The Mount Rushmore of ADV Monotype
Installment 1 - Introduction & S-Tiers
In ADV Monotype, four types stand above the rest. These are the titans that define the metagame, possessing the perfect storm of defensive synergy, offensive pressure, and utility options that other types dream of.
Yet, the appeal of ADV Monotype goes beyond simply spamming top-tier OU Pokémon; it lies in how the strict type restriction breathes new life into familiar faces. This constraint forces players to utilize the best Pokémon from standard ADV OU in entirely new and innovative ways, placing them within novel team architectures to cover elemental weaknesses. This environment breeds immense creativity, transforming standard threats into specialized tools. Among these titans, Water and Psychic have emerged as premier pillars of the meta, showcasing the necessary versatility not just to execute their own powerful gameplans, but to adapt and consistently beat the very types meant to counter them.
Flying has proven extremely popular competition by boasting access to the best dual-type synergy within the tier. It offers formidable offensive pressure alongside defensive stall capabilities rivaled only by Water teams. This unique positioning allows Flying to mimic the resilient "Superman" archetypes of standard ADV while simultaneously embracing the aggressive, fast-paced styles of modern Monotype Flying - Zoomers delight in the simplicity of banded

and the immediate guilt-ridden dopamine hit accompanying a close win scraped off the back of a Rock Slide flinch. Ultimately, this metagame presents the perfect opportunity to blend these varied schools of strategic thought, allowing for a high degree of skill expression through intricate teambuilding. Furthermore, it introduces an exciting element of strategic gambling akin to formats like 1v1, where correctly predicting the meta and choosing the right type to counter your expected opponent plays a massive role in overall success.
1.
// Psychic
- It’s pretty safe to say Psychic is the undisputed king of this format. It basically functions like a "Super OU" team because you have access to the absolute best dedicated leads, sturdy walls, incredible utility options and terrifying sweepers that define standard ADV. Crucially, unlike a lot of other types, the whole team doesn't fold to a single common coverage move like Earthquake or Rock Slide - the etched-in-stone standard for a passably sturdy ADV defensive core.
- Winning the ongoing ADV Monotype tour is going to come down to who can best blend two distinct skill sets: deep knowledge of the immense set variety possible in standard OU, and the experience to balance those options within the restrictions of a monotype team. Psychic is the ultimate testing ground for this because the typing is just way more powerful here than in current generations. Success comes from knowing not just that Metagross is good, but figuring out exactly which of its four or five viable sets fits the specific defensive holes in your remaining five slots to handle the metagame's top threats. Psychic is uniquely favored in its capability to be tailored towards targeting other top types in the metagame.
- A huge reason for Psychic's dominance is access to what is in my opinion the single best Pokémon in ADV Monotype:
Please ignore the fact this is a personal favorite of mine. Its sheer versatility is unmatched. You never really know what it's doing until it moves—it could be a standard SubCM sweeper threatening to run away with the game, a specially defensive Wish supporter keeping the rest of the squad healthy while spreading paralysis, toxic, and even burn - or even some cheesy late-game cleaner using Rain Dance and Endure to activate a Salac Berry. This flexibility is nightmare for opponents at team preview.
- The backbone of these teams usually relies on Calm Mind users dictating the pace.
is unparalleled here. It’s the premier Baton Pass booster in the tier, capable of passing Swords Dance or Calm Mind boosts to a teammate. But it’s far from just a passive passer; it can easily run bulky offensive sets with coverage moves, or serve as a super-sturdy physical wall. For even sturdier defensive cores, you have access to incredibly durable bulky waters like
.
- This defensive solidity and setup potential is how Psychic manages other top tiers. Against Water teams, a well-played CM
or
can use passive walls like
as absolute setup fodder, eventually overpowering even
.
- A common misconception is that Psychic is purely specially offensive and gets walled by special sponges. That couldn't be further from the truth. The type houses two of the scariest physical attackers from standard OU.
is a monster. While mixed sets with Hidden Power Fire are great for luring in enemy Steels, standard Choice Band sets spiking off its massive Attack stat are terrifying to switch into.
is equally scary thanks to Pure Power; give it a free turn and a SubPunch set will dismantle defensive cores, or a Choice Band set will just punch holes straight through teams.
- This physical muscle is critical for the Normal matchup. While Normal teams rely on
and
to sponge special hits, they crumble fast when faced with a Choice Band Meteor Mash or a Focus Punch from
.
- Finally, the utility options are just an insane luxury. Psychic is unique in having access to the two best Rapid Spinners in the tier:
and
. Being able to fit both on the same team is amazing—
offers offensive pressure with Hydro Pump and BoltBeam coverage (crucial for outspeeding and threatening Flying types), while
gives you that essential Ground immunity and Boom support. The type also excels at "tricky" sets that reward meta knowledge, like using
with Choice Band and Trick to completely cripple a defensive wall early game, lead
putting something to sleep immediately.
- Without access to premier physical walls like
or
, Psychic has to rely on a defensive backbone built around a
,
,
, and
core. Fortunately, this core is actually excellent, providing dual status absorption via
and
, alongside crucial Steel-type resistances to Dark, Ghost, and Bug moves from
and
. Despite this sturdiness, the team can still be overwhelmed; specific "C-teams" built around Endure/Flail strategies or other pinch berries can sweep if you allow key defensive pieces like
to become too chipped. Rain teams can also overrun you if
isn't specifically prepared for the onslaught, though
itself utilizes cool utility options like Perish Song to trouble other structures that rely too heavily on setup. The Normal matchup is another tricky one due to their immense special bulk, which usually handles Psychic's onslaught; if you let
die too early, winning becomes almost impossible, especially against threats like Calm Mind
and Psych Up
which stump setup attempts. Furthermore, since Shadow Ball coverage is very common on Normal types already, you have few options to hit them for super-effective damage outside of the aforementioned
. Finally, while
obviously presents a huge threat, its Sand Stream limits its own team, and since Sand isn't omnipresent in this tier compared to standard ADV, items other than Leftovers see a boon in usage. While Pursuit
should always be paired with
, the number of good Pursuit users dwindles outside the Dark type, and despite its potential, bespoke monotype gamers know that Water—not Dark—is the type that truly rises up to counter Psychic at a top level. No good spiker - in my mind - is the biggest fault I could give Psychic, which is otherwise as perfect as a mono-type can feasibly be in my opinion. I firmly believe these two types are S-tier and that they top a healthy meta. Straightforwardly, having access to the best mons in OU barring
and
does wonders. Bespoke gamers know that although Water has shown itself has a type to be just as versatile and dangerous - and inarguably equally S-tier with psychic - Psychic still has it beat ever so slightly. The crux of this being Calm Mind Celebi, which can solo Water with 3Atk+Leech or Leech Seed+Grass move bulky offensive sets of any variety. The general weakness of the dark type in this format - with
hampering its own dark teammates and
basically solo'ing the type anyways means you essentially have free reign. The main appeal of Ghost and Bug in this format is partially in their ability to have a favorable MU. That being said, it isn't difficult to imagine Pyschic builds which handle both of these two types handily, especially Ghost.
- Tate and Liza’s Royals:
- The Minds: Calm Mind users like
/
to classically sweep and
-style setup wincons like
) dominate the slower pace of ADV. Psychic contains the best CM baton passers in the tier, including more niche and underexplored yet powerful options such as
.
- The Muscle:
and
cover the physical side, smashing through special walls like
.
set versatility (Thunder Punch, HP-Grass/Fire, Psychic, Salac, Agility, Defensive, Band, Mixed) and access to the most power non-STAB Explosion + arguably the best braindead click 85% of the time in Meteor Mash cannot be understated.
has access to recovery and perfect coverage in the proven fighting+ghost combo, a psychic neutrality, and raw power only realistically rivaled by
with its choice band sets.
- The Utility:
provides crucial Rapid Spin support, while
provides hazard control with a Ground immunity. Psychic has the two best spinners.
and
are particularly potent together since they form a dual status-absorption combo, nullifying the progress made through enemy attempts to inflict Toxic, plus the fact that both have access to Recover (32 PP in ADV!) and
is hard to justify not running leech on all but the most offensive variants.
- The Tricksters:
Psychic even has the depth to contain some of the best disruption and utility moves on solid mons across the metagame.
is notorious for crippling special walls sent to their death in an attempt to stop it from the unexpected (to those familiar with ADV) choice to equip it with a Choice Band and immediately trick the item away.
has access to Baton Pass, Belly Drum, Hypnosis and other interesting options.
is harder to utilize to the best of its abilities without
/
/Non-psychic trapping support mons -- but can still wield Destiny Bond and other Trace-abusing strategies well in conjunction with its Special-sweeping potential. Notably,
can copy swift swim from an enemy
, which are usually not EV'd with enough speed above what it takes to not be outsped in the rain. Speed-invested
can take advantage of this by copying the Swift Swim ability, and by having access to Thunderbolt feasibly reverse sweep Rain Water teams inundating the metagame currently.
- Only major fault of psychic is lack of a good spiker like

