for Psychic, Yveltal for Ghost / Psychic, etc. A highly versatile and potent type, Flying is decidedly High Tier.
  • Ground team's traditional archetype of bulky offense receives nothing but upgrades in the shift to ubers. The biggest buff is access to the best pokemon in the tier, Primal Groudon, a very powerful and bulky mixed offensive threat and tank with a water immunity and grass/ice neutralities. Other notable additions include Arceus-Ground, Lando-I and Zygarde-Complete who can serve as a strong win condition for the team. Ground's greatest weakness is speed control, and struggles to manage playstyles such as Psyspam without Dugtrio to trap Tapu Lele. It is nonetheless one of the best bulky offense types in the tier.
B Rank:
  • Dragon is probably the type that first comes to mind when people think about mono ubers: after all, who needs diversity when you can have six LEGENDARY dragons? Dragon benefits from a huge selection of threats to choose from: Giratina(-O), Rayquaza, Mega Salamence, Kyurem-White, Palkia, Dialga, Reshiram, Zekrom, Zygarde-Complete, and Arceus-D: that offer an excellent blend of offense and defense to tackle the meta. Dragon's biggest flaw, much like in standard monotype, is that it is decimated by both Top-tier types, with poor responses to Psyspam, Tapu Lele, Z-Geomancy Xerneas, or even Speedy Ice Beam Arceus, which keeps the type from rising beyond Mid-tier.
  • Water is a solid bulky offensive or potentially balanced type, and benefits a lot from access to excellent pokemon like Kyogre and Arceus Water (and Palkia to a lesser extent). Water's matchups are broadly decent, and the type is capable of c-teaming Psychic and Ghost teams with Mega Sharpedo. Water also has Toxapex, one of the few Z-Geomancy Xerneas counters, but will still struggle in the Fairy MU if faced with Tapu Lele, Tapu Koko, Tapu Bulu or the rare Power Herb Xerneas. All in all, a good type.
  • Dark does alright in Mono Ubers with a arsenal of solid threats like Arceus-Dark, Darkrai, Hoopa-U, and most notably Yveltal. It's matchups against most types are pretty average with the exception of Ghost, which it decimates, and potentially Psychic (depending on the builds). The biggest point against it is the death march that is the Fairy Matchup, but outside that Dragon is decently mid-tier.
  • Fire is a pretty good Offensive type with a robust gallery of scary wallbreakers like Ho-oh and Reshiram and a great cleaner in Blaziken(-M). Fire is also one of the few types that actually has a positive matchup against Fairy, capable of checking Xerneas with Heatran or Ho-Oh, and hitting absurdly hard with Sun Support, even through Screens. However, Fire faces similar struggles in mono ubers as it does in standard mono: even with Blaziken, Fire has mediocre speed control and has a hard time with opposing offense, the influx of potent Pokemon limiting teamslots makes it even harder to fit effective hazard control or even Taunt onto teams, and of course Fire still has nigh-unwinnable matchups with Ground and Dragon. This keeps it in mid-tier.
  • Steel is a decent balance / offensive type that bolsters its traditional offensive and defensive cores with new threats such as Mega Lucario, Mega Mawile, Dialga, Aegislash, Kartana, Genesect, Solgaleo, and Arceus. But Steel's robust supply of strong Pokemon doesn't make teams easy to build, since the mandatory usage of Heatran and Skarm/Celes doesn't leave Steel with enough teamslots to prepare for the meta. Steel has poor matchups with every type listed above, including Psychic, Fairy, and even Dragon (unless you use offensive Magearna). Unfortunately, the limitations of Steel's builds keep it from being a better type in this meta.
  • Normal doesn't actually get a whole lot in ubers, but Arceus-Normal and Mega Kangaskhan are both great offensive threats with great support from the standard Normal defensive core. Ditto offers excellent utility in this meta, putting a lot of pressure on offensive types, especially Psychic, Ghost, and Flying. Psyspam is still an issue, unfortunately, and ditto cannot check prominent threats such as Bulk Up Mega Mewtwo X or Z-Geomancy Xerneas.
C Rank:
  • Bug is a mediocre offensive type in Mono Ubers that only really acquires a couple strong pivots like Pheremossa and Genesect. It's probably the type that benefits most from Baton Pass, and can make decent use of webs; but in the end it's only niche is c-teaming Psychic.
  • Electric fares poorly in Ubers: you only get two new Pokemon, Arceus and Zekrom, so Electric relies pretty heavily on its pre-existing offensive and defensive cores that simply can't keep up with the incredible power creep. Rotom-Wash and Zapdos barely function as checks to threats, let alone switch ins, and both Tapu Koko and Raichu-A will struggle to be effective offensive threats against the overall higher bulk of Ubers Pokemon. It is still usable, due to Terrain Extender and threats like Xurkitree remaining quite potent, but it's pretty bad.
  • Fighting is a mediocre offensive type, much like Bug, although it acquires some strong assets like Blaziken, Pheremossa, and Mega Lucario. However, that doesn't stop Fighting from struggling with opposing offense with a complete lack of reliable switch ins or bulk. Fighting can still c-team Psychic, since Scarf Pheremossa is just that dangerous, but that's about it.
D Rank:
The following types barely get any new threats or utility in the shift to Mono ubers, and as such are easily decimated by other, better-supplied types. No description, as they are basically unusable for the same reasons.
  • Grass
  • Poison
  • Rock
  • Ice
 
