Monotype: The Revamp

By Omega-Xis. Art by LifeisDANK.
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Monotype Revamp Art

Introduction

Welcome to Monotype, the metagame where each of your Pokémon must share one common type amongst themselves. Other than that, that's generally the only rule you have to keep in mind when teambuilding. You can use Pokémon that share a type from OU all the way down to LC (although I wouldn't advise digging that deeply).

As this is an article about the metagame, I'd like to present you all with some common cores that are present among types in the metagame. I'm not trying to bog you all down with loads of information, and it is for that reason that I've decided to gradually move from a core for the most used type, Flying, all the way down the type usage list to the least used type, Rock. In this way, I feel I can give you a perspective on options or styles available to "high" tier types, "mid" tier types, and "low" tier types. Note that when I say tier, I mean tiering in terms of usage.

After that, I think it would be useful to note how Pokémon can differ in sets and spreads from the standard tiers. Many people have the perceptions that they can bring the same sets for Pokémon from a standard tier into Monotype and experience the same success. While this is sometimes a reality, it certainly does not always work like this, and this is an important aspect to analyze.

Cores

Below are cores with explanations of what they accomplish for their type.

Flying: Skarmory + Zapdos + Mega Gyarados

Zapdos
  • Zapdos @ Leftovers
  • Ability: Pressure
  • EVs: 248 HP / 152 SpD / 108 Spe
  • Calm Nature
  • IVs: 0 Atk
  • - Roost
  • - Toxic
  • - Defog
  • - Discharge
Skarmory
  • Skarmory @ Rocky Helmet
  • Ability: Sturdy
  • EVs: 248 HP / 236 Def / 24 Spe
  • Impish Nature
  • - Stealth Rock
  • - Whirlwind
  • - Roost
  • - Iron Head
Gyarados-Mega
  • Gyarados @ Gyaradosite
  • Ability: Intimidate
  • EVs: 248 HP / 92 Def / 68 SpD / 100 Spe
  • Careful Nature
  • - Dragon Dance
  • - Rest
  • - Sleep Talk
  • - Waterfall

Skarmory paired with Zapdos (commonly called SkarmDos) is a common core found on essentially any Flying team, and for good reason: it is incredibly difficult to break. The one thing that can still dent the core is strong special Ice-type moves, and for this reason specially defensive Mega Gyarados is added to tank those kinds of moves that the rest of the team cannot. It also acts as a very effective status tank if you're not running a cleric and can use its massive bulk to set up and sweep. Skarmory runs Iron Head to take out Mega Diancie, which threatens the core and Flying teams in general, especially if it is running both Diamond Storm and Hidden Power Fire. Specially defensive Gliscor is an alternative, since it takes Moonblast quite effectively and can threaten Mega Diancie with Earthquake. It also has access to Taunt and Stealth Rock, and the combination of Roost and Poison Heal gives it longevity. Finally, Zapdos runs 108 Speed EVs to outspeed the likes of Cloyster before a Shell Smash so you can hit it with Discharge before the boost. Toxic is used to stall out walls such as Rotom-W that this core might otherwise struggle with, since Mega Gyarados lacks Earthquake with this particular set. Heat Wave is an acceptable alternative if you're lacking Fire-type coverage and you're running a Mega Gyarados set with Earthquake to cover Levitators such as Rotom-W.

Bug: Shuckle + Mega Heracross

Shuckle
  • Shuckle @ Mental Herb
  • Ability: Sturdy
  • EVs: 4 HP / 252 Def / 252 SpD
  • Calm Nature
  • - Stealth Rock
  • - Sticky Web
  • - Encore
  • - Toxic / Knock Off
Heracross Mega
  • Heracross @ Heracronite
  • Ability: Moxie
  • EVs: 4 HP / 252 Atk / 252 Spe
  • Adamant Nature
  • - Close Combat
  • - Bullet Seed
  • - Pin Missile
  • - Rock Blast

A pretty self-explanatory core. Lead with Shuckle against anything bar teams with a Magic Bounce user and get both hazards up, or just one if that's all you're going to be able to manage, which is at times the case. The best example is against Fighting, where you prioritize Sticky Web over Stealth Rock, since this neutralizes Choice Scarf users and makes key Pokémon such as Breloom slower so Mega Heracross can break their Focus Sash and KO them via Skill Link. Adamant Mega Heracross is capable of 2HKOing Flying's SkarmDos core, giving Pokémon such as Scizor, Volcarona, and Yanmega much more room for dealing damage, as they will not be as likely get phazed nor have their attacks walled.

