Monotype Theorymon

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are people literally voting for exspeed diggersby lol?
that is by far the most uncreative set in this cycle

tyke and llama

i also liked acast's idea a lot, but since i could only pick 2...
 
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are people literally voting for exspeed diggersby lol?
that is by far the most uncreative set in this cycle

tyke and llama

i also liked acast's idea a lot, but since i could only pick 2...

  • Don't insult other people for their ideas even if you think it's bad. Let the voting period decide that.
If this happens again you won't be allowed to submit ideas for one cycle.
 
Czim & Tyke

Too many good submissions this round. Why can't I vote for three x_x
 
There was a tie in votes this cycle between Acast and Tyke. I did a random pick on PS in which Tyke won, so congratulations!
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Acast: 4
Tyke: 4
czim: 3
Eien: 3
The Llama: 3
Escoffier: 1
jackzander1: 1
juleocesar: 1
Rimz: 1
Waszap: 1
 
Cycle 6: Ghost

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The type for this cycle of Monotype Theorymon is Ghost! Just like the other lower tier types, for this one there is an exception to the rules and you can submit ideas for Pokemon that are ranked B and below (you can choose unranked Pokemon) instead of C and below. Check out the Monotype Viability Rankings to get a clue of what Pokemon you should submit your ideas for.​
You have until Friday 01/07/2016.
 
Prankster Spiritomb
spiritomb.png


Spiritomb @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk

Description: Prankster allows Spiritombs non-damaging moves have their priority increased by 1, that being said, its Calm Mind, Rest and Sleep Talk all have priority. The EV Spread is to take on Physical attacks since its special attack is already being increased by Calm Mind. Dark Pulse is just a STAB Move, Shadow Ball can be run instead but Dark Pulse is preferred due to Ghosts immunity to Normal.
 
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Parting Shot + Fairy Mega-Banette
latest

Mega-Banette (Ghost/Fairy) @ Banettite
Ability: Prankster
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Play Rough
- Parting Shot
- Taunt / Will o Wisp / Thunder Wave
- Sucker Punch / Knock off / Shadow Claw / Destiny Bond

Just a little theorymon that gives ghost teams some Fairy STAB as well as an offensive pivot with prankster parting shot. It's still kind of weak and won't break through most defensive walls and checks it doesn't have SE damage against (*like skarmory or ferrothorn) but it now has the ability to pivot on such threats into things that can, like chandelure. It can also 2HKO everything on dark with play rough, which is nice, and what it can't KO it can status or d-bond

252+ Atk Mega Banette Play Rough vs. 248 HP / 136+ Def Mandibuzz: 296-350 (69.9 - 82.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mega Banette Play Rough vs. 248 HP / 80+ Def Tyranitar: 302-356 (74.9 - 88.3%) -- guaranteed 2HKO
252+ Atk Mega Banette Play Rough vs. 0 HP / 4 Def Bisharp: 193-228 (71.2 - 84.1%) -- guaranteed 2HKO
 
Ghost / Dark Shedinja + Knock Off
shedinja.gif

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Will-O-Wisp
- Protect
- Baton Pass

With this new typing, Shedinja is ONLY weak to Fairy, so it becomes a nice counter for a wide array of Pokemon. The immunity to Dark, Ghost, Dragon, etc, makes this a great check for stuff like Bisharp, Dragonite, Mega Pinsir... the list goes on and on. Opposing Pokemon can't even retype their Hidden Power to lure it and KO it. Knock Off just gives it a good Dark STAB attack to use on switch-ins in hopes of crippling them and wearing them down throughout the match. (I was going to give it Parting Shot at first but that was probably way too much) Shedinja is still held back by its 1 HP of course, so you can still take it out with Status, entry hazards, Mold Breaker, etc. This honestly might've been too much of a buff, but it IS Ghost mono, so it can't be too bad, right? :x
 
RIP, I was halfway through writing one for Mismagius. That's what I get for not reserving it -_-
If your idea ends up being similar, I'll just come up with a different one.
Take it, I'll do Misdreavus instead.
 
Take it, I'll do Misdreavus instead.
I feel bad, but there's a good chance Misdreavus will end up being better anyway. Thanks man, you're a class act.

Fairy-type Magic Guard Mismagius

mismagius.gif

Ghost/Fairy type

Base stats: 60 HP / 60 Atk / 60 Def / 105 SpA / 105 SpD / 105 Spe

Mismagius @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind / Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Recover / Substitute

Ghost has been a very tumultuous type for many reasons, the most recent being the Mega Sableye suspect. Assuming Sablenite does get banned, Ghost will be lacking a good special oriented setup sweeper. This Mismagius could remedy that problem and much more. Magic Guard allows it to function as Ghost's status absorber because it will never have to fear Toxic or Will-O-Wisp, making Calm Mind setup much easier. More importantly it lets Mismagius use Life Orb without any recoil damage, giving it respectable power at no cost. The Fairy typing is something that people have thought Mismagius should have for a while now, and it would be a great offensive type to have. The combination of Ghost/Fairy moves hits every pokemon (other than Pyroar) for at least neutral damage, and Fairy STAB would be an amazing answer to Dark teams.

