The Monotype Teambuilding Workshop [Currently Open]

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sceeeeeenes
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Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Encore/Calm Mind /Energy Ball
- Shadow Ball
- Focus Blast

Mew @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Ice Beam
- Vacuum Wave
- Psychic/Thunderbolt

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off /Magic Coat
- Taunt

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Psyshock
- Healing Wish
- Focus Blast

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Hyperspace Fury
- Gunk Shot
- Drain Punch

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- V-create
- Blue Flare /Trick
- Bolt Strike
Changes from original sets: Replaced D-Gleam because the team has a check to Dark types. Changed Mew set to an offensive Nasty Plot set up Sweeper also is a cool Bisharp lure. Has the coverage to break most teams.

Description: When I first thought of HO Psychic I thought of Deoxys-Speed. Its main job is to set up Stealth Rocks and Spikes and also prevents hazards from being setup with taunt. Knock off can be used for sheer utility of it or Magic Coat making the bug matchup a bit easier. Next thing from recent experience from HO Psychic Dark is a tough matchup so I decided to use Scarf Gardevoir to check most annoying dark types. Psyshock is secondary STAB used to hit fat special walls from physical side and Focus Blast is extra coverage. After that I saw the team was very weak to Ghost types so I decided to add the ultimate Ghost killer Hoopa-U. Hyperspace Fury is powerful STAB and is main way to get rid of Ghost Types. Drain Punch is deal to with steel and normal types and recovery HP from them. Gunk shot is used to cover fairy types. Since Hoopa-U forces lots of switches i went with Substitute as the last move and it also helped with Sucker Punchers. Last thing I noticed the team had no way to effectively check bug types so I went with Physical based Mixed Victini to deal with them. V-create is main powerful STAB. U-turn is there to gain momentum. Bolt is there for additional coverage. Blue Flare is used to deal with bugs without the drawbacks of V-create.
 
sceeeeeenes
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Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Encore/Calm Mind /Energy Ball
- Shadow Ball
- Focus Blast

Mew @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Ice Beam
- Vacuum Wave
- Psychic/Thunderbolt

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off /Magic Coat
- Taunt

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Psyshock
- Healing Wish
- Focus Blast

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Hyperspace Fury
- Gunk Shot
- Drain Punch

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- V-create
- Blue Flare /Trick
- Bolt Strike
Changes from original sets: Replaced D-Gleam because the team has a check to Dark types. Changed Mew set to an offensive Nasty Plot set up Sweeper also is a cool Bisharp lure. Has the coverage to break most teams.

Description: When I first thought of HO Psychic I thought of Deoxys-Speed. Its main job is to set up Stealth Rocks and Spikes and also prevents hazards from being setup with taunt. Knock off can be used for sheer utility of it or Magic Coat making the bug matchup a bit easier. Next thing from recent experience from HO Psychic Dark is a tough matchup so I decided to use Scarf Gardevoir to check most annoying dark types. Psyshock is secondary STAB used to hit fat special walls from physical side and Focus Blast is extra coverage. After that I saw the team was very weak to Ghost types so I decided to add the ultimate Ghost killer Hoopa-U. Hyperspace Fury is powerful STAB and is main way to get rid of Ghost Types. Drain Punch is deal to with steel and normal types and recovery HP from them. Gunk shot is used to cover fairy types. Since Hoopa-U forces lots of switches i went with Substitute as the last move and it also helped with Sucker Punchers. Last thing I noticed the team had no way to effectively check bug types so I went with Physical based Mixed Victini to deal with them. V-create is main powerful STAB. U-turn is there to gain momentum. Bolt is there for additional coverage. Blue Flare is used to deal with bugs without the drawbacks of V-create.

Looks awesome. Cheers iVid
 
(Ik tomorrow would be a week, but I'm gonna be pretty busy this week and I thought I'd post this a tiny bit early, hope yall don't mind.)

This is something that's intrigued me the past couple weeks, I've been trying to make a team around this, but I haven't had anything great come up while tinkering with this. Mega Swampert is definatley not the 1st mega you'd think to use on a ground team, and I've personally never really tried it up until now, so I thought I'd ask for some help building around it. Here's a few of the sets I've been trying (feel free to pick the 1 that yall feel would be best, or come up with an entirely new 1):

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 248 HP / 56 Atk / 68 Def / 136 SpA
Relaxed Nature
- Stealth Rock
- Earthquake
- Hydro Pump
- Yawn

This is a general lead set I came up with. With Hydro Pump, it can break through Skarmory (which is handy not switching into a stack of hazards) and other physical defensive walls that don't resist it. EVs get its attack up to max base 110, gets special attack to a reasonable number, and the rest is dumped into defense and HP.

