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Project Monotype Secret Santa 2025

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Merry christmas, giove97! I am your Secret Santa this year, and here I am with your present! You asked for a Ghost types feat. Pecharunt so here you go!

Pecharunt Bulky Offence:
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Pokepaste: https://pokepast.es/758e4d94a24ff56b

Without further ado, here's a little explanation how every Pókemon works:

:Mimikyu:
Given Ceru was super weak to hazards and I find Bramble too weak as a defensive core, I decided to use Mimikyu as the SD Sweeper with Life Orb. While not as strong as Ceruledge, it can put damae thanks to Life Orb and its great STAB Attacks in Play Rough, Shadow Sneak and coverage of Drain Punch. Plus its ability lets you live a hit once and hit your move.

:Gholdengo:
While normally you have Gholdengo as the defensive wallbreaker, I made it the SPECIALLY defensive wallbreaker with Nasty Plot and STAB Shadow Ball and Make It Rain, while also having Recovery as a way for longevity.

:Flutter mane:
And here we have satan.... I mean Flutter Mane. Given this thing Special Attack and Speed is nuts, I decide to give it Choice Specs. With Choice Specs, good Speed and Sp. Attack is a FAST and POWERFUL wallbreaker with great STAB in Shadow Ball and Moonblast not to mention the coverage in Power Gem and Thunderbolt.

:Spectrier:
Here we have our next sweeper, with that being Spectrier. With Grim Neight, every time it KOes an enemy, it gains a stage boost in Special Attack. That gives it a HUGE potential to be a devastating sweeper! I chose to lead as a bulky sweeper: Substitute with Calm Mind and Will-O-Wisp. And at last STAB Hex, which its power gets doubled if the oppponent is statused.

:Pecharunt:
Here's the Pókemon you wanted: the favourite peach: Pecharunt. In this team, it serves as the Defensive Pivot. With STAB Megnificant Chain (50% Chance to BADLY poison) and the ability to confuse others while being able to badly poison opponents which makes STAB Hex's power doubled. As per longevity it has Recover and Parting Shot as pivoting move.

:Dragapult:
Given Dragapult is the FASTEST Ghost Pókemon in Ghost, I gave it a Ghoice Scarf for trolling other choice scarfers. Dragapult is also you second pivot with U-Turn. You have also STAB Dragon Darts and Phointom Force and Will-O-Wisp to cripple attackers and also give Hex to double.

Replays:

VS Flying: https://replay.pokemonshowdown.com/gen9monotype-2502687625-1bjtfs0pwrr03rtebnrejudfconyesipw
VS Bug: https://replay.pokemonshowdown.com/gen9monotype-2502748668
VS Fairy https://replay.pokemonshowdown.com/gen9monotype-2503392264-dgmd1t72y3a29415iaqi5i0463nw3akpw
VS Dragon: https://replay.pokemonshowdown.com/gen9monotype-2503393499

I sincerely hope you enjoy this team! I wish you all the good for you! Have fun!

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Greetings Vapour! It is with great pleasure that I proclaim the fulfillment of your request for a Psychic team with AV Meloetta. This was quite the perplexing request indeed as it is well-known that many issues plague the type even before running a set that discourages some of the main ways of building the type (e.g. Screens). Nonetheless, using the unique qualities of Meloetta, I have laddered this team to 1600 (ok 1599 but who's counting?) and today is the day to share it with the world.

So the first question to ask is what Meloetta can do to contribute to a Psychic team. Intrinsically it provides a Ghost immunity and good special bulk that is elevated further by Assault Vest. It has the ability Serene Grace (this will be relevant) and good SpA though its utility moves are all physical. While I contemplated a Relic Song set and going for its Pirouette form, I eventually decided on a more traditional AV pivot role. Such a role suffers on a type with close to no hazard removal, so the natural teammate was Hatterene to prevent hazards from going up in the first place. As it happened, this team became more of a Hatterene showcase than Meloetta but what can you do.

Without further ado, here is the team:
:meloetta: :hatterene: :iron-boulder: :latios: :slowbro: :mew:

:meloetta: The star of the show, providing a valuable Ghost immunity, Knock Off support and U-Turn for pivoting. The remaining moves are fairly open, but I decided on Thunder to make use of Meloetta's ability, giving it a 60% chance to inflict paralysis (... if it hits, so actually it's 42%). Alas, Thunder Wave is unusable with Assault Vest so here we are. In many cases Thunder actually became the highest damaging option and it flips the script on rain teams.

:hatterene: The real star of the show, singlehandedly stealing games that should have been lost with the magic of Trick Room. Initially there as a way to keep hazards off, Hatterene quickly proved to be a highly potent endgame sweeper. Trick Room has also been useful for Slowbro on occasion and it enables some endgame sequences where even some faster mons benefit from Trick Room being up.

:iron-boulder: Standard Scarf set for speed control.

:latios: Special attacker and Ground immunity. On an overall low-damage team, the power and coverage provided by Latios is irreplaceable in many matchups.

:slowbro: The main physical wall on the team. Colbur Berry is invaluable and comes into play extremely often. Being the only Pokemon on this team with reliable recovery, Slowbro can be useful in the endgame as well.

:mew: The jack-of-all-trades Pokemon itself. I originally used Gallade in this slot, seeking more damage, but the lack of hazards on the team proved detrimental. Hazards are actually fairly hard to come by on Psychic and Mew is the only one to get both Stealth Rock and Toxic Spikes. Will-o-Wisp then enables the third type of status condition utilizable by this team, and combined with Def investment and Foul Play makes Mew a much-needed backup physical wall.

Ladder peak
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Replays
https://replay.pokemonshowdown.com/gen9monotype-2503356941-vfbe2okjxpsfk2287f2n8sao6qficwtpw?p2 vs Fairy - Meloetta at its best
https://replay.pokemonshowdown.com/gen9monotype-2503310216-86cbg04py17vy55au0ybv6fhfhxqbvtpw?p2 vs Rock - Hatterene outhealing Garganacl's residual damage
https://replay.pokemonshowdown.com/gen9monotype-2503342496-gnv3mkhbetngmbv67a80utdo6urecropw vs Water - this is why Meloetta uses Thunder
https://replay.pokemonshowdown.com/gen9monotype-2503501736-p3wpirmwqk8yn165361g7m2t19qrk3rpw vs Dark

Overall, I'd say this is usable as a ladder team, though you'll definitely be making things difficult for yourself. A nice feature about it is that teamwork is essential and you'll have to use your Pokemon in ways you might not have anticipated. I hope you enjoy!
 
hello aeth, its me, santa, with the beard and the hat and everything else. Here is your request of Water with Crawdaunt that doesn't use a choice item. The team went through many versions but I finally settled on this one, I think it's solid.

https://pokepast.es/b2cd1b5d58e8db7a

:crawdaunt: - Tried boots but the raw power of Crawdaunt didn't feel great. Went with Mystic Water because somehow 372 attack + Adaptability felt a little underwhelming at times. It's good to bring in against slower stuff and then start clicking buttons.

:alomomola: - Good slow pivot to help bring in Crawdaunt, also good to use wish to heal him up if he took a lot of hazard damage. Just a good pokemon.

:toxapex: - It's Toxapex, also a good pokemon.

:samurott-hisui: - originally didn't have him, had a slowking with Thunder Wave and Chilly Reception to slow down and pivot Crawdaunt in but I felt like additional hazard support would be good and we needed some speed control. Good for setting spikes and removing items with Knock Off.

:swampert: - Tried Gastrodon here to have sticky hold because in longer matches where the enemy gets up a bunch of hazards it becomes tough but I didn't like it. Swampert is another good pivot and hazard setter.

:greninja: - Needed a special attacker. As I am writing this I am realizing that Keldeo could work here as well and might even be better, who knows though, maybe you can test it out.

