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Resource SV Monotype Sample Teams

Treadless steel
https://pokepast.es/3ef3abc4717cc52c

Recently made top 50 with this team. Not the most impressive thing but I see the potential. The main problem with conventional steel teams is that treads imo does like nothing. It's forced into stuff like air balloon so it can do stuff like spin, and because of lando-I, you are faster and can ice spinner it. Problem, one focus blast on the switch and you are done for.

Here is a list of pokemon that conventionally, are very annoying for steel to beat: hoopa-U, urshifu-r, iron hands, okidogi, iron valiant, moltres, gliscor, swampert, gastrodon(on water stall), lando-I, raging bolt, ting-lu, wake, and a bunch of others I'm probably forgetting. In general, outside of hoopa-U, bulky waters and grounds are very annoying. Ground is notable, because dengo can't oddsmax through it with thunder wave.

Well, again, ignoring hoopa-U(which I find too much a hastle to deal with outside of outplaying), I found a mon that can soft check/beat all of them: jirachi(inspired from my days playing specs rachi in SS). The main issue with steel is the lack of ice and grass coverage, which with the strength of bulkier water and flying teams, has become more and more needed. Steel has excatly 2 good ice move user, ice beam on hoodra and ice spinner on treads. As for grass, it's none, until now. Jirachi has energy ball, which is aboslutely huge. Although it lost moonblast with the switch to SV, it gained psychic noise and it has a decent replacement in icy wind. Steel generally suffers from low speed which is why icy wind + thunder is very nice. However, loosing treads means you have to be VERY careful around hazards. Hence why both arch, hoodra, and dengo are all running boots.

:Jirachi: your goal is to try to send this in early and spam icy wind. The good news is that with AV, you can live lando-I earth power and click icy wind. If the lando is scarf, that because significantly easier to deal with cuz you can sort of predict around it. psynoise is great for many substitute pokemon like okidogi and you can deny some really needed recovery for things like gliscor. Thunder is a great move to spread para as with acc in mind, the damage is great and the 42% para is very nice. Finally, energy ball the annoying grounds in your way. I chose 64 speed as you can outspeed specs gren after an icy-wind. If you want to do the same with meow(cuz u hate band) then go to 68, if you don't care, go to 28 spe to outspeed valiant after an icy wind(yes psynoise KOs after). Against ground icy wind spam is very power full as energy balldoes mad damage.

:Heatran: your scarfer, as it does very well against types like fire with power gem and earth power(esp you hearthflame). I much prefer overheat cuz you rarely stay in for more than 1 turn and with rocks up overheat has a good chance to ohko hearthflame while stuff while fire blast does not. Better accuracy is also great. flash cannon is great for stuff like flutter mane and val.

:Gholdengo: be the most annoying twaver in existence. 104 to outspeed ada 65(like scizor) and jolly 55(like golurk). Go to 148 if you want to outspeed max spe specs prim.

:Skarmory: 96 spe to outspeed ada ursaluna, otherwise, this is the your physical ground types don't do much and eq switch button

:Archaludon: Your are responsible for dealing with stuff heatran doesn't like like hearthflame and barraskewda. 52 spe is for azu in a pinch. Althought not that needed. Go 24 to at least outspeed 0 spe tusk.

:Goodra-Hisui: Your spdef tank. I learned the life dew tech from Boomp. Protect is imo, kinda pointless, because scouting out moves and stalling field turns are not that necessary. Meaning life dew is sometimes better. When you run boots, you lack recovery so I think life dew is must more justified as most spa deal around the 25 to 30% mark. 80- spe is for beating 156 spe mons like empoleon, swampert, and opposing hoodra. Most important thing, lando-I never ohkos you with earth power unless it's specs. I also chose sap sipper so that spore and leech seed becomes less annoying(and dengo doesn't have to deal with them alone, pinch meow switch if you have the balls)

https://replay.pokemonshowdown.com/gen9monotype-2570520575
https://replay.pokemonshowdown.com/gen9monotype-2570527392

Here is some evidence against ground.
 
Hello! I am Weedle The Dragon player. Still as a monotypers myself, it's my responsibility as of improving the metas especially by bringing out the maximum potential of certain types. In this matter, it's Psychic type that shockingly create chaos between the community! It's beyond havoc! I meant could you believe staffs or even senior players even argue to bring back espathra even try to unban solgaleo. They care about it so much, makes me grateful being surrounded by passionate players. However the greater gratitude is when you utilise the already in front of our eyes "tools" by bringing out the best in them.

By that I Weedle introduce you the Mono Psy of 2026 and I'm hoping I'm doing justice to the injustice of Psychic type current situations.

https://pokepast.es/2e04b2a6999ec813

This lineup includes: :Hoopa-Unbound: :Gallade: :hatterene: :bronzong: :indeedee: :Iron boulder:

Awish Indeed provide extend protection over any potential priorities sweeper also adding damage stab boost to the team. Rapunzel the Hatterene bouncing back any statuses and hazards. The Glorious Unbound work as the Special Defense wall, Bell Boy taking care of knock sweeper with colbur berry and revenge kill body press.

Scarf HM Strength check any potential threat scarfer and Ultramale clear the game with a clean sweep only if you successfully set agility up on him. Let's the replays speaks itself. Enjoy!

Replays:

VS Dragon
https://replay.pokemonshowdown.com/gen9monotype-2604680045-ihlvjanf1cwlee1trijjm43lxiqci6tpw?p2

VS Dark(Darkrai) (Weaknesses)
https://replay.pokemonshowdown.com/gen9monotype-2604719989-f9sjehbp6frdiyp1pgyk2q7lnddivdmpw?p2

VS Dark(Weaknesses)
https://replay.pokemonshowdown.com/gen9monotype-2604745893-5vnp4d5r7xxsdavil1khm0o4s6fwkrbpw

VS Normal
https://replay.pokemonshowdown.com/gen9monotype-2605229094-4yxv19m3vhfe22mptte0egmqswsog9cpw?p2

VS Psychic(Mirror)
https://replay.pokemonshowdown.com/gen9monotype-2605252702-2liy38vynj36gk5pla37tpd6x587kcfpw

VS Bug(Lokix)(Weaknesses)
https://replay.pokemonshowdown.com/gen9monotype-2605252299-nhuma4t1e2bf3t1ig4umb4taq2o5qnrpw?p2

VS Steel(Resistance)
https://replay.pokemonshowdown.com/gen9monotype-2605279619-tylcnajel0lbyjubeubyxia3mqgpuxhpw?p2

VS Flying(Best Type Of The Generation)
https://replay.pokemonshowdown.com/gen9monotype-2605479088-4hxl98ibu80mh6uxbecmjy10v0a4rjgpw?p2

Guidance from The Almighty God to give a chance even to the most nerfed type ever this generations. However if we give it a chance by focus on their current options, flaws and positivity we could make an impact rather than completely ignore their existence by simply stop playing it.

If you a Psychic player, prove it that you deserve to be called as one, prove that your mental are on the level of the supercomputer metagross so that you can be peace with any circumstances regardless what happen to the metagame.

wee <(:0)( : ) ( : ) ( : ) ( : ) > wee
 
DOUBLE AV ICE BALANCE
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(Sorry for the spelling mistakes)
Hi, i wanted to share with you a team I am very fond of. I don't expect it to become a sample team since it isn't easy to use at all and it is an uncommon archetype for the type, but if im still sharing it is because, as a person who's played literally hundreds of games with it, i truly believe it's a viable and capable of climbing high in the ladder if used by an experienced enough player, so it might be used or adapted by someone who really want to take this type to its limits. I'd just like this post to stay so maybe someone that really loves ice can give it a try.

This is the team in question: https://pokepast.es/a31d290005b8b4eb

You will probably notice that the team is not like your standard ice team, it only has kyurem as its main breaker, and has little to no direct physical offense, but it compensates it by having an outstanding defensive core capable of taking hits from the biggest threats on the tier. Specs kyurem and Idef Bpress avalugg aren't uncommon sets, but the rest of the team is packed with a lot of more niche sets that makes the team fulfill its role better.

Ninetales speed tier and unique typing paired with the ability to set the snow makes it key to preserve as much hp on it as posible, HDB allows it to enter the field unscared to revenge kill weakened foes, reset weather or set aurora veil. Ninetales hp is specially key against ival: 252 SpA Choice Specs Iron Valiant Moonblast vs. 0 HP / 0 SpD Ninetales-Alola: 220-259 (76.6 - 90.2%) -- guaranteed 2HKO
252 SpA Ninetales-Alola Moonblast vs. 0 HP / 4 SpD Iron Valiant: 338-402 (116.9 - 139.1%) -- guaranteed OHKO

Frosslass is running a unique no atacks set: twave and spikes are needed to cover the teams lack of hazards and speed control, and taunt allows it to win the hazard war and switch in on pasive opponents in order to disrup their team team even more. Finally, it has pain split paired with 252 ivs in defense, that allows it to take as much hp as posible from physical atackers, as well as increasing the chances of cursed body activating.Focus sash is the prefered item so you can always get two layers of spikes or get a twave on faster foes. A nice calc is living banded pult Ddarts so you can twave it:
252 Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 0 HP / 252 Def Froslass: 230-272 (81.8 - 96.7%) -- guaranteed 2HKO

AV Dewgong is a niche pick for ice teams that provides a nice slow pivot that can take on strong fire and steel type atacks that are otherwise letal against the type. Flip turn and knock off are its best tools as it allows it to get rid of anoying items and get the already mention slow pivoting that is greatly apreciated by kyurem. liquidation and aqua jet are great tools for stoping threats like volcarona and ceruledge, as well as allowing it to get some extra cheap that can make the diference in some calcs. It goes with min spèed to under speed other slow pivots like corviknight and pelipper and with max special bulk to take on hits better. Normally thick fat is the prefered ability as it efectively gives it a fire resist, but ice body has proven to be more consistant in most matchups, it also helps the fact that ninetales can reset the snow without feating hazards and that dewgong has another special teammate to help them take on those fire typer atacks.
252 SpA Gholdengo Make It Rain vs. 252 HP / 252+ SpD Assault Vest Dewgong: 100-118 (26 - 30.7%) -- guaranteed 4HKO

