Project Monotype Teambuilding Competition V3.2 [index]

Kommo-o + Lucario Hyper Offense

Kommo-o (M) @ Kommonium Z
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Focus Blast
- Flamethrower
- Flash Cannon

Lucario (M) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch

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

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Shadow Sneak

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

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

- Starting off with Kommo-o, I used a fully special set to hit everything it needs to hit (I tried DD mixed and Sub BD sets, but the former wasn't really reliable and the latter relied on surprised factor). Soundproof is used over Bulletproof to win against Ditto (useful when half of the team has setup moves).

- Since Fairy-type mons blocked Kommo-o's Z move and denied its access to setup, I needed something that could deal with them in general. Hence, Lucario was my second pick on the team. The combination of an Adamant Nature, a Life Orb, and having both Extreme Speed and Bullet Punch makes it a truly remarkable priority user and a nice sweeper/cleaner mid- to late-game (not mentioning this thing can wallbreak early-game).

- After that, I realized my team was kinda slow. To remedy this problem, Scarf Terrakion was an easy pick for speed control as it's probably (if not surely) the best mon for the job on Fighting teams. Poison Jab is used over Iron Head as I already have Steel-type coverage in both Kommo-o and Lucario while it still nicely deals with M-Altaria and Tapu Bulu (it actually becomes a guaranteed OHKO against the latter).

- At this moment, I knew the Poison match-up would be horendous. That's why M-Gallade was a natural addition to the team. Shadow Sneak may be a weird choice over Knock Off, but it proved to be very useful in most match-ups (especially late-game) namely against Ghost, Psychic and Dragon teams, and against super fast threats and opposing priority users.

- Being the strongest special attacker for Fighting teams, Keldeo was pretty much a must at this point, and I needed to somewhat alleviate the Water match-up (HP Electric) in the absence of Breloom.

- Finally, I still didn't have a SR setter, so the last teammate would be either Infernape or Cobalion. I chose to go with Infernape for its Will-O-Wisp immunity (helpful against M-Sableye and others) and mixed offenses (not to mention I didn't want to double on Steel / Fighting-types on my team, hehe).

Enjoy! Ü

https://replay.pokemonshowdown.com/gen7monotype-666615390 vs Ground (a triple Ground weakness means you have to make good predictions and sack mons to win with Keldeo / Kommo-o)

https://replay.pokemonshowdown.com/gen7monotype-666670457 vs previous Break My Team team (Dragon)

https://replay.pokemonshowdown.com/gen7monotype-666947192 vs TR Ghost (showcasing the utility of Shadow Sneak on M-Gallade)

https://replay.pokemonshowdown.com/gen7monotype-666956467 vs Bug (this was a rematch where I lead with Infernape in g1 to setup SR early, but eventually lost due to Volcarona's Flame Body burning my Lucario. I realized on preview of g2 that I could've just lead and sweep early with Kommo-o to not be affected by those nasty Webs)
 
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Harpp

formerly Alpha-Harpreet
Offensive Mono Fire Team

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

Blacephalon @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Hidden Power [Ice]
- Trick

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Earthquake
- U-turn

Victini @ Normalium Z
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Searing Shot
- Stored Power
- Focus Blast

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Earth Power
- Flash Cannon

Overview
I decided to use specs Blacephalon on the team as it is an amazing wall breaker thanks to a sky high special attack stat and a good offensive typing. Torkoal on the team provides utility support in the form of strlath rock but most importantly rapid spin support without which the team really struggles vs hazards. Mega Charizard X was added because it is a threatening set up sweeper and really benefits from the wall breaking power of Blacephalon to weaken teams or to remove it's checks/Counters. Scarf infernape was added as a speed control and to take on threats such as Mega diancie,Terrakion and Nihilego. Stall Breaker heatran on the team allows to break open defensive cores and cripples them for teammates to have an easier time. Lastly I decided to use Z Celebrate Victini over Choice band because the team already has good wall breaking power so the z celebrate Victini acts as a good set up sweeper/cleaner for the team as the omniboost makes it harder for the opponent to revenge kill it.
 
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- Offensive X-Screens Fire -

Blacephalon @ Normalium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recycle
- Fire Blast
- Shadow Ball
- Hidden Power [Ice]

Infernape @ Choice Scarf
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Earthquake
- U-turn

Rotom-Heat @ Light Clay
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Reflect
- Light Screen
- Discharge

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

Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Flash Cannon

Charizard-Mega-X @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Earthquake

I'll come back later
 
Char-Y screens Fire

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

Blacephalon @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Hidden Power [Ice]
- Trick