The team is solid. It's for sure not perfect but it's workable, certainly has room for improvement so if you notice something you don't like about it please feel free to change it. I think specs Keldeo instead of Greninja would be my main change but Greninja isn't bad at all. Here are some replays for you:

https://replay.pokemonshowdown.com/gen9monotype-2504183226-vu3kl7q66ndsnp2hu5fl0ea9o7amdyrpw
https://replay.pokemonshowdown.com/gen9monotype-2504190719-etoc32dq0aylks5r1k7vsaqaq43rn3xpw
https://replay.pokemonshowdown.com/gen9monotype-2504189601-qqte76mofcaod4mdssm058rfm5qk6nhpw

merry christmas, happy holidays, and happy new year
 
So, Lieutenant Leviathan, Master Mollusk, Officer Octopus, Sergeant Cephalopod, Commander Calamari, Skipper Squid, Everclear , you wanted Dark with Shiny Overqwil with a Choice Scarf, and your wish is my command.
Anyways, I tried. HO Dark with Scarf Overqwil
https://pokepast.es/b4f834c150886484
:overqwil: With the scarf, it's nice and warm for the winter. It can also OHKO Fairies and Grass with a Gunk Shot, 80% of the time, which is actually 40% of the time. It can surprise and kill mons like non-Scarf Iron Valiant, Flutter Mane, Alolan Ninetales, Fire and Waterpons. It has Crunch for the second STAB. For the last 2 moves, I gave it Liquidation and Destiny bond (le funny) as fillers. Intimidate lets it switch into physical moves decently. I played against a surprising amount of Rock teams with Band Arcanine so having a Scarf Liquidation mon that can soak up Toxic Spikes and tank a hit from the dog was genuinely useful.
:meowscarada: As Overqwil has the speed control... I guess... I gave this a Choice Band to hit hard. I hate Triple Axel and Play Rough so much.
:greninja: Specs because Overqwil is the Scarf guy. Fast special attacking guy
:lokix: Can use First Impression to revenge kill and chip/pick off Scarf mons faster than Overqwil. Also a set-up sweeper.
:bisharp: A set-up sweeper that's another Fairy neutrality and priority user. I originally had Sableye here but it was being a bum so I slotted in Bisharp to be more offensive
:ting-lu: Special tank that sets up hazards for the rest of the team to take advantage of.
Here's some replays of the team doing something
https://replay.pokemonshowdown.com/gen9monotype-2504224259 vs Fighting
https://replay.pokemonshowdown.com/gen9monotype-2503700612?p2 vs Normal
https://replay.pokemonshowdown.com/gen9monotype-2503694545 vs Water
https://replay.pokemonshowdown.com/gen9monotype-2504041116-8cuihk1ltv8v8pxei2xhoyec9ca1t1npw vs Rock
https://replay.pokemonshowdown.com/gen9monotype-2503554160-rmvlx7yepxvwyff3kqpsy1evkftvd1apw?p2 vs Fairy. A weird Fairy, but it did something. Why didn't it OHKO Clefable bruh
Merry Christmas
 
Merry Christmas ltranc you wanted HO Fly with :Vivillon:, and here is what I came up with: https://pokepast.es/eb3f8f8827ea3d07 it ended up being more of a bulky offense, with a Vivi + Lando T + Corv pivoting core with Goltres + 2 Choiced mons.

:Vivillon: When I was making the team I decided that, especially with Fly, the best way to make use of Vivillon would actually be as an offensive pivot that uses Sleep, as well as the threat of Sleep, to force switches, bring in your teammates, and if the time calls for it - you attempt to sweep with QD + Hurricane. Originally the plan for this team revolved around Vivillon + Flamigo, as Vivi brings in Ghold for example and from there you can break Steel in with U Turn + Band CC. I decided to go in a different direction, largely because Flamigo just couldn't deliver in most mus and it felt like I was making better use of the mons with dnite as the band.
:Corviknight: Pretty standard, this is the necessary Ice Beam switchin, bulky pivot, and defog. You kinda need Corv for mons like Gren for example.
:Landorus-Therian: I decided to go with an offensive Lando T pivot, originally I was planning this scarfed but you really want to be able to change moves in a number of matchups with Lando, vs. Dragon for example it's nice to have the option, and with intimidate+momentum of the team it's longevity ends up feeling pretty nice even without really investing in bulk. The attack evs are also nice to help ensure offensive pressure, and I've found not being choicelocked + having the attack investment allows you to preserve dnite and help it break teams in a bit.
:Dragonite: Since Vivillon naturally doesn't help with Flying's Fire matchup, which can already be pretty bad, I figured I needed to make a DNite team to offer the useful resistances that come with dragon typing. Originally I planned this to be a DD set when I was originally planning band Flamigo, but opting for a Band here felt like the better option in order to have better speed control with E Speed while also helping to hit mons like Prim with Band Tpunch.
:Moltres-Galar: The primary setup sweeper of the team, this was chosen to help not only with the useful ghost + dark resists it brings, but also to offer a solid threat to bulky builds and many of the types that often overlook goltres in the builder (steel teams that lack hoodra for example).
:Enamorus: Lastly, I needed speed control for threats like Valiant and specs Gren, and Enamorus seemed like a solid pick to help with the Dark/Dragon/Fighting mus while offering Healing Wish if a different wincon is more necessary.

**Bonus**: https://pokepast.es/68a09d9413e875e7 This is the original team I tried making work, idea being U Turn Vivi would allow Flamigo to cook Steel as a bit of a ghold lure, Lando T + Dnite to try and secure the Fire mu, Torn T as a stallbreaker, and Corv to help with fog + as a pivot, and Lando T would be able to consolidate hazards + speed control + checking physical mons with intimidate. It still has some decent mus, but I opted for the changes I made for the final version largely because I thought the Dragon matchup had way too easy a time taking advantage of you being choicelocked, and I kinda realized that flamigo wasn't nearly as effective as you'd want it to be, and as a result you could find yourself struggling to make progress.
 
Merry Christmas venesha you requested specs ival fairy which I honestly don't like but I tried a bunch of things so you are getting 4 teams. All of them are fairly similar but I tried different mons in the last couple slots and I can't say for sure which one was best. They all had strengths and weaknesses.
You can do focus blast or aura sphere instead of cc on the val but even specs focus blast does less to hoodra than 4 atk cc.
https://pokepast.es/062f0cf593826a2a
Mimikyu Azu double physical setup
https://pokepast.es/bec2d8bfc75a3855
Heavily special double water build
https://pokepast.es/6061d3cf3b71a815
Funny grimmsnarl team
Having a ghost resist is actually nice
https://pokepast.es/892def5224c8d77e
Hatt + Azu
Weaker to steel than double water but less vulnerable to hazards.
.
 
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Merry Christmas venesha you requested specs ival fairy which I honestly don't like but I tried a bunch of things so you are getting 4 teams. All of them are fairly similar but I tried different mons in the last couple slots and I can't say for sure which one was best. They all had strengths and weaknesses.
You can do focus blast or aura sphere instead of cc on the val but even specs focus blast does less to hoodra than 4 atk cc.
https://pokepast.es/062f0cf593826a2a
Mimikyu Azu double physical setup
https://pokepast.es/bec2d8bfc75a3855
Heavily special double water build
https://pokepast.es/6061d3cf3b71a815
Funny grimmsnarl team
Having a ghost resist is actually nice
https://pokepast.es/892def5224c8d77e
Hatt + Azu
Weaker to steel than double water but less vulnerable to hazards.
.
I LOVE THEM TYSM!!
 
hihi Wincon! It seems you asked for "Screens Oricorio Ghost" and I am here to deliver! Ta-da!! This is it! Now...I should probably give a big disclaimer beforehand and also apologize for taking so long with this team...

