Monotype Resources

This is awesome SubMindRaikou!

I just want to make sure I c/p this correctly. This is meant to replace the current list, not be added to it, right?
I'm thinking it would be easier just to use it to replace the list since it goes through all of the types, and the things that you lose by doing that can easily be added back in if they are considered important enough to add back in, the main ones being trick room pokemon and volcarona's speed creeps iirc.

If anything I still have the old one on my pc so I could probably combine them if you really wanted.
 
(approved by scpinion )
Hi, and welcome to the Monotype Teambuilding concepts thread. I've noticed a lot of people have asked known players for assistance in building, so I figured this would be a nice resource for newer players. Essentially, this thread will contain in depth analyses on the 18 types of monotype, and how to properly play as well as build a team for them. To make sure these types are explained properly, the 18 players chosen will be limited to people who are highly experienced and are known to excel with the type.
The basics of teambuilding:

For inexperienced builders, I'll do a quick run-down of the terms and what they mean, and also what you should be thinking about before you decide to build a team.

Before you build a team, you should have
-A type picked. This is fairly easy, just one of of the 18 you feel like using.

-An archetype picked. Archetypes are essentially the playstyle you choose to run with. There are 3 primary archetypes, however they can be broken down further into smaller categories. The 3 primary archetypes are:


-Stall:Almost everything on stall will be considered a 'wall', and have a recovery move. The most defensive you can get in competitive pokemon.

-Offense:Very straightforward. Offense will usually consist of hard-hitting attackers, essentially the opposite of stall

-Balance: The mix between stall and offense. Balance will consist of a split number of walls and attackers


Once you have those two decided, you're welcome to read the various analyses and build a team of your own.

For those writing, please reference my fairy analysis as example
Due to fairy's lack of pokemon(just emerging in XY)balance is really the only viable playstyle that can be built. When building balanced fairy, I usually begin with a formula of 3 mons. These consist of:



Klefki+Azumarill provides a great start to any fairy team, and Diance(while Gardevoir can be used in it's place as mega)adds additional pressure to flying teams along with a speed tier unmatched among fairy mons. Klefki is a steel resist and a poison immunity, as well as a great support mon to set screens as well as hazards. Azumarill takes advantage of Klefki's role as a belly drummer with priority in aqua jet. This core is extremely threatening between the 18 types, which is what makes a great start.
There are lots of options to pair with these 3, below are the ones that will work best.

Clefable is my favorite out of these options. Because of it's extremely versatile stats and abilities as a rocks setter, a calm mind user, or even an unaware user.


Sylveon is a great addition to fairy in general. Specs will lock in an OHKO vs a huge threat in landorus incarnate, and cleric sylveon can be used to replenish hp on non recovery mons like klefki.


Togekiss is another member that can add a lot to a fairy team. Togekiss can work as a paraflincher, as well as a scarf set. Both sets are able to check Mega Venusaur, another big issue for fairy teams.

Scarf gardevoir brings good speed tier as well as a healing wish user to fairy teams. STAB psychic attacks are also great for extra poison coverage.

Belly drum slurpuff can be a great partner to azumarill by adding more physical presence. Along with that, slurpuff is almost an autowin to normal types.

Unfortunately, whimsicott can also add to fairy teams. Whimsicott can leech seed stall, as well as memento, or even para other mons to put belly drummers in better positions.

At the end of the day the key to a good fairy team is having good chemistry between the pokemon you choose. Make sure the six you choose feed off of eachother.

PS:If you're new to mons, this song will help you learn the fairy types.

Special shoutouts to scpinion for giving us the green light on this project, Sabella for discussing with me, and the man himself pokemonfansuper.


Ok. Dark has 3 main viable playstyles in Monotype; balance, hyper offense, and stall.
Balance: For balance, these are the best mons to start out with

This is the notorious "dark core" that will appear on many balanced dark teams. Mega Sableye helps prevents status and hazards on the team and can cripple any non-fire or non-guts pokemon with will-o-wisp. Tyranitar is generally the "special switch-in" as it has a lot of spdef and the sandstorm it starts multiplies its spdef 1.5x. Ttar also has access to stealth rocks and the best status move in the game thunder wave with access to nice offensive moves as well such as stone edge, fire blast, pursuit, etc. The final mon in the core is the much needed Mandibuzz. Mandibuzz can switch into practically any physical type move (barring some super effective moves like stone edge from Terrakion and that kind of stuff) and roosts it all off or hits the mon with a strong foul play. It also provides defog support for the team if necessary and is just an amazing mon. The rest of these mons are interchangeable and you can use a different one to fit your teams needs.
bold ->These are also the mons used in HO Dark I'll elaborate on that playstyle after.

Super strong pokemon with access to powerful stab moves and is usually scarfed on a dark team as it can outspeed and kill lots of threats to dark.

Nice set up sweeper on dark that has access to knock off, priority, and STAB iron head to hit opposing fairy types. Commonly ran with lum berry so you can set up on a status or life orb to deal more damage.

Incredibly fast revenge killer with helpful ice stab and access to knock off to cripple the opponent's pokemon. Usually ran with life orb to deal the most damage and to be able to switch up the moves it's using.

Nice water stab after greninja's ban and with protect(which it usually runs) can outspeed most of the opposing mons and forces the opponent into mindgames. Usually ran with orb with mixed attacks to hit physical walls as its special stats are still pretty high.

Hydreigon is a nice dark mon with a wide variety in its movepool and decent special attack and speed. Usually a scarfer or life orb to break mons better.

Honchkrow is a very nice mon to run on because of its diverse movepool and strong flying stab along with strong priority. Preferred set on dark is scarf to outspeed fighting mons and other mons and ohko but can be ran with life orb to hit really hard.

Crawdaunt is a super strong hitter with adaptability priority, knock off, and one of the strongest water physical moves. It also has access to boosting moves such as swords dance and is ran with life orb. Puts a dent or can revenge a mon in any team.

This might come off as a surprise because who would actually use cacturne? Well, cacturne has access to the ability "water absorb" and has very high stats in both attacks. Water Absorb helps switch in to things like special keldeo and helps vs water a lot.

Krook is a nice sash rocks lead that could run taunt and rocks on HO with max speed and max attack.

Mega Doom is an underrated mega but still serves some purposes. Can switch in on an opposing will o wisp and gains flash fire while mega'ing the next turn. Has access to strong fire stab and set up moves like Nasty Plot.

Another mega below Sableye. Absol starts out slow but gains very high stats after mega'ing with access to knock off, sucker punch, swords dance, and even play rough to hit opposing dark teams and fighting teams.
Hyper Offense: hyper offense is probably the "least viable" playstyle to use when using dark but usually the most "fun" to use. It usually consists of a bunch of fast or strong pokemon that keep attacking. The one necessary mon for all hyper offense teams is probably sableye(mega OR regular) to absorb priority fighting moves and to make sure the opponent cannot spam one move and win vs you.
Stall:(end bold)Stall is an uncommon but very effective playstyle in dark. Pretty much, you lay up hazards, switch between walls, and heal yourself back up. Dark is able to utilize this because of their very fat mons. In the case of stall, sableye mega might change to "calm mind dark pulse" and ttar might become av 4 attacks to tank most special attacks.
(Note: balance core is obligatory)

Umbreon is an amazing spdef wall that switches in on nearly every special hit ever(barring some super effective hits.) It is also a cleric with access to heal bell and a wish passer as well. Needed for keeping mons without recovery alive. Usually ran with max spdef and max hp.

This might come off as a surprise to some but Drapion is indeed very useful because of its utility and how bulky it is. Drapion doesn't take super effective hits from fairy and has access to moves like taunt and toxic spikes to spread hazards. Usually ran with max spdef and max hp.

Another surprise. Krookodile is the only dark mon(that's viable) with access to intimidate and can set up rocks, taunt, knock off, and has nice eq stab. Usually ran with max defense and max hp.

This took forever to write so thanks to those who read this and got advice from it.~
dank dark

S/Os: Are we supposed to do this? Oh, well. First of all, shoutout to scpinion for letting us do this project to help the community. Shoutout to my boys Rajesh( all falls down ), my favorite lc'er trash , Balto for suggesting the project, and my other mono frens.

Water has always been the most diverse type out of all of the types in that it has three different playstyles that all work very well, which is quite rare in the monotype metagame. These playstyles are Stall/Semi-Stall, Balance, and Hyper Offense. On top of having three different viable playstyles, all of these playstyles have a lot of variations in terms of builds.

We'll start out with Hyper Offense. The obvious playstyle you think of when you say Hyper Offense is Swift Swim, as Water has a tough time with pure Hyper Offense outside of Swift Swim because the only viable Stealth Rock setters (Swampert and Empoleon) are very slow and lose a lot of momentum outside of rain, and Stealth Rock are extremely important in Hyper Offense to ensure OHKOs.

The usual formula for Swift Swim teams is Politoed and 2-3 Swift Swim users to abuse the rain. Any more than 3 Swift Swim users makes you too reliant on rain, and with no Damp Rock this is a really bad idea.

The best set for Politoed is usually defensive with Eject Button and Rest to consistently keep setting rain.
or
or
or

Kabutops is a fantastic offensive hazard remover and physical wallbreaker, Mega Swampert does a good job setting rocks, is an offensive Electric check, and hits very hard in rain. Kingdra is a good mixed wallbreaker with great neutral coverage; Ludicolo has the added bonus of Grass STAB, but it's not as good coverage as Dragon/Water, and it can't go mixed. Life orb is the best item on all of these Pokemon. Again, please don't use all four of these Pokemon, as you will be too reliant on rain.

Whatever you choose out of these options, make sure you have some wallbreakers to have a good answer for Ferrothorn, Mega Venusaur, and Chansey. That can be Superpower Kabutops or Mega Swampert for Chansey and Ferrothorn, or you can have another Pokemon that can get rid of them for you. Some options for this can be


Tail Glow Ice Beam does a huge chunk to Ferrothorn to the point where it can be killed with another Pokemon. HP Fire can also be used, but beware of rain (it still does more than Ice Beam in rain). Tail Glow Surf in rain can also break Chansey. Tail Glow Psychic deals with Venusaur.


Knock Off from Crawdaunt, Secret Sword from Keldeo and Superpower from Azumarill can get rid of Ferrothorn and Chansey easily.


Regular Leftovers + Substitute Bounce Gyarados deals with Venusaur and can sweep Grass teams with ease.

Balanced Water is the most diverse out of the water archetypes; there are dozens of viable combinations of Pokemon.
Almost every balanced Water core starts with an Electric immunity, a Stealth Rock user, and a hazard remover. The most common core for this is usually



This standard defensive core takes care of status (Lanturn's heal bell), hazard removal (Empoleon's Defog), and hazards (Empoleon's Stealth Rock).

Since this core is so weak to Ground-type moves, another Pokemon usually needs to be added to fix this. Examples are



Another Electric immunity + Stealth Rock + hazard removal core is simply

+
or
or
or


Tentacruel doubles as a grass check, Starmie doubles as a Breloom check. Blastoise can work for more offensive teams, but another mega is usually preferred.

On top of all of this, a check for Breloom and Venusaur are still needed, and are even more important here because Balanced Water teams are much slower than Swift Swim teams. Some Pokemon for this are


Amazing defensive typing for Water, Assault Vest, Belly Drum and Choice Band are all great sets to use.


All four of these can deal with Breloom, the latter 3 can deal with Venusaur.

Since the only real requirements for Water teams are an Electric immunity, a hazard user, a hazard remover, and a Grass check, this leaves a lot of room for other cool Pokemon to add diversity to the team.


Does great against Dragon teams with Ice Fang, is a great way to break Psychic teams, can be a good late game sweeper.