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Earthquake
- U-turn

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Earth Power
- Flash Cannon

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Light Screen
- Reflect


I decided to use Charizard Y because of its ability drought, which turns the weather to drought and you can fire off solar beams once the drizzle Mon is out. Torkal is a staple on fire as the rock settler and rapid spinner. I went for screens to help perverse the mons in battle and also to Defog to let Char y to run roost. Heatran is the Diance and nihilego check for the team while also killing the annoying walls on normal like Chansey and P2. Blacepheon I went for specs since it has a high spA stat to be the special sweeper of the team. Last but not is infernape. This helps against normal and is the speed control of the team. (Will edit this for grammar and deeper explaining later
 
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Mega Camel Stall Fire


Flareon @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Lava Plume
- Heal Bell

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 160 HP / 252 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Haze
- Steam Eruption
- Defog
- Will-O-Wisp

Blacephalon @ Ghostium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Fire Blast
- Shadow Ball

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Earth Power
- Toxic

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Yawn
- Earth Power
- Lava Plume

Moltres @ Leftovers
Ability: Pressure
EVs: 68 HP / 252 Def / 188 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Roost
- Toxic
- Flamethrower


Flareon is the cleric of this team, and can use Wish and Heal Bell to support the rest of the team, which leans on Flareon for healing with Wish. Volcanion is our Defensive tank and Defogger, which can use its Water typing to take water attacks, and can switch into Toxapex safetly and Defog away Toxic Spikes. The Speed EVs are used to outspeed Adamant Azumarill and use Haze, hazing out its boosts. Heatran can stallbreak with Toxic+Taunt. Blacephalon is the star of this team, as it runs a SubCalm Mind set that uses its Ghost typing to set up on Chansey, and carries a nuke with Ghostium Z. Mega Camerupt uses its Ground typing to switch into Electric Attacks and can set up Stealth Rock. The Speed EVs are to creep Toxapex. Moltres carries a SubToxic set that can use Pressure to PP stall opponents and has enough speeds to outspeed Jolly 70s such as Bisharp and Breloom.


 
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HO Ground



It's a relatively standard Ubers team. Suicide lead Excadrill to set up rocks and Toxic the opposing lead mon and eventually allow RP Lando-I or Groudon to Setup Sweep. Arceus Ground to remove any other hazards when Excadrill is down as well as to act as a bulky pivot, Phys Def Zygarde-C to potentially wear down threats in Tapu Bulu, paralyze anything else w/ Glare and to bring down Flying types like Celesteela and Ho-oh, and CB Mamoswine as a Revenge Killer/Offensive Pressure for other Flying types with neutrality to Thousand Arrows like Mega-Mence, Yveltal, and Lugia.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Psychic
- Rock Polish

Groudon @ Red Orb
Ability: Drought
EVs: 144 HP / 240 Atk / 36 SpD / 88 Spe
Adamant Nature
- Rock Polish
- Precipice Blades / Earthquake
- Fire Punch
- Dragon Claw

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Ice Beam
- Defog

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Rest
- Glare
- Sleep Talk

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Toxic
- Earthquake
- Rapid Spin

Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Superpower
 
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Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Rest
- Glare
- Sleep Talk

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 48 Atk / 252 SpA / 144 SpD / 64 Spe
Mild Nature
- Rock Polish
- Fire Blast
- Precipice Blades
- Hidden Power [Ice]

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Extreme Speed

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Toxic
- Earthquake
- Rapid Spin

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 248 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Recover
- Scald
- Mirror Coat

Zygarde-Complete is the main physical wall and can paralyze things down so pokemon like Groudon and Arceus have an easier time cleaning.
Groudon-Primal is the teams main special attacker with Fire Blast being able to severely dent or OHKO anything that doesn't resist.
Arceus is the z move user and has recover so it can setup more easily. espeed is an option for it to become a revenge killer.
Excadrill is a standard suicide lead.
Landorus is the teams immediate speed control. Adamant can be used however it then loses to the standard Scarf Yveltal all the time
Gastrodon is the second check to water types and can handle a decent chunk of special attackers with its bulk and makes a great partner for zygarde-c
 
Sand Ground


Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Sludge Wave
- Earth Power
- Focus Blast
- Rock Slide

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake
- Swords Dance
- Rock Polish

Hippowdon @ Eject Button
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Toxic
- Slack Off

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Mirror Coat

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Defog
- Recover
- Ice Beam
- Judgment


I picked Landorus because of its power as a special wallbreaker with its life orb + sheer force. I went with double dance pdon because it is insanely powerful once set up. It can deal a lot of damage due to the intense sun + swords dance with Fire punch. Next is hippowdon, the sand settler and rock settler of the team. I went with toxic so that way it can wear down physical mons while slacking off. Next is drill. This is the speed control of the team. I went with jolly so it will have more speed and life orb so you do not have to worry about the prediction game. Gastro is the spD wall of the team. It has mirror coat to bounce back special attacks that are thrown at it. Last but not least is Arceus, ice beam is to hit mega mence, and to get rid of hazards.
 
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