OK so for starters, I am really not a HO player. I can kind of pilot variants of HO that have something like a hazards lead, but unfortunately I am really inexperienced regarding screens HO which made building & playtesting for this really difficult. To be completely honest, I am not super confident that this team is as perfect as it can be, but I can at least say I put in a lot of time to try and make it work! So yeah, I tried optimizing the team as best as I could, including getting help from more experienced players than myself. I'm hoping that's enough to have this team at least feel somewhat usable for ya. With all of that said, I will say the team went through some variations with me switching out mons every now and then, but I will get into how the team evolved after going over the 6 I stuck with!

So here's the 6!!!

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Here's the star of the show! Ok so, I struggled a lot with trying to figure out how to make this little birdie work. I was originally considering turning Oricorio into some kind of pivot with defog and maybe u-turn. I decided to opt against this as this kind of felt out of place on a screens team. I'm not sure how much sense that makes but I ultimately decided that a quiver dance set would work best here. The vibes I were getting from this request were to have an Oricorio that can setup quiver dance behind screens and try to go crazy. I went for kee berry to potentially allow for more turns of setup, combined with roost for more longevity. That being said, I understand if you'd prefer something like boots due to the lack of removal on this team. My thought process was mainly that Oricorio will probably need 2 quiver dances to have a shot at sweeping due to being outsped by a number of scarfers even at +1.


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Next up is Sableye! This is the main screens setter for the team. I was between this guy and Dragapult, but figured that Sableye's dark neutrality might be more useful, on top of having priority on its screens. Knock off is there to remove any items, and then taunt is to somewhat act as a way to prevent hazards going up. No recover could be a bit awkward, but it doesn't seem too necessary on a dedicated screens setter as you don't wanna waste too many turns with this mon out while screens are up anyways. Additionally, I did consider encore over taunt for a while, and I think if you prefer that then that's totally valid. Encore can easily give potentially big setup opportunities for Oricorio or other offensive mons on the team to come in for free.


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As someone who mainly plays National Dex Monotype, seeing this gremlin run around is really wacky for me...Anyways! Flutter Mane! Flutter mane seemed like a great scarfer to have on the team since we weren't really going to have much defensive integrity, and having a scarfer that can outrun other threatening scarfers such as Greninja, Meowscarada, and Roaring Moon seemed useful! During playtesting, I came to really understand that scarf Flutter Mane is quite useful for the dark matchup in general, really. The moves are pretty standard, I think. I usually did not find myself clicking other moves besides the stabs, so if you choose to switch up the other 2 moves to better fit the team then I completely understand.


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Mimikyu! This mon was on the team as a physical setup sweeper that also helped with the dark and dragon mu. Double fairy seemed fine to me on this team as Mimikyu and Flutter Mane filled different roles on the team. Mimikyu is here to click swords dance and miss ALL of its play roughs (I literally missed so many during playtesting it was awful lmaooo). Drain punch felt nice for steels that could prove to be annoying thanks to our double fairy, and drain punch still hit darks and could nail some of the fairy neutral ones like Bisharp. By the way, the 29 HP IVs are purely just to minimize life orb recoil, but I only did that out of habit. You can change that back to 31 if you'd like!


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By this point I was honestly wondering what else I wanted on this team. I kind of wanted a strong breaker that could potentially open up holes for my setup sweepers. This led me to adding Spectrier, with some fancy glasses! Specstrier I mainly used as an early to mid-game breaker who would click shadow ball most of the time. There were some scenarios where I would click wisp on something to potentially make setting up with another teammate easier, though. I won't lie, though, sometimes it felt like Spectrier was hitting like a wet noodle. That mayyy be due to the amount of Hisuian Goodras that soaked up stay shadow balls though...I know this mon is strong and all, but seeing something take like 30% from a specs stab move was rather annoying smh. Anyways, I liked Spectrier for the breaking ability + speed tier + potential to snowball which also helps with breaking and potentially running away with games.


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Last but not least is Ceruledge!! I definitely wanted something that could threaten steel more as having 2 fairies could make breaking steel types rather difficult. I didn't think a sash sd set would be amazing here due to the lack of removal, so I went with an endure weakness policy set! I mainly used Ceruledge as a button clicker to threaten out annoying steels that would bother Oricorio and my fairies. When the time was right, I would then click endure and try to go for the win. The lack of ghost stab can definitely feel awkward at times, but that's another reason why I have spectrier, to at least have a strong hitting boosted ghost type attack on the team. Back on Ceruledge, though, this mon can still abuse screens even with endure! The idea is for endure to be more of an emergency use, but you can really proc weakness policy behind screens without endure if you position correctly.


And thats the team!!
My general gameplan with this team really is to lead with either Spectrier or Sableye. I know Sableye doesn't last too long so there may be times where I want to wait to setup screens since I know it will likely die as soon as it does. Spectrier is meant to do some early game breaking and also potentially be annoying with wisp. If I lead Sableye though, Spectrier can then act as more of a mid-game breaker who can even potentially snowball, but really just opening holes for my setup sweepers is Ideal. With screens up, I would want to try and make some progress with one of the 3 setup sweepers (Oricorio, Mimikyu, and Ceruledge). If things get messy in the late game, then I would use Flutter Mane as a cleaner to try and patch things up. This gameplan isn't perfect, but it definitely felt like most of my games went like this.

As for other mons I considered on this team, I had Dragapult over Ceruledge for a while. Dragapult felt nice with a substitute + dragon dance set, being arguably a better screens abuser + threatening stuff like Fire and Water. I decided against Dragapult and preferred Ceruledge for the Steel matchup, though. I also had Gholdengo over Spectrier for a bit. Gholdengo felt like a solid nasty plot mid game breaker who could also take advantage of passive foes. It can also do some funny things like setup on Alolan Muk. I decided that I preferred Spectrier for the speed tier, but I totally understand if you would want to run something like nasty plot Gholdengo or something. I had Brambleghast on this team for a bit to have removal + hazards. I did not feel great using it, though, so I removed it and just decided that we'll kill everything before hazards kills us (this may not be a great gameplan oops).

Unfortunately, I do not really have replays to share with this team due to changing the team a lot during playtesting and honestly still not being entirely confident with its structure. When laddering on an alt I had a lot of ups and downs but probably peaked around the 1400s or so. That's probably not the highest but I was struggling a LOT to make this team work so I didn't think it would possible to go higher than that lmaooo.


And that's the team! I hope you enjoy it, and if not, feel free to modify it in any way you like! ^^
 
Merry Christmas and Happy New Years, TheShowdownHero!
Just call me Santa because I got a list and checked it twice, and you asked for a fighting team based around Clangorous Soul Kommo-o.

Without further adieu, here's the team- https://pokepast.es/1dae36a53d31fdde

Tusk.png
We're starting off with Tusk- the defensive back of the team. Tusk is great for role compression. Tusk is your hazard setter, as well as your spinner. To round off its moveset, we have eq for stab, and knock to hit air balloon Ghold. We have just enough speed to outspeed max speed modest Raging Bolt.

Kommo.png
Now, we have the star of the show- Clangorous Soul Kommo-o! The idea is pretty straight forward. Eliminate mons that will outspeed it after the boost, and then clean up with Kommo. I opted for a spa set since we're using throat spray for an additional spa boost. If you find that the team has trouble eliminating the faster mons first, you can swap out aura sphere for vacuum wave.

Gallade.png
Next is AV Gallade. If you want bang for your buck, look no further- between its sharpness ability and AV, Gallade makes an incredible addition to most fighting teams. Gallade really helps the team against psychic mons, and provides utility with knock. Additionally, you have shadow sneak on this set to revenge kill when needed. I also love that sacred sword ignores Arch's ability. Unless it's a mirror match, Gallade is a good mon to open with.