Last edited:
#20
Dropping off these Mono Ubers teams:

Offensive Fighting



Lucario-Mega @ Lucarionite
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Bullet Punch
- Ice Punch

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- Bug Buzz
- Focus Blast
- U-turn

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Infernape @ Focus Sash
Ability: Blaze
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Fire Blast
- Close Combat
- Stealth Rock
- Taunt

Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Swords Dance
- Earthquake

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Ice Beam


Balance Grass



Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Protect
- Spikes

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rock Slide
- Stealth Rock
- Toxic
- Recover

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Night Slash

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Hidden Power [Ice]

Tapu Bulu @ Terrain Extender
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge
 
#21
Going to drop this team off here for review. Note, this was a Gen 6 Mono AAA team that I revised, so it may not be the best suited for the current meta.

Mono AAA Bug
Volcanion (Volcarona) @ Firium Z
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Spiderman (Galvantula) @ Life Orb
Ability: Mold Breaker
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Sticky Web
- Thunderbolt
- Hidden Power [Ice]
- Energy Ball

Sitting Bull (Armaldo) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stone Edge
- Knock Off
- Earthquake
- Rapid Spin

ForrytheFireEater (Forretress) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Atk
- Toxic
- Volt Switch
- Stealth Rock
- Spikes

Park Ranger (Heracross) @ Choice Scarf
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake

A N G E R Y (Pinsir) @ Pinsirite
Ability: Download
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Close Combat
- Quick Attack
- Swords Dance


Ignore the stupid nicknames, idk why I gave them that.
 
#23
Is there a thread where you can get reasons for the monotype aaa banlist? or for any of the oms
Everything regarding Monotype OMs speficially are in this thread. The Monotype AAA banlist follows the standard AAA banlist, so the reasoning for their bans can be found on the AAA thread in the OMs forums. On top of the AAA banlist, Monotype AAA uses the standard Monotype banlist - the addition of new abilities wouldn't make those currently banned Pokemon any less broken, hence they remain banned. However, Tapu Lele is unbanned due to the fact that any Pokemon in AAA can have the ability Psychic Surge - which was one of the main factors for it being broken. The unban of Blaziken, Ash-Greninja, and Baton Pass are tentative to see how they fare in the meta, if they are still broken, then they will be rebanned.

As for the other OMs, they all follow either their respective meta's banlist or the standard Monotype banlist. If you'd like an explanation for any specific bans in a Monotype OM (that are unique to their regular banlist), I'd be happy to explain them.
 
#24
The upcoming Monotype OM tour is a nice way to attract attention to these tiers.
But, before the tour starts I feel like we should really address the following problem in Monotype Ubers first:


Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Geomancy
- Ingrain
- Rest
- Moonblast

Z-Geo Xern is so borked it influences the whole tier by just being there (in addition it's not just there, but also on a type that is already amazing without it).

Z-Geomancy allows Xerneas to comfortably run a defensive Rest set, since after completing it's ritual it will be at +1 Defense and +3 Special Defense. It also can't be phazed out due to Ingrain. Especially the +1 Defense is a gamebreaker.

Hardly anything except for Physical STAB Poison and Steel moves can touch this thing, and the attackers almost always have to switch in immediately and can't beat an already boosted Xern.