Finally, AV Mamo is by far the weirdest set on the team, but also the one that holds everything together. Even though dewgong is incredibly specially bulky, it inevitably gets chipped throughout the game from repeatedly switching into attacks and using flip turn, eventually reaching a point where it can no longer check what it's supposed to. That's where mamo comes in as the final line of defense, capable of tanking a hit and eliminating those weakened special attackers. This mamo reaches 222 Speed, allowing it to outspeed the base 85 scarfers (like kleavor and
H-Samurott) after a TWave while also getting the jump on the crowded 220 Speed tier, where a lot of defensive arch and Heatran sit. 236 EVs in Spdef with a careful nature let it survive Gholdengo's Make It Rain after Stealth Rock or Spikes, but that's just the most extreme example. It can also comfortably take incredibly strong neutral hits like shadow ball and moonblast from specs spectrier and fluttermane respectively. This comes at the cost of significantly lowering its attack, but it still reaches a respectable 338, which is more than enough to pick off weakened foes while still having strong priority in ice shard. Eq and ice shard are mandatory, as they're mamo's best moves. After that, smack down is a great 100% accurate rock-type move that lets it check Volcarona and can be very rewarding if it catches a would-be check like rotom-w, G-weezing, or a weakened corviknight on the switch. The last move is the only slot on the team that I'd say is up to the user. Knock off is always excellent for removing items from incoming foes, while heavy slam allows mamo to completely shut down Fairys like hatterene and comfey, which can otherwise get out of control thanks to their priority/immunity to encore and taunt. It also hits targets like articuno, G-weezing, and balloon glimmora much harder. I tested both options extensively and ultimately settled on heavy slam, but outside of the fairy matchup and hatterene on psychic, the difference is small, so i consider either move perfectly viable.
This calcs dont stop!:
252 SpA Gholdengo Make It Rain vs. 0 HP / 236+ SpD Assault Vest Mamoswine: 266-314 (73.6 - 86.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Choice Specs Spectrier Shadow Ball vs. 0 HP / 236+ SpD Assault Vest Mamoswine: 142-168 (39.3 - 46.5%) -- guaranteed 3HKO
252 SpA Choice Specs Flutter Mane Moonblast vs. 0 HP / 236+ SpD Assault Vest Mamoswine: 160-189 (44.3 - 52.3%) -- 17.2% chance to 2HKO
252 SpA Choice Specs Greninja Hydro Pump vs. 0 HP / 236+ SpD Assault Vest Mamoswine: 306-362 (84.7 - 100.2%) -- 6.3% chance to OHKO
+2 252 SpA Volcarona Fiery Dance vs. 0 HP / 236+ SpD Assault Vest Thick Fat Mamoswine in Sun: 272-324 (75.3 - 89.7%) -- guaranteed 2HKO
252 SpA Choice Specs Iron Moth Flamethrower vs. 0 HP / 236+ SpD Assault Vest Thick Fat Mamoswine: 156-186 (43.2 - 51.5%) -- 5.5% chance to 2HKO
I'll stop with the calcs but i think you get the idea, it takes on hits no mamoswine is supossed to live, and that can also catch a lot of opponents of guard. Even if mamoswine doesnt inmediately get the kill afterwards, with ice shard and spikes support very few opponents can recover from such an encounter.

With all of this said, my overall experience with the team is this one:
The steel mu is still terrible, if your opponent doesnt misplay your only way to win is with para/freeze luck or getting every turn right(but to be fair thats the case to any ice team). Aside from steel, everything else feels winable. Sure, some types like rock and fire are still hard, but you can still cheese a win sometimes with the right plays. Thats the reason i love this team, you always feel like there is a way to keep yourself in the game no matter what, even if it requires a very deep understanding of the matchups in the first play, so with enough experience you can try keeping up even in the worst matchups. Not everything is good, obviously, while you always feel there is a play to make you win there is also one to make you lose, relying on a team that gets progress so slowly makes it so one mistake can lose you all the advantage you had and make you lose the game, making some of ice's otherwise free matchups into tricky ones(tho still favouring ice with enough experience). Even with this, i'd say the team has a pretty good mu into a lot of top tier types like water, dragon, ground and dark, although flying turns very tricky and against a good enough player and team you might have to fish for freezes or PP stall roosts. As i said at the start, i've played hundreds of games with the team which made me understand the game plan against almost any team structure, and even then i still lose sometimes due to imprecisions in my gameplay. Finally i want to repeat that this isn't an easy team, and i dont think it is suitable for new players, BUT, if someone wanted to push the ice type to its limits and play one of the worst, most inconsistent types even at high ladder, this team might be worth the try. It ain't much, but its honest work.

Finally some cool replays i have(tried to pick some with high elo opponentes to prove it can work against good players to) Also some replays are old and still use knock off mamo, but that barely affects the result of the game:
https://replay.pokemonshowdown.com/gen9monotype-2554451437 (Ghost)
https://replay.pokemonshowdown.com/gen9monotype-2604670278 (Fighting)
https://replay.pokemonshowdown.com/gen9monotype-2548872651 (Dark)
https://replay.pokemonshowdown.com/gen9monotype-2548372877 (Poison)
https://replay.pokemonshowdown.com/gen9monotype-2548683513 (Water)
https://replay.pokemonshowdown.com/gen9monotype-2555792207 (Rock)
https://replay.pokemonshowdown.com/gen9monotype-2535690554 (Flying)
https://replay.pokemonshowdown.com/gen9monotype-2555133343?p2 (Fire)
https://replay.pokemonshowdown.com/gen9monotype-2536161310?p2 (Dragon)
https://replay.pokemonshowdown.com/gen9monotype-2547686638?p2 (Steel)
If someone appears in one of the replays and doesn't want me to show it it's ok and i'll remove it, i just thought this were good examples of the team specific sets in action.
I apologize if i made some spelling mistakes during the explation, english isn't my native language and i've been writing this for a really long time. Thank you for seeing my team :D
 
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Hello, im a 1700 ice only player and decided to share my secret not so secret team that got me here.
Screenshot_2026-07-02_at_12.21.11_AM.webp
Screenshot_2026-07-02_at_12.21.21_AM.webp


Im not great at explaining but i will try my best for my team
:ninetales-alola: :avalugg: :weavile: :cetitan: :mamoswine: :kyurem:
https://pokepast.es/ba9f950267d5f5f4

It is overall (i would consider) standard snow team. I have made some adjustments to more overall fit the meta i try to fight against. Including my secret berry.


:mamoswine: i run a bulky, non-leftovers mamoswine set. Leftovers felt to be a very redundant item on mamoswine considering his lack to outspeed key targets especially on a bulky build..and truly, not that much of a bulkster. So i came up with Babiri berry so help ease what ice struggles with.

baring RNG, you are guaranteed to catch excadrill off guard and kill him with ease
252 Atk Choice Band Excadrill Iron Head vs. 208 HP / 64 Def Babiri Berry Mamoswine: 225-265 (54.4 - 64.1%) -- guaranteed 2HKO

You are able to survive and better keep your mamoswine against archaludon
0 SpA Archaludon Flash Cannon vs. 208 HP / 0 SpD Babiri Berry Mamoswine: 159-187 (38.4 - 45.2%) -- guaranteed 3HKO

Supreme threats like Gholdengo can be handled
252 SpA Gholdengo Make It Rain vs. 208 HP / 0 SpD Babiri Berry Mamoswine: 301-355 (72.8 - 85.9%) -- guaranteed 2HKO
0 SpA Gholdengo Make It Rain vs. 208 HP / 0 SpD Babiri Berry Mamoswine: 250-295 (60.5 - 71.4%) -- guaranteed 2HKO

And a set up Bisharp is a joke to you
+2 232+ Atk Bisharp Iron Head vs. 208 HP / 64 Def Babiri Berry Mamoswine: 306-361 (74 - 87.4%) -- guaranteed 2HKO

Moving on to :avalugg:
I run an "unconventional" earthquake, non-iron defense avalugg and i believe everyone should too. Overall, avalugg in snow IS tanking a lot of physical threats and able to put pressure afterwards. Earthquake allows you not to be a sitting duck against ghost, notably gholdengo with balloon popped. So here are some important calcs.

0 Atk Avalugg Earthquake vs. -1 0 HP / 0 Def Sneasler: 374-440 (124.2 - 146.1%) -- guaranteed OHKO
0 Atk Avalugg Earthquake vs. 0 HP / 0 Def Sneasler: 248-294 (82.3 - 97.6%) -- guaranteed 2HKO
Compare that to
252+ Atk Sneasler Close Combat vs. 252 HP / 252+ Def Avalugg in Snow: 134-158 (34 - 40.1%) -- guaranteed 3HKO
You are guaranteed to eliminate your biggest threat against poison and fighting with avalugg alone, which iron defense body press simply wouldnt do in such an efficient manner.

Sturdy allows you to survive one crucial attack and fight back against threats like Iron moth
0 Atk Avalugg Earthquake vs. 0 HP / 4 Def Iron Moth: 496-584 (164.7 - 194%) -- guaranteed OHKO

Moving on to :kyurem:
I run modest instead of timid for two reasons, timid outspeeds nothing in this current meta that matters, and modest allows for more consistent damage against annoying walls like corviknight.
252+ SpA Choice Specs Kyurem Ice Beam vs. 252 HP / 252+ SpD Corviknight: 195-229 (48.7 - 57.2%) -- 44.5% chance to 2HKO after Leftovers recovery
Compare that to
252 SpA Choice Specs Kyurem Ice Beam vs. 252 HP / 252+ SpD Corviknight: 177-208 (44.2 - 52%) -- guaranteed 3HKO after Leftovers recovery

This is ignoring the fact that most corv builds are not fully specially defensive but often have some EV's spread out. Guaranteeing a 2 shot kill with modest compared to timid.

As for the rest of the team, weavile offers incredible speed control when cetitan cannot be set up yet, cetitan offers INCREDIBLE sweep potential when set up properly which makes some matchups in this current meta very one sided (dragon, flying), and obviously ninetales is a standard set.

Ice remains supreme!
 