Hands.png
Iron Hands is our 4th mon. Personally, I think going double AV on fighting rounds out this teams def/spdef needs. Drain punch for recovery, slam/tpunch for stab, ice punch to catch Lando and Latias/Latios switch ins, heavy slam for fairies.

Iron Val.png
For speed control, we use mixed Iron Val. CC takes out special walls, such as Hoodra, Blissey, and A-Muk. Thunderbolt for those pesky steel type birds and pex. Ice punch can take on Gliscor and Clod.

Urshifu.png
Last but not least is Urshifu. Urshifu shines in the ground and flying matches. We opt for aqua jet over cc in this set to revenge kill mons like Lando. Ice spinner (especially boosted) is also useful against mons with water absorb like Clod and Gastro.

Replays-
https://replay.pokemonshowdown.com/gen9monotype-2504600292
https://replay.pokemonshowdown.com/gen9monotype-2504584509
https://replay.pokemonshowdown.com/gen9monotype-2504518959?p2


Well, there you have it- a Clangorous Sould Kommo-o Fighting team. I hope you like it and I hope you have a good New Years!
 
Hello Dead by Daylight i built your stall normal for you, here you go:

:blissey: :Porygon2: :ditto: :Ursaluna: :braviary: :Chansey:
https://pokepast.es/4baa535c48273951

I wanted to try a double blob stall normal because it fit the stall theme the most while also compressing a ton of utility and the ability to not be overwhelmed by special threats as a bonus. This also utilizes a win condition in rest bulk up Ursaluna, which is in theory devastating for fatter structures not counting water and is able to trade decently vs certain offensive threats.

:blissey: - our set here is based on sv ou sets, manly using calm mind to help matchups like Volcarona, Primarina, gholdengo, etc. mainly just helps vs setup special threats like those. Shadow ball with calm mind is also nice vs shit like Spectrier, sinistcha, flutter mane etc.

:porygon2: - pory2 is extremely important because it helps a ton vs water, dragon, and flying, top types in the metagame. It also helps check a majority of non-fighting physical threats with foul play and makes shit like the ogerpon formes and Ceruledge not impossible to sequence around. Download is chosen to force progress easier vs flying and water balance structures. Trace can be used to help vs band dnite but in testing I favored download for those reasons, and just accepted Dnite was going to be something that the team naturally would struggle with because the team (and most normals with this kind of structure) would lose long term anyway.

:ditto: - the classic anti-bs choice for stall. It mainly helps outplay certain offensive threats stall struggles with like Ogerpons, band dnite, etc easier. Being able to copy stuff from dragon / ghost and turn those offensive structures on its head is also fun.

:Ursaluna: - here is an interesting Luna set that uses bulk up with icequake coverage to act as a longterm win condition with rest. Rest mainly helps it stay around long term which is interesting with heal bell chansey as well. Bulletproof is used to trade vs lando-I and allows Ursa to stay in against flying / ground structures it’s supposed to do decent against but guts is obviously a viable option.

:braviary: - our resident fighting type switch in and defogger, cc has the potential to smack stuff like bisharp on dark (and I think hsam too?). It also helps sustain the defensive core by not putting too much pressure on p2 to check physical threats as much.

:chansey: - double blob is pretty unviable I think but I wanted to use rest Ursaluna with the stall idea and wanted a heal bell user because stall usually appreciates those, so chansey was a natural choice to me. Also couldn’t fit all of heal bell and rocks on blissey and wanted some form of consistent status for offense matchups. It’s higher bulk than blissey also makes it easier for it to twave certain physical stuff in a pinch as well so that’s nice.

Is this team dogshit? It probably is, but I hope you entertain my attempt regardless.
 
Hey Leafeonlol, I see you asked for HO Para Spam Psychic for choice-locked :hoopa-unbound:, let's see what we have here.

:hoopa-unbound: - The star of our show, we gave it it's generic set to keep things simple, but replacing trick with knock off.

:hatterene: - So begins our para spam. With the moves I've given her, she's going to be extremely annoying. She can either be used to get a nuzzle off, can cripple a physical attacker, do a good amount of damage with psy noise, or even healing wish.

:deoxys: - It isn't a psychic team without it. For the dark matchup, instead of psy boost, it has focus blast to cover. Since most matchups won't be nice for psychic, we'll need screens, and thats where it comes in. I also gave it thunder wave for even more paralysis.

:jirachi: - We thought paralysis was bad, how about that but some flinching alongside it. It has wish U-turn to keep the momentum gong, with iron head to stun, and encore because forcing someone to keep setting up is fun.

:iron-boulder: - Our first alternative win-con if things doesn't go well. Also our physical wall, the boulder can get rolling with 1 use of agility. It is a more bulky build because without it, some mons could probably 1v6 the team.

:latias: - Our second win-con. Carrying a T-Wave of it's own, it also has calm mind to setup sweep. With leftovers for when paralysis hits, and STAB of psyshock and DPulse, latias can either setup early or finish late-game.

This team is horrible. Please don't use it. Or do. I would love for it to work.

https://pokepast.es/f51f13a49856cc59
 
Hey Leafeonlol, I see you asked for HO Para Spam Psychic for choice-locked :hoopa-unbound:, let's see what we have here.

:hoopa-unbound: - The star of our show, we gave it it's generic set to keep things simple, but replacing trick with knock off.

:hatterene: - So begins our para spam. With the moves I've given her, she's going to be extremely annoying. She can either be used to get a nuzzle off, can cripple a physical attacker, do a good amount of damage with psy noise, or even healing wish.

:deoxys: - It isn't a psychic team without it. For the dark matchup, instead of psy boost, it has focus blast to cover. Since most matchups won't be nice for psychic, we'll need screens, and thats where it comes in. I also gave it thunder wave for even more paralysis.

:jirachi: - We thought paralysis was bad, how about that but some flinching alongside it. It has wish U-turn to keep the momentum gong, with iron head to stun, and encore because forcing someone to keep setting up is fun.

:iron-boulder: - Our first alternative win-con if things doesn't go well. Also our physical wall, the boulder can get rolling with 1 use of agility. It is a more bulky build because without it, some mons could probably 1v6 the team.

:latias: - Our second win-con. Carrying a T-Wave of it's own, it also has calm mind to setup sweep. With leftovers for when paralysis hits, and STAB of psyshock and DPulse, latias can either setup early or finish late-game.

This team is horrible. Please don't use it. Or do. I would love for it to work.

https://pokepast.es/f51f13a49856cc59
Still great improvement from what we’ve been practicing - manipulating wp for gholdengo / knock off choke pts is nice !! Merry Christmas champ :fire:
 
Merry Christmas and happy meow year, TheWyvernKing !

You requested for stall fly that cannot have Corviknight or Defog. Now...well. Aside from I'm bad at stall, I also kinda think Corv would be a great glue in Stall teams eitherway as its your best response to Fairy and Dragon moves and can act as a wincon with its Bulk Up set. So...well I did a few teams and got one off some guy running stall fly on ladder. However, before meow gives the teams meow would like to touch a bit on the defensive cores flying does have:

:tornadus-therian: Based on testing, this mon is mandatory on Stall Fly because all the calcs points to Iron Valiant and Oger-H being unwallable in general. Its also your main switchin to Flutter Mane due to no Corv, fortunately the types Fairy and Ghost dont usually run SR so AV Torn is chilling.

:Gliscor: :articuno: :skarmory: Are obvious choices due to their immunities/neutralities and usually are used in balance fly regardless. Gliscor can run a variety of sets (in fact, the three teams all used different scor sets!). More importantly though, it has Toxic to shut down opposing setup threats even at the cost of sacking Gliscor. Articuno shuts down most non-Ghost and not-Volcarona special sweepers, and Substitute is more important because Nuzzle Hatterene can start to be a menace in case you got paralyzed. Skarmory is the remaining steel bird thats according to what you want, and has Spikes which can be broken. Spikes is better than SR due to no removal in the team, and racking damage over time is more important imo.