Normal: Porygon2 + Chansey + Staraptor

Porygon2
  • Porygon2 @ Eviolite
  • Ability: Download
  • EVs: 248 HP / 252 Def / 8 SpA
  • Relaxed Nature
  • - Foul Play
  • - Recover
  • - Hidden Power Fire
  • - Tri Attack
  • Porygon2 @ Eviolite
  • Ability: Trace
  • EVs: 248 HP / 252 Def / 8 SpA
  • Bold Nature
  • IVs: 0 Atk
  • - Discharge
  • - Ice Beam
  • - Recover
  • - Toxic
Chansey
  • Chansey @ Eviolite
  • Ability: Natural Cure
  • EVs: 252 HP / 252 Def / 4 SpD
  • Bold Nature
  • IVs: 0 Atk
  • - Thunder Wave
  • - Stealth Rock
  • - Soft-Boiled
  • - Seismic Toss
Staraptor
  • Staraptor @ Leftovers
  • Ability: Intimidate
  • EVs: 252 HP / 240 Def / 16 Spe
  • Impish Nature
  • - Roost
  • - Defog
  • - U-turn / Close Combat
  • - Brave Bird

The main idea of this core is to bulk out Fighting-type hits. Staraptor has nearly maximized Defense investment to tank physical Fighting-type hits along with Porygon2, and with its high base Attack stat, it can KO most Fighting-types in return. 16 Speed EVs are used to outspeed fully invested Adamant base 70 Speed Pokémon, such as Bisharp. Close Combat is slashed to remove Bisharp, since it becomes difficult to deal with once it gets a boost. Chansey is the special complement of the core. Porygon2 has two different movesets. The first, with Foul Play, is to punish setup Pokémon, which is particularly useful if you're running a Normal team without Ditto. Hidden Power Fire is to get past Steel types such as Scizor, Ferrothorn, and Forretress more easily, and Tri Attack is there for a STAB attack. Since this set is more offensive, Download is the ability of choice. The second set is a more defensive one that chooses to spread status and slowly wear down the opposing team, and as such has Trace as the ability, as its focus is more defensive than the former set.

Dark: Sableye-Mega + Tyranitar + Mandibuzz

Sableye-Mega
  • Sableye @ Sablenite
  • Ability: Prankster
  • EVs: 252 HP / 252 Def / 4 SpD
  • Bold Nature
  • IVs: 0 Atk
  • - Recover
  • - Will-O-Wisp
  • - Calm Mind
  • - Snarl
  • Sableye @ Sablenite
  • Ability: Prankster
  • EVs: 252 HP / 112 Def / 144 SpD
  • Careful Nature
  • - Knock Off
  • - Will-O-Wisp
  • - Recover
  • - Foul Play
Tyranitar
  • Tyranitar @ Leftovers
  • Ability: Sand Stream
  • EVs: 252 HP / 4 Atk / 252 SpD
  • Brave Nature
  • - Thunder Wave
  • - Stealth Rock
  • - Fire Blast
  • - Rock Slide
Mandibuzz
  • Mandibuzz @ Rocky Helmet
  • Ability: Overcoat
  • EVs: 248 HP / 252 Def / 8 SpD
  • Impish Nature
  • - Roost
  • - Defog
  • - Brave Bird
  • - Foul Play