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Waterfall
- Curse
- Rest
- Sleep Talk

This is a Cropert set Sabella challenged me to try out 1 day, and I really liked it, I just had a hard time giving it the right partners.

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 216 Atk / 136 SpA / 156 Spe OR 252 Atk / 4 SpD / 252 Spe
Lonely Nature / Adamant Nature
- Earthquake
- Hydro Pump / Waterfall
- Ice Punch
- Rain Dance

This may seem strange for a ground team, but a Rain Dance sweeper could also be usable on a sandless team. Could be a decent Excadrill substitute in some cases, especially as a mixed attacker. With its amazing bulk, and good defensive typing, it's relatively easy to set up at least 1-2 Rain Dances in a match to sweep (preferably late game)

I've found through my experimenting that Mamoswine is consistently a great partner, since this mon tends to have trouble against Dragon, and can't do very much against Grass.

Seismitoad and Garchomp (LO/Scarf) I've also found to be rather handy.

I love this project to bits, especially seeing a lot of players having more success on the ladder and in tours thanks to great minds like yall giving them a boost start on teambuilding, and its also great for 2nd hand opinions on how to incorporate certain mons on certain teams. I just wanna give a huge thank you, and hope that someone could make Mega Swampert Ground work xD
 
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(Ik tomorrow would be a week, but I'm gonna be pretty busy this week and I thought I'd post this a tiny bit early, hope yall don't mind.)

This is something that's intrigued me the past couple weeks, I've been trying to make a team around this, but I haven't had anything great come up while tinkering with this. Mega Swampert is definatley not the 1st mega you'd think to use on a ground team, and I've personally never really tried it up until now, so I thought I'd ask for some help building around it. Here's a few of the sets I've been trying (feel free to pick the 1 that yall feel would be best, or come up with an entirely new 1):

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 248 HP / 56 Atk / 68 Def / 136 SpA
Relaxed Nature
- Stealth Rock
- Earthquake
- Hydro Pump
- Yawn

This is a general lead set I came up with. With Hydro Pump, it can break through Skarmory (which is handy not switching into a stack of hazards) and other physical defensive walls that don't resist it. EVs get its attack up to max base 110, gets special attack to a reasonable number, and the rest is dumped into defense and HP.

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Waterfall
- Curse
- Rest
- Sleep Talk

This is a Cropert set Sabella challenged me to try out 1 day, and I really liked it, I just had a hard time giving it the right partners.

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 216 Atk / 136 SpA / 156 Spe OR 252 Atk / 4 SpD / 252 Spe
Lonely Nature / Adamant Nature
- Earthquake
- Hydro Pump / Waterfall
- Ice Punch
- Rain Dance

This may seem strange for a ground team, but a Rain Dance sweeper could also be usable on a sandless team. Could be a decent Excadrill substitute in some cases, especially as a mixed attacker. With its amazing bulk, and good defensive typing, it's relatively easy to set up at least 1-2 Rain Dances in a match to sweep (preferably late game)

I love this project to bits, especially seeing a lot of players having more success on the ladder and in tours thanks to great minds like yall giving them a boost start on teambuilding, and its also great for 2nd hand opinions on how to incorporate certain mons on certain teams. I just wanna give a huge thank you, and hope that someone could make Mega Swampert Ground work xD
Reserved, will be finished with other core shortly.
 
(Ik tomorrow would be a week, but I'm gonna be pretty busy this week and I thought I'd post this a tiny bit early, hope yall don't mind.)

This is something that's intrigued me the past couple weeks, I've been trying to make a team around this, but I haven't had anything great come up while tinkering with this. Mega Swampert is definatley not the 1st mega you'd think to use on a ground team, and I've personally never really tried it up until now, so I thought I'd ask for some help building around it. Here's a few of the sets I've been trying (feel free to pick the 1 that yall feel would be best, or come up with an entirely new 1):

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 248 HP / 56 Atk / 68 Def / 136 SpA
Relaxed Nature
- Stealth Rock
- Earthquake
- Hydro Pump
- Yawn

This is a general lead set I came up with. With Hydro Pump, it can break through Skarmory (which is handy not switching into a stack of hazards) and other physical defensive walls that don't resist it. EVs get its attack up to max base 110, gets special attack to a reasonable number, and the rest is dumped into defense and HP.