A Calm Mind set would probably prefer having Recover so it can stay alive longer and continue sweeping. Substitute would be a very valuable option to deal with Sucker Punch users, since Bisharp is so common on Dark teams. If it run Substitute, Nasty Plot is likely the better setup move because it probably won't be able to stay alive very long anyway, so power would be preferable over bulk.

Calcs (Green means Mismagius is attacking. Red means Mismagius is being attacked.)
After 1 Calm Mind:
+1 252 SpA Life Orb Mismagius Dazzling Gleam vs. 0 HP / 0 SpD Bisharp: 294-347 (108.4 - 128%) -- guaranteed OHKO
+1 252 SpA Life Orb Mismagius Dazzling Gleam vs. 252 HP / 252+ SpD Sableye: 413-486 (135.8 - 159.8%) -- guaranteed OHKO

+1 252 SpA Life Orb Mismagius Dazzling Gleam vs. 0 HP / 0 SpD Hoopa Unbound: 351-416 (116.6 - 138.2%) -- guaranteed OHKO (most Dark teams run Scarf Hoopa-U so this calc is only relevant if Hoopa tries to switch in)
252 SpA Hydreigon Dark Pulse vs. +1 0 HP / 4 SpD Mismagius: 82-97 (31.4 - 37.1%) -- 79.7% chance to 3HKO
 
mega_banette_marionette_by_cattt33-d8ffrnr.png

Ghost/Dark
Banette-Mega @ Banettite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Shadow Claw
- Gunk Shot

Ghost is a very passive type, considering a lot of it is focused around status moves paired with defensive boosts (CM, AA, toxic, wisp, etc.)
Thought id give a try at a glass cannon for ghost.

I gave banette tough claws because of it's design, it literally has its claws sticking out of its hands

Pros:
Dark typing to give it a weakness only to fairy moves, as well as give STAB to knock off and sucker punch
And it naturally gets gunk shot, so it atleast has a move to check fairy with.
Prankster was an ability i feel m.banette didnt fit well with, so I gave it tough claws to add power to its contact moves
Ghost now has an answer for hoopa, clefable, and STAB sucker punch is just awesome to have.

Cons:
It is still so frail, and has no recovery
All of it's status movepool is useless pretty much, since it's pretty slow and prankster was what benefitted it
Does jack to mega gyara

252+ Atk Mega Banette Gunk Shot vs. 252 HP / 172 Def Clefable: 362-426 (91.8 - 108.1%) -- 50% chance to OHKO
252+ Atk Tough Claws Mega Banette Sucker Punch vs. 0 HP / 0 Def Hoopa Unbound: 337-397 (111.9 - 131.8%) -- guaranteed OHKO
252+ Atk Tough Claws Mega Banette Sucker Punch vs. 92 HP / 0 Def Azumarill: 134-158 (36.8 - 43.4%) -- guaranteed 3HKO
252+ Atk Tough Claws Mega Banette Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 154-183 (46.1 - 54.7%) -- 9.4% chance to 2HKO after Leftovers recovery

I'm aware it is quite strong, but there have been other theory mons much stronger and bulkier than this.
 
trevenant.png

Trevenant @ Choice Band
Ability: Regenerator
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Wood Hammer
- Shadow Force
- Earthquake
- Horn Leech

trevenant greatly appreciates the support given by regenerator, as it now longer has to run sitrus berries and it doesn't have to rely on rest / horn leech for recovery. it also allows it to run an effective choice band set and it can take full advantage of wood hammer, as it can simply switch out and heal off the recoil damage. to give trevenant an extra strong stab move, i thought of shadow force. while it can be taken taken advantage of by switching out, if its checks and counters have been eliminated, trevenant can effectively use the move and gain some kos, because a choice band boosted shadow force hurts.
252+ Atk Choice Band Trevenant Wood Hammer vs. 16 HP / 8 Def Mega Gardevoir: 403-475 (143.4 - 169%) -- guaranteed OHKO
252+ Atk Choice Band Trevenant Shadow Force vs. 252 HP / 0 Def Mew: 576-678 (142.5 - 167.8%) -- guaranteed OHKO
252+ Atk Choice Band Trevenant Wood Hammer vs. 252 HP / 252+ Def Slowbro: 390-458 (98.9 - 116.2%) -- 87.5% chance to OHKO
252+ Atk Choice Band Trevenant Shadow Force vs. 16 HP / 8 Def Gardevoir: 806-950 (286.8 - 338%) -- guaranteed OHKO
252+ Atk Choice Band Trevenant Shadow Force vs. 0 HP / 4 Def Latios: 686-810 (229.4 - 270.9%) -- guaranteed OHKO
252+ Atk Choice Band Trevenant Shadow Force vs. 0 HP / 4 Def Mega Alakazam: 810-954 (322.7 - 380%) -- guaranteed OHKO
 
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Banette (Mega)

Ghost/Normal

Banette @ Banettite
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Insomnia
Jolly Nature
- Swords Dance
- Return
- Shadow Sneak
- Drain Punch

With these buffs, Mega Banette becomes a powerful threat and a force to be reckoned with!
 