Both are very good Dragon Dance sweepers; Gyarados can double as a Ground immunity before it mega evolves and a Grass check, both are good users of Crunch to break down Psychic teams.


Does a good job sweeping Dragon and Flying teams


Can be used as a Mega Pinsir and Excadrill check, or a Choice Scarf Trick user.

Finally, Stall Water is unquestionably the best variant of stall in Monotype, and many types are simply unable to break the core. What makes Stall Water so good is that it can actually have an immunity core for its only two weaknesses, and it is backed by strong hazard removers and clerics.

Stall Water is more one-dimensional than the other two playstyles, but there can still be variation. The basic core for this is usually
+
+

Which gives the immunity core along with hazard removal and Stealth Rocks and Heal Bell.

Since none of these Pokemon have reliable recovery, Wish users are fantastic.

Alomomola is usually preferred due to its sheer bulk.

Aside from this, different Pokemon have their benefits on stall.


Mega Pinsir check, stops set-up sweepers, Belly Drum Azumarill, etc


Can set up Toxic Spikes, alternate hazard removal, Grass check.

Calm mind is a good win condition, Thunder Wave can stop threats

Semi-Stall is a variant of stall that has a wallbreaker to beat other variants of stall and to break annoying cores that would win over the immunity core, along with beating some slower wallbreakers like Kyurem-B and Hoopa-U. Some common wallbreakers for this include


SubCM Keldeo and CM / Tail Glow Manaphy are good win conditions and revenge killers.

This took forever, so I hope it helped!

Psyshic has 2 viable playstyles being Balance and Hyper Offense
Balance
Usually I start with these 3. Slowbro good physical wall and very good at using t-wave and fishing for burns with scald. Also has reliable recovery with Slack off and has great coverage. Mew one of best stealth rockers on Psychic. Also has access to moves like Wil-o-Wisp and Taunt which help the team. Victini usually a physical scarfer helps with bug teams. On a standard physical based Victini V-create is the first move as hard hitting STAB. U-turn is there to gain momentum. Bolt strike is a good powerful coverage move. Victini on its last slot can run Blue Flare to destroy bug teams or Trick to cripple walls. Victini can also run a band set although it is not as effective as scarf. Special Victini is also a viable option but physical is almost always preferred.

Viable Megas for this playstyle
Super strong with pixlate stab Hyper Voice. Also has very good secondary STAB in Psyshock. Helps a lot vs dark matchup and in general is considered the "best psychic mega" in ORAS. Also has lots of coverage Focus Blast, Thunderbolt, and Energy Ball. Also has support moves such as Taunt,Sub, and Protect are all viable.
Very good Swords Dancer. Has lots of raw power behind it. Stab Close Combat is very powerful. Coverage moves such as knock off and shadow sneak are excellent coverage moves. While also having the elemental punches. You can also run Zen Headbutt as secondary STAB.
Very good wallbreaker. Not many switch ins to this monster's STAB High Jump Kick. With priority from fake out and bullet punch. With powerful coverage of ice punch and optional secondary STAB of Zen Headbutt. Very hard Mon to switch into.

Other Pokemon
Monster wallbreaker and very unpredictable on Psychic teams because of how many sets it can run. Life Orb, Sub Nasty Plot, Choice Ban, Choice Scarf all viable items. Usually a surprise factor in the match
Good way to deal with ghost teams which can be trouble for Psychic. Best with Assault Vest or Choice Specs. This Pokemon is used most to check Aegislash on Ghost teams.
Good Scarfer being able to spam scarf iron head. Also has healing wish to bring back a teammate. U-turn is good to gain momentum.
Solid special attacker. Most often it will carry Life Orb or Choice Specs. It is mostly used for the ability to be an offensive deffoger. Draco Meteor and Psyshock hit very hard.
Good at trapping threats and killing them. Also gets rid of fat walls with by tricking them choice scarf. Also likes setting up Calm Minds on those fat walls with a choice item looked into a non attacking move. Helps trap certain threats to your team
Good way to deal with dark types. Helps on Mega Medicham and Mega Gallade teams for fairy coverage. Has healing wish to bring a teammate back to life. Most often this Pokemon will be Scarf
Very fast psychic type. Viable items are sash to live one hit or Life Orb for the added power it provides. With Magic Guard this Pokemon with always keep its sash intact despite hazards and Life Orb Damage will not be taken.
Can set up stealth rocks and also is famous for using Nasty Plot pass. Tends to help vs swift swim water teams.
Another way to get rid of hazards with rapid spin. Hits threats hard with Analytic that like to switch out. Has good STAB moves in Scald/Hydro Pump/Psyshock and also coverage moves such as Ice Beam and Thunderbolt
Decent assault vest user. Has access to unique moves such as pursuit. Can also run weakness policy agility to become a sweeper.

Hyper Offensive Psychic
The choice is to get up hazards fast or being able to take multiple hits and having access to recover and getting up hazards. Spikes and Stealth Rocks are the hazards that are set up. Also can be screens with them holding light clay making Reflect and Light Screen last 8 turns instead of 5
Very good choice because its very fast and goes very well with the pressure of hazards. Trace can be good if right ability is traced. Also being very threatening with a Calm Mind (boosts Special Defense and Special Attack by 1 Stage) under its belt.
Very good setup sweeper with Sub Nasty Plot also takes advantage of hazards with its offensive presence. Just very threatening with hazards. Has lots of options on psychic which makes it a bit unpredictable
Good scarf or band user also takes advantage of hazards with powerful STAB V-create. With also having powerful bolt strike coverage.
Good offensive spinner. Has lots of power with Life Orb. Has coverage moves such as Thunderbolt and Ice Beam. Also has Psyshock to hit fat special walls hard. Rapid spin is superior way to function on hazards HO because you keep your hazards on the field.
Good nasty plot Baton Pass user to make other team members hit hard. More of a support Mon to help setup sweeps.
Good scarfer with trace to deal with dark types (mostly to deal with CM Mega Sableye). Also has healing Wish that will heal status hp with sacrificing itself. This is also beneficial for avoiding defog as well.
For HO teams that wanna run a different Dual Screener (Reflect and Light Screen) this is a viable option while also having access to stealth rocks. Although the Deoxys-S and D outclass it still has a niche as a decent lead.
Very dangerous setup sweeper takes advantage of hazards or screens. Being able to get important KO's with hazards or being able to set up SD with ease.
Solid special attacker and has a great offensive presence. Very Good on Light Screen Hyper Offensive Teams. Not so good on Hazard Stacking Offense for hazard removal with defog.

Fighting isn't really the greatest defensive type so Hyper Offensive is the only viable archetype it can run.
The main 2 mons that in my opinion should be on every successful high ladder fighting team are:

Since fighting is mainly a Hyper Offense type it does require i good amount of in game skill to be able to pull doubles to put your opponents in corners that lead to game winning sweeps. You do sometimes have to play dangerously with fighting which could either leave you up shit creek without a paddle or like I said above, open up the game winning sweep.

s/o to iGlack for not letting me forget lucario and to Balto for asking me to do this.


Infernape is a great SR lead for fighting, as it has access to greta utility moves like taunt and endeavor along with a plethora of coverage moves. It can also double up as a fantastic mixed attacker to wreak havoc against steel and balance flying builds with fighting and fire stabs. (life orb hp ice variants are great lures for lando I, bulk chomp, d nite, gliscor, etc.)


Cobalion is also another fabulous support rocker for fighting. It has above average bulk and access to great utility moves in taunt, thunder wave, and volt switch. It can also have a small offensive niche against fairy with it being able to eat hits and dish out iron heads.


Breloom is generally a focus sash attacker for fighting. It can perform really well against ground and water along with making for a secondary win con with access to Swords Dance. Its access to spore can let fighting gain momentum and really put opponents under pressure. With the sash in the back it can double up as a emergency sweeper stopper for fighting along with access to priority in mach punch.


Mega medicham is the 1st of two viable megas on fighting. with access to pure power mega cham wields massive instant power. Pure power makes moves like high jump kick and any psychic stab extremely difficult to switch into. It also has access to multiple priority options in fake out and bullet punch. bullet punch gives medicham a pretty decent matchup against fairy. Any balance archetype really struggles with medicham due to its sheer power.


Mega Gallade is the 2nd of two viable megas for fighting. While Mega gallade doesn't quite have the raw power medicahm has, it makes up for it with its fantastic speed tier in 110 and access to knock off to give it coverage to hit psychic's and ghosts. Gallade's access to Swords Dance is what makes it such a huge threat. Combined with its speed and coverage, gallade is extremely scary behind an SD.


I wouldn't say hawlucha is a sleeper threat because it has decent usage but I don't think it gets as much credit as it deserves. Along with Terrackion, Hawlucha is a fantastic clean up sweeper for fighting. With the ability Unburden and access to moves like Sky attack, acrobatics, swords dance, and high jump kick, hawlucha is a force to be reckoned with. One mistake by ur opponent and this thing with just train through an opposing team whether it be Sub Sd or Power herb sky attack.


Heracross is probably my favorite mon for fighting. Heracross can be an extremely versatile threat for fighting and can fufill multiple roles for a fightign team and can fufill them all successfully. You can run a Choice banded attacker with guts to lure in sableyes to willo wisp you and pay them back with boosted megahorns. You can run a flame orb/ toxic orb attacker to lure in something like a clefable and hit it with a facade that can be potentially boosted by an SD. Or you can make it anti psychic by slapping a choice scarf on it and stacking moxie boosts. All of those things make hera a fantastic mon on fighting


Lucario isn't the most common mon you see on fighting but it still holds decent viability. Lucario can double up as a special sweeper or a physical sweeper with access to Swords Dance and Nasty Plot. It can make up for its sub par speed with access to priority like E-speed, bullet punch, and vacuum wave. Coverage moves like dark pulse, crunch, earthquake, and ice punch let it get past some of its checks as well.


Conkeldurr is a fantastic bulky attacker for fighting. Conk is the only mon other than heracross that has the ability to absorb willo wisp with its ability in guts. With an added assault vest conk conk can give opposing offensive builds some trouble with its ability to eat up hits and dish out drain punches. Access to knock off and ice punch give it much needed coverage to hit psychic's and dragons.

Since fighting is mainly a Hyper Offense type it does require i good amount of in game skill to be able to pull doubles to put your opponents in corners that lead to game winning sweeps. You do sometimes have to play dangerously with fighting which could either leave you up shit creek without a paddle or like I said above, open up the game winning sweep.
Hope you guys like it!

Since the Smooth Rock ban Ground has become a average type with few play styles and little variation in builds due to change in the meta-game. The commonly seen playstyles used by Ground are Balance, Hyper Offense, and Bulky Offense.

The most commonly seen one, Bulky Offense, is seen more than others due to it fitting well with the necessary defense core of Hippowdon and a Water Absorber, usually Gastrodon in this case along with the usual staple on Ground, Excadrill.

Hyper Offense is also seen a lot on Ground with the risen usage of Seismitoad over Gastrodon and the way it complements wallbreaking potential provided by Excadrill and friends. This playstyle starts off mostly the same as the others, lead Hippowdon set Stealth Rocks sac something send in Excadrill lure whatever walls it double to a wallbreaker then rinse and repeat until a sweep is guaranteed.

Whichever playstyle you choose make sure that you have the necessary team support to complement it and the following: Hippowdon, Excadrill, and a Water check. It's also good to ensure that your team has decent answers for threats such as Mega-Gyarados, Charizard-Mega-Y, Serperior, Sharpedo-Mega, and Keldeo. Here are some great options to build around depending on your chosen playstyle.

In General

Provides excellent support with sash breaking stealth rock and sand support, also provides a much needed physical wall.