With those 4 mons, you're left with 2 mons that have to somehow be wincons, water resist, ghost resist, steelkiller, and/or speed control. Thats honestly too much and unfortunately no two mons can do all of these. Here's what I did find though:

:mandibuzz: + :moltres: Provides a ghost resist, steelkiller. Mandi also has Toxic to control setup threats like Spectrier, Ghost resist so you dont get overpowered by Specstrier, and Foul Play for Azumarill, Ceruledge (out of Sun), Ogerpon-W (no Play Rough) and Garchomp which are threats. Moltres plays Steelbreaker with its substitute set and PP stalls Volcarona in worst case scenarios. Vulnerable to Water threats like Urshifu-R, Rain teams, and Raging Bolt.

:moltres-galar: +:dragonite: Dragonite provides Paralysis spreading and phazing to deal with Ceruledge and Urshifu-R, is a water resist to bully Water teams, and its typing lets it sit around to toy with Volcarona and Ogerpon-W for instance. Galarian Moltres is an okish wincon that can plausibly beat Steel, Ghost, Dragon matchups by sheer willpower, and its a ghost resist. Vulnerable to Fairies, like Flutter Mane and Iron Valiant, and Play Rough Ogerpon-H.

:dragonite: +:landorus: Scarf Landorus provides speed control, allowing us to not think too much of what to do vs Volcarona, Raiging Bolt and Ceruledge. This frees up Gliscor to not run Toxic. Dragonite does the same things as before. Vulnerable to Steel, SD Gliscor doesnt feel like a great wincon as Galarian Moltres in certain matchups, and lacks a ghost resist.

:landorus-therian:+ :gyarados:This core is admittedly less good, and I think the core is flawed due to not having enough tickmarks on the considerations I said earlier. But BU Lando is a decent wincon to bully matchups like Flying and Steel and can also deal with Raging Bolt, double intim in theory can keep phys attackers in check. Gyarados is a water resist that can paralyze Urshifu-R.

With these in mind, here are the teams. I'm sorry I couldnt get enough games or anything like that, and I dont really think these are the peak stall flyings (except from the one filched from the ladder, I guess)

:gliscor: :skarmory: :tornadus-therian: :articuno: :moltres: :mandibuzz: - Mandibuzz prevents Specstrier from sweeping in the worst case scenario of Draining Kiss -> Shadow Ball Sp.Def drop + Shadow Ball. Moltres survives +2 Ceruledge Poltergeist. Sd Gliscor acts as wincon. Replay 1, Replay 2

:gliscor: :skarmory: :tornadus-therian: :articuno: :dragonite: :landorus: Thunderbolt is chosen on Dragonite for Urshifu-R. This isnt really the stall fly ran in ladder since IDK the EVs exactly but its almost this. Replay 1, though you could run into this guy in very high ladder its not me.

:gliscor: :skarmory: :tornadus-therian: :articuno: :moltres-galar: :dragonite: Galarian Moltres + Paralyze can be a fomidable wincon and SubTox Gliscor bullies what Glisc cant.

I'll try to fill in with replays if I still have time. S/o to Penga, Amphi, Arken, and others for the help. Hopefully this satisfies your request and have a nice new year meow.
 
londi g Here is Your Fairy With Calm Mind Clefable Sorry for the wait went through a lot of testing and different variations before having good results with this one https://pokepast.es/4537fa216b4a43a8

::Clefable:: Specially Bulky CM setup sweeper good against Stall and choiced mons

::Tinkaton:: Will lead most games to get T wave and Hazards up and use encore

::Hatterene:: Magic bounce hazard prevention great swap for any leads that tink does not match well into. With no rapid spin fairy mons and only one defog mon (which this team does not use) Hatterene is our only method of hazard prevention.

::Azumarill:: Huge Power Belly drum sweeper being able to deal with fast frail sweepers and special walls with huge power boosted aqua jets and liquidations. Good swap after a tink encore into a non damaging move allowing to set up and sweep.

::Enamorus:: Choice Scarf Revenge Killer: Enamourus is able to outspeed and oh ko key poison threats like Choice Specs Iron moth with an earth power.
::Flutter Mane:: Choice Specs Sweeper With Flutters absurd 135 base SPA it is able to fire off highpower moonblasts and shadowballs for stab aswell as use thunderbolt and energy ball for great coverage
Replays and final Remarks here the team got to 1500 by some method
(Even if you dont watch the replays I have some final things to say)
https://docs.google.com/document/d/...Jti_fDl6pLTwdfl6mzpeB_EJEtRlkN1kxPyJlHrYJ/pub

Enjoy the team terribly sorry for the wait
 
londi g Here is Your Fairy With Calm Mind Clefable Sorry for the wait went through a lot of testing and different variations before having good results with this one https://pokepast.es/4537fa216b4a43a8

::Clefable:: Specially Bulky CM setup sweeper good against Stall and choiced mons

::Tinkaton:: Will lead most games to get T wave and Hazards up and use encore

::Hatterene:: Magic bounce hazard prevention great swap for any leads that tink does not match well into. With no rapid spin fairy mons and only one defog mon (which this team does not use) Hatterene is our only method of hazard prevention.

::Azumarill:: Huge Power Belly drum sweeper being able to deal with fast frail sweepers and special walls with huge power boosted aqua jets and liquidations. Good swap after a tink encore into a non damaging move allowing to set up and sweep.

::Enamorus:: Choice Scarf Revenge Killer: Enamourus is able to outspeed and oh ko key poison threats like Choice Specs Iron moth with an earth power.
::Flutter Mane:: Choice Specs Sweeper With Flutters absurd 135 base SPA it is able to fire off highpower moonblasts and shadowballs for stab aswell as use thunderbolt and energy ball for great coverage
Replays and final Remarks here the team got to 1500 by some method
(Even if you dont watch the replays I have some final things to say)
https://docs.google.com/document/d/...Jti_fDl6pLTwdfl6mzpeB_EJEtRlkN1kxPyJlHrYJ/pub

Enjoy the team terribly sorry for the wait
That's a cool team, thank you so much
 
Hey imalooze ), hope you're having a great Christmas season!
Here is yur sun Bug -> https://pokepast.es/7327007d61134594

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Klevor is the team's main revenge killer, but thanks to his incredible movement pool he is also capable of serving as a hazard setter (Stone Axe) and pivot (U-turn). In a more specific context for this team, with Stone Axe and Night Slash Klevor helps to take down threats like Specs Fluter main and Band Dragapult, since these can jeopardize the future sweep of our sun abusers, with U-turn he creates momentum to safely bring our wall breakers into play, giving them opportunities to set up.


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Silther Wing is one of the team's sun abusers, since thanks to its Protosynthesis ability it gains an automatic boost to its attack when the sun is active, easily making it an excellent wallbreaker. Thanks to its versatile movepool, Silther Wing has priority access with First Impression, which, along with Close Combat and all the boosts it has access to (Life Orb + Protosynthesis + STAB), is capable of easily wiping out any Pokémon that doesn't resist Bug and Fighting simultaneously. Flame Charge increases its speed, making a sweep possible, and Wild Charge covers Flying and Water types that resist its normal STAB moves.

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Volcarona is the team's other sun abuser and main cleaner. Thanks to its access to Quiver Dance, it receives cumulative boosts to Special Attack, Special Defense, and Speed, which, along with Morning Sun, make it practically immortal under the right conditions. With the sun active, Morning Sun recovers 3/4 of its health when used, making Volcarona quite resilient during setup, allowing it to win even against strong Water Special attackers like Specs Greninja.