Good morning Monotype! I recently decided that I wanted to take a break from NDM, and I ended up grinding to top 50 on my alt account here. Among the teams I used, the one I’m sharing here was probably my favorite. I found it to be mostly consistent across the majority of matchups, which is about as much as you can ask for with Bug. I also feel as though the current Bug samples don’t properly represent what’s most viable on the type right now, so without further ado:

AV Slither Wing Bug
:Araquanid: :Kleavor: :Forretress: :Volcarona: :Scizor: :Slither Wing:
https://pokepast.es/6a932851774ee288
Araquanid @ Heavy-Duty Boots
Ability: Water Bubble
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Liquidation
- Infestation
- Sticky Web
- Mirror Coat



Kleavor @ Choice Scarf
Ability: Sharpness
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- Night Slash
- U-turn
- Close Combat



Forretress @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Rapid Spin
- Gyro Ball
- Volt Switch



Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Morning Sun
- Psychic



Scizor @ Metal Coat
Ability: Technician
Tera Type: Bug
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Knock Off



Slither Wing @ Assault Vest
Ability: Protosynthesis
Tera Type: Bug
EVs: 216 Atk / 68 SpD / 224 Spe
Jolly Nature
- First Impression
- Close Combat
- Earthquake
- Flare Blitz

This team is mostly pretty standard other than Slither Wing, so I’ll keep the description brief here. This team includes a Rising Set by Itranc (sorry I’m clipping you in this post btw), designed to aid in Bug’s poor matchups against common metagame threats such as Dragon teams with Raging Bolt, and Steel. I included First Impression on mine, which allowed it to bail me out of endgame situations against types like Dark and Dragon, since Bug’s defensive backbone doesn’t hold up long term. The lack of Lokix also had me missing the move in the early stages of developing this team, so it fell into place after a while.

Replays:
https://replay.pokemonshowdown.com/gen9monotype-2647383144-1mr3otoi6d6josnsp0n2r8lstab7w8fpw Vs. Ghost :ghost gem:
https://replay.pokemonshowdown.com/gen9monotype-2647378081-ynlqh4ssijf8hva8bn59op2ma0ec7ulpw Vs. Dragon :dragon gem:
https://replay.pokemonshowdown.com/gen9monotype-2647355508-9n5cjrp5ne7cv07wymh6ss9nu9pw9ihpw Vs. Bug :bug gem:
https://replay.pokemonshowdown.com/gen9monotype-2647372614-jeumn2hujgwasx3elehdqmnyd06y8kxpw?p2 Vs. Flying :flying gem:
https://replay.pokemonshowdown.com/gen9monotype-2647380257-lmgo27c9sprimvu70nljvabrioy9ffppw?p2 Vs. Flying again :flying gem:
 
I think the grass samples have a great issue, namely that they do not represent the more offensive side of grass teams at all, despite the offensive grass teams being a large part of the type, arguably larger than the balance ones. There really should be an offence/HO added to the samples. As such, here's my proposal. Even if it is refused, please at least add another one; a few have already been posted further back in the thread.
Webs Leavanny Grass HO
:Meowscarada: :Leavanny: :Sinistcha: :Breloom: :Ogerpon-Hearthflame: :Brambleghast:
https://pokepast.es/9d5e80f26a1ca73c

The team makes use of Leavanny to support Grass's most threatening pieces in Meowscarada, Hearthflame and Sinistcha, along with more underrated breakers in Brambleghast and Breloom. You'll notice that the team makes use of very few Grass moves. This is because it isn't a great offensive type, and cramming in more coverage greatly improves the matchup into the most common types of flying, dragon and steel. You don't need all that many Grass moves to handle the water and ground matchups, especially when the ones that are present are so powerful. However, should you want more, I'd say replace Meowscarada's Triple Axel for Flower Trick, and/or Hearthflame's Superpower for Horn Leech.

:Leavanny: the team's enabler; sticky webs is its main function to let your sweepers get the speed advantage. Knock Off is great utility to remove things like Archaludon's leftovers or some boots. Lunge does good damage when in Swarm range, and the attack drop makes it easier to set up with a partner. Triple Axel is very welcome Ice coverage, and semi-often gets a surprise KO into unsuspecting 4x weak to ice foes. The EV spread lets it live Choice Band Dragon Darts and Choice Specs Tachyon Cutter, with the rest dumped into speed and attack.

:Meowscarada: Even with webs, you'll need a scarf for revenge killing and speed control, and Meowscarada does it best. The set is mostly standard, but Play Rough replaces Flower Trick to improve the Dragon, Fighting and Dark matchups, and especially into Dragon, to lessen reliance on Triple Axel's lacking accuracy.

:Ogerpon-Hearthflame: How do you handle a +2 Ivy Cudgel if you can't outspeed? Often, you can't. Ogerpon is the main piece to win the Steel, Bug and Ice matchups. Again, mostly a standard set. Play Rough hits the Dragons that resist your STAB, and Superpower hits Archaludon specifically, which otherwise makes Ogerpon's job against Steel very difficult.

:Breloom: the main reason the last two mons didn't have Grass STAB. Adamant Technician Loaded Dice Bullet Seed does absurd damage; Water teams don't have any real switch-ins. Mach Punch is a strong priority that prevents Greninja from stopping your sweep of Water, and also near single-handedly wins the Dark Matchup, as with even minimal chip, +2 Bullet Seed will win the duel against Mandibuzz, after which you can just click Mach Punch into anything not named Sableye. Spore is a strong way to safely set up a Swords Dance to get to +2, and disable an opponent along the way.

:Sinistcha: a standard set, but a very effective one, Sinistcha is hard to kill, has no trouble setting up multiple Calm Minds, and does good damage on top of it. As this is your only special attacker, be careful not to waste it when facing physically bulky opponents. The EV spread allows Sinistcha to outspeed all base 85 speed mons at -1.

:Brambleghast: offensive Brambleghast's Poltergeist, especially Spell Tag boosted, does huge neutral damage on most of the tier, and its Shadow Sneak is another form of strong priority, notably having a good chance to OHKO Flutter Mane. Besides that, Brambleghast is here to provide crucial utility with its spikes, rapid spin, and hurricane immunity, which comes in handy against Flying, to punish a Tornadus-T that would try to stop Ogerpon from breaking with Ivy Cudgel. The EVs are to allow it to outspeed a -1 Dragapult and thus do a number on Ghost teams, especially along with Sinistcha and Meowscarada. Do be careful with Poltergeist, as there are two Knock Off users on the team.

Overall, the team still has abysmal matchups, it's a grass team after all, namely Fire and Poison. But it makes every other matchup at least reasonably winnable, and even gives you a good matchup into many.
 
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Figured Normal could use another sample, so I'm sharing the team I've peaked ladder with in the last few weeks. I've had a lot of fun using it, and I'd like for players to give it a try, as it's also super simple!

Captura de tela 2026-07-26 164137.png

(no longer #1 thanks to boomp beating me and mushamu sweating his heart out but... at least I got there!)

(Normal) Staraptor Bulky Offense
:staraptor::zoroark-hisui::ursaluna::blissey::porygon2::terapagos-terastal:
(click on the sprites for importable!)
:staraptor::zoroark-hisui: - When I was getting back to SV Mono, I've heard from players that it was a tier where offense / bulky offensive teams were the most popular, so I wanted to give :choice scarf::staraptor: a try because it excels the most against these (more on that on my VR thread post, this Sinnohan bird really deserves more credit). Despite its Smogdex set having some HP EVs for Final Gambit targets, in the long run I opted to remove them as it rarely clicks the move and prefers the extra power instead. :choice specs::zoroark-hisui: makes a really solid offensive core with Staraptor, breaking through the physical walls that :staraptor: can't really do much to whilst being a perfect :staraptor: disguise early-game. Grass Knot and U-turn are unusual moves, but the former eases matchups like Ground and Water by luring in :hippowdon:, :ting-lu:, :swampert:, :dondozo:, and various others, while the latter lets Zoroark lure in :hoopa-unbound: and take advantage of the (loads!) of switches it forces.

:ursaluna: - No-brainer addition as the bear is half of what makes Normal even playable in the first place. U-turn spam from both :staraptor: and :zoroark-hisui: favors the usage of the :flame orb: set, as it's given a lot more opportunities to enter the field safely. Its immediate power also synergizes a lot better with :staraptor: + :zoroark-hisui: as a form of immediately generating progress for them to clean up late-game. The moveset is pretty standard, but I opted for a Jolly nature and maximum Speed investment for :ursaluna: to make the jump on the likes of :mandibuzz:, :azumarill:, CM :primarina:, fat :gholdengo: and :suicune:, some unsuspecting :archaludon:, :moltres:, and :articuno: that forget to invest, among other prevalent threats around that Speed tier. Jolly :ursaluna: also synergizes very well with :blissey:'s Thunder Wave, notably outspeeding paralyzed :flutter mane:, :dragapult:, and :iron valiant:.

:blissey::porygon2: - This is Balance (now Bulky Offensive, heh) Normal's bread & butter ever since we know Monotype as a tier, and SV Mono is no exception to that. Earlier on I had Healing Wish on :blissey: but Thunder Wave's utility is too good to pass up, especially with Jolly :ursaluna: in the back. Standard :porygon2: complements the blob incredibly well as always, and checks a lot of dangerous threats like DD :dragapult:, :ceruledge:, :dragonite:, and so on, which is exceptionally important as :ditto: isn't here.