Excellent sweeper and revenge killer with great coverage and is commonly a stable on Ground.

An incredibly versatile mon that can be used to fill many different roles but is commonly used as a special sweeper.

An outstanding wallbreaker with impressive attacking stats and a decent speed tier allowing it to complement many different playstyles.

A Water check more suited to offense with higher attacking stats and is commonly seen as a bulky specs user.

Scarf, Moxie, helps against Psychic, not much to say.

Bulky Offense

Powerful but slow slightly bulky special wallbreaker.

Slower bulkier version of Seismitoad, better suited to Balance.

Flying is one of the few types where all three playstyles are viable, and relatively easy to use. Most Flying teams consist of a 2 Pokemon core, Skarmory and Zapdos. They both have decent bulk, and good movepool, so they can be tailored depending on the playstyle.

Balance


On balanced teams, Skarmory generally sets rocks, while Zapdos defogs. They cover each other nicely, Skarmory takes physical Ice and Rock moves with ease, while Zapdos covers Skarmory’s weak Special Defense. It also provides a valuable neutrality to Electric moves. This core is able to wall a lot of types with ease.

Here are some mons that work well with the core above.

Togekiss is my personal favorite. One of the core’s weakness is Dragon + Fire Blast spam (Garchomp), and strong special attackers (such as Specs Keldeo and LO Latios). Togekiss is able to tank it all fairly well while providing Heal Bell support. It also gets Thunder Wave for speed control, and Air Slash just for general annoyance. Another option is a Scarf set, it allows Togekiss to cripple common switch ins like Chansey who also threaten the Flying core.

Landorus-T is another good mon, it reduces the amount of pressure on Skarmory (Intimidate and decent bulk), and it has Stealth Rock, so you can run Spikes on Skarmory. A Choice Scarf set makes it a good check to Electric teams because of its immunity, and STAB Earthquake. U-turn allows it to threaten out Physics and scout. However, it is very weak to HP Ice.

Lando-I is an excellent special attacker. A combo of Earth Power and Focus Blast dismantles Steel teams, and Sludge Wave and Psychic let it beat Fairies and Mega Venusaur.

Dragonite is another option as well. Flying types generally lack priority, but Dragonite has a good one in the form of Extremespeed. Band gives Dragonite a ton of power, but at the cost of being locked into a move (Outrage). Another option is a Dragon Dance set, it’s a good set, but preserving Multiscale is important.

Tornadus-T has a good balance between offense and defense if wearing an AV, and its high speed paired with U-turn and Regenerator make it pretty annoying to face. Its main STAB Hurricane isn’t that reliable because of its shaky accuracy, but it has good coverage moves in the form of Focus Blast, Heat Wave, and Knock Off. A LO set is also an option because of Regenerator, and without an AV, it can use Taunt, and deal a lot of damage to Heatran with Superpower.

Thundurus-I has a high base speed, and good base attack. Prankster Thunder Wave is good for paralyzing threats, and Taunt effectively shuts down passive walls, letting you boost with Nasty Plot. Thundurus also has the moves it needs to be good, Thunderbolt and HP Ice has great coverage, and Grass Knot, Focus Blast and Psychic make good coverage

Mandibuzz is another option for Defog even though it doesn’t have Zapdos’s typing, it has better mixed bulk, and access to moves such as Taunt and Foul Play.

Gliscor is generally seen more on Stall teams, but a Swords Dance set is excellent for teams that have trouble beating Mega Sableye and Fairies.


The Megas

Gyarados is interesting, once it mega evolves, it loses its 4x weakness to Electric, 2x weakness to Rock, and it gains a resistance to Ice moves and it gains a boost on its special side making it easier to set up. Its Dark typing and Crunch allows it to sweep Physic monos with ease if you find a time to set up a Dragon Dance. Substitute and Taunt make it easier, if you can find passive mons to set up on. Gyarados also gets Earthquake to hit Rotom-W (Mold Breaker), and Ice Fang to 1HKO Dragonite at full health. Normal Gyarados with Bounce is also viable if you struggle against Fighting Monotypes.

Charizard-Y is a great wallbreaker. Drought, and a 159 base special attack makes sure anything that isn’t named Chansey is 1-2HKOed. Solarbeam beats Water types, and Focus Blast kills Tyranitar.


Stall


Not as common as Balance, but still just as viable. The mons are almost the same, but sets may be a bit different. Almost everything has recovery, and it relies on status and hazards to net kills. Skarmory and Zapdos sets stay the same.

Togekiss is the same as balance, but it’ll be a Heal Bell set, not a scarf set.

Tornadus-T will be an AV pivot. (Same as above)

(Normal) Gyarados is generally a status absorber and shuffler (great Keldeo + Mega Sab counter!). Intimidate lowers attack, and it has a good typing. Scald burns switch ins, Thunder Wave cripples fast mons, Dragon Tail shuffles (Roar is another option), and Rest heals back your HP. Sleep Talk is also an option, but you have to give something up

Articuno is another option if you’re looking for special walls. Haze removes buffs, and it has access to Heal Bell. Freeze Dry also damages Water types, and Toxic puts things on a timer. However, you must be very careful as it is 4x weak to SR.

Gliscor is an amazing mon because of Toxic Heal. It is seen on both Balance and Stall but more on defensive teams. Gliscor is generally a stallbreaker, effectively breaking mons like Chansey, and Skarmory. However, another set would be a Swords Dance set if you struggle with Mega Sab.

Mandibuzz is the same as balanced, it eases pressure on Skarmory, and threatens physical setup sweepers.

Both megas are good if you’re running a semi-stall team, but a full stall team doesn’t need a mega since the best Stall megas are banned. (Mega Altaria and Charizard-X :c )


Hyper Offensive


Some HO teams have the Flying core while others don’t, but sets will be different. This is the hardest playstyle for Flying teams imo, since it’ll be hard to keep rocks off the field without losing momentum.

Zapdos is here for emergency Defog, but some teams don’t even carry it. However, Zapdos can gain momentum by Baton Passing Subs or Volt Switch. HO Flying generally has trouble against Ferrothorn (If you’re not running Lando-I), but Zapdos has access to Heat Wave.

Skarmory is generally used as a suicide Custap lead. Apply as many hazards as possible before Brave Birding yourself to death for momentum. However, some teams have Aerodactyl for this because of its fast speed and a fast Taunt.

(Normal) Aerodactyl is used as an alternate suicide lead. It only gets Stealth Rock, but chances are they’re going to stay because of its base 130 speed. Stone Edge, and Earthquake provide good coverage, and they hit decently hard.

Archeops is another suicide lead, it has a decent base speed (110), access to Taunt, Endeavor, and a stronger suicide move (Head Smash). Good choice if you want momentum, but a faster mon than Skarmory.

Mega Aerodactyl is used as a Hone Claws sweeper. It’s one of the fastest Pokemon (tied with Mega Alakazam) so it’s bound to go first. Ariel Ace is good STAB and is boosted by Tough Claws but after a Hone Claws boost, Stone Edge is a better choice.

Thundurus-T used to be good on balance teams, but the return of Zapdos, and Thundurus-I’s speed + Prankster has cut down its viability. However, it’s good on HO teams with a Scarf. Fast Volt switches, and a switch in to Thunderbolt / T-wave make it a decent choice. It has the same attacks as Thundurus-I but you need to be careful as you are move locked.

Landorus-T is the same as balance, but bulky sets aren’t used. Double Dance sets are common here as well. (Swords Dance + Agility).

Landorus-I is the same as balance.

Staraptor (<3) is used as a fast Brave Bird spammer, and an answer to Electric monos. Reckless Brave Bird hurts, and Electric types are generally Specially Defensive so a Double Edge will hurt.

Tornadus-T is the same as balance, but LO sets are more common.

Togekiss is the same as balance, but only Scarf sets.

Honchkrow is an interesting choice. It’s slow compared to everything else, but it has a priority in the form of Sucker Punch, and Brave Bird hurts like crazy. It also has Heat Wave and Superpower for Steel types, and Moxie makes it very hard for your opp to stop it once it gets a boost or two.

The 2 general Megas are good, and can be used successfully, however, Gyarados is generally the better choice because of its resistance to Ice and access to a set up move. Mega Aerodactyl is also good here.

Psychic: zulkaz (complete)
Flying: Anttya
Steel: PK-Kaiser
Fairy: Balto (complete)
Grass: Azelea
Water: all falls down (complete)
Electric: AM Tesla
Fire: InsanityZenith
Ground: Cell
Poison: GodChef
Dark: Laxuy (complete)
Dragon: SaNeski
Ghost: Argus2Spooky
Fighting: iWanka [/USER] (complete)
Ice: Mind Crush
Normal: Bushtush
Rock: Crashy
Bug: Inwhale
 
Last edited:
(approved by scpinion )
Hi, and welcome to the Monotype Teambuilding concepts thread. I've noticed a lot of people have asked known players for assistance in building, so I figured this would be a nice resource for newer players. Essentially, this thread will contain in depth analyses on the 18 types of monotype, and how to properly play as well as build a team for them. To make sure these types are explained properly, the 18 players chosen will be limited to people who are highly experienced and are known to excel with the type.
The basics of teambuilding:

For inexperienced builders, I'll do a quick run-down of the terms and what they mean, and also what you should be thinking about before you decide to build a team.

Before you build a team, you should have
-A type picked. This is fairly easy, just one of of the 18 you feel like using.

-An archetype picked. Archetypes are essentially the playstyle you choose to run with. There are 3 primary archetypes, however they can be broken down further into smaller categories. The 3 primary archetypes are:


-Stall:Almost everything on stall will be considered a 'wall', and have a recovery move. The most defensive you can get in competitive pokemon.

-Offense:Very straightforward. Offense will usually consist of hard-hitting attackers, essentially the opposite of stall

-Balance: The mix between stall and offense. Balance will consist of a split number of walls and attackers


Once you have those two decided, you're welcome to read the various analyses and build a team of your own.

Psychic: zulkaz
Flying: Anttya
Steel: PK-Kaiser
Fairy: Balto
Grass: Azelea
Water: all falls down
Electric: AM Tesla
Fire: Zarif
Ground: Cell
Poison: GodChef
Dark: Laxuy
Dragon: SaNeski
Ghost: Argus2Spooky
Fighting: North
Ice: Mind Crush
Normal: Bushtush
Rock: Crashy
Bug: Inwhale
Ice was already done by me lol.
 
someone has some updating to do to the first post of this thread;)

But I am excited to see how the teambuilding concepts project pans out, especially with some of the lower tiered types..
 