- TLDR ~~ Can build Psychic to smash any type - Special Offense in a tier lacking ubiquitous
/
/ 
and
+
bruising anything that can outlast it in a war of attrition == Exceptional
2.
// Water
Water was and still is the most flexible type in the game. It can run hyper-offense (Rain), pure Stall, or bulky Balance with equal efficacy. It essentially has a tool for every situation, and its S-Tier status is largely defined by how well it handles other top contenders through a mix of raw power and defensive synergy.
A massive part of this dominance stems from dedicated Rain Dance teams. Since no

and no Damp Rock—the Rain must be set manually. This makes playing Rain a more deliberate style where you usually need multiple setters to ensure the weather stays up against Sand or stall strategies. When the rain is falling,

becomes the staple mixed attacker, outspeeding the entire boosted metagame and hitting almost everything for neutral coverage.

provides crucial Grass neutrality and coverage + Leech Seed support for longevity.

serves as a terrifying special attacker that laughs at Normal-types while offering Spikes support - whereas

and

offer direct physical pressure, with the latter often serving as a suicide lead to set Spikes or Boom early. Don't sleep on

either; it is technically stronger than

and incredibly elegant and epic and beautiful no matter what you say. While slower outside of rain, once that speed boost hits, it’s a massive problem for offensive teams to check.
However, defense is where Water truly earns its crown, possessing some of the most formidable defensive Pokémon in the tier.

is a near-ubiquitous presence and acts as mandatory glue; its Electric immunity is usually the only thing saving the type from being swept by a stray Thunderbolt or a

clicking Agility on turn one. There is a reason that this Axolotl with hands is the defining PKMN of modern ADV.

can also fill this role, but

offers better physical bulk and the Gen 3 special - mixed offenses. Then there is

, the tier's premier win condition. Its infamous Calm Mind sets can turn it into an unstoppable raid boss that stat-checks entire teams, though it is equally effective as a pure physical wall with Rain Dance, Toxic, Substitute, Roar, Calm Mind, Rest, Reflect - and honestly probably even more.

is an incredibly sturdy special wall and status absorber thanks to Marvel Scale, Recover+Refresh+Toxic. While standard defensive sets are common, you’ll occasionally see cool tech like Dragon Breath to spread paralysis, or even offensive lead sets with Hypnosis and a Lum Berry to disrupt the opponent immediately and get a surprise early KO with an uncommon option such as Ice Beam.
For utility,

is fantastic, providing crucial speed and BoltBeam coverage. It outspeeds and 1v1s most of the Flying type outside of

,

, and

, posing a massive threat to one of Water's common ideal matchups. If you want alternative utility,

is a very solid option that can compress Phazing + Rapid Spin and Refresh roles into one slot, freeing up team space.