:terapagos-terastal: - I'm genuinely impressed with how good the turtle actually is as a simple, yet very effective, get-out-of-jail Pokemon. As both :staraptor: and :zoroark-hisui: hate entry hazards, this was the choice for the team's removal, but (as we all know) :terapagos-terastal: does a lot more than that to stand out. Solid offensive stats, Tera Shell, and above-average bulk even when uninvested lets it work as a one-time stop to threats like :sneasler:, :iron valiant:, :bisharp:, :scizor:, and basically any weakened threat about to sweep the team, which is another reason why I think the team was/is able to afford not running :ditto:. As for its moveset, I opted for Earth Power instead of Ice Beam so the Steel matchup becomes way easier, which was an issue I've had early on without Flamethrower on :zoroark-hisui:; even without Ice Beam, the team retains a pretty solid Flying matchup (and Dragon is just as hard anyways...). All of this made :terapagos-terastal: a perfect fit to tie off this team.
https://replay.pokemonshowdown.com/gen9monotype-2653823342 vs. Dark - features :ursaluna: outspeeding :mandibuzz:, :staraptor: as a late-game cleaner, and :zoroark-hisui: Grass Knot action;
https://replay.pokemonshowdown.com/gen9monotype-2653958440-omcopr4o99tbytot6f08nukf99x8lv8pw?p2 vs. Dragon - probably not the best replay against that type but it lists what needs to be done in what I'd say is the hardest MU for this team;
https://replay.pokemonshowdown.com/gen9monotype-2652796560-6ciaaim4y20c161ybe6hnymao68fu72pw?p2 vs. Fairy - :azumarill: under Screens can be annoying; this showcases how to pressure against it;
https://replay.pokemonshowdown.com/gen9monotype-2653817808 vs. Fighting - :staraptor:'s Speed tier lets it outrun likely :choice scarf::urshifu-rapid-strike:, and it cleans up late on;
https://replay.pokemonshowdown.com/gen9monotype-2653848081-aklobk27b7uhhgxq7rrg979go93slktpw?p2 vs. Flying - :terapagos: and :ursaluna: generating progress, (almost) opening up a :staraptor: cleanup;
https://replay.pokemonshowdown.com/gen9monotype-2653492828-2de7halw32l7io055kbv75sb9kdo9h4pw vs. Fire - once again a :staraptor: clean up against Fire (which hates switching in, especially with SR up);
https://replay.pokemonshowdown.com/gen9monotype-2650877023-34r53137amn5ug3n76s5d9dq65rkt84pw?p2 vs. Normal - Jolly :ursaluna: getting the jump on opposing :ursaluna:, which was determinant to win the game;
https://replay.pokemonshowdown.com/gen9monotype-2653491391?p2 vs. Water - Grass Knot :zoroark-hisui: action and just some :ursaluna: moments breaking fatter Water.
 
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Hello, im here to post another super sigma ultra sugoi high ladder ice team!

Its a true and pure hyper offensive ice team with no avalugg.
:ninetales-alola: :kyurem: :cetitan: :cloyster: :sandslash-alola: :mamoswine:
https://pokepast.es/4320fc03d7d71657

Ive long considered Avalugg as an ice STAPLE, and while i still agree, i wanted to make a team with zero defensive core (ish).
This HO includes

Ninetales (obviously), for snow and veil to fit hyper offensive archetype to help set up both slush rush abusers and veil for set up potential.
icy rock is carried instead of light clay to keep snow up for longer of course.

This team carries two set up sweepers to keep enemies on their toes.
Cetitan because its evidently the best slush rush abuser and set up sweeper. Behind veil, one belly drum almost guarantees a sweep against most types and teams barring snow is kept up.

Cloyster is honestly great here, though, occasionally can be hard to get in due to its special defense, but once you get her going, shes unstoppable.
I personally run fully special attack cloy as it helps incredibly well vs the steel and bug matchup and allows you to reliably kill specially defensive threats like heatran. Since +2 icicle spear and rock blast even without attack investment are enough at +2 to kill most things.
+2 0 SpA Cloyster Hydro Pump vs. 252 HP / 228+ SpD Heatran: 290-344 (75.1 - 89.1%) -- guaranteed 2HKO

vs

+2 252 SpA Cloyster Hydro Pump vs. 252 HP / 228+ SpD Heatran: 380-450 (98.4 - 116.5%) -- 93.8% chance to OHKO

The difference is clear. It also helps you reliably one shot non-bulk invested scizors.
+2 252 SpA Cloyster Hydro Pump vs. 56 HP / 0 SpD Scizor: 324-382 (109.8 - 129.4%) -- guaranteed OHKO

Kyurem is here for ice's most reliable and best special offensive coverage, running blizzard instead of ice beam to take advantage of the snow and easily two most special defensive cores.

Sandslash exists as sort of a safety net and hazard set up. Carrying hazard removal with rapid spin, knock and bulk invest for gholdengo, and of course, hazard set up, which is important for HO comps.

Lastly, Mamoswine is carrying scarf for out of snow speed coverage, while some may argue its excessive, i actually find it very nice to carry, as mamo is naturally slow. Since we arent carrying bulk invest, i figured this was the best way to go about it instead of banded, as i'd like to outspeed certain users like specs fluttermane.

Ice remains supreme!
 
Hello, im here to post another super sigma ultra sugoi high ladder ice team!

Its a true and pure hyper offensive ice team with no avalugg.
:ninetales-alola: :kyurem: :cetitan: :cloyster: :sandslash-alola: :mamoswine:
https://pokepast.es/4320fc03d7d71657

Ive long considered Avalugg as an ice STAPLE, and while i still agree, i wanted to make a team with zero defensive core (ish).
This HO includes

Ninetales (obviously), for snow and veil to fit hyper offensive archetype to help set up both slush rush abusers and veil for set up potential.
icy rock is carried instead of light clay to keep snow up for longer of course.

This team carries two set up sweepers to keep enemies on their toes.
Cetitan because its evidently the best slush rush abuser and set up sweeper. Behind veil, one belly drum almost guarantees a sweep against most types and teams barring snow is kept up.

Cloyster is honestly great here, though, occasionally can be hard to get in due to its special defense, but once you get her going, shes unstoppable.
I personally run fully special attack cloy as it helps incredibly well vs the steel and bug matchup and allows you to reliably kill specially defensive threats like heatran. Since +2 icicle spear and rock blast even without attack investment are enough at +2 to kill most things.
+2 0 SpA Cloyster Hydro Pump vs. 252 HP / 228+ SpD Heatran: 290-344 (75.1 - 89.1%) -- guaranteed 2HKO

vs

+2 252 SpA Cloyster Hydro Pump vs. 252 HP / 228+ SpD Heatran: 380-450 (98.4 - 116.5%) -- 93.8% chance to OHKO

The difference is clear. It also helps you reliably one shot non-bulk invested scizors.
+2 252 SpA Cloyster Hydro Pump vs. 56 HP / 0 SpD Scizor: 324-382 (109.8 - 129.4%) -- guaranteed OHKO

Kyurem is here for ice's most reliable and best special offensive coverage, running blizzard instead of ice beam to take advantage of the snow and easily two most special defensive cores.

Sandslash exists as sort of a safety net and hazard set up. Carrying hazard removal with rapid spin, knock and bulk invest for gholdengo, and of course, hazard set up, which is important for HO comps.

Lastly, Mamoswine is carrying scarf for out of snow speed coverage, while some may argue its excessive, i actually find it very nice to carry, as mamo is naturally slow. Since we arent carrying bulk invest, i figured this was the best way to go about it instead of banded, as i'd like to outspeed certain users like specs fluttermane.

Ice remains supreme!
Great team, upvote!
 
Hello, im here to post another super sigma ultra sugoi high ladder ice team!

Its a true and pure hyper offensive ice team with no avalugg.
:ninetales-alola: :kyurem: :cetitan: :cloyster: :sandslash-alola: :mamoswine:
https://pokepast.es/4320fc03d7d71657

Ive long considered Avalugg as an ice STAPLE, and while i still agree, i wanted to make a team with zero defensive core (ish).
This HO includes

Ninetales (obviously), for snow and veil to fit hyper offensive archetype to help set up both slush rush abusers and veil for set up potential.
icy rock is carried instead of light clay to keep snow up for longer of course.

This team carries two set up sweepers to keep enemies on their toes.
Cetitan because its evidently the best slush rush abuser and set up sweeper. Behind veil, one belly drum almost guarantees a sweep against most types and teams barring snow is kept up.

Cloyster is honestly great here, though, occasionally can be hard to get in due to its special defense, but once you get her going, shes unstoppable.
I personally run fully special attack cloy as it helps incredibly well vs the steel and bug matchup and allows you to reliably kill specially defensive threats like heatran. Since +2 icicle spear and rock blast even without attack investment are enough at +2 to kill most things.
+2 0 SpA Cloyster Hydro Pump vs. 252 HP / 228+ SpD Heatran: 290-344 (75.1 - 89.1%) -- guaranteed 2HKO

vs

+2 252 SpA Cloyster Hydro Pump vs. 252 HP / 228+ SpD Heatran: 380-450 (98.4 - 116.5%) -- 93.8% chance to OHKO

The difference is clear. It also helps you reliably one shot non-bulk invested scizors.
+2 252 SpA Cloyster Hydro Pump vs. 56 HP / 0 SpD Scizor: 324-382 (109.8 - 129.4%) -- guaranteed OHKO

Kyurem is here for ice's most reliable and best special offensive coverage, running blizzard instead of ice beam to take advantage of the snow and easily two most special defensive cores.

Sandslash exists as sort of a safety net and hazard set up. Carrying hazard removal with rapid spin, knock and bulk invest for gholdengo, and of course, hazard set up, which is important for HO comps.

Lastly, Mamoswine is carrying scarf for out of snow speed coverage, while some may argue its excessive, i actually find it very nice to carry, as mamo is naturally slow. Since we arent carrying bulk invest, i figured this was the best way to go about it instead of banded, as i'd like to outspeed certain users like specs fluttermane.

Ice remains supreme!
Good job! + Rep

Thanks for letting me borrow ur lambo last tuesday
 
I think the grass samples have a great issue, namely that they do not represent the more offensive side of grass teams at all, despite the offensive grass teams being a large part of the type, arguably larger than the balance ones. There really should be an offence/HO added to the samples. As such, here's my proposal. Even if it is refused, please at least add another one; a few have already been posted further back in the thread.
Webs Leavanny Grass HO
:Meowscarada: :Leavanny: :Sinistcha: :Breloom: :Ogerpon-Hearthflame: :Brambleghast:
https://pokepast.es/9d5e80f26a1ca73c

The team makes use of Leavanny to support Grass's most threatening pieces in Meowscarada, Hearthflame and Sinistcha, along with more underrated breakers in Brambleghast and Breloom. You'll notice that the team makes use of very few Grass moves. This is because it isn't a great offensive type, and cramming in more coverage greatly improves the matchup into the most common types of flying, dragon and steel. You don't need all that many Grass moves to handle the water and ground matchups, especially when the ones that are present are so powerful. However, should you want more, I'd say replace Meowscarada's Triple Axel for Flower Trick, and/or Hearthflame's Superpower for Horn Leech.