Since Anttya's post (#85) on page 4, we have:

- writeup for Tyrantrum B rank (rock, currently not linked to anything)
- Balanced Rock for C rank
- Offensive Rock for C+
- Cloyster B-->A (Water)
- Mega Gardevoir A --> S (Psychic)
- Speed Tier revamp (not sure if this was updated or not, it's a pretty big list to sift through)


These are the ones that don't seem to have any objections so far...
There's also Tyranitar S --> A (Dark) a few posts up but there is an argument below it to keep it in S so I will leave it be for now
 
Done, I want some more input on T-tar before moving it, and if someone could link me to the Tyrantrum post, that'd be amazing
 

Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
BW Monotype Viability rankings

approved by scpinion
Welcome to the BW Monotype Viability Rankings. As most of you know, Monotype is completely different from OU in terms of viability. Instead of focusing on a Pokemon's flaws and the amount of roles they can perform, we're mainly focusing on how each Pokemon can fare against other type matchups. Abilities are valued more than normal,
will be ranked Higher. Pokemon are placed in either S, A, B, C, or D rank, with S only having Pokemon that can easily influence the game against a majority of type matchups, while D has Pokemon that are solely used for their moves or abilities.
Rules
-No New Ranks/Rank change will be accepted at this moment in the thread
-If you see a Pokemon is misplaced please PM/VM iVid or Anttya with a good explanation why
-Please do not VM/PM rank changes if you do not know or have very little experience with the BW Monotype Metagame

How the Ranks Work
-Pokemon have two Ranks for two different types. Ex: Abomasnow would be more useful on Ice than it would be on Grass

These people will have the final say if a Pokemon is completely misplaced. If you have any questions or need help, please PM / VM these people.
iVid
Anttya

BW Monotype Viability Rankings
(Subject to change, they are in no particular order)
S Rank

Normal
Chansey
Porygon2
Fighting
Keldeo
Terrakion
Flying
Skarmory
Dragonite
Thundurus-T
Poison
Gengar
Nidoking
Ground
Hippowdon
Mamoswine
Garchomp
Rock
Tyranitar
Terrakion
Bug
Volcarona
Ghost
Sableye
Gengar
Steel
Heatran
Skarmory
Fire
Ninetales
Water
Politoed
Keldeo
Vaporeon
Grass
Ferrothorn
Electric
Rotom-W
Psychic
Victini
Jirachi
Slowbro
Mew
Ice
Kyurem-B
Mamoswine
Dragon
Kyurem-B
Dragonite
Latios
Dark
Tyranitar
Sableye
Hydreigon

A Rank

Normal
Snorlax
Meloetta
Togekiss
Staraptor
Porygon-Z
Ditto
Fighting
Infernape
Breloom
Lucario
Cobalion
Scrafty
Heracross
Flying
Landorus-T
Aerodactyl
Xatu
Staraptor
Gyarados
Salamence
Gliscor
Poison
Weezing
Tentacruel
Drapion
Nidoqueen
Ground
Excadrill *Mold Breaker Only
Nidoking
Gastrodon
Gliscor
Landorus-T
Rock
Cradily
Omastar
Aerodactyl
Bug
Armaldo
Forretress
Scizor
Heracross
Ghost
Chandelure
Golurk
Froslass
Jellicent
Steel
Ferrothorn
Jirachi
Lucario
Excadrill
Scizor
Forretress
Metagross
Magnezone
Fire
Heatran
Infernape
Victini
Volcarona
Darmanitan
Rotom-H
Torkoal
Water
Rotom-W
Jellicent
Tentacruel
Slowbro
Gyarados
Lanturn
Cloyster
Alomomola
Swampert
Empoleon
Starmie
Grass
Cradily
Breloom
Celebi
Electric
Raikou
Zapdos
Magnezone
Thundurus-T
Psychic
Alakazam
Meloetta
Starmie
Latios
Latias
Azelf
Celebi
Reuniclus
Ice
Cryogonal
Cloyster
Abomasnow
Froslass
Piloswine
Walrein
Dragon
Latias
Salamence
Hydreigon
Garchomp
Dark
Umbreon

B Rank

Normal
Cinccino
Blissey
Ambipom
Fighting
Conkeldurr
Machamp
Toxicroak
Virizion
Flying
Zapdos
Togekiss
Honchkrow
Poison
Crobat
Toxicroak
Qwilfish
Ground
Dugtrio
Donphan
Quagsire
Swampert
Sandslash
Seismitoad
Rock
Armaldo
Archeops
Kabutops
Bug
Durant
Crustle
Galvantula
Ghost
Dusclops
Spiritomb
Steel
Bronzong
Durant
Empoleon
Bisharp
Fire
Entei
Arcanine
Chandelure
Water
Azumarill
Blastoise
Ludicolo
Swanna
Gastrodon
Suicune
Kingdra
Quagsire
Grass
Rotom-M
Ludicolo
Virizion
Whimsicott
Shaymin
Electric
Eelektross
Electivire
Luxray
Jolteon
Psychic
Gothitelle
Cresselia
Espeon
Medicham
Ice
Lapras
Weavile
Glaceon
Rotom-C
Dragon
Kingdra
Druddigon
Dark
Weavile
Bisharp
Spiritomb
Scrafty
Honchkrow
Krookodile
Drapion

C Rank

Normal
Smeargle
Slaking
Exploud
Clefable
Fighting
Hitmontop
Medicham
Mienshao
Sawk
Gallade
Emboar
Flying
Tornadus
Gligar
Rotom-F
Yanmega
Poison
Amoonguss
Scolipede
Venomoth
Venusaur
Garbodor
Golbat
Roserade
Ground
Gligar
Nidoqueen
Rock
Crustle
Shuckle
Aggron
Bug
Shuckle
Scolipede
Accelgor
Yanmega
Ninjask
Escavalier
Ghost
Dusknoir
Cofagrigus
Rotom
Steel
Cobalion
Registeel
Klinklang
Fire
Typhlosion
Charizard
Moltres
Houndoom
Emboar
Water
Sharpedo
Slowking
Milotic
Seismitoad
Gorebyss
Grass
Abomasnow
Venusaur
Amoonguss
Roserade
Shiftry
Leafeon
Electric
Stunfisk
Galvantula
Rotom-M
Lanturn
Psychic
Xatu
Slowking
Uxie
Mesprit
Claydol
Gallade
Sigilyph
Ice
Articuno
Jynx
Kyurem
Dragon
Haxorus
Flygon
Dark
Absol
Crawdaunt
Zoroark
Sharpedo
Liepard
Mandibuzz
Houndoom
Shiftry
Cacturne
D Rank

Normal
Staravia
Audino
Fighting
Throh
Gurdurr
Flying
Charizard
Mandibuzz
Articuno
Moltres
Poison
Muk
Vileplume
Skuntank
Victreebel
Ground
Rhyperior
Flygon
Claydol
Rock
Rhydon
Golem
Bug
Scyther
Ghost
Drifblim
Steel
Escavalier
Fire

Water
Omastar
Qwilfish
Crawdaunt
Grass
Vileplume
Victreebel
Electric
Raichu
Psychic
Jynx
Musharna
Gardevoir
Ice

Dragon

Dark
Zweilous

E Rank: Outclassed in almost every single way, or it it just sucks.

- Everything that isn't listed in the tiers above.
 
Last edited:

DoW

formally Death on Wings
BW Monotype Viability rankings

approved by scpinion
Welcome to the BW Monotype Viability Rankings. As most of you know, Monotype is completely different from OU in terms of viability. Instead of focusing on a Pokemon's flaws and the amount of roles they can perform, we're mainly focusing on how each Pokemon can fare against other type matchups. Abilities are valued more than normal,
will be ranked Higher. Pokemon are placed in either S, A, B, C, or D rank, with S only having Pokemon that can easily influence the game against a majority of type matchups, while D has Pokemon that are solely used for their moves or abilities.
Rules
-No New Ranks/Rank change will be accepted at this moment in the thread
-If you see a Pokemon is misplaced please PM/VM iVid or Anttya with a good explanation why
-Please do not VM/PM rank changes if you do not know or have very little experience with the BW Monotype Metagame

How the Ranks Work
-Pokemon have two Ranks for two different types. Ex: Abomasnow would be more useful on Ice than it would be on Grass

These people will have the final say if a Pokemon is completely misplaced. If you have any questions or need help, please PM / VM these people.
iVid
Anttya

BW Monotype Viability Rankings
(Subject to change, they are in no particular order)
S Rank

Normal
Chansey
Porygon2
Staraptor
Fighting
Keldeo
Terrakion
Flying
Skarmory
Poison
Gengar
Nidoking
Ground
Hippowdon
Mamoswine
Garchomp
Rock
Tyranitar
Terrakion
Bug
Volcarona
Ghost
Sableye
Steel
Heatran
Skarmory
Fire
Ninetales
Water
Politoed
Keldeo
Grass
Ferrothorn
Electric
Rotom-W
Psychic
Victini
Jirachi
Slowbro
Mew
Ice
Kyurem-B
Mamoswine
Dragon
Kyurem-B
Garchomp
Dragonite
Dark
Tyranitar
Sableye
Hydreigon

A Rank

Normal
Snorlax
Meloetta
Togekiss
Fighting
Infernape
Breloom
Lucario
Cobalion
Scrafty
Heracross
Flying
Thundurus-T
Landorus-T
Aerodactyl
Xatu
Staraptor
Dragonite
Gyarados
Salamence
Gliscor
Poison
Weezing
Tentacruel
Drapion
Nidoqueen
Ground
Excadrill *Mold Breaker Only
Nidoking
Gastrodon
Gliscor
Landorus-T
Rock
Cradily
Omastar
Aerodactyl
Bug
Armaldo
Forretress
Scizor
Heracross
Ghost
Chandelure
Gengar
Golurk
Froslass
Jellicent
Steel
Ferrothorn
Jirachi
Lucario
Excadrill *Mold Breaker Only
Scizor
Forretress
Metagross
Magnezone
Fire
Heatran
Infernape
Victini
Volcarona
Darmanitan
Rotom-H
Torkoal
Water
Rotom-W
Jellicent
Tentacruel
Slowbro
Gyarados
Lanturn
Cloyster
Vaporeon
Alomomola
Swampert
Empoleon
Starmie
Grass
Cradily
Breloom
Celebi
Electric
Raikou
Zapdos
Magnezone
Thundurus-T
Psychic
Alakazam
Meloetta
Starmie
Latios
Latias
Azelf
Celebi
Reuniclus
Ice
Cryogonal
Cloyster
Abomasnow
Froslass
Piloswine
Walrein
Dragon
Latias
Latios
Salamence
Hydreigon
Dark
Umbreon

B Rank

Normal
Cinccino
Blissey
Ditto
Ambipom
Fighting
Conkeldurr
Machamp
Toxicroak
Virizion
Flying
Zapdos
Togekiss
Honchkrow
Poison
Crobat
Toxicroak
Qwilfish
Ground
Dugtrio
Donphan
Quagsire
Swampert
Sandslash
Seismitoad
Rock
Armaldo
Archeops
Kabutops
Bug
Durant
Crustle
Galvantula
Ghost
Dusclops
Spiritomb
Steel
Bronzong
Durant
Empoleon
Bisharp
Fire
Entei
Arcanine
Chandelure
Water
Azumarill
Blastoise
Ludicolo
Swanna
Gastrodon
Suicune
Kingdra
Quagsire
Grass
Rotom-M
Ludicolo
Virizion
Whimsicott
Shaymin
Electric
Eelektross
Electivire
Luxray
Jolteon
Psychic
Gothitelle
Cresselia
Espeon
Medicham
Ice
Lapras
Weavile
Glaceon
Rotom-C
Dragon
Kingdra
Druddigon
Dark
Weavile
Bisharp
Spiritomb
Scrafty
Honchkrow
Krookodile
Drapion

C Rank

Normal
Smeargle
Slaking
Exploud
Clefable
Fighting
Hitmontop
Medicham
Mienshao
Sawk
Gallade
Emboar
Flying
Tornadus
Gligar
Rotom-F
Poison
Amoonguss
Scolipede
Venomoth
Venusaur
Garbodor
Golbat
Roserade
Ground
Gligar
Nidoqueen
Rock
Crustle
Shuckle
Aggron
Bug
Shuckle
Scolipede
Accelgor
Yanmega
Ninjask
Escavalier
Ghost
Dusknoir
Cofagrigus
Rotom
Steel
Cobalion
Registeel
Klinklang
Fire
Typhlosion
Charizard
Moltres
Houndoom
Emboar
Water
Sharpedo
Slowking
Milotic
Seismitoad
Gorebyss
Grass
Abomasnow
Venusaur
Amoonguss
Roserade
Shiftry
Leafeon
Electric
Stunfisk
Galvantula
Rotom-M
Lanturn
Psychic
Xatu
Slowking
Uxie
Mesprit
Claydol
Gallade
Sigilyph
Ice
Articuno
Jynx
Kyurem
Dragon
Haxorus
Flygon
Dark
Absol
Crawdaunt
Zoroark
Sharpedo
Liepard
Mandibuzz
Houndoom
Shiftry
Cacturne
D Rank

Normal
Staravia
Audino
Fighting
Throh
Gurdurr
Flying
Charizard
Mandibuzz
Articuno
Moltres
Poison
Muk
Vileplume
Skuntank
Victreebel
Ground
Rhyperior
Flygon
Claydol
Rock
Rhydon
Golem
Bug
Scyther
Ghost
Drifblim
Steel
Escavalier
Fire

Water
Omastar
Qwilfish
Crawdaunt
Grass
Vileplume
Victreebel
Electric
Raichu
Psychic
Jynx
Musharna
Gardevoir
Ice

Dragon

Dark
Zweilous

E Rank: Outclassed in almost every single way, or it it just sucks.