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Waterfall
- Curse
- Rest
- Sleep Talk

This is a Cropert set Sabella challenged me to try out 1 day, and I really liked it, I just had a hard time giving it the right partners.

swampert-mega.gif

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 216 Atk / 136 SpA / 156 Spe OR 252 Atk / 4 SpD / 252 Spe
Lonely Nature / Adamant Nature
- Earthquake
- Hydro Pump / Waterfall
- Ice Punch
- Rain Dance

This may seem strange for a ground team, but a Rain Dance sweeper could also be usable on a sandless team. Could be a decent Excadrill substitute in some cases, especially as a mixed attacker. With its amazing bulk, and good defensive typing, it's relatively easy to set up at least 1-2 Rain Dances in a match to sweep (preferably late game)

I've found through my experimenting that Mamoswine is consistently a great partner, since this mon tends to have trouble against Dragon, and can't do very much against Grass.

Seismitoad and Garchomp (LO/Scarf) I've also found to be rather handy.

I love this project to bits, especially seeing a lot of players having more success on the ladder and in tours thanks to great minds like yall giving them a boost start on teambuilding, and its also great for 2nd hand opinions on how to incorporate certain mons on certain teams. I just wanna give a huge thank you, and hope that someone could make Mega Swampert Ground work xD
wheres the shout out =/
 
Stunfisk The Great
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Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Drill Run
- Protect

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Ice Beam
- Superpower
- Sludge Wave

Nidoqueen @ Focus Sash
Ability: Poison Point
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
- Earth Power
- Stealth Rock
- Taunt
- Ice Beam

Gengar @ Choice Scarf / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Hidden Power [Ice]

Skuntank @ Black Sludge
Ability: Aftermath
EVs: 88 HP / 252 Atk / 64 Def / 104 SpD
Brave Nature
- Defog
- Sucker Punch
- Pursuit
- Fire Blast
Overall the core was very fun to build around, but also limited in options. To begin with, I started off with Beedrill and added Amoonguss to fill the roles that Venusaur normally would as a physical wall and a much appreciated Water check. It also provides support through spreading spores against unsuspecting threats. Next, I added Nidoking since it gives the team a more offensive presence with its wallbreaking potential. Another thing is it offers the team a much better match-up against the Flying core through its great coverage. After that I Nidoqueen so it could provide hazards to support the rest of the team and aid it in a potential sweep. Then I added Gengar due to it's ability to revenge kill that can prevent potential sweepers from ripping a hole in the team. Finally, I added Skuntank for overall stability through its useful priority and hazard control capabilities. As a result of having to drop Venusaur for Beedrill, the team is very weak to types that follow a very offensive playstyle such as Ground and Fire.
 
I think this is a Pokemon that is severely underrated for Poison.

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Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Toxicroak, on paper, should be a great Pokemon with it's abilities to break down normal teams, a type that Poison really struggles against. However, Toxicroak gets little love since it's outclassed by a lot of other Pokemon. However, Toxicroak still is a good set-up sweeper and in general, a good Pokemon.

I don't mind people editing with the EV's, movesets etc...
 
I think this is a Pokemon that is severely underrated for Poison.

250px-454Toxicroak.png


Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Toxicroak, on paper, should be a great Pokemon with it's abilities to break down normal teams, a type that Poison really struggles against. However, Toxicroak gets little love since it's outclassed by a lot of other Pokemon. However, Toxicroak still is a good set-up sweeper and in general, a good Pokemon.

I don't mind people editing with the EV's, movesets etc...

Reserved
 
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Zygarde @ Leftovers / Lum Berry
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Coil
- Earthquake
- Stone Edge / Dragon Tail
- Extreme Speed

Requesting a Dragon team made around Coil Zygarde. It's pretty cool with it's access to Extreme Speed and some nice coverage moves, as well as awesome bulk to take hits and set up. Good luck builders, and thanks in advance!
 
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Zygarde @ Leftovers / Lum Berry
Ability: Aura Break
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Coil
- Earthquake
- Stone Edge / Dragon Tail
- Extreme Speed

Requesting a Dragon team made around Coil Zygarde. It's pretty cool with it's access to Extreme Speed and some nice coverage moves, as well as awesome bulk to take hits and set up. Good luck builders, and thanks in advance!
Reserving this
 
Set:
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Reflect Type

I'd love to see a water team with this. It could potentially be really cool and good for water v some match ups.
 
Set:
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Reflect Type

I'd love to see a water team with this. It could potentially be really cool and good for water v some match ups.
Reserved
 
Yo fam can I get a Feraligatr + Sharpedo Hyper Offensive Water team?