240+ Atk Groudon-Primal Precipice Blades vs. +1 248 HP / 252+ Def Xerneas: 136-162 (29.8 - 35.6%) -- guaranteed 4HKO after Leftovers recovery

0 Atk Steelix-Mega Heavy Slam (80 BP) vs. +1 248 HP / 252+ Def Xerneas: 104-126 (22.8 - 27.6%) -- possible 5HKO after Leftovers recovery

252 Atk Hoopa-Unbound Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 152-180 (33.4 - 39.5%) -- 18.1% chance to 3HKO after Leftovers recovery

0 SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 96-114 (21 - 25%) -- possible 5HKO after Leftovers recovery
252+ SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 126-150 (27.6 - 32.9%) -- 77.3% chance to 4HKO after Leftovers recovery

240+ Atk Muk-Alola Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 186-218 (40.8 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

0 Atk Toxapex Poison Jab vs. 248 HP / 252+ Def Xerneas: 90-108 (19.7 - 23.7%) -- possible 5HKO
0 SpA Toxapex Sludge Bomb vs. 248 HP / 8 SpD Xerneas: 116-140 (25.4 - 30.7%) -- 3.7% chance to 4HKO after Leftovers recovery

(Haze all you want but you're not doing anything in return)

208+ Atk Life Orb Ho-Oh Brave Bird vs. +1 248 HP / 252+ Def Xerneas: 136-161 (29.8 - 35.3%) -- guaranteed 4HKO after Leftovers recovery

(Last but not least, everyone's favorite bird)

The only non-Steel type that can switch in on an unboosted Xern and always take it out is probably this, and only if it gets the right rolls or if it's health is higher than 85%.

252 SpA Gengar-Mega Sludge Wave vs. +1 248 HP / 8 SpD Xerneas: 254-302 (55.8 - 66.3%) -- guaranteed 2HKO
252 SpA Gengar-Mega Sludge Wave vs. +3 248 HP / 8 SpD Xerneas: 152-182 (33.4 - 40%) -- guaranteed 3HKO

+3 0 SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 0 SpD Gengar-Mega: 222-262 (85 - 100.3%) -- 6.3% chance to OHKO

And even the strong physical Steel types struggle with killing this thing. Metagross and Scizor also only win if they switch in immediately when Xerneas comes out unboosted.

252 Atk Tough Claws Metagross-Mega Meteor Mash vs. +1 248 HP / 252+ Def Xerneas: 206-246 (45.2 - 54%) -- 2.3% chance to 2HKO after Leftovers recovery

+2 108+ Atk Technician Scizor-Mega Bullet Punch vs. +1 248 HP / 252+ Def Xerneas: 218-258 (47.9 - 56.7%) -- 28.9% chance to 2HKO after Leftovers recovery

4 Atk Ferrothorn Gyro Ball (150 BP) vs. +1 248 HP / 252+ Def Xerneas: 152-182 (33.4 - 40%) -- 27.9% chance to 3HKO after Leftovers recovery

0 Atk Aegislash-Blade Gyro Ball (104 BP) vs. +1 248 HP / 252+ Def Xerneas: 158-188 (34.7 - 41.3%) -- 68.7% chance to 3HKO after Leftovers recovery

0 Atk Celesteela Heavy Slam (100 BP) vs. +1 248 HP / 252+ Def Xerneas: 110-132 (24.1 - 29%) -- possible 5HKO after Leftovers recovery

There's only a handful of (relevant) Pokemon that don't get 2HKO'd by a +3 Moonblast which include SpDef Pdon, Ho-Oh, Toxapex, VenusaurM, (High) SpDef ScizorM, Ferrothorn, Heatran, Celesteela and Aegislash. Five of which are Steel types (of whom 3 still don't have a quick way of taking Xern out alone) and all the others can't touch it without crits.

Only Poison, Ghost, Fire, Grass, Bug, Psychic, Flying and Steel have checks to this Xerneas set.

Poison and Grass are D ranked in the viability rankings and would mainly be used to check Xerneas. In addition Poison's best check, Gengar-Mega, should preferably have been mega evolved already earlier in the match to check Xern. A healthy Muk-Alola can also check Xerneas (if it comes in immediately) if it lands it's Gunk shots. But Poison still has to watch out for Magearna and MawileM. Grass does counterteam Fairy really nicely with Kartana and Ferrothorn, though.

Ghost only has Aegislash, which will be pressurised a lot more during the Fairy matchup than only by Xerneas. Or it will have to give up Mega Sableye for Mega Gengar alongside Aegislash to strengthen the Fairy matchup.
(Not necessarily a bad swap since Ghost is perfectly able to be offensive in Ubers)

Fire has Heatran who takes pretty much 0 damage from a Moonblast, but it can't take Xerneas out without critting Flash cannons.
EDIT: I forgot to mention Quiver Dance Roost Bulkarona, that thing Counters.