- Everything that isn't listed in the tiers above.
This is a great idea, and I agree with quite a few of the ranks. There are a few things I dislike, however.

Normal in Gen V is pretty much semi-stall from my experience. It was also before BulkyRaptor had really been invented, certainly before it was at all popular. That's not to say that Staraptor isn't good, but honestly I'm not sure it's that much greater than PZ or Togekiss (which was a big loss for Normal going into Gen VI). I'd probably put it at A TBH. I'd also be inclined to put Ditto in A due to how well it does against things like Dragons or setup sweepers.

Flying is almost entirely offense or hyper offense due to lack of defog and severe weakness to stealth rocks. This makes me wonder why the only S-rank is Skarmory ?_? Sure, Skarm is an extremely useful mon, especially helping vs. things like Dragon, Ice, Rock, Ground and so forth, but despite this I'm surprised something like Thundurus-T or Dnite doesn't also take the same rank as it. I'm also surprised to see Yanmega unlisted, sure it's 4x weak to rocks but I've run it and found it to be a useful special attacker on a type that doesn't have a particularly huge variety of special attackers, and it's certainly at least C-rank.

For Dragon I'd expect Latios to perhaps be higher and Garchomp to perhaps be lower. Chomp is nice for rocks and as an attacker, however you're going to be spamming outrage and winning against everything not named Ice, Garchomp doesn't really add too much to this. Latios is extremely useful especially against opposing Dragon (which is a matchup you'll see pretty often), basically the fastest mon wins if you can outplay the dnite and Latios is extremely useful in this respect.

On Ghost I'd expect Gengar to be A-rank simply due to how good it is, Ghost doesn't have a huge number of amazing mons and Gengar can pull its weight doing whatever job you want it doing honestly, I'd certainly think of it as equally good as Sableye.

On Water I'd certainly be inclined to put Vaporeon higher up, if you've ever faced Rest/Hydration Vaporeon in rain you'll know how horrendous it can be, especially if there's a chance of it setting up acid armor as you bring your physical attacker in.

On Steel, I'm not sure Exca needs to be Mold Breaker only. If I'm not mistaken the current ban is Sand Stream + Sand Rush on the same team. Steel won't have any Sand Stream, and Sand Rush vs. rock could be extremely useful.

Other than that, nothing catches my eye honestly. Good work ^_^
 

Air Jak

Banned deucer.
BW Monotype Viability rankings

approved by scpinion
Welcome to the BW Monotype Viability Rankings. As most of you know, Monotype is completely different from OU in terms of viability. Instead of focusing on a Pokemon's flaws and the amount of roles they can perform, we're mainly focusing on how each Pokemon can fare against other type matchups. Abilities are valued more than normal,
will be ranked Higher. Pokemon are placed in either S, A, B, C, or D rank, with S only having Pokemon that can easily influence the game against a majority of type matchups, while D has Pokemon that are solely used for their moves or abilities.
Rules
-No New Ranks/Rank change will be accepted at this moment in the thread
-If you see a Pokemon is misplaced please PM/VM iVid or Anttya with a good explanation why
-Please do not VM/PM rank changes if you do not know or have very little experience with the BW Monotype Metagame

How the Ranks Work
-Pokemon have two Ranks for two different types. Ex: Abomasnow would be more useful on Ice than it would be on Grass

These people will have the final say if a Pokemon is completely misplaced. If you have any questions or need help, please PM / VM these people.
iVid
Anttya

BW Monotype Viability Rankings
(Subject to change, they are in no particular order)
S Rank

Normal
Chansey
Porygon2
Fighting
Keldeo
Terrakion
Flying
Skarmory
Dragonite
Thundurus-T
Poison
Gengar
Nidoking
Ground
Hippowdon
Mamoswine
Garchomp
Rock
Tyranitar
Terrakion
Bug
Volcarona
Ghost
Sableye
Gengar
Steel

Heatran
Skarmory
Fire
Ninetales
Water
Politoed
Keldeo
Vaporeon
Grass
Ferrothorn
Electric
Rotom-W
Psychic
Victini
Jirachi
Slowbro
Mew
Ice
Kyurem-B
Mamoswine
Dragon
Kyurem-B
Dragonite
Latios
Dark
Tyranitar
Sableye
Hydreigon

A Rank

Normal
Snorlax
Meloetta
Togekiss
Staraptor
Porygon-Z
Ditto
Fighting
Infernape
Breloom
Lucario
Cobalion
Scrafty
Heracross
Flying
Landorus-T
Aerodactyl
Xatu
Staraptor
Gyarados
Salamence
Gliscor
Poison
Weezing
Tentacruel
Drapion
Nidoqueen
Ground
Excadrill *Mold Breaker Only
Nidoking
Gastrodon
Gliscor
Landorus-T
Rock
Cradily
Omastar
Aerodactyl
Bug
Armaldo
Forretress
Scizor
Heracross
Ghost
Chandelure
Golurk
Froslass
Jellicent
Steel
Ferrothorn
Jirachi
Lucario
Excadrill
Scizor
Forretress
Metagross
Magnezone
Fire
Heatran
Infernape
Victini
Volcarona
Darmanitan
Rotom-H
Torkoal
Water
Rotom-W
Jellicent
Tentacruel
Slowbro
Gyarados
Lanturn
Cloyster
Alomomola
Swampert
Empoleon
Starmie
Grass
Cradily
Breloom
Celebi
Electric
Raikou
Zapdos
Magnezone
Thundurus-T
Psychic
Alakazam
Meloetta
Starmie
Latios
Latias
Azelf
Celebi
Reuniclus
Ice
Cryogonal
Cloyster
Abomasnow
Froslass
Piloswine
Walrein
Dragon
Latias
Salamence
Hydreigon
Garchomp
Dark
Umbreon

B Rank

Normal
Cinccino
Blissey
Ambipom
Fighting
Conkeldurr
Machamp
Toxicroak
Virizion
Flying
Zapdos
Togekiss
Honchkrow
Poison
Crobat
Toxicroak
Qwilfish
Ground
Dugtrio
Donphan
Quagsire
Swampert
Sandslash
Seismitoad
Rock
Armaldo
Archeops
Kabutops
Bug
Durant
Crustle
Galvantula
Ghost
Dusclops
Spiritomb
Steel
Bronzong
Durant
Empoleon
Bisharp
Fire
Entei
Arcanine
Chandelure
Water
Azumarill
Blastoise
Ludicolo
Swanna
Gastrodon
Suicune
Kingdra
Quagsire
Grass
Rotom-M
Ludicolo
Virizion
Whimsicott
Shaymin
Electric
Eelektross
Electivire
Luxray
Jolteon
Psychic
Gothitelle
Cresselia
Espeon
Medicham
Ice
Lapras
Weavile
Glaceon
Rotom-C
Dragon
Kingdra
Druddigon
Dark
Weavile
Bisharp
Spiritomb
Scrafty
Honchkrow
Krookodile
Drapion

C Rank

Normal
Smeargle
Slaking
Exploud
Clefable
Fighting
Hitmontop
Medicham
Mienshao
Sawk
Gallade
Emboar
Flying
Tornadus
Gligar
Rotom-F
Yanmega
Poison
Amoonguss
Scolipede
Venomoth
Venusaur
Garbodor
Golbat
Roserade
Ground
Gligar
Nidoqueen
Rock
Crustle
Shuckle
Aggron
Bug
Shuckle
Scolipede
Accelgor
Yanmega
Ninjask
Escavalier
Ghost
Dusknoir
Cofagrigus
Rotom
Steel
Cobalion
Registeel
Klinklang
Fire
Typhlosion
Charizard
Moltres
Houndoom
Emboar
Water
Sharpedo
Slowking
Milotic
Seismitoad
Gorebyss
Grass
Abomasnow
Venusaur
Amoonguss
Roserade
Shiftry
Leafeon
Electric
Stunfisk
Galvantula
Rotom-M
Lanturn
Psychic
Xatu
Slowking
Uxie
Mesprit
Claydol
Gallade
Sigilyph
Ice
Articuno
Jynx
Kyurem
Dragon
Haxorus
Flygon
Dark
Absol
Crawdaunt
Zoroark
Sharpedo
Liepard
Mandibuzz
Houndoom
Shiftry
Cacturne
D Rank

Normal
Staravia
Audino
Fighting
Throh
Gurdurr
Flying
Charizard
Mandibuzz
Articuno
Moltres
Poison
Muk
Vileplume
Skuntank
Victreebel
Ground
Rhyperior
Flygon
Claydol
Rock
Rhydon
Golem
Bug
Scyther
Ghost
Drifblim
Steel
Escavalier
Fire

Water
Omastar
Qwilfish
Crawdaunt
Grass
Vileplume
Victreebel
Electric
Raichu
Psychic
Jynx
Musharna
Gardevoir
Ice

Dragon

Dark
Zweilous

E Rank: Outclassed in almost every single way, or it it just sucks.

- Everything that isn't listed in the tiers above.
You just made my life complete
 
iVid said:
BW Monotype Viability rankings
approved by scpinion
Welcome to the BW Monotype Viability Rankings. As most of you know, Monotype is completely different from OU in terms of viability. Instead of focusing on a Pokemon's flaws and the amount of roles they can perform, we're mainly focusing on how each Pokemon can fare against other type matchups. Abilities are valued more than normal,
will be ranked Higher. Pokemon are placed in either S, A, B, C, or D rank, with S only having Pokemon that can easily influence the game against a majority of type matchups, while D has Pokemon that are solely used for their moves or abilities.
Rules
-No New Ranks/Rank change will be accepted at this moment in the thread
-If you see a Pokemon is misplaced please PM/VM iVid or Anttya with a good explanation why
-Please do not VM/PM rank changes if you do not know or have very little experience with the BW Monotype Metagame

How the Ranks Work
-Pokemon have two Ranks for two different types. Ex: Abomasnow would be more useful on Ice than it would be on Grass

These people will have the final say if a Pokemon is completely misplaced. If you have any questions or need help, please PM / VM these people.

BW Monotype Viability Rankings
(Subject to change, they are in no particular order)
Hiya man, nice work you have done here ya, just a few thing I remember:

Venusaur and Victreebel were the 2 main sweepers on monograss, becos Chlorophyll sunlight + Growth was so good for grasses back there iirc. So I think A-rank is nice for both (maybe B-rank for Victree). Sawsbuck was used for the same reason with SD, but it was more a niche pokemon so D-rank can be good for it.

Both Bronzong and Reuniclus were the main guys for Trick Room Psychic, Metagross to a lesser degree. So maybe B-rank to both bronzong and metagross.