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Thanks to its incredible movepool, Scizor can become an efficient cleaner (with the help of Technician, Metal Coat, and priority Bullet Punch), or a convenient wallbreaker (with the help of Swords Dance, its Steel typing, and Knock Off). Trailblaze aims to deal with Pokémon like Gastrodon and Swampert, which can otherwise be problematic for our Sun Abusers and the team in general.

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Araquanid is our special wall and our most viable and consistent answer to potential fire-type attacks thanks to its Water Bubble ability, and special attacks in general since it has an incredible 399 gross special defense. Access to Sticky Web helps our slower wall breakers "gain" speed, Mirror Coat helps deal with special wall breakers that resist its STAB, and (Infestation + Liquidation) makes it possible to quickly take down tanks like Ting Lu that could become a problem throughout the battle thanks to their access to rocks, bulk, and passive HP recovery.


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Last but not least, Forretress is our quirky physical wall. Forretress serves the dual purpose of defensive support and hazard control. Rapid Spin and Volt Switch allow it to remove or avoid entry hazards while safely bringing allies onto the field, respectively. Spikes help apply residual pressure to opponents, wearing them down over the course of the game and making it easier for our sweepers to KO them. Forretress's enormous physical bulk means it can absorb hits and withstand prolonged switches. Combined with Sunny Day and Heat Rock, Forretress is our consistent, weather setter, increasing the effectiveness of our sweepers.

Some nice replays:
(Water) --> https://replay.pokemonshowdown.com/gen9monotype-2507453975
(Bug) --> https://replay.pokemonshowdown.com/gen9monotype-2507456997
(Ghost) --> https://replay.pokemonshowdown.com/gen9monotype-2507460385
(Dark, surprising I know) --> https://replay.pokemonshowdown.com/gen9monotype-2507466460?p2

Some other possible stuff:
Yu can try to change Forretress set to a custap explosion one, changing volt and heat rock.
Yu can also try to use leech life on Silther Wing, for first impression. Yu can also try a bulk up set too, changing Wild Charge.

Hope yu like it!! Have Fun
 

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Ethereal Sword Hi, I'm your Secret Santa for this year (as you're already aware), and this is my attempt at a DragMag Steel in SV Monotype.

The request:​
"DragMag" is an offensive archetype used in Gen 5 OU consisting of spamming powerful Dragon-type moves combined with Magnezone to trap and remove the Steel types that resist those moves. This archetype has fallen out of fashion with the introduction of Fairy types, but the current Monotype meta may be surprisingly conducive for DragMag to resurface on a Steel team: in Gen 9, two new Dragon types were added to the Steel roster, while Fairy mons on other types are relatively rare and Steel has a natural advantage against them anyway.

My request is a DragMag-based Steel team. The team should include a trapper (likely Magnezone but its pre-evos work too) and at least two Dragon types with a focus on spamming Dragon moves. They should not be running their standard defensive sets.

Background:
Considering DragMag was a hyper-offense archetype back in BW where Fairy was non-existent and the mons used to trap using Magnet Pull (like Skarmory) didn't learn Body Press, it was highly viable back then, especially since in OU, one was allowed to abuse a variety of types in a team of six. However, current gen limits the viability of the ancient archetype by a lot, due to reasons like powercreep (Flutter Mane is a menace), Fairy-types (its a Steel team but Archaludon and Hisuian Goodra don't singehandedly beat Flutter Mane and Iron Valiant, aside from Steel's horrible Speed tiers), the fact that I am using a single type of course (one hand tied behind my back taking away creativity points for viability), and access of opposing Steel-types to Body Press (preventing Magnezone from comfortably checking Skarmory, Corviknight, and the like). Nevertheless, the request was interesting and I tried my best to create something viable with it.

The Mandatories:
For the team to be viable, the team required the following tools:
- Gholdengo: prevents the barrage of faster Fighting-types simply punching holes with no comebacks.
- Skarmory/Corviknight: prevents the barrage of faster Ground-types simply shattering the earth beneath our metallic monsters.
- Heatran/Empoleon: prevents the barrage of faster Fire-types simply melting our walls.

This is naturally due to Steel's extremely poor Speed tiers in a format where a large proportion of viable Pokemon lie above 110 base Speed.
Considering the request specifically asked for the two Dragons (Archaludon, Hisuian Goodra) as well as a Steel trapper (Magnezone, I tried Magneton but it was very unviable), the team's six were predetermined to a certain extent, with debates between the bird and the Fire resist. To make this post more alluring for myself, I am going to use volleyball position analogies to describe each Pokemon's role on the team. Quick disclaimer: While I believe that the current EVs are more than enough for the team to function as intended, you're free to tweak the EVs to your liking to optimize the team further, and I'd love to hear about it as well!

The Team:
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#1 Captain - Outside Hitter (Left) - Archaludon

Archaludon
is many things in the current SV Monotype metagame, ranging from a rocks setter, to an immovable wall thanks to its abilities in Stamina. However, the requester asked me to deviate from their standard defensive sets, so I used a less common but an equally notorious set: its Scarf set!

Archaludon @ Choice Scarf
Ability: Sturdy
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dragon Pulse
- Flash Cannon
- Thunderbolt

Choice Scarf addresses Steel's issue with Speed tiers, whilst focusing on what the requester wanted it to do, spam Dragon attacks! An extremely dangerous late-game cleaner, Archaludon leverages Sturdy to prevent being revenge killed and in turn last longer on the battle field. The other moves are best fillers for it, considering the nature of the metagame, with Flying and Water types dominating matchups with Steel. Like an Outside Hitter, which is one of the most reliable offenses in volleyball, Archaludon serves as an extremely reliable and powerful cleaner with STAB Draco Meteor being the main button to click, and a respectable Defense stat, which allows it to take 2-3 hits from physically attacking Pokemon in the endgame. Sturdy prevents it from being OHKOed by Pokemon that would otherwise outspeed and/or revenge-kill it easily with their special attacks, also taking opponents by surprise. Archaludon is also the captain of this team because of its overwhelming presence in the metagame, and the slight surprise factor that comes with this set.

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#2 Opposite Hitter (Right) - Hisuian Goodra


The second compulsory Pokemon per the user's request was Hisuian Goodra, a Pokemon that stands at the pinnacle of special defense in the current metagame. Paired with Archaludon, a pioneer of physical defense, Hoodra forms great defensive synergy on both Dragon and Steel teams. However, I EV'd this particular Hoodra slightly differently.

Goodra-Hisui @ Assault Vest
Ability: Shell Armor
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dragon Claw
- Dragon Tail
- Heavy Slam
- Earthquake

Hisuian Goodra might be a defensive specialist usually, but I made it a bulky physical attacker on this team. Mostly because investing in any amount of speed is a waste of time, and not using its high Special Defense stat properly is a huge waste of its potential, hence the Assault Vest! Opposite Hitters on volleyball are also offensive positions, however less commonly used compared to Outside Hitters due to the position of the Setter, similarly, while the main Dragon-move spamming and offense deeds are performed by Archaludon, Hoodra is a fat attacker, which can spam Dragon Claw and Heavy Slam against foes while lasting for a long time on the field and soaking up special attacks, something Archaludon is significantly weak against. Thus, these two Dragon/Steel brothers continue to maintain their offensive and defensive synergy simultaneously. I went with Shell Armor over Gooey because being a bulky attacker, being critted can turn the tides unexpectedly, and due to a game that I was winning while testing but Gooey triggered my opponent's late-game cleaner's Defiant, allowing him to win the game instead. Never am I repeating the mistake of running Gooey again, when beautiful and reliable Shell Armor is right there. Dragon Tail is also a spammable move, allowing Hoodra to take advantage of rocks set by Heatran (coming soon) and hazing foes that can easily set up on it. EQ is the best filler move for opposing Steel and Fire types.