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
-
-

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 212 Atk / 44 SpA / 252 Spe
Naive Nature
- Protect
- Ice Fang
- Crunch
- Hydro Pump

Crunch on M-Sharp with 212 Naive was enough to KO 252 HP / 0 Def Mew and 44 SpA allowed it to 2HKO Lefties Max Defense Skarm 100% of the time. I'm open to tinkering with the EVs, especially on Gatr, if necessary. Overall just interested in this core as any time I use Offensive/Hyper Offensive Water it just seems to be Swift Swim and I want to change things up. Thanks in advance!
 
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Rain Dance

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang

Continuing the string of mega sharpedo teams, here's a fun core that I can't for the life of me figure out how to build around.
 
Yo fam can I get a Feraligatr + Sharpedo Hyper Offensive Water team?

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
-
-

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 212 Atk / 44 SpA / 252 Spe
Naive Nature
- Protect
- Ice Fang
- Crunch
- Hydro Pump

Crunch on M-Sharp with 212 Naive was enough to KO 252 HP / 0 Def Mew and 44 SpA allowed it to 2HKO Lefties Max Defense Skarm 100% of the time. I'm open to tinkering with the EVs, especially on Gatr, if necessary. Overall just interested in this core as any time I use Offensive/Hyper Offensive Water it just seems to be Swift Swim and I want to change things up. Thanks in advance!
I know I have a mon reserved but in reserving this 2 fam
 
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Rain Dance

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang

Continuing the string of mega sharpedo teams, here's a fun core that I can't for the life of me figure out how to build around.

Reserved. I might change up the moveset on Mana a bit and tinker with the Sharpedo EVs if that's fine by you.
 
Chleg
toxicroak.png
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nidoqueen.png
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scolipede.png

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Trick
- Sludge Wave
- Focus Blast

Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Ice Beam
- Earth Power
- Flamethrower

Nidoqueen (F) @ Focus Sash
Ability: Sheer Force
EVs: 252 SpA / 8 SpD / 248 Spe
Timid Nature
- Taunt
- Stealth Rock
- Earth Power
- Flamethrower

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 140 Def / 120 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed/Sleep Powder

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Protect
- Megahorn

This core was extremely fun to build around, but limited in options, so I'll offer some other ideas I had at the end of this. Looking at Toxicroak, I decided to make the team leaning more towards HO, but not really. As a ground immunity, and a good special attacker, I added Gengar with a scarf to trick annoying mons, and revenge kill against certain pokemon that threaten it such as Landorus. It was also added to stop the team from losing to Scarf Air Slash Togekiss. Since the team lost to types such as bulky water, flying, and steel, I added Nidoking for wall breaking prowess on the team and ease things up for a clean up sweep with Gengar, Scolipede, or Toxicroak. I then added its friend Nidoqueen to mainly provide hazards, as I wasn't too fond of running rocks on Nidoking, which would give me another slot but make me weaker if I were to sash that or life orb it leaving me open to more attacks as I'm trying to set up hazards. Next, Venusaur was added to act as the 2nd water resist, and a sponge for most attacks which is why it has mixed defenses. I wasn't too sure on the last move so I opted for Leech Seed for more recovery. Finally, as a revenge killer, I added Scolipede mainly to beat fire with edge quake and rocks. Also serves as the second revenge killer. I really did enjoy making this team and I hope you have more fun using it.

Mainly other ideas or sets I had in mind if you want to edit it for your self.
Rocks on Nidoking over flamethrower or ice beam. This would free up a slot if you wanted, replacing nido queen.
Growth over Leech Seed Venusaur It may seem weird but i thought of Growth as a way to boost SpA to hit annoying walls/threats harder.
Substitute over Sucker Punch on Toxicroak I thought of this as for instant set ups since with high speed + water immunity you set up on Bulky Water and Psychic easily.
Hidden Power Ice over Trick or Focus Blast this would be good to kill landorus, also helps against garchomp too.
amoonguss.png
Amoongus
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm/Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog/Hidden Power Fire

I thought of this when in teambuilding phase, giving you the option of Mega Beedrill. It does what Venusaur does just without recovery besides Regenerator.
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Beedrill-Mega
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Knock Off/Drill Run
This would be well for a more HO poison team/ could replace Scolipede.
 