Bug has the most reliable check in Scizor, BUT if a Tapu lele set a Psychic Terrain for Xerneas, Scizor literally won't even be able to touch Xerneas which turns the tables around completely.

Psychic has Metagross-Mega, but Meteor Mash doesn't guarantee a 2HKO on +1 Defense. So Metagross will have to stay healthy throughout the match (above 60%) and HAS to switch in every time Xern comes in unboosted.

Flying has Celesteela which can click Leech Seed + Heavy slam to stall out the PP of both Pokemon, but isn't a check if you're looking for a battle with less than 100 turns.

Steel is Steel. No problem here.

Tl;dr only praying for critical hits, Grass, Poison (With Mega Gengar), Ghost (with at least Aegislash and optionally Mega Gengar), Fire and Steel have a win-able matchup against Fairy monotype teams. The first two being D ranked types.

And to think all I said in this post was without taking into consideration Klefki's Screens which makes everything so much worse.

Now, I'm not the best writer or arguer on the forums but I hope I've brought up enough to back my opinion that Fairium Z alongside Geomancy should be banned on Xerneas as soon as possible. If I missed any important details or if I am using questionable arguments, please do correct me.
 
Last edited:
#25
The upcoming Monotype OM tour is a nice way to attract attention to these tiers.
But, before the tour starts I feel like we should really address the following problem in Monotype Ubers first:


Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Geomancy
- Ingrain
- Rest
- Moonblast

Z-Geo Xern is so borked it influences the whole tier by just being there (in addition it's not just there, but also on a type that is already amazing without it).

Z-Geomancy allows Xerneas to comfortably run a defensive Rest set, since after completing it's ritual it will be at +1 Defense and +3 Special Defense. It also can't be phazed out due to Ingrain. Especially the +1 Defense is a gamebreaker.

Hardly anything except for Physical STAB Poison and Steel moves can touch this thing, and the attackers almost always have to switch in immediately and can't beat an already boosted Xern.

240+ Atk Groudon-Primal Precipice Blades vs. +1 248 HP / 252+ Def Xerneas: 136-162 (29.8 - 35.6%) -- guaranteed 4HKO after Leftovers recovery

0 Atk Steelix-Mega Heavy Slam (80 BP) vs. +1 248 HP / 252+ Def Xerneas: 104-126 (22.8 - 27.6%) -- possible 5HKO after Leftovers recovery

252 Atk Hoopa-Unbound Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 152-180 (33.4 - 39.5%) -- 18.1% chance to 3HKO after Leftovers recovery

0 SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 96-114 (21 - 25%) -- possible 5HKO after Leftovers recovery
252+ SpA Venusaur-Mega Sludge Bomb vs. +3 248 HP / 8 SpD Xerneas: 126-150 (27.6 - 32.9%) -- 77.3% chance to 4HKO after Leftovers recovery

240+ Atk Muk-Alola Gunk Shot vs. +1 248 HP / 252+ Def Xerneas: 186-218 (40.8 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

0 Atk Toxapex Poison Jab vs. 248 HP / 252+ Def Xerneas: 90-108 (19.7 - 23.7%) -- possible 5HKO
0 SpA Toxapex Sludge Bomb vs. 248 HP / 8 SpD Xerneas: 116-140 (25.4 - 30.7%) -- 3.7% chance to 4HKO after Leftovers recovery

(Haze all you want but you're not doing anything in return)

208+ Atk Life Orb Ho-Oh Brave Bird vs. +1 248 HP / 252+ Def Xerneas: 136-161 (29.8 - 35.3%) -- guaranteed 4HKO after Leftovers recovery

(Last but not least, everyone's favorite bird)

The only non-Steel type that can switch in on an unboosted Xern and always take it out is probably this, and only if it gets the right rolls or if it's health is higher than 85%.

252 SpA Gengar-Mega Sludge Wave vs. +1 248 HP / 8 SpD Xerneas: 254-302 (55.8 - 66.3%) -- guaranteed 2HKO
252 SpA Gengar-Mega Sludge Wave vs. +3 248 HP / 8 SpD Xerneas: 152-182 (33.4 - 40%) -- guaranteed 3HKO

+3 0 SpA Fairy Aura Xerneas Moonblast vs. 0 HP / 0 SpD Gengar-Mega: 222-262 (85 - 100.3%) -- 6.3% chance to OHKO

And even the strong physical Steel types struggle with killing this thing. Metagross and Scizor also only win if they switch in immediately when Xerneas comes out unboosted.