Thats all i think. Nice work man :3
 
Hiya man, nice work you have done here ya, just a few thing I remember:

Venusaur and Victreebel were the 2 main sweepers on monograss, becos Chlorophyll sunlight + Growth was so good for grasses back there iirc. So I think A-rank is nice for both (maybe B-rank for Victree). Sawsbuck was used for the same reason with SD, but it was more a niche pokemon so D-rank can be good for it.

Both Bronzong and Reuniclus were the main guys for Trick Room Psychic, Metagross to a lesser degree. So maybe B-rank to both bronzong and metagross.

Thats all i think. Nice work man :3
Sun grass wasn't very viable back the in mono, however it was to an extent in ou.

Metagross, probably, Bronzong no.
 

DEG

we tangle endlessly
is a Community Contributoris a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
LC


By slurmz

Surskit (M) @ Focus Sash
Ability: Swift Swim
Level: 5
Shiny: Yes
EVs: 36 HP / 20 Def / 180 SpD / 236 Spe
Timid Nature
- Protect
- Sticky Web
- Scald
- Baton Pass

Carvanha (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Adamant Nature
- Taunt
- Crunch
- Waterfall
- Aqua Jet

Corphish @ Life Orb
Ability: Adaptability
Level: 5
EVs: 76 HP / 196 Atk / 236 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Aqua Jet
- Crabhammer

Chinchou @ Berry Juice
Ability: Volt Absorb
Level: 5
EVs: 236 HP / 52 Def / 148 SpA / 60 Spe
Modest Nature
- Ice Beam
- Volt Switch
- Heal Bell
- Scald

Poliwag (M) @ Berry Juice
Ability: Swift Swim
Level: 5
Happiness: 0
EVs: 196 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Hypnosis
- Belly Drum
- Frustration
- Waterfall

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 116 HP / 36 Def / 200 SpA / 36 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]
By slurmz


Taillow @ Life Orb
Ability: Scrappy
Level: 5
EVs: 200 SpA / 36 SpD / 236 Spe
Hasty Nature
IVs: 9 HP / 30 Atk / 30 SpA
- Boomburst
- U-turn
- Brave Bird
- Quick Attack

Wingull @ Life Orb
Ability: Rain Dish
Level: 5
EVs: 36 Atk / 236 SpA / 236 Spe
Timid Nature
IVs: 9 HP
- Hurricane
- Scald
- U-turn
- Knock Off

Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Acrobatics
- Rock Slide

Natu (M) @ Life Orb
Ability: Magic Bounce
Level: 5
EVs: 116 Atk / 196 SpA / 196 Spe
Hasty Nature
IVs: 9 HP
- Sucker Punch
- Heat Wave
- U-turn
- Psychic

Vullaby @ Eviolite
Ability: Big Pecks
Level: 5
EVs: 196 HP / 76 Def / 236 SpD
Impish Nature
- Defog
- U-turn
- Knock Off
- Roost

Noibat (M) @ Choice Scarf
Ability: Infiltrator
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- U-turn
- Heat Wave
- Draco Meteor
- Air Slash
By Nineage

Mienfoo @ Eviolite
Ability: Regenerator
Level: 5
EVs: 76 HP / 76 Atk / 116 Def / 196 SpD
Impish Nature
- Baton Pass
- Swords Dance
- Drain Punch
- Knock Off

Pancham @ Eviolite
Ability: Mold Breaker
Level: 5
EVs: 180 Atk / 100 Def / 212 SpD / 12 Spe
Adamant Nature
- Zen Headbutt
- Drain Punch
- Knock Off
- Gunk Shot

Timburr @ Eviolite
Ability: Guts
Level: 5
EVs: 116 Atk / 156 Def / 236 SpD
Careful Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

Croagunk @ Life Orb
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 108 SpA / 196 Spe
Naughty Nature
IVs: 3 HP
- Vacuum Wave
- Gunk Shot
- Sucker Punch
- Fake Out

Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Jolly Nature
- Protect
- High Jump Kick
- Copycat
- Iron Tail

Scraggy @ Choice Scarf
Ability: Moxie
Level: 5
EVs: 36 HP / 236 Atk / 212 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Drain Punch
- Poison Jab

This team aims to set up a swords dance with Mienfoo, and pass it off to a teammate to sweep. Mienfoo runs a bulky spread to be able to easily set up and pass +2 attack. Timburr is used to absorb burns, especially from scald users and ghost monos, and hits like a truck at +2. Pancham is the preferred recipient against poison and fairy types, due to its access to zhb and gunk shot (both are run on this set, but parting shot can be run over one if you like momentum). Riolu is the hardest to get boosts to, due to its frailty and how much it hates status, but at +2 it can sweep teams with HJK + priority copycat. Protect is run to get around fast priority users, but crunch can also be run in this slot to not lose to ghost types. Croagunk serves as a better fairy check than Pancham and is my go-to revenge killer due to its triple priority set. Keep in mind that this gunk set does not like taking hits, but the triple priority is necessary on this mostly slow team. Scarf Scraggy cleans up teams that things at +2 have blown apart, as well as being the best check to fast, hard hitting flying types, such as Taillow and Doduo, which fighting monos struggle to answer otherwise.
By all falls down

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 124 HP / 160 Def / 160 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fighting]

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 200 SpA / 80 SpD / 200 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Hidden Power [Fighting]
- Substitute

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Sludge Wave
- Hydro Pump
- Hidden Power [Fire]
- Scald

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe
Modest Nature
- Nasty Plot
- Sludge Bomb
- Vacuum Wave
- Shadow Ball

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 60 Def / 108 SpA / 188 SpD / 4 Spe
Brave Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Sludge Bomb

Venipede @ Eviolite
Ability: Speed Boost
Level: 5
EVs: 236 Atk / 44 Def / 220 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Protect
- Endeavor
By Lax

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 56 Def / 232 SpA / 220 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Scald
- Hidden Power [Ground]

Corphish @ Eviolite
Ability: Adaptability
Level: 5
EVs: 196 Atk / 76 Def / 236 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Crabhammer
- Aqua Jet

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
- Scald
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Waterfall
- Crunch
- Aqua Jet
- Protect

Surskit @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe
Timid Nature
- Sticky Web
- Scald
- Giga Drain
- Protect

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 12 Def / 236 SpD / 20 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Aqua Jet
- Rock Slide


Doubles


By SocialSocialSocial

Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sleep Powder
- Hurricane
- Tailwind
- Protect

Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Feint
- Return
- Close Combat
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Thunderbolt
- Ice Beam
- Iron Head

Scizor @ Life Orb
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Feint
- Bullet Punch
- Tailwind
- Knock Off

Armaldo @ Expert Belt
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 30 Atk / 30 SpA
- Stone Edge
- X-Scissor
- Aqua Tail
- Protect

Heracross @ Choice Band
Ability: Guts
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Close Combat
- Stone Edge
- Megahorn
- Earthquake
By SocialSocialSocial

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Secret Sword
- Hydro Pump
- Protect

Manaphy @ Sitrus Berry
Ability: Hydration
EVs: 10 HP
- Rest
- Tail Glow
- Scald
- Shadow Ball

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Follow Me
- Hydro Pump
- Ice Beam
- Protect

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Power-Up Punch
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 60 HP / 252 SpA / 196 Spe
Mild Nature
- Fake Out
- Ice Beam
- Hydro Pump
- Giga Drain

Politoed @ Choice Specs
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Hydro Pump
- Helping Hand
- Icy Wind
- Hidden Power [Grass]
By all falls down

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

Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 236 HP / 192 Def / 20 SpD / 60 Spe
Calm Nature
- Air Slash
- Follow Me
- Thunder Wave
- Roost

Diancie @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Modest Nature
- Hyper Voice
- Moonblast
- Psyshock
- Hidden Power [Ground]

Whimsicott @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Stun Spore
- Taunt
- Helping Hand
- Protect

Clefable @ Sitrus Berry
Ability: Unaware
EVs: 252 HP / 72 Def / 184 SpD
Calm Nature
- Follow Me
- Moonblast
- Helping Hand
- Protect



BW


By Articuno I

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Impish Nature
- Leech Seed
- Protect
- Spikes
- Seed Bomb

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Protect
- Lava Plume
- Roar

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Counter
- Whirlwind
- Roost
- Sandstorm

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Ice]

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Punch
- Iron Head
- Thunder
- U-turn

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
By Articuno I

Politoed @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Ice Beam
- Perish Song
- Rest

Vaporeon @ Leftovers
Ability: Hydration
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Rest
- Acid Armor
- Scald
- Roar

Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Toxic Spikes
- Rapid Spin
- Scald
- Protect

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Fire Blast
- Ice Beam
- Slack Off

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rest
- Sleep Talk
- Scald
- Calm Mind

Gyarados @ Chesto Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rest
- Dragon Dance
- Waterfall
- Earthquake
By Articuno I

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Energy Ball
- Thunderbolt

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Stealth Rock

Salamence @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Outrage
- Earthquake
- Fire Blast
- Dragon Claw

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

Latias @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Light Screen
- Reflect
- Thunder Wave
By Articuno I


Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Focus Blast

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Shadow Ball
- Encore

Espeon @ Life Orb
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Psyshock
- Hidden Power [Fire]
- Grass Knot
- Baton Pass

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 236 SpD / 20 Spe
Careful Nature
- Iron Head
- Stealth Rock
- Wish
- Ice Punch

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Trick
- Thunderbolt
- Energy Ball

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Thunder Wave
- Slack Off
By all falls down

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Superpower

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Slack Off
- Earthquake
- Stealth Rock
- Whirlwind

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Outrage
- Earthquake
- Fire Blast

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 40 Def / 224 Spe
Impish Nature
- Substitute
- Toxic
- Protect
- Earthquake

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Scald
- Toxic
- Recover

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Thunderbolt
- Ice Beam
- Flamethrower
By Lax
[/SIZE]

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

Xatu @ Leftovers
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
- Calm Mind
- Heat Wave
- Psychic
- Roost

Thundurus-Therian @ Leftovers
Ability: Volt Absorb
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Thunderbolt
- Agility
- Nasty Plot
- Hidden Power [Ice]

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Fire Punch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Hidden Power [Ice]
- Earthquake
- Superpower

Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Substitute
- Bounce
 
Last edited:

DEG

we tangle endlessly
is a Community Contributoris a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
UU Monotype Viability rankings


Pokemon are placed in either S, A, B and C with S only having Pokemon that can easily influence the game against a majority of type matchups and C pokemon that have a a little niche in the metagame.​
Rules
-You can suggest changes to the ranking of a Pokemon but make sure to include a couple of sentences justifying your changes.

How the Ranks Work
-Pokemon have two Ranks for two different types.

These people will have the final say if a Pokemon is completely misplaced. If you have any questions or need help, please PM / VM these people.