:Leavanny: the team's enabler; sticky webs is its main function to let your sweepers get the speed advantage. Knock Off is great utility to remove things like Archaludon's leftovers or some boots. Lunge does good damage when in Swarm range, and the attack drop makes it easier to set up with a partner. Triple Axel is very welcome Ice coverage, and semi-often gets a surprise KO into unsuspecting 4x weak to ice foes. The EV spread lets it live Choice Band Dragon Darts and Choice Specs Tachyon Cutter, with the rest dumped into speed and attack.

:Meowscarada: Even with webs, you'll need a scarf for revenge killing and speed control, and Meowscarada does it best. The set is mostly standard, but Play Rough replaces Flower Trick to improve the Dragon, Fighting and Dark matchups, and especially into Dragon, to lessen reliance on Triple Axel's lacking accuracy.

:Ogerpon-Hearthflame: How do you handle a +2 Ivy Cudgel if you can't outspeed? Often, you can't. Ogerpon is the main piece to win the Steel, Bug and Ice matchups. Again, mostly a standard set. Play Rough hits the Dragons that resist your STAB, and Superpower hits Archaludon specifically, which otherwise makes Ogerpon's job against Steel very difficult.

:Breloom: the main reason the last two mons didn't have Grass STAB. Adamant Technician Loaded Dice Bullet Seed does absurd damage; Water teams don't have any real switch-ins. Mach Punch is a strong priority that prevents Greninja from stopping your sweep of Water, and also near single-handedly wins the Dark Matchup, as with even minimal chip, +2 Bullet Seed will win the duel against Mandibuzz, after which you can just click Mach Punch into anything not named Sableye. Spore is a strong way to safely set up a Swords Dance to get to +2, and disable an opponent along the way.

:Sinistcha: a standard set, but a very effective one, Sinistcha is hard to kill, has no trouble setting up multiple Calm Minds, and does good damage on top of it. As this is your only special attacker, be careful not to waste it when facing physically bulky opponents. The EV spread allows Sinistcha to outspeed all base 85 speed mons at -1.

:Brambleghast: offensive Brambleghast's Poltergeist, especially Spell Tag boosted, does huge neutral damage on most of the tier, and its Shadow Sneak is another form of strong priority, notably having a good chance to OHKO Flutter Mane. Besides that, Brambleghast is here to provide crucial utility with its spikes, rapid spin, and hurricane immunity, which comes in handy against Flying, to punish a Tornadus-T that would try to stop Ogerpon from breaking with Ivy Cudgel. The EVs are to allow it to outspeed a -1 Dragapult and thus do a number on Ghost teams, especially along with Sinistcha and Meowscarada. Do be careful with Poltergeist, as there are two Knock Off users on the team.

Overall, the team still has abysmal matchups, it's a grass team after all, namely Fire and Poison. But it makes every other matchup at least reasonably winnable, and even gives you a good matchup into many.
Dude. This is an insane team wtf, actually destructive. So W and niche. Someone has to take this to some monotype tournament because this is crazy.
 
Alright, this is my first sample submission since the replay requirement was implemented. I didn’t know how many replays was expected so I just played 2 games last night against a couple top player friends. I just asked them to use top types and I saved the replays regardless of a win or loss. Shoutout to one friend who wanted to be anonymous and aaaaahowdogamework (Yes, she asked if I wanted to play vs stall. Usually, I don’t mind playing vs stall. But given it was like 10min left in my shift last night, l asked for a quicker matchup.)

With all that said, let’s get into the team.

Balanced Flying
:Corviknight::Dragonite::tornadus-therian::Zapdos::Landorus-therian::skarmory:
https://pokepast.es/6f2f9b747363f577
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Stellar
EVs: 252 HP / 12 Atk / 244 SpD
Careful Nature
- Iron Head
- U-turn
- Defog
- Roost

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed

Tornadus-Therian @ Assault Vest
Ability: Regenerator
Tera Type: Stellar
EVs: 248 HP / 44 SpA / 216 Spe
Timid Nature
- Bleakwind Storm
- Heat Wave
- Knock Off
- U-turn

Zapdos @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Stellar
EVs: 252 HP / 192 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Discharge
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Stellar
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Spikes
- Whirlwind
- Body Press
:Corviknight: Standard SpD, slow pivot Corv with Defog and Iron Head w/ 12Atk EVs to always OHKO Flutter Mane.

:Dragonite: DD for setup, Dragon Claw to not be locked into Outrage, EQ for Steel and Poison types, Extremespeed to hit the really speedy mons like Meowscarada, or faster Scarf mons like Enamorus, or priority mons like HSam, Raging Bolt, etc.

:tornadus-therian: Standard AV Torn-T w/ enough Speed for non-Scarf Valiant, max HP for a lot of bulk, Knock Off for item removal on walls or fast threats like Flutter Mane, fast pivoting with U Turn.

:Zapdos: In hindsight, I should probably make this Static + Twave over Pressure + Discharge. But I do like double Pressure since Balance Flying games tend to go long. Volt Switch for the VoltTurn spam to keep momentum. Hurricane for 1 extra Flying STAB besides just Bleakwind Storm on Torn-T. Enough speed for modest Raging Bolt and enough SpD to live a +1 Draco from Raging Bolt.

:Landorus-therian: Scarf Rocks, fast pivot, Stone Edge for the Fire types like Volcarona and Hearthflame and Flying types like Dragonite, Articuno, and Torn-T.

:skarmory: Standard phys def Skarm with spikes and whirlwind then body press to make use of the max defense EVs.
vs Dragon: https://replay.pokemonshowdown.com/gen9monotype-2671092847
I played this bad. Surprised by non-Scarf Moon and just letting Lando die to Scale Shot and not being Jolly Dnite forced me to ESpeed Latias instead. Even after all that, I had a chance of winning if the Hurricane hit Latias.

vs Fighting: https://replay.pokemonshowdown.com/gen9monotype-2671101462?p2
Made some aggressive plays vs Hands and had to determine which Scarf was ran.

Again, I just asked 2 buddies online last night just bring some top types so I can demonstrate the Flying team works together.
 
Meowdy, here's another sample update.

Take note that we havent discussed much on what to do with flying yet, we'll wait for the flying meta to develop a bit more since (Imo) hard balance fly feels less optimal meowadays with glisgone

Dark
:meowscarada: :ting-lu: :muk-alola: :mandibuzz: :greninja: :darkrai:
Alolan Muk Dark by cpt.kraken

Grass
:meowscarada: :leavanny: :sinistcha: :breloom: :ogerpon-hearthflame: :brambleghast:
Webs Grass by londi g

Ice
:ninetales-alola: :kyurem: :cetitan: :cloyster: :sandslash-alola: :mamoswine:
HO Ice by Chien Pao

Normal
:staraptor: :zoroark-hisui: :ursaluna: :blissey: :porygon2: :terapagos:
Staraptor Normal by Mateeus

Psychic
:hoopa-unbound: :hatterene: :iron-boulder: :indeedee: :bronzong: :gallade:
Psychic by Nefeer

Steel
:archaludon: :heatran: :skarmory: :iron-treads: :goodra-hisui: :gholdengo:
Hisuian Goodra Steel by cpt.kraken

Thank you in advance and hopefully the addition of these samples would help. Looking forward to give another update in a month for flying :blobnom:
 
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grimmsnarl.gif
bisharp.gif
tinglu.gif
moltres-galar.gif
meowscarada.gif
roaringmoon.gif


I noticed grimmsnarl with dual screens is powerfull and mono dark has zero screens teams so here is my submission:
https://pokepast.es/94b68028af2634ec

grimmsnarl.gif


-Grimmsnarl priority screens paired with light clay makes it easier to set up for its teammates. Taunt shuts down hazards,defog and set up attempts. Spirit Break helps against the mirror dark matchup that can set up otherwise on grimmsnarl.

bisharp.gif


-Eviolite Bisharp's bulk paired with dual screens allows him to live hits and sweep with sd. Sucker helps against fast pokemon, while iron head nuke fairys and hit other dark resists neutral. Throat Chop allows bisharp to deal dark type damage even when the opponent does not attack. Defiant is a great way to punish defog that remove screens. Bisharp neutrality to fairy is also very usefull.

tinglu.gif


-Ting-Lu 's main job is to chip the opponent with hazard stack. Leftovers provide longveity and the combination of ruination and eq deal good damage even against the sturdiest walls, allowing ting-lu's teammates to have a easier time. Thanks to its impressive bulk, ting lu acts as a tank for the team aswell.

moltres-galar.gif


-With the ability bersek and weakness policy Moltres-Galar is a scary setup sweeper behind screens that can use even super effective attacks as setup opportunity to get insane power. Agility fixes moltres speed, while nasty plot can be used afterwards against weaker attackers. Hurricane helps in problematic fighting matchups and does insane damage into most pokemon. Fiery Wrath deals with the rest.


meowscarada.gif


-Choice Scarf Meowscarada with its incredible speed and access to protean, is a nice revenge killer for the team. Play Rough helps against annoying dark- and fighting types while u turn provide fast pivoting. Knock off removes items most notably heavy-duty-boosts enabling ting-lu's hazard stack and Flower Trick destroys bulky water- and ground types.


roaringmoon.gif



-Roaring Moon can easily set up dragon dances with screens support and sweep the opposing team. Leftovers and roost gives roaring moon as much recovery as possible allowing it to potentailly set up multiplie times. Knock off removes valuable items and is roaring moons strongest attack. Eq annihalte bulky steel and poison pokemon that are difficult to break otherwise.


also some replays:
https://replay.pokemonshowdown.com/gen9monotype-2674357347-fgu8u6a1nobkarqylne19pdhl4nqi67pw
https://replay.pokemonshowdown.com/gen9monotype-2674355503-eis6j9vqmt82aqjirgxs33o9u9dmnttpw
 
Flying team post Gliscor ban
:thundurus-therian: :dragonite: :tornadus-therian: :corviknight: :landorus-therian: :moltres:

This is a comp I came up with to test Thundurus(-regular at first but on the long run, I think -therian is better) who was previously hard stopped by Gliscor but can help in a lot of different match ups like Poison, Ground, Water, Steel, Flying while providing an electric immunity since Landorus-T alone can't absorb everything. Psychic is also a valuable move for Poison and Fighting MUs but a bit niche otherwise while Thunderbolt + Gknot + Focus Blast has a wider MU coverage.
I was thinking his best partner would be Dragonite to have a physical pressure as well as helping with elementary types and especially rain.
Moltres helps to deal with physical threat mainly here while being a great pivot. It's also a soft check to Ice-type moves.
Corviknight helps with Flutter Mane issue and Ice type moves.
Tornadus-T has always been a good duo with Corviknight and a ground type providing also some speed to outspeed Cinderace, Sneasler, and Iron Valiant. With Regenerator, U-turn and Knock Off it's one of the key mon of the comp that leads us to
Landorus-Therian with some bulk to live Draco Meteor from Latios, Raging Bolt and co. Taunt on last moveslot to prevent defog or other hazards mainly but you can play a rock move if you fear too much Volcarona, Moltres, and Zapdos I guess.
Team struggles vs Choice Specs Greninja tho but overall has a great MU distribution.

https://replay.pokemonshowdown.com/gen9monotype-2676726372-janpqsse7q0ql9y3ntx69sq6hb4t8nppw
https://replay.pokemonshowdown.com/gen9monotype-2675129688-5bu71x0vne25ci8u1wpuc9pqymhgntcpw
https://replay.pokemonshowdown.com/gen9monotype-2672826656-qcm7vvjiia1ncbkeml3lscda3b2vaanpw
 
Submitting some builds that I’ve seen pick up steam recently. Except the Psychic team, submitting a Screens archetype.

