Hey Everyone,
My friends and I will be doing a Mono Type tournament. My type is fighting, and the types I'll be facing are water, fire, steel and psychic, no legends allowed. I expect a lot of weather so I needed my own plan: a semi trick room team.
Gallade (M) @ Expert Belt
Ability: Justified
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Close Combat
- Night Slash
- Thunder Punch
My trick room setter. Gallade is the only fighting type to learn TR. This lead to set TR and hit as hard as possible. Max HP to let it survive one hit and set TR, then Max Attack to hit as hard as possible before dying. Close Combat as a main STAB, Night Slash & Thunderpunch over Ice Punch for Coverage.
Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- ThunderPunch
The point of setting up TR. Conkeldurr under TR hits hard and is capable of punching a major dent in unprepared teams. Also works fairly well outside TR. Chose to use iron fist over guts to make the most of TR, since it will get at most 3 turns to do its work. Drain Punch to improve survivability, Mach punch to finish weakened targets. Knock off hits ghost switch in hard, and Thunderpunch over Stone Edge over for Coverage on expected types and to take advantage of iron fist.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Healing Wish
- ThunderPunch
The Pivot. Mega-Lopunny hits hard and fast, catching many players off guard. As a revenge Killer, Its dual STABs along with scrappy let it hit almost everything very hard. When weakened, Healing Wish is used to bring back another member to perform again. This allows Gallade to set TR again if necessary, give Blaziken much needed recovery so it can sweep a second time or help Conkeldurr clean up late game. Thunderpunch is to cover for Skarmory.
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- High Jump Kick
- Flare Blitz
- Brave Bird
Big Bird. Blaziken is here for clean up. With Life Orb and Speed Boost, Blaziken quickly becomes a high risk but terrifying end game sweeper. HJK and FB hit extremely hard often OHKOing targets. Brave Bird offers another high damage option to deal with opposing Fighting types. Lopunny can use healing wish to allow it to sweep twice. EVs to maximize attack and speed.
Lucario @ Wise Glasses
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Aura Sphere
- Vacuum Wave
- Flash Cannon
- Shadow Ball
Special Attacker. In order to not be completely walled by Mega Slowbro and other physical walls, I needed a Special Attacker. EV Spread gives it as much punch as possible. Aura Sphere provides a good stab, and vacuum wave reliave priority. Flash cannon provides the team's best offense against Fairies and shadow ball hits Ghosts and Psychic s who switch in.
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP/ 252 ATK / 4 DEF
- Fake Out
- Drain Punch
- Crunch
- Stone Edge
The Punk. Scrafty is one of the few fighting types capable of taking a hit then hitting back hard. Without any speed investment, he also work rather well under TR, providing and alternative to Conkeldurr if necessary. He also acts as my answer to Psychic switch ins. Intimidate and Assault Vest greatly increase its defenses. Along with Drain Punch, Scrafty is able to stall out things like weather and do respectable damage. Fake out helps with chip damage and stalling, STAB Crunch has good damage and coverage with Drain Punch. Stone Edge covers the expected flying types.
The point of this team is really misdirection. Half the team is meant to work under TR, the other meant to be extremely quick. I have never heard of TR running on a Mono team other than Psychic or Ghost, and from my experience using it, Gallade and Conkeldurr work very well as an unexpected lead/sweeper combo.
My friends and I will be doing a Mono Type tournament. My type is fighting, and the types I'll be facing are water, fire, steel and psychic, no legends allowed. I expect a lot of weather so I needed my own plan: a semi trick room team.
Gallade (M) @ Expert Belt
Ability: Justified
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Close Combat
- Night Slash
- Thunder Punch
My trick room setter. Gallade is the only fighting type to learn TR. This lead to set TR and hit as hard as possible. Max HP to let it survive one hit and set TR, then Max Attack to hit as hard as possible before dying. Close Combat as a main STAB, Night Slash & Thunderpunch over Ice Punch for Coverage.
Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- ThunderPunch
The point of setting up TR. Conkeldurr under TR hits hard and is capable of punching a major dent in unprepared teams. Also works fairly well outside TR. Chose to use iron fist over guts to make the most of TR, since it will get at most 3 turns to do its work. Drain Punch to improve survivability, Mach punch to finish weakened targets. Knock off hits ghost switch in hard, and Thunderpunch over Stone Edge over for Coverage on expected types and to take advantage of iron fist.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Healing Wish
- ThunderPunch
The Pivot. Mega-Lopunny hits hard and fast, catching many players off guard. As a revenge Killer, Its dual STABs along with scrappy let it hit almost everything very hard. When weakened, Healing Wish is used to bring back another member to perform again. This allows Gallade to set TR again if necessary, give Blaziken much needed recovery so it can sweep a second time or help Conkeldurr clean up late game. Thunderpunch is to cover for Skarmory.
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- High Jump Kick
- Flare Blitz
- Brave Bird
Big Bird. Blaziken is here for clean up. With Life Orb and Speed Boost, Blaziken quickly becomes a high risk but terrifying end game sweeper. HJK and FB hit extremely hard often OHKOing targets. Brave Bird offers another high damage option to deal with opposing Fighting types. Lopunny can use healing wish to allow it to sweep twice. EVs to maximize attack and speed.
Lucario @ Wise Glasses
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Aura Sphere
- Vacuum Wave
- Flash Cannon
- Shadow Ball
Special Attacker. In order to not be completely walled by Mega Slowbro and other physical walls, I needed a Special Attacker. EV Spread gives it as much punch as possible. Aura Sphere provides a good stab, and vacuum wave reliave priority. Flash cannon provides the team's best offense against Fairies and shadow ball hits Ghosts and Psychic s who switch in.
Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP/ 252 ATK / 4 DEF
- Fake Out
- Drain Punch
- Crunch
- Stone Edge
The Punk. Scrafty is one of the few fighting types capable of taking a hit then hitting back hard. Without any speed investment, he also work rather well under TR, providing and alternative to Conkeldurr if necessary. He also acts as my answer to Psychic switch ins. Intimidate and Assault Vest greatly increase its defenses. Along with Drain Punch, Scrafty is able to stall out things like weather and do respectable damage. Fake out helps with chip damage and stalling, STAB Crunch has good damage and coverage with Drain Punch. Stone Edge covers the expected flying types.
The point of this team is really misdirection. Half the team is meant to work under TR, the other meant to be extremely quick. I have never heard of TR running on a Mono team other than Psychic or Ghost, and from my experience using it, Gallade and Conkeldurr work very well as an unexpected lead/sweeper combo.