This is my first mono-team and I've gotten the rythm down for using it (Standard Ladder) but I can't help to think it could be better somehow. I don't follow the whole rule of 1 "other"-type being allowed on a mono team. All fighting type here, no exceptions.
Duty (Primeape) (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 70 HP/252 Atk/180 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Rock Slide
- Earthquake
- U-turn
My extraordinary lead. Few things can get past this monster without taking hefty damage and it's revenge killing abilities makes it one tough cookie. Fighting Pokemon are known to hit hard. This one hits hard and fast. After using it it quickly became my favorite Pokemon.
I usually switch it into a sleep-inducing attack (Spore) and pound things into the ground.
Country (Machamp) (F) @ Lum Berry
Ability: No Guard
EVs: 252 HP/160 Atk/96 SDef
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Payback
- Rest
- Substitute
Machamp along with Poliwrath serve as bulky-mons of my team. My initial switch in on the dangerous Gengar along with other Dark-weak pokes that underestimate the power Payback. Sometimes when I don't know what to do or simply have no way of beating an opponent I must rely on Dynamicpunch hax. Good thing I have goodluck, eh?
Jarhead (Poliwrath) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Waterfall
- Ice Punch
- Focus Punch
- Substitute
Very underestimated Poke. Walls a lot of things and STAB Focus Punch is as dangerous as ever. Often the bain of many Hail teams. I'd probably have a fair bit of trouble against Dusknoirs if not for this, also.
Devil Dog (Lucario) (M) @ Choice Specs
Ability: Inner Focus
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Aura Sphere
- Shadow Ball
- Hidden Power [Ice]
- Vacuum Wave
Another glass-cannon. I'm having a bit of trouble using this effectively but the selection of fighting-type special attackers is limited... Considering switching this out for a Blaziken or Infernape.
Honor (Heracross) (F) @ Flame Orb
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Megahorn
- Close Combat
- Facade
This is my ace. Along with Gallade, this is usually one of the last Pokes on my team because the rest tend to bait out faster Pokes. Facade for everything. Close Combat for everything that needs some extra killing. Megahorn for everything that's weak against it (giving me some much needed coverage against psychic pokes).
Leatherneck (Gallade) (M) @ Life Orb
Ability: Steadfast
EVs: 64 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Ice Punch
- Shadow Sneak
- Swords Dance
Very useful and versatile. If I can manage to shoot a Sword Dance off this thing is pretty much guarenteed to put a large dent in any team.
Duty (Primeape) (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 70 HP/252 Atk/180 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Rock Slide
- Earthquake
- U-turn
My extraordinary lead. Few things can get past this monster without taking hefty damage and it's revenge killing abilities makes it one tough cookie. Fighting Pokemon are known to hit hard. This one hits hard and fast. After using it it quickly became my favorite Pokemon.
I usually switch it into a sleep-inducing attack (Spore) and pound things into the ground.
Country (Machamp) (F) @ Lum Berry
Ability: No Guard
EVs: 252 HP/160 Atk/96 SDef
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Payback
- Rest
- Substitute
Machamp along with Poliwrath serve as bulky-mons of my team. My initial switch in on the dangerous Gengar along with other Dark-weak pokes that underestimate the power Payback. Sometimes when I don't know what to do or simply have no way of beating an opponent I must rely on Dynamicpunch hax. Good thing I have goodluck, eh?
Jarhead (Poliwrath) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Waterfall
- Ice Punch
- Focus Punch
- Substitute
Very underestimated Poke. Walls a lot of things and STAB Focus Punch is as dangerous as ever. Often the bain of many Hail teams. I'd probably have a fair bit of trouble against Dusknoirs if not for this, also.
Devil Dog (Lucario) (M) @ Choice Specs
Ability: Inner Focus
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Aura Sphere
- Shadow Ball
- Hidden Power [Ice]
- Vacuum Wave
Another glass-cannon. I'm having a bit of trouble using this effectively but the selection of fighting-type special attackers is limited... Considering switching this out for a Blaziken or Infernape.
Honor (Heracross) (F) @ Flame Orb
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Megahorn
- Close Combat
- Facade
This is my ace. Along with Gallade, this is usually one of the last Pokes on my team because the rest tend to bait out faster Pokes. Facade for everything. Close Combat for everything that needs some extra killing. Megahorn for everything that's weak against it (giving me some much needed coverage against psychic pokes).
Leatherneck (Gallade) (M) @ Life Orb
Ability: Steadfast
EVs: 64 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Ice Punch
- Shadow Sneak
- Swords Dance
Very useful and versatile. If I can manage to shoot a Sword Dance off this thing is pretty much guarenteed to put a large dent in any team.