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Hello, could I have a Psychic team build around this core?
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meloetta.gif

gothitelle.gif

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 80 HP / 176 SpA / 252 Spe or make an alternative spread
Timid Nature
- Trick
- Psychic
- Calm Mind
- Rest

I stole this from an RMT with a Gothitelle in it, so there might be a better set out there :s The HP EVs lets you avoid a 3HKO from Chansey's Seismic Toss, with the rest in Speed and SpA. Just change the EVs as you like, since I don't think all the Speed is required.
victini.gif

Victini @ Choice Scarf / Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn

Very standard set. The choice(heh) between Scarf and Band is basically if you want a better matchup against Bug or if you want a stronger answer for Mega Sableye.

meloetta.gif

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Psyshock
- Shadow Ball
- Focus Blast
- U-turn

Not much to say here, I just put U-turn on the last slot for the reason I state below. EVs Speed creep stuff that creep Jolly Breloom and friends, everything else in HP and SpA.
I've being trying to figure out a fun way to build around Gothitelle on Psychic, but I can't get it quite right. The premise behind this core was to try to allow Victini and Meloetta to help get Gothitelle safely into something that it can set up on through the use of U-turn. In ideal situation, Victini would U-turn off of a defensive Heatran or Meloetta on something like Zapdos, i guess. The other neat thing about this core is that it helps Gothitelle out with Ghost-types (that it can't trap), since Victini and Meloetta handle most of them themselves. Anyways, thanks to whoever builds this!
 
Hello, could I have a Psychic team build around this core?
gothitelle.gif
victini.gif
meloetta.gif

gothitelle.gif

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 80 HP / 176 SpA / 252 Spe or make an alternative spread
Timid Nature
- Trick
- Psychic
- Calm Mind
- Rest

I stole this from an RMT with a Gothitelle in it, so there might be a better set out there :s The HP EVs lets you avoid a 3HKO from Chansey's Seismic Toss, with the rest in Speed and SpA. Just change the EVs as you like, since I don't think all the Speed is required.
victini.gif

Victini @ Choice Scarf / Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn

Very standard set. The choice(heh) between Scarf and Band is basically if you want a better matchup against Bug or if you want a stronger answer for Mega Sableye.

meloetta.gif

Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Psyshock
- Shadow Ball
- Focus Blast
- U-turn

Not much to say here, I just put U-turn on the last slot for the reason I state below. EVs Speed creep stuff that creep Jolly Breloom and friends, everything else in HP and SpA.
I've being trying to figure out a fun way to build around Gothitelle on Psychic, but I can't get it quite right. The premise behind this core was to try to allow Victini and Meloetta to help get Gothitelle safely into something that it can set up on through the use of U-turn. In ideal situation, Victini would U-turn off of a defensive Heatran or Meloetta on something like Zapdos, i guess. The other neat thing about this core is that it helps Gothitelle out with Ghost-types (that it can't trap), since Victini and Meloetta handle most of them themselves. Anyways, thanks to whoever builds this!

Reserved
 
BrandonBeast
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Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Coil
- Substitute
- Dragon Tail
- Earthquake

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Toxic Spikes
- Draco Meteor
- Sludge Wave
- Hidden Power [Fire]

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Focus Blast

Goodra @ Assault Vest
Ability: Gooey
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Dragon Pulse
- Power Whip
- Thunderbolt
- Fire Blast

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

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

I felt spdef sub zygarde would be better than the espeed set. This is because, with sub, zygarde can avoid status. I thought it's shuffling tactics would work well with toxic spikes to ensure pokemon can't heal up easily against it. Goodra + Tankchomp is a nice core which can take hits from both aides of the spectrum. I have power whip on Goodra so that I can wallbreak water teams, because I don't have a kyurem to do so. At this time I realised the team was very slow and also weak to psychic teams so I added a scarf hydreigon. Dragon tail mons + rocky Helmet + toxic spikes means balanced teams are easily weakened for the hydreigon sweep Finally, I lacked a wallbreaker so I went with Specs latios because it is fast and people won't expect it to be so strong. I don't want to defog away my own spikes which is another reason to use Specs.

http://replay.pokemonshowdown.com/monotype-341673397 vs bug

http://replay.pokemonshowdown.com/monotype-341693388 vs HO psychic. This team is quite pressured by hazards so any misplays will cost you (I got swept by gardevoir the first time we played). This came down to a 50/50 at the end with mega Zam.

http://replay.pokemonshowdown.com/monotype-341697927 vs another HO psychic. This team is also weak to Mega Gardevoir and needs toxic spikes to weaken it for hydreigon. I was unsure as to whether my opponent would have 2 scarfers which is why I stayed in with Latios, but even so it would have been difficult for me to win at that point. If j had earthquake on the gardevoir switch with zygarde I would have been in a better position, that was a misplay on my part.

Anyway, I hope these replays have given you some insight into how to use this team.
I really like this team since its quite ungeneric but is effective, I hope it works out for you man.

Edit: sry for big sprites I can't find small ones from phone.
 
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