Dragon
:roaring-moon::Archaludon::Goodra-hisui::raging-bolt::dragapult::latias:
https://pokepast.es/6acc6cbd336026d4
Roaring Moon @ Loaded Dice
Ability: Protosynthesis
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Scale Shot
- Knock Off
- Earthquake

Archaludon @ Leftovers
Ability: Stamina
Tera Type: Stellar
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Flash Cannon
- Stealth Rock
- Thunder Wave

Goodra-Hisui @ Leftovers
Ability: Gooey
Tera Type: Stellar
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Knock Off
- Dragon Tail
- Protect

Raging Bolt @ Air Balloon
Ability: Protosynthesis
Tera Type: Stellar
EVs: 80 HP / 200 SpA / 12 SpD / 216 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Draco Meteor
- Thunderbolt
- Thunderclap

Dragapult @ Choice Band
Ability: Infiltrator
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- Phantom Force
- Psychic Fangs
- U-turn

Latias @ Choice Scarf
Ability: Levitate
Tera Type: Stellar
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Mist Ball
- Ice Beam
- Healing Wish
:roaring-moon: Setup sweeper set utilizing Dragon Dance and the combination of Loaded Dice + Scale Shot for damage and speed boosting at once. Knock Off + Earthquake allows for item removal and coverage for Steel, Poison, and Fire types.

:Archaludon: Standard physical wall set with Thunder Wave for an extremely valuable status in paralysis in the meta to cut the speed of fast mons like Tornadus-Therian.

:Goodra-hisui: Special wall Goodra to fend off special attacking threats like Flutter Mane, Primarina, or Greninja. Dragon Tail to phaze out special setup sweepers like Volcarona, Protect for scouting and extra Leftovers recovery, and Knock Off for item removal.

:raging-bolt: Setup sweeper set with an EV spread that allows Bolt to live a Specs Moonblast from Flutter Mane after 1 Calm Mind. Dual stab in Thunderbolt/Thunderclap + Draco Meteor.

:dragapult: Choice Band set to threaten OHKOs against an offensive core like Greninja/Meowscarada with Dragon Darts or threaten a 2HKO against walls like Toxapex with Psychic Fang. Fast pivoting with U Turn and good stab with Phantom Force.

:Latias: Choice Scarf set for speed control, Healing Wish support, and Ground immunity.

Flying
:skarmory::Enamorus::Landorus::Corviknight::Dragonite::Zapdos:
https://pokepast.es/94f10c8ea86ced52
Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Stellar
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Body Press
- Stealth Rock
- Whirlwind
- Roost

Enamorus (F) @ Choice Scarf
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Moonblast
- Superpower
- Earth Power
- Healing Wish

Landorus @ Life Orb
Ability: Sheer Force
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Psychic
- Rock Slide

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Stellar
EVs: 252 HP / 12 Atk / 244 SpD
Careful Nature
- Iron Head
- U-turn
- Defog
- Roost

Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Earthquake
- Thunder Punch

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Stellar
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Volt Switch
- Hurricane
- Roost
:skarmory: Physical wall with Rocky Helmet for passive damage and Body Press to utilize Skarmory’s big Defense stat. Whirlwind for phazing and Roost for recovery.

:Enamorus: Speec control and helps in the Dragon matchup to threaten mons like Dragapult and Latios with Moonblast and Goodra with Superpower. Healing Wish support for the team.

:Landorus: Special wallbreaker with a strong stab Earth Power and Focus Blast to threaten the Steel defensive core of Skarmory/Heatran/Gholdengo. Rock Slide to hit Volcarona and Articuno.

:Corviknight: Special wall and slow pivot with hazard removal and enough Atk EVs to always OHKO Flutter Mane with Iron Head.

:Dragonite: Choice Band set to help further push the breaking capabilities of the team. Thunderpunch allows Dnite to get through Skarmory in the Flying mirror, Earthquake to get past Toxapex, Extremespeed for superb priority and decent revenge killing or cleanup. Outrage for BIG damage with stab.

:Zapdos: Special wall #2 with the added utility of Static + Thunder Wave to spread as much paralysis as possible. Enough speed for base 70s without Jolly/Timid, pivoting with Volt Switch to keep momentum for free switches to Lando or Dnite. Hurricane for good stab.

Psychic
:Deoxys-speed::Latias::iron-boulder::indeedee::Hatterene::Hoopa-unbound:
https://pokepast.es/355d32fb9df754bc
Deoxys-Speed @ Light Clay
Ability: Pressure
Tera Type: Stellar
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Psycho Boost
- Stealth Rock

Latias @ Choice Scarf
Ability: Levitate
Tera Type: Stellar
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Ice Beam
- Healing Wish

Iron Boulder @ Colbur Berry
Ability: Quark Drive
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Mighty Cleave
- Earthquake
- Close Combat

Indeedee @ Terrain Extender
Ability: Psychic Surge
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Encore
- Healing Wish

Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Stellar
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Psyshock
- Draining Kiss
- Nuzzle

Hoopa-Unbound @ Heavy-Duty Boots
Ability: Magician
Tera Type: Stellar
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Expanding Force
- Dark Pulse
- Focus Blast
:Deoxys-speed: Screens and Rocks setter with Light Clay for 8 turns of screens. Psycho Boost for a strong stab move.

:Latias: Choice Scarf set for speed control, Healing Wish support, Ground immunity, Water resist, and Fire resist. Ice Beam to hit things like Garchomp and Landorus.

:iron-boulder: SD set with Rock/Ground moves for perfect coverage. Colbur Berry + Close Combat to handle troublesome Dark mons like Samurott, Bisharp, and Roaring Moon.

:indeedee: Ghost immunity and Psychic Terrain setter to help block problematic priority moves from mons like Samurott, Dragonite, and Ceruledge. Expanding Force to take full advantage of Psychic Terrain and Dazzling Gleam to hit Dark and Dragon types hard. Encore to hinder setup sweepers that use moves like Swords Dance and Calm Mind or other mons using status moves. A second Healing Wish as well for the team.

:Hatterene: Hazard prevention with Magic Bounce, setup sweeping set with Draining Kiss for drain tanking and Psyshock for strong stab.

:Hoopa-unbound: Setup sweeper utilizing Expanding Force for high damage stab along with Dark Pulse and Focus Blast to get through the Steel defensive core. Behind Reflect, Hoopa can comfortably take under half with Iron Treads’ Earthquake and KO in return with Focus Blast or with Dark Pulse if you manage to get +2 before it comes in. Same from Banded Scizor’s Bullet Punch if you can +2 before it comes in.

Ground
:Landorus::great-tusk::clodsire::iron-treads::quagsire::mamoswine:
https://pokepast.es/af0e4ff44b448cc0
Landorus @ Life Orb
Ability: Sheer Force
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Psychic
- Rock Slide

Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Ice Spinner
- Knock Off

Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Stellar
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature
- Earthquake
- Toxic Spikes
- Poison Jab
- Recover

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Stellar
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Heavy Slam
- Rapid Spin
- Protect

Quagsire @ Leftovers
Ability: Unaware
Tera Type: Stellar
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Recover
- Stealth Rock
- Toxic

Mamoswine @ Never-Melt Ice
Ability: Thick Fat
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Smack Down
:Landorus: Special wallbreaker with a strong stab Earth Power and Focus Blast to threaten the Steel defensive core of Skarmory/Heatran/Gholdengo. Rock Slide to hit Volcarona and Articuno.

:great-tusk: Speed control and help with the Dark matchup to threaten Banded Meowscarada and keep Samurott from setup sweeping. Ice Spinner hits opposing Lando and Garchomp, as well as Dragonite. Knock Off helps remove Boots so hazards can take effect as well as hitting Ghost types Dragapult or Balloon Gholdengo.

:clodsire:Mixed wall and Water Absorber with TSpikes to help even further with the Dragon, Fairy, and Dark matchup as well as enough bulk to avoid 2HKOs from Scarf Greninja and Scarf Meowscarada.

:iron-treads:Special wall that can help with scouting, removing hazards and handling special threats like Latios and Flutter Mane.

:quagsire:Unaware physical wall that stands in the way of setup sweepers like Dragonite or Samurott. Toxic to put mons on a timer to be stalled out and Stealth Rock to punish switches over time.

:mamoswine:Puts pressure on the Flying defensive core combinations that use Skarmory/Moltres with Corviknight to force a decision between staying in and risking taking an Earthquake or switching and risking taking an Icicle Crash. As well as a nice priority move in Ice Shard that’s boosted from Nevermeltice. The item also allows you to feign that you’re Choiced.
 