Tyranitar runs a Brave nature because you don't want to reduce either of its defensive stats, not to mention with speed control its own Speed isn't that much of a factor. Brazilian (Thunder Wave + Stealth Rock with a Rock STAB move and Fire-type coverage) is the best set for Dark, since a lot of its offensive threats, such as Crawdaunt, Bisharp, and Hoopa-U, tend to be on the slower side of the spectrum. Fire Blast is for hitting Pokémon such as Scizor, Skarmory, and Ferrothorn that might otherwise be difficult to break through. Mandibuzz is there to rack up passive damage against physical attackers and to punish setup Pokémon. Finally, Sableye is used to cripple opposing offensive threats and set up with Calm Mind and Mega Evolve once you have an opening to win. Snarl is incredibly useful for keeping Pokémon such as Volcarona from ever winning a setup race with Mega Sableye if it has already grabbed a Calm Mind or two. Magic Bounce helps prevent the opponent from setting hazards until Sableye is removed once it has Mega Evolved, which provides Dark teams with a substantial amount of momentum. The second set is a utility Mega Sableye, which is there to remove items from the opposing team to strip walls of Leftovers and Black Sludge recovery. It can also be useful for removing Choice Band or Specs, further supporting the bulk of your team. Foul Play is used to punish threatening setup Pokémon such as Scizor, which pose a significant threat if they grab a Swords Dance.

Grass: Venusaur-Mega + Ferrothorn + Cradily

Venusaur-Mega
  • Venusaur @ Venusaurite
  • Ability: Chlorophyll
  • EVs: 232 HP / 252 SpA / 24 Spe
  • Modest Nature
  • IVs: 0 Atk / 30 SpA / 30 Spe
  • - Sludge Bomb
  • - Giga Drain
  • - Hidden Power Fire
  • - Synthesis
Ferrothorn
  • Ferrothorn @ Rocky Helmet
  • Ability: Iron Barbs
  • EVs: 248 HP / 252 Def / 8 SpD
  • Relaxed Nature
  • IVs: 0 Spe
  • - Gyro Ball
  • - Stealth Rock
  • - Spikes
  • - Leech Seed
Cradily
  • Cradily @ Leftovers
  • Ability: Storm Drain
  • EVs: 248 HP / 8 Def / 252 SpD
  • Careful Nature
  • - Earthquake
  • - Rock Slide
  • - Recover
  • - Curse

This is Thimo's Grass core. I run a very similar setup on my own, so I thought I'd highlight this. Ferrothorn is the physical wall and racks up passive damage on physical attackers on the other team while setting hazards. In my own experimenting, I really feel that no type benefits quite as greatly as Grass from hazard stacking; the residual damage that hazards rack up complements powerful priority-attacking Pokémon, such as Breloom and Shiftry, and fast Pokémon, such as Whimsicott and Serperior. Cradily sets up with Curse, and with Rock Slide, it poses a significant threat to Flying teams, although Skarmory and a Landorus forme do need to be dealt with first. Storm Drain is to prevent it from being burned by Scald. Finally, Mega Venusaur muscles through Pokémon such as opposing Ferrothorn, Skarmory, and Scizor that other members on your Grass team might otherwise have a hard time breaking through.

Rock: Shuckle + Diancie-Mega + Terrakion

Shuckle
  • Shuckle @ Mental Herb
  • Ability: Sturdy
  • EVs: 248 HP / 252 Def / 8 SpD
  • Impish Nature
  • - Knock Off / Toxic
  • - Encore
  • - Sticky Web
  • - Stealth Rock
Diancie-Mega
  • Diancie-Mega @ Diancite
  • Ability: Clear Body
  • EVs: 4 Atk / 252 SpA / 252 Spe
  • Naive Nature
  • - Moonblast
  • - Earth Power
  • - Diamond Storm
  • - Protect
Terrakion
  • Terrakion @ Choice Band
  • Ability: Justified
  • EVs: 252 Atk / 4 SpD / 252 Spe
  • Jolly Nature
  • - Close Combat
  • - Stone Edge
  • - Earthquake
  • - Quick Attack

I liked offensive Rock teams for a while using Shuckle with Choice Band Terrakion, and then with Gen 6 we gained Mega Diancie! Since I liked this style so much, I thought I'd highlight SirSkit's offensive core in the RMT he made for his Rock team. The concept of Shuckle is the same as it was in the Bug core: you'll get up one hazard guaranteed, although if you're against a Taunt user, be sure to pick the right one. The best example is against a Fighting team: you'll want to set Sticky Web up, since once you Mega Evolve with Diancie, Mega Diancie can outpace and clean the whole team. Terrakion can run Choice Band with Sticky Web support, and with the power boost it's capable of beating the SkarmDos core on Flying with Stealth Rock support. You might think Rock should just beat Flying anyways, but that's actually quite a tough matchup!