252 Atk Tough Claws Metagross-Mega Meteor Mash vs. +1 248 HP / 252+ Def Xerneas: 206-246 (45.2 - 54%) -- 2.3% chance to 2HKO after Leftovers recovery

+2 108+ Atk Technician Scizor-Mega Bullet Punch vs. +1 248 HP / 252+ Def Xerneas: 218-258 (47.9 - 56.7%) -- 28.9% chance to 2HKO after Leftovers recovery

4 Atk Ferrothorn Gyro Ball (150 BP) vs. +1 248 HP / 252+ Def Xerneas: 152-182 (33.4 - 40%) -- 27.9% chance to 3HKO after Leftovers recovery

0 Atk Aegislash-Blade Gyro Ball (104 BP) vs. +1 248 HP / 252+ Def Xerneas: 158-188 (34.7 - 41.3%) -- 68.7% chance to 3HKO after Leftovers recovery

0 Atk Celesteela Heavy Slam (100 BP) vs. +1 248 HP / 252+ Def Xerneas: 110-132 (24.1 - 29%) -- possible 5HKO after Leftovers recovery

There's only a handful of (relevant) Pokemon that don't get 2HKO'd by a +3 Moonblast which include SpDef Pdon, Ho-Oh, Toxapex, VenusaurM, (High) SpDef ScizorM, Ferrothorn, Heatran, Celesteela and Aegislash. Five of which are Steel types (of whom 3 still don't have a quick way of taking Xern out alone) and all the others can't touch it without crits.

Only Poison, Ghost, Fire, Grass, Bug, Psychic, Flying and Steel have checks to this Xerneas set.

Poison and Grass are D ranked in the viability rankings and would mainly be used to check Xerneas. In addition Poison's best check, Gengar-Mega, should preferably have been mega evolved already earlier in the match to check Xern. A healthy Muk-Alola can also check Xerneas (if it comes in immediately) if it lands it's Gunk shots. But Poison still has to watch out for Magearna and MawileM. Grass does counterteam Fairy really nicely with Kartana and Ferrothorn, though.

Ghost only has Aegislash, which will be pressurised a lot more during the Fairy matchup than only by Xerneas. Or it will have to give up Mega Sableye for Mega Gengar alongside Aegislash to strengthen the Fairy matchup.
(Not necessarily a bad swap since Ghost is perfectly able to be offensive in Ubers)

Fire has Heatran who takes pretty much 0 damage from a Moonblast, but it can't take Xerneas out without critting Flash cannons.

Bug has the most reliable check in Scizor, BUT if a Tapu lele set a Psychic Terrain for Xerneas, Scizor literally won't even be able to touch Xerneas which turns the tables around completely.

Psychic has Metagross-Mega, but Meteor Mash doesn't guarantee a 2HKO on +1 Defense. So Metagross will have to stay healthy throughout the match (above 60%) and HAS to switch in every time Xern comes in unboosted.

Flying has Celesteela which can click Leech Seed + Heavy slam to stall out the PP of both Pokemon, but isn't a check if you're looking for a battle with less than 100 turns.

Steel is Steel. No problem here.

Tl;dr only praying for critical hits, Grass, Poison (With Mega Gengar), Ghost (with at least Aegislash and optionally Mega Gengar) and Steel have a win-able matchup against Fairy monotype teams. The first two being D ranked types.

And to think all I said in this post was without taking into consideration Klefki's Screens which makes everything so much worse.

Now, I'm not the best writer or arguer on the forums but I hope I've brought up enough to back my opinion that Fairium Z alongside Geomancy should be banned on Xerneas as soon as possible. If I missed any important details or if I am using questionable arguments, please do correct me.
While I do agree with the majority of your statements, and that Xerneas can prove to be an overwhelming force in Monotype Ubers, I think it's a bit early to ban it. Monotype Ubers is a mostly unexplored metagame aside from the few tournaments run in the Monotype room. One of the purposes of this OM Team Tour is to kick-start the OMs and begin developing them, if even only a little bit. If Z-Geomancy Xerneas proves to be as centralizing in Monotype Ubers (in the context of the tournament) as it sounds on paper, then it can be considered for a ban halfway through or near the end of the tournament.

As for what would end up being banned - Xerneas itself would have to be banned, not running Fairium Z coupled with Geomancy. This is similar to banning Zygarde due to Thousand Arrows in Monotype, as well as Porygon in LC due to Z-Conversion - banning just the move is a complex ban.

But, thank you for your input and it'll definitely be taken into consideration in the upcoming weeks!