Articuno I
Fírnen
scpinion

UU monotype Viability Rankins
(Subject to change, by type.)
S-rank
Armaldo
Yanmega


A-rank
Shuckle
Vivillon
Durant
Scolipede
Beedrill-Mega

B-rank
Ninjask
Accelgor
Crustle
Venomoth
Escavalier


C-rank
Shedinja
Volbeat
Illumise
Pinsir
S-rank
Weavile
Hydreigon
Umbreon

A-rank
Krookodile
Sharpedo-Mega
Houndoom-Mega
Sableye

B-rank
Honchkrow
Zoroark
Malamar
Absol-Mega
Scrafty
Skuntank

C-rank
Spiritomb
Cacturne
Liepard
Drapion
S-rank
Salamence
Kyurem
Tyrantrum

A-rank
Dragalge
Zygarde
Goodra
Druddigon
Haxnorus

B-rank
Flygon
Noivern
Kingdra


C-rank
Altaria
S-rank
Rotom-Wash
Thundurus
Zapdos
Magnezone

A-rank
Elektross
Ampharos-Mega
Manectric-Mega
Raikou

B-rank
Electivire
Luxray
Stunfisk
Galvantula

C-rank
Jolteon
Heliolisk
S-rank
Gardevoir-Mega


A-rank
Diancie
Gardevoir
Slurpuff
Sylveon

B-rank
Florges
Granbull
Mr. Mime
Togetic
Whimsicott


C-rank
Aromatisse
Carbink
Mawile
Wigglytuff
S-rank
Conkeldurr
Heracross
Heracross-Mega

A-rank
Lucario
Mienshao
Scrafty
Toxicroak

B-rank
Chesnaught
Gallade
Hitmonlee
Machamp
Poliwrath
Virizion

C-rank
Hitmontop
Pangoro
Medicham
Sawk
Throh
S-rank
Victini
Rotom-Heat

A-rank
Torkoal
Heatran
Chandelure
Darmanitan
Ninetales


B-rank
Entei
Volcarona
Arcanine
Houndoom-Mega
Delphox

C-rank
Moltres
Camerupt-Mega
Fletchinder
S-rank
Mandibuzz
Tornadus-Therian
A-rank
Salamence
Aerodactyl-Mega
Pidgeot-Mega
Articuno
Staraptor

Gligar
B-rank
Hawlucha
Crobat
Aerodactyl
Honchkrow
Xatu
Gyarados
Tornadus

C-rank
Archeops
Braviary
Sigilyph
Yanmega
S-rank
Gengar
Chandelure
Sableye

A-rank
Golurk
Jellicent
Trevenant


B-rank
Froslass
Cofagrigus
Hoopa
Banette-Mega
Doublade
Dusclops

C-rank
Gourgeist-Super
Spiritomb
Shedinja
Mismagius
Dusknoir
S-rank
Ferrothorn
Breloom
Serperior

A-rank
Cradily
Sceptile-Mega
Amoonguss
Rotom-M

B-rank
Shiftry
Roserade
Ludicolo
Whimsicott
Celebi
Venusaur

C-rank
Gourgeist
Chesnaught
Leavanny
S-rank
Gastrodon
Diggersby

A-rank
Gliscor
Krookodile
Nidoking
Landorus-Therian
Zygarde

B-rank
Camerupt-Mega
Steelix-Mega
Rhyperior
Swampert
Swampert-Mega
Golem
Torterra

C-rank
Donphan
Nidoqueen
Quagisre
S-rank
Avalugg
Kyurem-B
Mamoswine

A-rank
Weavile
Piloswine
Cloyster

B-rank
Rotom-F
Cryogonal
Articuno
Froslass
Lapras
Walrein

C-rank
Jynx
Glalie-Mega
Abomasnow-Mega
S-rank
Pidgeot-Mega
Meloetta

A-rank
Blissey
Audino-Mega
Miltank
Porygon-Z
Ditto
Snorlax
Smeargle

B-rank
Heliolisk
Exploud
Cinccino
Ambipom

C-rank
Kecleon
Slaking
Pyroar
Furfrou
Linoone
S-rank
Scolipede
Nidoking

A-rank
Crobat
Drapion
Skuntank
Tentacruel
Nidoqueen
Weezing

B-rank
Toxicroak
Amoonguss
Dragalge
Beedrill-Mega

C-rank
Roserade
Golbat
Qwilfish
Ariados
Venusaur
S-rank
Gardevoir
Latias

A-rank
Deoxys-D
Gallade
Metagross
Deoxys-S

B-rank
Medicham
Espeon
Cresselia
Starmie
Azelf

C-rank
Malamar
Wobbuffet
Celebi
Delphox
Reuniclus
S-rank
Aggron-Mega
Terrakion
Tyranitar

A-rank
Cradily
Diancie
Aerodactyl-Mega
Omastar
Shuckle

B-rank
Archeops
Rhyperior
Tyranitar-Mega
Tyrantrum

C-rank
Aurorus
Armaldo
S-rank
Empoleon
Lucario

A-rank
Klefki
Metagross
Aggron
Durant
Magneton
Bronzong

B-rank
Registeel
Aggron-Mega
Steelix-Mega
Cobalion

C-rank
Forretress
S-rank
Starmie
Empoleon
Manaphy
Suicune
Lanturn

A-rank
Cloyster
Sharpedo-Mega
Slowbro
Rotom-W
Crawdaunt
Tentacruel
Alomomola

B-rank
Quagsire
Gastrodon
Feraligatr

C-rank
Kingdra
Ludicolo
Kabutops
Blastoise-Mega
Jellicent
Vaporeon
Sharpedo

D-rank
Milotic
Qwilfish
Slowking



Doubles Monotype Viability rankings


Pokemon are placed in either S, A, B, c and D with S only having Pokemon that can easily influence the game against a majority of type matchups and C pokemon that have a a little niche in the metagame.​
Rules
-You can suggest changes to the ranking of a Pokemon but make sure to include a couple of sentences justifying your changes.

How the Ranks Work
-Pokemon have two Ranks for two different types.

These people will have the final say if a Pokemon is completely misplaced. If you have any questions or need help, please PM / VM these people.

MainEvent
Nido-Rus
SocialSocialSocial

UU monotype Viability Rankins
(Subject to change, by type.)
S Rank
Genesect
A Rank
Heracross Mega
Pinsir Mega
Scizor
Scizor Mega

B Rank
Durant
Escavalier
Heracross
Parasect
Scolipede

Vivillion
Volcarona
C Rank
Galvantula
Illumise
D Rank
Butterfree
S Rank
Bisharp
Houndoom Mega
Sableye
A Rank
Greninja
Hoopa-U
Hydreigon
Sableye Mega

Weavile
B Rank
Darkrai
Honchkrow
Liepard
Sharpedo Mega
Tyranitar
Tyranitar Mega
C Rank
Crawdaunt

Krookodile
Spiritomb
D Rank
Mandibuzz
S Rank
Altaria Mega
A Rank
Hydreigon
Kyurem-B
Latios
B Rank
Dragalge
Garchomp

Salamence
C Rank
Haxorus

Kingdra
Latias
Latias Mega
Latios Mega
Tyrantrum
D Rank
Dragonite
Goodra
Kyurem
S Rank
Thundurus-I
A Rank
Manectric Mega
Rotom-W
Zapdos
B Rank
Raichu
Raikou
Rotom-H
Rotom-C
Thundurus-T
C Rank
Ampharos Mega

Eelektross
Electabuzz
Lanturn
Luxray
Rotom
D Rank
Rotom-F
Rotom-S
S Rank
Diancie Mega
A Rank
Azumarill
Gardevoir Mega
Mawile Mega
Sylveon
Togekiss
B Rank
Clefairy
Klefki

Whimsicott
C Rank
Aromatisse
Clefable
Diancie
Florges
Gardevoir
Granbull
Slurpuff
Togetic
D Rank
Mr. Mime
S Rank
Keldeo
Terrakion
A Rank
Blaziken
Cobalion
B Rank
Breloom
Hariyama
Hitmontop
Infernape
Lucario Mega
Medicham Mega
C Rank
Blaziken Mega
Conkeldurr
Gallade Mega
Heracross
Heracross Mega
Machamp
Mienshao
Toxicroak
Scrafty
Virizion
D Rank
Chesnaught
Hawlucha
S Rank
Blaziken
Mega Charizard-Y
A Rank
Mega Charizard-X
B Rank
Camerupt Mega
Chandelure
Infernape
Heatran
Magmar
Rotom-H
Victini
C Rank
Arcanine
Entei
Moltres
Ninetails
Volcarona
D Rank
Fletchinder
S Rank
Mega Charizard-X
A Rank
Mega Charizard-Y
Gyarados
Landorus-I
Landorus-T
Thundurus-I
Zapdos
B Rank
Aerodactyl
Altaria Mega
Crobat
Salamence
Thundurus-T
Togekiss
Vivillon
C Rank
Aerodactyl Mega
Braviary
Gyarados Mega
Mandibuzz
Staraptor
Tornadus-T
D Rank
Dragonite
Hawlucha
Honchkrow
Moltres
Murkrow
Togetic
Tornadus
S Rank
Aegislash
Sableye Mega
A Rank
Gengar
Gengar Mega
Jellicent
Gourgeist
B Rank
Chandelure
Golurk
Hoopa
C Rank
Cofagrigus
Dusclops
Trevenant
D Rank
Spiritomb
S Rank
Abomasnow Mega
Venusaur Mega
A Rank
Abomasnow
Ferrothorn
Gourgeist
Shiftry
Venusaur
Virizion
Whimsicott
B Rank
Amoonguss
Breloom
Chesnaught
Ludicolo
Rotom-C
Serperior
Trevenant
C Rank
Exeggutor
Jumpluff
Shaymin
D Rank
S Rank
Hippowdon
Landorus-I
A Rank
Excadrill
Gastrodon

Landorus-T
B Rank
Claydol
Garchomp
Garchomp Mega
Mamoswine

Swampert
C Rank
Camerupt Mega

Krookodile
Marowak
Swampert Mega
Zygarde

D Rank
Golurk

S Rank
Abomasnow
Abomasnow Mega
Froslass
A Rank
Kyurem-B

Mamoswine
Weavile
B Rank

Delibird
Cloyster

Glalie Mega
C Rank
Glaceon
Lapras
Rotom-F
D Rank
Sneasel
S Rank
Kangaskhan Mega
A Rank
Porygon2
Staraptor
B Rank
Diggersby
Lopunny Mega
Meloetta
Pidgeot Mega
C Rank

Ambipom
Audino
Blissey

Braviary
Chansey

Exploud
Heliolisk
Kecleon
Porygon-Z
Pyroar
Snorlax
Tauros
D Rank
Audino Mega
Cinccino
Smeargle
Stoutland
S Rank
Gengar
Crobat
A Rank
Amoonguss
Drapion
Gengar
Venusaur Mega
B Rank
Scolipede

Venusaur
C Rank
Dragalge
Nidoking
Toxicroak
D Rank
Roserade
S Rank
Gardevoir Mega
Hoopa-U
A Rank
Deo-A
Jirachi
Latios
Metagross Mega
B Rank
Cresselia
Gallade Mega
Gardevoir
Gothitelle
Latias
Medicham Mega
Mew
C Rank
Hoopa
Latias Mega
Latios Mega
Meloetta

Reuniclus
D Rank
Mr. Mime
S Rank
Diancie Mega
Terrakion
A Rank
Rhyperior
Tyranitar
Aerodactyl
B Rank
Diancie
Omastar
Rhydon
Tyranitar Mega
Tyrantrum
C Rank
Aerodactyl Mega
Aurorus
Cradily
Kabutops
D Rank
Armaldo
S Rank
Aegislash
Heatran
A Rank
Bisharp
Ferrothorn
Jirachi
Mawile Mega
Metagross Mega
B Rank
Cobalion
Genesect
Scizor
C Rank

Durant
Excadrill
Klefki

Lucario Mega
Magnezone
Scizor Mega

D Rank
Escavalier
Skarmory
Steelix Mega
S Rank
Politoed
Ludicolo
A Rank
Azumarill
Keldeo
Kingdra
B Rank
Blastoise Mega
Greninja
Gyarados
Jellicent
Kabutops
Manaphy
Omastar
Swampert Mega

C Rank
Blastoise
Gastrodon

Gyarados
Milotic
Sharpedo Mega
Slowbro
Slowbro Mega
Suicune
Swampert
D Rank
Lapras
Sharpedo
 
Last edited:
I thought I'd drop some monotype Doubles sample teams to help people get introduced to the meta, if they're interested in it

Fighting: http://pastebin.com/HLN4juWp
Fighting is honestly one of the best types in my opinion offensively, due to the available pokemon. In bad match ups the team is heavily reliant on Breloom's spore to gain some sort of advantage.