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#3 Middle Blocker - Gholdengo


Gholdengo is by default a neccessity on this team due to the incessant amount of Fighting-types and Fighting coverage running around in the metagame. Gholdengo comes with a lot of benefits, alongside its broken typing and ability, which is its variable movepool, which makes guessing its role quite the task.

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Trick
- Focus Blast

Choice Scarf once again helps outspeed would-be checks to Gholdengo, while taking opponents by surprise once Scarf Archaludon is revealed. Gholdengo also has the ability to handicap walls and setup sweepers with Trick, allowing it to engage in a dual role as both a late-game sweeper and a momentum killer. Its special typing prevents Fighting sweeps, and Focus Blast helps kill annoying Normal and Steel types. Gholdengo is also the perfect Pokemon to place in front of a variety of Fairy types, and is a great status absorber and Defog blocker. A must-have on Steel teams, Middle Blockers in volleyball are known for blocking opposing attackers on the frontline while also engaging in quick attacks down the center, which is exactly what Gholdengo does on this team as explained above!

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#4 Defensive Specialist - Heatran


The debate between Empoleon and Heatran can be an interesting one, when the former helps significantly in the Water matchup, and thus I had put in Empoleon first. However, after much trial and error, I settled on the fact that having a straight-up Fire immunity is much better for this team because nobody can blindly set up and click a Fire-move without thinking twice.

Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Power Gem

Air Balloon helps leverage a temporary Ground type immunity while Heatran sets up rocks against would-be checks. Furthermore, Lava Plume allows it to spread burns which helps our offensive unit last longer. In volleyball, defensive specialists are in charge of receiving serves reliably and aiding the libero in the back, and thus with the help of Stealth Rock and Lava Plume, Heatran sets the stage for our wing spikers and middle blockers to attack peacefully. Earth Power is perfect coverage, most common, and Power Gem helps with Ogerpon-H and Flying types. Heatran's Fire-immunity is a godsend for Steel teams, especially this one, and for me bears more weightage than Water resistance due to the simple fact that Empoleon can be gradually worn down with Fire attacks and isn't a reliable long-term switch-in whereas Heatran forces opponents between a 50/50 on whether to click the supereffective Fire move or not, making it an indispensible defensive specialist. However, maximum SpA and Spe are invested to maximize its offensive utility and preventing it from becoming setup fodder. The current metagame is too powercrept to reliably invest in SpD and not end up becoming a momentum drainer instead. Its natural SpD is enough for it to withstand several attacks. However, I wouldn't be against making its EVs more defensive, dealer's choice!

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#5 Libero - Corviknight


Between Corviknight and Skarmory, I believe Corviknight offered a bigger defensive advantage due to Pressure and U-turn. While Skarmory has the oppressive hazard-stacking+Body Press advantage, we already have a Body Presser in Magnezone (coming soon), while a pivot on this team is indispensible so that it can bring in cleaners like Archaludon and Gholdengo, and absorb physical attacks and do meaningful chip damage with Rockly Helmet.

Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn

Rocky Helmet and U-turn are the main ways Corviknight the Libero does any damage to the opposing team because in volleyball, liberos are purely meant for defense and cannot attack under any circumstance. They can however set the ball without crossing the front line, so they can participate in attacks but cannot spike the ball. Furthermore, liberos pivot in and out of the court by exchanging with Middle Blockers, and that's exactly the kind of advantage that U-turn gives us by bringing in our premier Middle Blocker Gholdengo and either forcing Trick on a pesky Toxapex or an annoying Dragonite, or putting pressure using Make it Rain or Shadow Ball. Defog removes Spikes, another thing that Skarmory cannot do, and I went with Brave Bird over anything else because its a fantastic Flying STAB that can occassionally help kill Fighting types or do massive chip to mons like Great Tusk, thus participating in offense ever-so-slightly. Pressure + Roost is also extremely pivotal in endgames, making Corviknight the much needed guardian of this Steel-team with its natural immunity to the plethora of Ground coverage in the current generation.

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#6 Setter - Magnezone


A trapper was needed and a trapper is here, and anyone else in its evolution line cannot do the job as well as it can. Magnezone is the final piece of the puzzle in this unconventional team and here is the set I have proposed.

Magnezone @ Air Balloon
Ability: Magnet Pull
Tera Type: Electric
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Thunderbolt
- Magnet Rise

A set inspired from good old SS Monotype where Trapper Magnezone was predominantly used in Electric teams, this set leverages Air Balloon and IDBP to beat the likes of Choiced Excadrill and Hisuian Goodra. Magnet Rise gives it the immunity needed once un-choiced foes go through the effort of popping the balloon, and setting up ID and BPing on opposing Steel-types is the modern SV way of trapping and killing Steel types, unlike back in BW wherein a strong Thunderbolt would suffice. Regardless, Thunderbolt is on this set to abuse strong STAB and killing promiment Flying and Water types in the metagame. EVs in SpD allow it to have some longevity against worn down Special Attackers, not merely ending up as fodder for them. There is no special meaning behind the specific EVs, it was done on whimsy because I wanted it to have exact 300 SpD (haha). Its great against unboosted Skarmory as well thanks to Thunderbolt, and against Iron Head Corviknights. It can usually do its job and more thanks to Thunderbolt. Its more meaningful to have an Electric immunity altogether to prevent Volt Switch spam, but having an Electric resist like this can also be okay. In volleyball, a setter is the brain behind the game and sets the ball for all kinds of offense, similarly Magnezone sets the ball for our spikers Hoodra and Archaludon and even our center Gholdengo by killing opposing Steel types, exactly the way the requester intended.

Replays:
Here are some low ladder replays to showcase usage of the team. The other replays I have are older iterations of the team that used different sets and items.
vs Poison
vs Normal

Pokepaste:
Lastly, the part everyone has been waiting for: the copy-pasteable Pokepaste link.
:archaludon: :goodra-hisui: :gholdengo: :heatran: :corviknight: :magnezone:

Hope you enjoy the team! Merry Christmas, and a happy new year :)​
 
Merry Christmas and Happy New Year, hammy3581

You asked for a Offense / Hyper Offense steel, ft. trapper Magnezone.

With targets such as Goodra and Skarm being quite juicy, while Arch and Corv being a little more challenging, I hope I came up with something Magnezone can capitalize on. Here's the team- https://pokepast.es/5005cc090efe3b91

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The reason for this team, I suppose though we can cover some of it's issues first to better help understand how to use Magnezone. It's stats are lacking, needing 252 speed to outspeed some variants of Arch. It's move pool is lacking, making TB, ID/DP mandatory. It can't survive a lot of hits, meaning bringing it on Arch attacking can't happen or letting Arch+1 BP it. However, this unique Pokémon can change up the meta on this fun team. The EVs are to outspeed Skarm, while giving it as much bulk as possible. Since most Archs had more speed, I decide to put TWave instead of Sub, and lower the speed EVs, but that can be used if you'd like to setup on Goodra/the Keys. A TWave on Arch allows for some ID buffs to take down of the menace. The targets might have been more plentiful in other Gens, but trapping can change the game vs Dragon and Flying. Find an oppertune time to bring in Magnezone, and watch your opponent be so frustrated they can't switch due to Magnet Pull. Now let's see go through the rest of the team to make it all happen!

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Standard Skarm set, helmet, standard EVs. I like it's fit on the team for defensive support, those spikes really add up to give our attackers opportunity to sweep. Often can be a lead to get those spikes up ASAP.

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Scizor is the first attacker on the team, abusing its signature punch that just wins against 3 types. I prefer Wingbeat but the other moves can be changed for knock off etc. Additionally can change the Band to a bulkier SD, but both sets are excellent for this beastly bug.

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Excadrill is our 4th mon. Adamant is used for the extra power , and with the Scarf, the only non Scarf relevant that outspeeds it is Pult. Mold Breaker is insanely powerful and a huge reason this team works. Eq/Iron head are mandatory and Chop/Slide round it but can be switched with other moves.