Bug
:araquanid: :kleavor: :lokix: :scizor: :volcarona: :slither wing:
https://pokepast.es/6015e721169fbe81
After realizing that Forretress is too often a setup fodder and bug struggles with Raging Bolt and steel-type as a whole, I choose to go Slither Wing instead and capitalize on Heavy-Duty Boots spam
:araquanid: with this set you can deal a lot to Skarmory or Archaludon than nd -speed nature
:kleavor: classic scarf set allows to revenge kill while pressuring Fire-types
:lokix: at first, I wanted a Black Glasses, but damages on Bug-moves is also convenient. I use it to pressure quickly some opponents and have priorities
:scizor: dual wingbeat allows to beat Fighting a bit easier, can be changed for Knock Off or Trailblaze depending if you want to target general mons including Gholdengo or Water- and Ground-types
:volcarona: classic offensive moth
:slither wing: with enough speed for full speed Heatran and bulk to comfortably live Draco Meteor from Raging Bolt or +1 Thunderbolt while doing a 2HKO


Flying
:landorus: :corviknight: :zapdos: :dragonite: :gyarados: :enamorus:
https://pokepast.es/6711f5f8f38580f2
Team built while Gliscor was still around with full def Zapdos.
:landorus: stealth rock setter and awesome special attacker as long as electric immunity
:corviknight: classic specially defensive set pivot and defogger
:zapdos: full defensive Zapdos to help the physical side and spread paralisis. 16 SpA to guarantee 0HKO on Ogerpons.
:dragonite: is our wallbreaker and allows to have a priority
:enamorus: classic scarf set allowing revenge killing as long as Healing Wish to help another member of the team to win
:gyarados: compensate Zapdos and Corviknight against Ice-type physical moves and water moves. It's a ground team destructor with Substitute denying also Sucker Punch and status.

Water
:milotic: :swampert: :toxapex: :ogerpon-wellspring: :samurott-hisui: :walking wake:
https://pokepast.es/d0906347c6a0af67
Milotic offers a good pivot for Ogerpon, Samurott and Walking Wake as long as having an interesting bulk and Scald.
:milotic: the queen
:swampert: the king.
:toxapex: infestation helps against archaludon that can become an issue to deal with
:ogerpon-wellspring: classic SD set with play rough to deal better with Dragon-type.
:samurott-hisui: spikes spreader with a priority. This mon hits hard.
:walking wake: Scarf set to have a revenge killer, the team being quite slow. I've chosen this EV spread to boost SpA under sun and have a fake life orb boost on my moves allowing to have some more interesting ranges.

UPDATE
Ghost team
https://pokepast.es/f2accbc34ff09a66
Flutter Mane needs to be a choice scarf user (if not Jessyboris's team) and Spectrier allows to wallbreak much more. Be careful of Bisharp especially with hazards on.
 
Nothing else to do since Showdown is down, so here I am. :smogonbird:

Submitting some builds that I’ve seen pick up steam recently. Except the Psychic team, submitting a Screens archetype.

Dragon
:roaring-moon::Archaludon::Goodra-hisui::raging-bolt::dragapult::latias:
https://pokepast.es/6acc6cbd336026d4
Roaring Moon @ Loaded Dice
Ability: Protosynthesis
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Scale Shot
- Knock Off
- Earthquake

Archaludon @ Leftovers
Ability: Stamina
Tera Type: Stellar
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Flash Cannon
- Stealth Rock
- Thunder Wave

Goodra-Hisui @ Leftovers
Ability: Gooey
Tera Type: Stellar
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Heavy Slam
- Knock Off
- Dragon Tail
- Protect

Raging Bolt @ Air Balloon
Ability: Protosynthesis
Tera Type: Stellar
EVs: 80 HP / 200 SpA / 12 SpD / 216 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Draco Meteor
- Thunderbolt
- Thunderclap

Dragapult @ Choice Band
Ability: Infiltrator
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- Phantom Force
- Psychic Fangs
- U-turn

Latias @ Choice Scarf
Ability: Levitate
Tera Type: Stellar
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Mist Ball
- Ice Beam
- Healing Wish
:roaring-moon: Setup sweeper set utilizing Dragon Dance and the combination of Loaded Dice + Scale Shot for damage and speed boosting at once. Knock Off + Earthquake allows for item removal and coverage for Steel, Poison, and Fire types.

:Archaludon: Standard physical wall set with Thunder Wave for an extremely valuable status in paralysis in the meta to cut the speed of fast mons like Tornadus-Therian.

:Goodra-hisui: Special wall Goodra to fend off special attacking threats like Flutter Mane, Primarina, or Greninja. Dragon Tail to phaze out special setup sweepers like Volcarona, Protect for scouting and extra Leftovers recovery, and Knock Off for item removal.

:raging-bolt: Setup sweeper set with an EV spread that allows Bolt to live a Specs Moonblast from Flutter Mane after 1 Calm Mind. Dual stab in Thunderbolt/Thunderclap + Draco Meteor.

:dragapult: Choice Band set to threaten OHKOs against an offensive core like Greninja/Meowscarada with Dragon Darts or threaten a 2HKO against walls like Toxapex with Psychic Fang. Fast pivoting with U Turn and good stab with Phantom Force.

:Latias: Choice Scarf set for speed control, Healing Wish support, and Ground immunity.

Flying
:skarmory::Enamorus::Landorus::Corviknight::Dragonite::Zapdos:
https://pokepast.es/94f10c8ea86ced52
Skarmory @ Rocky Helmet
Ability: Sturdy
Tera Type: Stellar
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Body Press
- Stealth Rock
- Whirlwind
- Roost

Enamorus (F) @ Choice Scarf
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Moonblast
- Superpower
- Earth Power
- Healing Wish

Landorus @ Life Orb
Ability: Sheer Force
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Psychic
- Rock Slide

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Stellar
EVs: 252 HP / 12 Atk / 244 SpD
Careful Nature
- Iron Head
- U-turn
- Defog
- Roost

Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Earthquake
- Thunder Punch

Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Stellar
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Volt Switch
- Hurricane
- Roost
:skarmory: Physical wall with Rocky Helmet for passive damage and Body Press to utilize Skarmory’s big Defense stat. Whirlwind for phazing and Roost for recovery.

:Enamorus: Speec control and helps in the Dragon matchup to threaten mons like Dragapult and Latios with Moonblast and Goodra with Superpower. Healing Wish support for the team.

:Landorus: Special wallbreaker with a strong stab Earth Power and Focus Blast to threaten the Steel defensive core of Skarmory/Heatran/Gholdengo. Rock Slide to hit Volcarona and Articuno.

:Corviknight: Special wall and slow pivot with hazard removal and enough Atk EVs to always OHKO Flutter Mane with Iron Head.

:Dragonite: Choice Band set to help further push the breaking capabilities of the team. Thunderpunch allows Dnite to get through Skarmory in the Flying mirror, Earthquake to get past Toxapex, Extremespeed for superb priority and decent revenge killing or cleanup. Outrage for BIG damage with stab.

:Zapdos: Special wall #2 with the added utility of Static + Thunder Wave to spread as much paralysis as possible. Enough speed for base 70s without Jolly/Timid, pivoting with Volt Switch to keep momentum for free switches to Lando or Dnite. Hurricane for good stab.

Psychic
:Deoxys-speed::Latias::iron-boulder::indeedee::Hatterene::Hoopa-unbound:
https://pokepast.es/355d32fb9df754bc
Deoxys-Speed @ Light Clay
Ability: Pressure
Tera Type: Stellar
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Psycho Boost
- Stealth Rock

Latias @ Choice Scarf
Ability: Levitate
Tera Type: Stellar
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Ice Beam
- Healing Wish

Iron Boulder @ Colbur Berry
Ability: Quark Drive
Tera Type: Stellar
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Mighty Cleave
- Earthquake
- Close Combat

Indeedee @ Terrain Extender
Ability: Psychic Surge
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Encore
- Healing Wish

Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Stellar
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Calm Mind
- Psyshock
- Draining Kiss
- Nuzzle

Hoopa-Unbound @ Heavy-Duty Boots
Ability: Magician
Tera Type: Stellar
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Expanding Force
- Dark Pulse
- Focus Blast
:Deoxys-speed: Screens and Rocks setter with Light Clay for 8 turns of screens. Psycho Boost for a strong stab move.

:Latias: Choice Scarf set for speed control, Healing Wish support, Ground immunity, Water resist, and Fire resist. Ice Beam to hit things like Garchomp and Landorus.

:iron-boulder: SD set with Rock/Ground moves for perfect coverage. Colbur Berry + Close Combat to handle troublesome Dark mons like Samurott, Bisharp, and Roaring Moon.

:indeedee: Ghost immunity and Psychic Terrain setter to help block problematic priority moves from mons like Samurott, Dragonite, and Ceruledge. Expanding Force to take full advantage of Psychic Terrain and Dazzling Gleam to hit Dark and Dragon types hard. Encore to hinder setup sweepers that use moves like Swords Dance and Calm Mind or other mons using status moves. A second Healing Wish as well for the team.

:Hatterene: Hazard prevention with Magic Bounce, setup sweeping set with Draining Kiss for drain tanking and Psyshock for strong stab.

:Hoopa-unbound: Setup sweeper utilizing Expanding Force for high damage stab along with Dark Pulse and Focus Blast to get through the Steel defensive core. Behind Reflect, Hoopa can comfortably take under half with Iron Treads’ Earthquake and KO in return with Focus Blast or with Dark Pulse if you manage to get +2 before it comes in. Same from Banded Scizor’s Bullet Punch if you can +2 before it comes in.

Ground
:Landorus::great-tusk::clodsire::iron-treads::quagsire::mamoswine:
https://pokepast.es/af0e4ff44b448cc0
Landorus @ Life Orb
Ability: Sheer Force
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Earth Power
- Focus Blast
- Psychic
- Rock Slide

Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Ice Spinner
- Knock Off

Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Stellar
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature
- Earthquake
- Toxic Spikes
- Poison Jab
- Recover

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Stellar
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Heavy Slam
- Rapid Spin
- Protect

Quagsire @ Leftovers
Ability: Unaware
Tera Type: Stellar
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Recover
- Stealth Rock
- Toxic

Mamoswine @ Never-Melt Ice
Ability: Thick Fat
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Smack Down
:Landorus: Special wallbreaker with a strong stab Earth Power and Focus Blast to threaten the Steel defensive core of Skarmory/Heatran/Gholdengo. Rock Slide to hit Volcarona and Articuno.