Water: http://pastebin.com/qXTDjSdW
This team is really just a simple HO. To explain the shadow ball on Manaphy, it was just a filler move that I didn't already have coverage on somewhere else.

Bug: http://pastebin.com/4VewM3x7
One of my favorite teams I've made for this particular tier. Bug is surprisingly quite good, especially with so many available utilities on so many pokemon.
 
Last edited:
I thought I'd drop some monotype Doubles sample teams to help people get introduced to the meta, if they're interested in it

Fighting: http://pastebin.com/iWXCk0j9
Fighting is honestly one of the best types in my opinion offensively, due to the available pokemon. In bad match ups the team is heavily reliant on Breloom's spore to gain some sort of advantage.

Water: http://pastebin.com/wF3189YZ
This team is really just a simple HO. To explain the shadow ball on Manaphy, it was just a filler move that I didn't already have coverage on somewhere else.

Bug: http://pastebin.com/4VewM3x7
One of my favorite teams I've made for this particular tier. Bug is surprisingly quite good, especially with so many available utilities on so many pokemon.
The fighting team links to the bug team ;;
I would replace shadow ball on manaphy for psychic and give it more than 10 hp evs so atleast something can hit mvenu (unless noone uses mvenu in doubles)
 
The fighting team links to the bug team ;;
I would replace shadow ball on manaphy for psychic and give it more than 10 hp evs so atleast something can hit mvenu (unless noone uses mvenu in doubles)
That actually sounds like a pretty good option, thank you for the recommendation.
I've been the only one to use megavenusaur in this meta so far, but I expect it to be fairly common for its respective typing.
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
How is monotype UU calculated? Just looking at the initial VR shows some seriously weird stuff like Ferrothorn still being around for Grass, Rock only losing Mega Diancie but not Ttar or Terrak or anything, and Electric having...nothing banned at all?
edit @below: thanks, so so it's more of a nerf per type case rather than total lower usage? That doesn't really seem to be "UU" so much as more of another OM tho where it's going for type equality by usage.
 
Last edited:

Entei

TIMMEHHHHHHHHHHHHhHhhhh
is a Tiering Contributor
How is monotype UU calculated? Just looking at the initial VR shows some seriously weird stuff like Ferrothorn still being around for Grass, Rock only losing Mega Diancie but not Ttar or Terrak or anything, and Electric having...nothing banned at all?
Idk how to explain this too well but he mixed type usage and pokemon per type usage.

He let the weaker types(usage wise) keep Pokemon to a certain %, even everything(electric for example), and higher usage types have lost the mons that are used a whole lot more.
The % of everything has been taken from the Sprites Gallery to determine whats going to be allowed.
 
How is monotype UU calculated? Just looking at the initial VR shows some seriously weird stuff like Ferrothorn still being around for Grass, Rock only losing Mega Diancie but not Ttar or Terrak or anything, and Electric having...nothing banned at all?
edit @below: thanks, so so it's more of a nerf per type case rather than total lower usage? That doesn't really seem to be "UU" so much as more of another OM tho where it's going for type equality by usage.

https://dl.dropboxusercontent.com/u/101452974/monthlyAnalysisCode/totalUsage.txt

Every Pokemon with at least 2.6% are banned.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
How is monotype UU calculated? Just looking at the initial VR shows some seriously weird stuff like Ferrothorn still being around for Grass, Rock only losing Mega Diancie but not Ttar or Terrak or anything, and Electric having...nothing banned at all?
edit @below: thanks, so so it's more of a nerf per type case rather than total lower usage? That doesn't really seem to be "UU" so much as more of another OM tho where it's going for type equality by usage.
Actually just answered this question earlier today. :)

http://www.smogon.com/forums/threads/uu-oms-mega-thread.3517784/page-3#post-6592429
 
Balto for the Monotype teambuilding concepts. I told you I'd do it :p

Why does Flying have so many options >.>

Flying is one of the few types where all three playstyles are viable, and relatively easy to use. Most Flying teams consist of a 2 Pokemon core, Skarmory and Zapdos. They both have decent bulk, and good movepool, so they can be tailored depending on the playstyle.

Balance



On balanced teams, Skarmory generally sets rocks, while Zapdos defogs. They cover each other nicely, Skarmory takes physical Ice and Rock moves with ease, while Zapdos covers Skarmory’s weak Special Defense. It also provides a valuable neutrality to Electric moves. This core is able to wall a lot of types with ease.

Here are some mons that work well with the core above.


Togekiss is my personal favorite. One of the core’s weakness is Dragon + Fire Blast spam (Garchomp), and strong special attackers (such as Specs Keldeo and LO Latios). Togekiss is able to tank it all fairly well while providing Heal Bell support. It also gets Thunder Wave for speed control, and Air Slash just for general annoyance. Another option is a Scarf set, it allows Togekiss to cripple common switch ins like Chansey who also threaten the Flying core.


Landorus-T is another good mon, it reduces the amount of pressure on Skarmory (Intimidate and decent bulk), and it has Stealth Rock, so you can run Spikes on Skarmory. A Choice Scarf set makes it a good check to Electric teams because of its immunity, and STAB Earthquake. U-turn allows it to threaten out Physics and scout. However, it is very weak to HP Ice.


Lando-I is an excellent special attacker. A combo of Earth Power and Focus Blast dismantles Steel teams, and Sludge Wave and Psychic let it beat Fairies and Mega Venusaur.


Dragonite is another option as well. Flying types generally lack priority, but Dragonite has a good one in the form of Extremespeed. Band gives Dragonite a ton of power, but at the cost of being locked into a move (Outrage). Another option is a Dragon Dance set, it’s a good set, but preserving Multiscale is important.


Tornadus-T has a good balance between offense and defense if wearing an AV, and its high speed paired with U-turn and Regenerator make it pretty annoying to face. Its main STAB Hurricane isn’t that reliable because of its shaky accuracy, but it has good coverage moves in the form of Focus Blast, Heat Wave, and Knock Off. A LO set is also an option because of Regenerator, and without an AV, it can use Taunt, and deal a lot of damage to Heatran with Superpower.


Thundurus-I has a high base speed, and good base attack. Prankster Thunder Wave is good for paralyzing threats, and Taunt effectively shuts down passive walls, letting you boost with Nasty Plot. Thundurus also has the moves it needs to be good, Thunderbolt and HP Ice has great coverage, and Grass Knot, Focus Blast and Psychic make good coverage


Mandibuzz is another option for Defog even though it doesn’t have Zapdos’s typing, it has better mixed bulk, and access to moves such as Taunt and Foul Play.


Gliscor is generally seen more on Stall teams, but a Swords Dance set is excellent for teams that have trouble beating Mega Sableye and Fairies.


The Megas


Gyarados is interesting, once it mega evolves, it loses its 4x weakness to Electric, 2x weakness to Rock, and it gains a resistance to Ice moves and it gains a boost on its special side making it easier to set up. Its Dark typing and Crunch allows it to sweep Physic monos with ease if you find a time to set up a Dragon Dance. Substitute and Taunt make it easier, if you can find passive mons to set up on. Gyarados also gets Earthquake to hit Rotom-W (Mold Breaker), and Ice Fang to 1HKO Dragonite at full health. Normal Gyarados with Bounce is also viable if you struggle against Fighting Monotypes.


Charizard-Y is a great wallbreaker. Drought, and a 159 base special attack makes sure anything that isn’t named Chansey is 1-2HKOed. Solarbeam beats Water types, and Focus Blast kills Tyranitar.


Stall


Not as common as Balance, but still just as viable. The mons are almost the same, but sets may be a bit different. Almost everything has recovery, and it relies on status and hazards to net kills. Skarmory and Zapdos sets stay the same.


Togekiss is the same as balance, but it’ll be a Heal Bell set, not a scarf set.


Tornadus-T will be an AV pivot. (Same as above)


(Normal) Gyarados is generally a status absorber and shuffler (great Keldeo + Mega Sab counter!). Intimidate lowers attack, and it has a good typing. Scald burns switch ins, Thunder Wave cripples fast mons, Dragon Tail shuffles (Roar is another option), and Rest heals back your HP. Sleep Talk is also an option, but you have to give something up


Articuno is another option if you’re looking for special walls. Haze removes buffs, and it has access to Heal Bell. Freeze Dry also damages Water types, and Toxic puts things on a timer. However, you must be very careful as it is 4x weak to SR.


Gliscor is an amazing mon because of Toxic Heal. It is seen on both Balance and Stall but more on defensive teams. Gliscor is generally a stallbreaker, effectively breaking mons like Chansey, and Skarmory. However, another set would be a Swords Dance set if you struggle with Mega Sab.


Mandibuzz is the same as balanced, it eases pressure on Skarmory, and threatens physical setup sweepers.


Both megas are good if you’re running a semi-stall team, but a full stall team doesn’t need a mega since the best Stall megas are banned. (Mega Altaria and Charizard-X :c )


Hyper Offensive


Some HO teams have the Flying core while others don’t, but sets will be different. This is the hardest playstyle for Flying teams imo, since it’ll be hard to keep rocks off the field without losing momentum.


Zapdos is here for emergency Defog, but some teams don’t even carry it. However, Zapdos can gain momentum by Baton Passing Subs or Volt Switch. HO Flying generally has trouble against Ferrothorn (If you’re not running Lando-I), but Zapdos has access to Heat Wave.


Skarmory is generally used as a suicide Custap lead. Apply as many hazards as possible before Brave Birding yourself to death for momentum. However, some teams have Aerodactyl for this because of its fast speed and a fast Taunt.


(Normal) Aerodactyl is used as an alternate suicide lead. It only gets Stealth Rock, but chances are they’re going to stay because of its base 130 speed. Stone Edge, and Earthquake provide good coverage, and they hit decently hard.


Archeops is another suicide lead, it has a decent base speed (110), access to Taunt, Endeavor, and a stronger suicide move (Head Smash). Good choice if you want momentum, but a faster mon than Skarmory.


Mega Aerodactyl is used as a Hone Claws sweeper. It’s one of the fastest Pokemon (tied with Mega Alakazam) so it’s bound to go first. Ariel Ace is good STAB and is boosted by Tough Claws but after a Hone Claws boost, Stone Edge is a better choice.


Thundurus-T used to be good on balance teams, but the return of Zapdos, and Thundurus-I’s speed + Prankster has cut down its viability. However, it’s good on HO teams with a Scarf. Fast Volt switches, and a switch in to Thunderbolt / T-wave make it a decent choice. It has the same attacks as Thundurus-I but you need to be careful as you are move locked.


Landorus-T is the same as balance, but bulky sets aren’t used. Double Dance sets are common here as well. (Swords Dance + Agility).


Landorus-I is the same as balance.


Staraptor (<3) is used as a fast Brave Bird spammer, and an answer to Electric monos. Reckless Brave Bird hurts, and Electric types are generally Specially Defensive so a Double Edge will hurt.


Tornadus-T is the same as balance, but LO sets are more common.


Togekiss is the same as balance, but only Scarf sets.


Honchkrow is an interesting choice. It’s slow compared to everything else, but it has a priority in the form of Sucker Punch, and Brave Bird hurts like crazy. It also has Heat Wave and Superpower for Steel types, and Moxie makes it very hard for your opp to stop it once it gets a boost or two.


The 2 general Megas are good, and can be used successfully, however, Gyarados is generally the better choice because of its resistance to Ice and access to a set up move. Mega Aerodactyl is also good here.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top