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For The necessary Fire immunity on this team, and every Steel team. The moves are standard and EVs can be changed drastically as I'm not as confident with them. Could even try a scarf if you want rocks on Skarm. If Magma Storm is too frustrating, Flamethrower/Plume are acceptable.

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Whats a little extra cheese with this team. Just felt as if another ground immunity was needed, and this has the ability to boost and sweep teams. Standard EVs, can switch this spot with another boosted attacker.


No replays for this post, and it looks like you weren't the only one who wanted a trap team. The above post focused more on SpA which I did experiment with, just wasn't as successful. With trapping Goodra though, it seems to be a powerful avenue for Magnezone Steel. I can assist with SpA builds if you want in the future.


Well, there you have it- a Magnezone led team that allows hyper offense. I hope you like it and I hope you have a great New Years!1000015546.png1000015547.png1000015548.png1000015549.png1000015550.png1000015551.png
 

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Merry Christmas and Happy New Years Vlarcheops !!!
Your wish was Bulky Offense Poison and as is my command i present you:
https://pokepast.es/0267cd5644e9c105

Now truthfully i struggled a-lot with making this team, having trouble deciding what exact core i would like to make this team have its own identity. I ended up with this dual setup dual hazards clod team that i found work in various matchups.

I apologize for the long wait a lot of things have been going on for me family wise. I havent been able to put many of my time into this site and teambuilding. Hope everythings been treating you well!! Have fun using this one i definitely did
 
Hii sappheiros, you requested Normal Stall.

:blissey::terapagos::porygon2::braviary::ursaluna::zoroark-hisui:
https://pokepast.es/bcc77a00457d7c7d

To be honest, I wasn't sure how to approach this at first since the standard normal build is pretty bulky and about as good as you can achieve with normal. Amusingly, this does end up just being a pretty standard 6 with suboptimal sets. Normal lacks a lot of tools that stall typically relies on (unaware, good phazing, idpress, spikes) so the stalliest viable normal just ends up marginally more passive/fat.

CM blissey can sit on a lot more threats than the standard set and also theoretically breaks steel. The luna set here is actually kinda heat since it sits on Gliscor forever and some types like flying and ground are really just not equipped for luna to heal to full. I think it could probably do some decent work on a more serious team. I didn't want to include a specs Zoroark-hisui but it ends up being a very necessary concession to not just let something like idpress skarm bulldoze through the entire team.

Besides that I just gave terap and brav phazing and thats the most I think can be done to make a normal stall that can conceivably win games.

Happy holidays and hope you like the team x.x
 
Hello Seo., you asked for a scovillain fire, and I wish I could've done something a bit more inventive for you but here is something and something funnier but worse:
:Ogerpon-hearthflame: :ninetales: :volcarona: :cinderace: :ceruledge: :scovillain:
the same team with a more fun set
do not use I dropped volcarona
Naturally I went straight to specs and chlorophyll because thats all that this disappointment of a pokemon can do. At this stage we had a sun setter and abuser.. volcarona and ogerpon-h are broken and necessary, and cinderace + ceruledge rounds out most fire teams including these.

Sorry that this is late, hope you still had happy holidays even without your scovillain team!
 
Hello LogIce. Sorry for being this late, I didn't get a lot of time to test the team but in my limited testing it worked on ladder.

When you asked for "Psychic with :Meloetta:", my eyes sparkled since I'm probably the only psychic believer in Gen 9 (now, probably you're as well).

So with this team, let psychic show the world it can still be the feared matchup it was a few gens back.

Now the actual team

https://pokepast.es/2c354c3f78d45d7b

:Meloetta: :Iron Boulder: :hatterene: :Hoopa-Unbound: :Deoxys-Speed: :metagross:

Let's start with :Meloetta: itself. Using a straight scarf set, admittedly this is not the best set for :Meloetta: but I didn't think a calm mind sub would fit the other members of the team. In general, I realise the main appeal of :Meloetta: is "being ghost immune", so here's a replay of :Meloetta: picking up 4 kills vs ghost

https://replay.pokemonshowdown.com/gen9monotype-2503042379-5swm2cnydhkhikra3w6enjn5lq22jx3pw?p2

That said, ghost is not a hard matchup for Psychic since ghost doesn't resist your Psychic attacks, so :Meloetta: isn't the most viable mon but it's what it is.

Let's move on :Deoxys-Speed: next, the "Shoyo Hinata" of the team (and not just because he's orange) ... Because it's the greatest decoy. All the people expecting a sash hazard stack lead get nuked with a specs max SpA Psycho Boost. Half the metagame gets OHKO'ed with this alone, but it also packs boltbeam coverage and Psychic for those matchups where you don't want to drop your special attack.

Here's :deoxys-speed: forcing a rage quit (seriously, this happens every third or fourth game... But didn't get to test a lot soo)
https://replay.pokemonshowdown.com/gen9monotype-2503041735-nexhd2qoy1nq1x8avkjfgj5x25oji1tpw

:Hoopa-Unbound: is running an AV set. This another one of those mons that keeps the opponent guessing, this is a must for ghost and other high special matchups. From the earlier replay vs ghost you can see its utility but on average you can send it out vs any special attacker and expect it to win the 1v1. Be careful of U-turn though.

:Hatterene: imo is just compulsory for Mono psychic. There's no hazard removal so magic bounce is great and once you kill goodra hatterene can make the dragon matchup laughable. It has recovery, calm mind and overall just a good mon, nothing much to say.

:Metagross:is honestly a weird mon, it shouldn't be viable in SV but it works in this specific team. It's here to take care of those small corners. Opponent set up screens? Here's psychic fang. :Flutter mane: lived on 1? Here's bullet punch. Scarf :meowscarada: invalidates your entire team? Here's body press. Need some chup damage to KO mons, here's a rocky rocky helmet. Need a sack? Here's :metagross: (sorry). It just fills a lot of holes that were there in this team.

(Sorry couldn't get a specific replay for metagross hatterene or hoopa, couldn't test a lot)

Lastly, here's :Iron Boulder: with a set, I'm incredibly proud of and hope it catches on. Almost every iron boulder ever decided to run scarf, however, even though it has speed it doesn't hit hard enough, band almost works but there's scarf :meowscarada: and :greninja: to threaten your entire team. So when I learned this mon got SD, i just wanted to make work. Here's how we play iron boulder.

Switch in to a mon that's weak to EQ or mighty cleave. Opponent thinks scarf, switches out... We go for SD meanwhile. Opponent realises you're not scarf sacks one mon, brings in their faster mon. Then we go for endure next turn to proc salac berry and now you are faster than everything with a +2 along with a 1 or 2 mon lead.

Usually, we don't lead with boulder so when this happens in mid or late game, its usually gg. Enjoy the demise of your opponent's team. (I admit though, this is very situational and doesn't work vs priority mons)

Here's, boulder doing exactly that vs flying
https://replay.pokemonshowdown.com/gen9monotype-2503036697-yyq79jqs5vccs5rqqeboryc52b31aufpw?p2

Once again, sorry for being late and having only 3 replays, but IRL can get a bit hectic sometimes.

I really like psychic and would keep building so if you like it as well, we can connect.

P.S. - I also have a mono psychic that I took to 1600 on ladder and won a couple tour games with. So if you want that team as well you can DM me. (It doesn't have Meloetta though)
 
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hello, if you're seeing this tag it means you haven't posted your request: Dead by Daylight Wincon Vapour Manan999 - please try to have them posted as soon as you can! If your request isn't posted by the end of this sunday, I'll do it myself, but you may be prohibited from joining next year. I hope everyone had a wonderful holiday season, happy new year, and is enjoying their teams. Thanks!
Oh hello, sorry I already dmed irys her team on discord a few days ago I’ll post it when I get off of work/my lunch break today
 
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