:great-tusk: Speed control and help with the Dark matchup to threaten Banded Meowscarada and keep Samurott from setup sweeping. Ice Spinner hits opposing Lando and Garchomp, as well as Dragonite. Knock Off helps remove Boots so hazards can take effect as well as hitting Ghost types Dragapult or Balloon Gholdengo.

:clodsire:Mixed wall and Water Absorber with TSpikes to help even further with the Dragon, Fairy, and Dark matchup as well as enough bulk to avoid 2HKOs from Scarf Greninja and Scarf Meowscarada.

:iron-treads:Special wall that can help with scouting, removing hazards and handling special threats like Latios and Flutter Mane.

:quagsire:Unaware physical wall that stands in the way of setup sweepers like Dragonite or Samurott. Toxic to put mons on a timer to be stalled out and Stealth Rock to punish switches over time.

:mamoswine:Puts pressure on the Flying defensive core combinations that use Skarmory/Moltres with Corviknight to force a decision between staying in and risking taking an Earthquake or switching and risking taking an Icicle Crash. As well as a nice priority move in Ice Shard that’s boosted from Nevermeltice. The item also allows you to feign that you’re Choiced.
Dragon: This loses to steel. I’d go Specs Dragapult over banded here to help out immensely in that mu and specs is just better in more matchups than band. To cover for clodsire I’d make latias Psyshock over mist ball with that change.

Flying: Zapdos needs to be phys def on this team. It helps cover for the mons that skarmory cannot check in combination with static like Ogerpon, Urshifu and makes Meowscarada think twice about going for Knock Off or Triple Axle in a pinch. Also make sure you run 16 Spa evs to secure the ohko on Ogerpon Wellspring always if you land hurricane.

Thunder Punch on D Nite isn’t necessary. It’s really only for the flying mirror for where you already have Zapdos for. Fire punch gives you a better matchup into steel and still hits Skarmory. Vs Water you already have Zapdos, and you’re clicking Earthquake/Outrage into water anyway.

Psychic: I’m ngl especially for a sample team…Scarf Boulder teams should be one of the only builds accepted. Psychic cannot get away with scarf Latias like dragon can. You have no semblence of a defensive core and all the scary offensive mons/scarfers are faster than Latias like Gren, Meow, Roaring Moon, Darkrai, and Dragapult.

Colbur Iron Boulder is hella cope. It really only should be scarf on psychic or speed boosting. Also no Psychic move on Psy spam, I’d probably drop earthquake, run another abuser or scarf it.

Random Psy terrain Indeedee but no abusers or mons that can sweep teams cause nothing boosts speed to be faster than the aforementioned scarfers. (Or turns speed around like trick room)

Random Screens but no abusers (where’s crown!?) besides hatterene.

Tbh Idt this team is suitable for a sample team in general, just too many flaws that don’t do anything to answer common metagame threats besides hoping they let you screen up for free and sweep with hatterene

Ground: If you’re using non sand ground you need a revenge killer that can ohko or do significant damage to ogerpon. That’s why before when gliscor was around and you saw non sands more often people were running Scarf Lando with Sludge Wave with even a modest nature. I don’t think anything has changed here. If an ogerpon clicks swords dance your answer is to hope for the poison jab poison or click cc and then die to horn leech. It will likely cost you either the whole game or half your team to deal with a single ogerpon. Sand can threaten with drill + potential scarf tusk or garchomp can live any unboosted attack. Here you can’t afford that luxury. I’d go with a scarf lando here.

Also like I mentioned with being able to check Oger or to punish meow. All your hazard setters really need to have toxic or some way to punish offensive mons coming in. You can’t rely on Poison Jab 30% chance as ur way to check Ogerpon. Back when gliscor was around personally I would just drop Eq on clod so you can run Poison Jab + Hazard (usually spikes for the water mu) + Toxic. With this set you make Meow/Oger/Hatt fear coming in and can get up some spikes freely. Though if you run this you need another Mon to check gholdengo like a Ting-Lu.
Without spikes you just lose to water tbh and even dragon can pressure you if you’re not setting up spikes.

This doesn’t really do anything better or different than sand already does. Besides just a flavor pick, sand is just better in every way than this.

Bug
:araquanid: :kleavor: :lokix: :scizor: :volcarona: :slither wing:
https://pokepast.es/6015e721169fbe81
After realizing that Forretress is too often a setup fodder and bug struggles with Raging Bolt and steel-type as a whole, I choose to go Slither Wing instead and capitalize on Heavy-Duty Boots spam
:araquanid: with this set you can deal a lot to Skarmory or Archaludon than nd -speed nature
:kleavor: classic scarf set allows to revenge kill while pressuring Fire-types
:lokix: at first, I wanted a Black Glasses, but damages on Bug-moves is also convenient. I use it to pressure quickly some opponents and have priorities
:scizor: dual wingbeat allows to beat Fighting a bit easier, can be changed for Knock Off or Trailblaze depending if you want to target general mons including Gholdengo or Water- and Ground-types
:volcarona: classic offensive moth
:slither wing: with enough speed for full speed Heatran and bulk to comfortably live Draco Meteor from Raging Bolt or +1 Thunderbolt while doing a 2HKO


Flying
:landorus: :corviknight: :zapdos: :dragonite: :gyarados: :enamorus:
https://pokepast.es/6711f5f8f38580f2
Team built while Gliscor was still around with full def Zapdos.
:landorus: stealth rock setter and awesome special attacker as long as electric immunity
:corviknight: classic specially defensive set pivot and defogger
:zapdos: full defensive Zapdos to help the physical side and spread paralisis. 16 SpA to guarantee 0HKO on Ogerpons.
:dragonite: is our wallbreaker and allows to have a priority
:enamorus: classic scarf set allowing revenge killing as long as Healing Wish to help another member of the team to win
:gyarados: compensate Zapdos and Corviknight against Ice-type physical moves and water moves. It's a ground team destructor with Substitute denying also Sucker Punch and status.

Water
:milotic: :swampert: :toxapex: :ogerpon-wellspring: :samurott-hisui: :walking wake:
https://pokepast.es/d0906347c6a0af67
Milotic offers a good pivot for Ogerpon, Samurott and Walking Wake as long as having an interesting bulk and Scald.
:milotic: the queen
:swampert: the king.
:toxapex: infestation helps against archaludon that can become an issue to deal with
:ogerpon-wellspring: classic SD set with play rough to deal better with Dragon-type.
:samurott-hisui: spikes spreader with a priority. This mon hits hard.
:walking wake: Scarf set to have a revenge killer, the team being quite slow. I've chosen this EV spread to boost SpA under sun and have a fake life orb boost on my moves allowing to have some more interesting ranges.

UPDATE
Ghost team
https://pokepast.es/f2accbc34ff09a66
Flutter Mane needs to be a choice scarf user (if not Jessyboris's team) and Spectrier allows to wallbreak much more. Be careful of Bisharp especially with hazards on.
Bug: These boots spam Bugs are pretty cool imo and probably deserve a sample. That being said you gotta be very careful with you give items and who you don’t.

Lokix needs to be boots over life orb. IMO you can only greed life orb Lokix on forretress bug builds. With a team like this hazards are likely going up against you turn 1 or probably before Turn 5 Lokix is taking 25% everytime it comes in plus life orb chip into a potential rocky helmet. At that point it’s basically dead, useless and no longer able to sweep.

This just loses to water. If you’re trying to cover fighting you should make the Kleavor have a flying move over Night Slash. Here I would make Scizor Metronome Trailblaze to beat Toxapex and to punish its entry everytime it comes in, as they basically lose a Pokemon.

As I mentioned above, to cover for fighting run the Flying move on Kleavor for Fighting. With Scarf Kleavor + Volc + Wisp Slither + Scizor you should have fighting fully covered.

Flying: This is basically the offensive flying that has picked up usage in tournament. Besides optimizing the ev spread on Zapdos for Max Speed Adamant Breloom / Modest Volcanion and slotting Volt Switch as an option this seems pretty fine.

Water: I don’t think we really need a milotic sample team tbh. It’s not used that much nor is it really beginner friendly. It’s also outclassed by alomomola. Besides a flavor pick and almost being able to solo Fighting I don’t see much reason this Mon should be on samples. I think this team would be much better with an offensive pick like a specs greninja over Milotic. (Also why’s this team get 6-0ed by Hatterene low key…well fairies types in general that aren’t hard walled by toxapex no diff this build)

Ghost: Looks good. You cannot afford to be adamant ceruledge on Ghost imo for the mirror and for fire. Also if you’re CC you’re slower than scarf roaring moon after weak armor if you’re adamant.
 
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As asked, I'll submit my dark team with which I've peaked number 1 on ladder and I'm undefeated in tours.

Built at first to beat only stall, Ive edited it enough to have some answers vs meta.
Idea is Ting Lu being sure to drop hazards and maintain them vs flying and steel and chip whatever in front thanks to rocky helmet.
Hoopa U with a choice specs just boom whatever in front. Ive realized focus blast is a bet and dark pulse is the move id click otherwise that cover everything without questionning so Ive dropped fighting-type move for psyshock allowing to 0hko AV Gallade, AV Hands and Clodsire.
Mandibuzz is good for pivoting, help vs bug, is our phys wall and I run defog cause in case there s an issue but toxic can be seen if you want to put more timer pressure. Spread has enough speed for outspeeding adamant full speed Azumarill and KO it at +6.
Meowscarada is the best scarfer in dark allowing to beat fairy almost alone and put pressure vs everything and nothing wrong koff and uturn. Play rough in last for mirrors, fighting and dragon MUs.
Muk A is the special tank. Resttalk cause we need to reliably beat Flutter Mane, Gholdengo etc while having hazards on our side and it allows to not care about a burn from Volcarona.
Darkrai in last is our setup sweeper. Weirdly it has for me a good focus blast accuracy. Generally an awesome speed tier without boost. Hdb so we can put pressure quickly and enjoy NP into clicking.

:mandibuzz: :muk-alola: :ting lu: :hoopa-unbound: :meowscarada: :darkrai:

https://pokepast.es/4454090c60e4f1cc

NB : special end game tips vs scarf enamorus spamming superpower and being unkillable : knock off from meowscarada makes the whole flying team weak to Darkrai
 
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