How Pokémon Differ From OU Usage

People that first make the transition from playing OU to Monotype often make the assumption that the same sets that work in OU will work in Monotype, since it's a completely matchup-based tier anyways, but that couldn't be further from the truth! A bit of innovation and experimentation is what leads to some staple and/or hallmark sets in the metagame. Since I've joined the room, there have been countless sets that I have seen come and go that often fulfill a niche for a type that often can be fulfilled far more easily by some other Pokémon and do not require the same degree of experimentation as a metagame with the restrictions that Monotype has.

Assault Vest Jirachi

Jirachi

Acast gets props for this set. It has a much different use than iGlack's. This set takes more of a "eat one hit and fire back" approach. It really hinges on the fact that your opponent won't expect you to be running Assault Vest and fire back an attack to take out his Pokémon. A short list of things that this Jirachi will KO that are threats to a Steel team are Infernape (physical Fighting-type STAB for Heatran and special Fire-type STAB for Ferrothorn / Skarmory / Doublade), Hydreigon (Ground- and Fire-type coverage from a monstrous base 125 Special Attack stat), and Keldeo (Special Attack lets it threaten Skarmory, and Substitute + Calm Mind sets do not find it difficult to grab a Substitute against the likes of Scizor and Bisharp).


Acid Armor Jellicent

Jellicent

Kammi popularized this set on Ghost, and it's used along with Sableye to spread burns with Scald. Once burns have been spread, Jellicent can get Acid Armors up more easily and take hits like Knock Off far more easily, which is something that other Ghosts can't do outside of Mega or itemless Sableye.


Curse Dual Attack Mega Venusaur

Venusaur-Mega

A GodChef special! I've personally been using this set on Poison teams for ages after seeing him use it. The main niche it fulfills is breaking through Water, Rock, and especially Ground teams.


Sap Sipper Azumarill

Azumarill

This set is used in tandem with Lanturn or a Water / Ground type, most often Swampert, to form an immunity core to Water's two natural weaknesses, Electric and Grass. This set spreads burns and especially shines against Pokémon such as Breloom and Shiftry, which are two big physical threats on Grass teams.


Steelbreaker Hoopa-U

Hoopa-Unbound

Barian's Steelbreaker Hoopa-U. This is used on Monotype Psychic teams, as Dark teams really need a Choice Scarf for an offensive Fighting check against non-Choice Scarf Fighting attackers. This set hits all staples of Monotype Steel hard: it OHKOes Mega Scizor with Hidden Power Fire and 2HKOes Ferrothorn. Substitute can allow Hoopa-U to dodge a Sucker Punch from Bisharp, since most people will not be expecting Leftovers, and Drain Punch OHKOes Bisharp while also dealing a lot of damage to Heatran. Dark Pulse hits Doublade and Skarmory. As you can see, this set grants the most common members of a Steel team no switch-ins, so this Hoopa-U set is getting some KOs guaranteed every game.


Conclusion

Monotype is perceived as a tier where the battles are decided at Team Preview, but this could not be further from the reality of the situation. The proof of this is in the cores I've shared with you. The Flying core is very successful against Ice and Electric. That Normal core can stand up to Fighting-type moves being relentlessly thrown at it. These cores are tried, true, and commonplace for a reason. People would not run them if they did not function. Monotype is also one of the most active ladders on Showdown, and it's pretty evident that not as many people would play if what all the naysayers did say was true. One is able to overcome their disadvantages, and it's so rewarding when you do. I encourage you to try out some of these cores for yourself and get your own firsthand experience for how they can shine. Try to make some of your own cores while you're at it! Many people have come up with countless innovative ideas since I joined this community about two and a half years ago, and there's nothing stopping you from doing the same. This metagame wouldn't thrive the way it has if people had not put together well-structured cores and creative sets like the ones I've shown you.

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