Dusclops @ Eviolite
Ghost/Fighting
dusclops.gif

Ability: Early bird
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Calm Mind
- Ice Beam
- Rest

While Ghost may not be able to function to well vs Dark by itself the addition of a fighting type allows it to take Dark attacks neutrally and take minimal damage of it due to Dusclops amazing movepool allowing it to utilize rest without sleep talk due to Early bird Knocking off an extra sleep counter off each turn meaning in 2 turns you could have a usable dusclops without worrying of the rng rolls Sleep Talk would take. Will-o-Wisp and obvious choice to cripple physical attackers while using calm mind to build up a stong specially defensive barrier allowing Dusclops to wall most of the metagame fairly simply barring critical hit haxs. The additional Ice Beam move is to cover annoying types such as Dragon and Flying which usually threaten the ghost type teams.

252 SpA Life Orb Hoopa Unbound Dark Pulse vs. 4 HP / 252 SpD Eviolite Dusclops: 91-109 (40.9 - 49%) -- guaranteed 3HKO

252 SpA Life Orb Hoopa Unbound Dark Pulse vs. +1 4 HP / 252 SpD Eviolite Dusclops: 62-74 (27.9 - 33.3%) -- 0% chance to 3HKO

252 Atk Life Orb Hoopa Unbound Hyperspace Fury vs. 4 HP / 252+ Def Eviolite Dusclops: 99-118 (44.5 - 53.1%) -- 30.1% chance to 2HKO

-2 252 Atk Life Orb Hoopa Unbound Hyperspace Fury vs. 4 HP / 252+ Def Eviolite Dusclops: 51-60 (22.9 - 27%) -- 33.3% chance to 4HKO

252 SpA Choice Specs Meloetta Shadow Ball vs. +2 4 HP / 252 SpD Eviolite Dusclops: 58-70 (26.1 - 31.5%) -- guaranteed 4HKO
 
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Doublade @ Eviolite
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Sacred Sword
- Gyro Ball / Shadow Claw
- Shadow Sneak

With Aegislash gone from Ghost, Ghost has lost its best mixed attacker and one of its best 'mons overall. The obvious replacement is Doublade, however, Doublade is not even close to anything Aegislash ever was. Doublade's completely useless ability holds it back as well as its medicore special defense. Giving it Defiant would make it one of the staples on a very rarely used playstyle on ghost, Hazard Stack. Ghost has access to both Stealth Rock and Spikes as well as an immunity to Rapid Spin on every single mon. Defiant would now be able to punish most defoggers and make Doublade a much scarier threat.
 
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yes i am aware that this set isnt special, as opposed to the gif >.>

fix my shiny sprite ;w; (Gourgeist-Super) @ Leftovers / Rocky Helmet
Ability:
Intimidate
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Spiky Shield
- Shadow Sneak
- Toxic / Synthesis / Seed Bomb


Intimidate + Spiky Shield makes gourgeist, well, annoying for physical attackers. Leech Seed + Spiky Shield provides great chip and passive recovery. Toxic is to be even more annoying, but synth can be used for more recovery, and seed bomb is to not get walled by normals. I get that spiky shield seems a bit odd since it's not spiky but fluxx approved it :^)
 
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Oh well, i was going to do Defiant Dusknoir, because it has access to amazing coverage moves in the Elemental Punches and Earthquake to deal with common defoggers, but since terrors already did that with Doublade, here's another idea.

sableye.gif


Although being already pretty good, this dude doesn't get much chance to shine on Ghost because of its mega evolution. Ghost suffers a lot from setup sweepers overall, not being able to tank boosted hits reliably, so I decided to give Sableye one move to make it a much better support option, Topsy-Turvy. The idea of the set is pretty simple, and doesn't deviate much from Sableye's regular moveset. Topsy-Turvy adds a lot in stopping sweeps from mons who abuse boosting moves like Dragon Dance, Shell Smash, Calm Mind, Quiver Dance and Swords Dance.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Topsy-Turvy
- Will-O-Wisp
- Recover
- Taunt/Knock Off/Foul Play

PS: the EV spread would be different if you decide to run Knock Off, lowering Sp.Atk then.
 
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