also deserves its own mention because it has fearsome potential to reverse unfavorable matchups against Flying, Normal, Steel, and the mirror. Thanks to Intimidate giving it numerous entry points, a Dragon Dance

utilizing Taunt, Substitute, or Rest alongside appropriate Hidden Power coverage (Ghost, Flying, or Rock) can single-handedly tear through prepared defensive cores.
In terms of matchups, I believe Water should be rightfully viewed as the "true counter" to Psychic - and a true contender for the #1 type in the meta at any given time - because Rain teams just overwhelm them with pure firepower. Psychic teams rely on speed and setup, but under Rain, they are outsped and hit with boosted Hydro Pumps. Even a defensive pillar like

eventually gets worn down by repeated Ice Beams or Bug coverage; it struggles to output damage against Water's high natural special bulk while maintaining enough HP, especially given Giga Drain's low PP. Against Flying and Normal, the game plan is usually similar: spam Water moves coupled with Ice coverage. Water has the natural bulk plus access to Toxic, Refresh, and healing to win the long game against these types. The one major thorn in Water's side is Calm Mind + Thunderbolt

, which can solo a Water team in an endgame scenario if you aren't prepared. Fortunately, Water isn't short on answers—you absolutely need phazing via Roar

, Toxic, or strong physical options to deal with her. Finally, despite

setting Sand, Rock teams struggle immensely against a well-played Water Rain team. A couple of manual rain setters usually spell doom for Rock, whose own Swift Swimmers like

simply pale in comparison to the full might of the Water roster.
Water’s S-Tier status is largely defined by how well it handles other top dogs.
- vs. Psy -- Rain teams can just overwhelm them with pure firepower. Psychic teams rely on speed and setup, but under Rain, they are outsped and hit with boosted Hydro Pumps.
- vs. Rock/Dark/Fire -- A final note on the weather war: despite
setting Sand, Rock teams struggle immensely against a well-played Water Rain team. A couple of manual rain setters usually spell doom for Rock, whose own Swift Swimmers like
pale in comparison to the fully wielded Bulkiness of the Water roster. Sun teams rely on manual setting but obviously struggle to trade positively when facing a type disadvantage.
- vs. Flying/Normal/Steel -- The game plan here is usually similar: spam Water moves. The matchup against Flying is one of Water's strongest points because almost every Water-type couples its STAB with Ice coverage. Against bulkier Normal or Flying builds, Water has the natural bulk plus access to Toxic, Refresh, and healing to win the long game.
- The one major thorn in Water's side is Calm Mind + Thunderbolt
, which can solo a Water team in an endgame scenario if you aren't prepared. Fortunately, Water isn't short on answers—you absolutely need phazing (Roar
), Toxic, or strong physical options to deal with her.
the "Big Flipper"
deserves its own mention because it has fearsome potential to reverse unfavorable matchups against Flying, Normal, Steel, and the mirror. Thanks to Intimidate giving it numerous entry points, a Dragon Dance Gyarados utilizing Taunt, Substitute, or Rest alongside appropriate Hidden Power coverage (Ghost, Flying, or Rock) can single-handedly tear through prepared defensive cores.
!Alert! ~~ The results of a multi-national polling effort has been included to signal the objectively correct tiering for the types in this beautiful meta ~~
I find Ice and Fire to be pretty interchangeable thanks to their favorable MU spreads into top-tiers. Bug can be used to snipe many of the top-tiers and Ground is surprisingly good.

and

can farm Psychic via Megahorn and Trapping. Grass and Fighting are unplayable if

is around, typically even with cheeky Endure strategies. Ghost can't stomach

or other PKMN which do not mind being afflicted with status at all. Dragon has been performing better than expected despite lacking access to 6 fully-evolved PKMN
Extensive analysis throughout Fent Corp. R&D department has produced these conclusive findings on the ADV Monotype metagame and are quickly working to innovate and cook heat - huge bonuses await the department this year if I secure victory at the inaugural tour.