Monotype Business As Usual - Balanced Flying [Peaked #1]

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Yoo, I'm Jo' Z and I've built a team based around Mega Aerodactyl. It's a bit early to have an RMT for Monotype as the meta hasn't really evolved yet but there has to be a first, right? With the current prominence of Steel, Electric and Psychic, I saw a slight drop in Flying usage so, I thought I'd build a Flying Mono but with a little zest to it.
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For obvious reason, I started with Mega Aerodactyl as it's the spearhead of the team. I was set on using the regular OU set which I think is most optimal.
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Although Mega Aero's coverage is pretty impressive, it would need a defensive back bone to support it when the time comes. Therefore, I added the SkarmDos core with my Electric immunity of choice being Landorus-T. Landorus-T was a good offensive mon to pair with Aerodactyl and an effective scarfer to pivot with.
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After which I added Mantine. Mantine has a neutrality to Ice in addition to being a Water sponge, further supporting Mega Aero. It patches up a few weaknesses to mons like Greninja and Zard Y who would otherwise pose a problem.
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Then, I added Dragonite to provide much more of an offensive presence. It also helps with the still unfavourable matchup vs Electric w/ Roost and Multiscale. The Sub+Fly set was chosen as it can scramble certain types such as Ghost as a Subbed Dragonite is hard to take out and Sableye-Mega with Snarl cannot deal with it well.
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Lastly, I changed Landorus-T to Gliscor as I felt like I needed a potent Status Absorber for the team. In doing so, I lost a bit of offensive presence in exchange for a mon with more longevity as well as a reliable rocker that's not Skarmory.
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Aerodactyl-Mega @ Aerodactylite
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Ability: Unnerve
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
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- Stone Edge
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- Pursuit
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- Aerial Ace/
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Roost/
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Earthquake
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- Ice Fang
Mega Aerodactyl is the unpopular choice of Mega when it comes to Flying Monotype. Despite this though, It does have the niche of being the joint fastest non-scarfer in Monotype with the exception of Deoxys-S. Not only that, but it also has access to a wide array of coverage moves that are normally either inaccessible to other mons or wouldn't normally fit on their set as it would disrupt their functionality. It has access to Pursuit which allows it to trap mons that would fear Aero and switch out, thusly wearing them down. Along with Pursuit, Stone Edge was added as it is its most powerful STAB and Aerial Ace as it's secondary STAB which is the most spammable move on the moveset. Ice Fang was added as the last coverage move as it allowed for it to OHKO mons like Mega Garchomp, Landorus and Zygarde after a bit of prior damage(the latter of which is no longer relevant). Aerial Ace can be replaced with Roost to increase longevity or EQ to OHKO mons like Magnezone, Heatran and Tapu Koko/Xurkitree after prior damage. 252 Attack was given to maximize damage output while 216 Speed with a Jolly nature allowed it to outspeed scarf Base 80's without lowering its place in the Speed Tier too much; the rest was added in HP. Be wary of the fact that this allows Scarf Timid Xurkitree and Neutral Natured +1 Sharpedo outspeed this set so Max Speed might be the better option if it concerns(the latter may not matter as +1 Sharpedo-Mega outspeeds regardless).

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Zapdos @ Leftovers
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Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe or 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
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- Defog/
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Toxic
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- Roost
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- Volt Switch
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- Heat Wave/
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Toxic
Zapdos is the first of the defensive core that supports Aero, and Flying Monotypes as a whole, so well. Zapdos' Typing allows for it to be a decent Electric check as well as a on offensive threat to Water Monos and opposing Flying Monos. Not only does it take on 3 out of 5 of Aero's weaknesses but it is a nuisance for the respective types to deal with overall, which makes it such a great asset to the team. Defog is there to get rid of the dreaded Stealth Rock that Flying hates so much and Roost for longevity. Volt Switch is used over Discharge/Tbolt as Mega Aero values the momentum that pivoting provides and it works very nicely when paired with it's Pursuit. Heat Wave allows it to become a Mega-Scizor answer which would normally wall or check Aero very efffectively and thusly OHKO or 2HKO while resisting both of its STABs. Toxic can be used as a way to wear down walls that annoy Aero which I would use only with the alternate spread. 248 HP is used to maximize bulk while 108 Speed is used to outspeed Jolly Base 70's like Breloom, Bisharp, Cloyster and Volcanion which all pose a threat to Aero and OHKO's/2HKO's all of them with its two moves of choice. The rest is put into SpDef to take special hits like Tbolt much better which allows it to become an effective Specially Defensive mon for the team. An alternate EV spread with 240 SpDef and 16 Speed can be used to enhance the walling capability that much more while still outspeed neutral Max Speed Base 70's.

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Skarmory @ Leftovers/Shed Shell
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Ability: Sturdy
EVs: 224 HP / 48 Def / 236 SpD
Impish Nature
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- Counter
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- Defog/
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Stealth Rock
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- Roost
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- Whirlwind​

Well all know what Skarm does. Premier Rock neutrality for Flying mono's, the sole handler of Mamoswine and an all-round great Physical wall. Skarm takes on another 2 of the types that Aero is weak to and handles them quite decently although Special Ice moves might still prove tricky for Skarm to handle. Counter is used to punish the physical attackers that try to take down this monster such as Mega Metagross who would be otherwise so annoying to deal with. Whirlwind is used to get rid of mons that are set up or ones that try to set up on it. The other moves are self-explanatory. The Spread is where things get interesting. 224 HP/48 Defense/236 Special Defense allows for it take 2 Thunder Punches from MegaGross 10% of the time while avoiding a 2HKO from Tyranitar's Fire Blast 10% of the time as well. Counter OHKO's MegaGross after a Thunder Punch Guaranteed. The spread still allows for it to not be 2HKO'd by Scarf Terrak and Band Mamo so it still works effectively as the premier Physical Wall.
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Gliscor @ Toxic Orb
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Ability: Poison Heal
EVs: 244 HP / 208 SpD / 56 Spe
Careful Nature
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- Stealth Rock/
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Toxic/
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Swords Dance
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- Taunt/
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Facade
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- Roost
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- Earthquake
Gliscor: the ever so annoying mon. It is used as the primary Electric sponge and my Rocker. Gliscor is such a great support mon as it gains passive recovery after every turn while being able to tank a multitude of hits. It also acts as a secondary Rock neutrality to aid Skarm in defending against while having a SE STAB Earthquake to retaliate with. I use this as my Taunt as keeping rocks up and my opponents health low is essential for Aero to grab KO's or sweep late game. Gliscor serves this role well as it outspeeds most of the walls that pose a threat to Aero and takes almost any hit from them-an exception to this being Porygon2. 244 HP allows for optimum recovery from Poison Heal, 56 Speed to outspeed Neutral Max Speed Base 70's and the rest is pumped into SpDef to allow it to take HP Ice's from most Electric mons as well as to handle a new threat: Nihilego. Nihilego would otherwise 2HKO the the entire team with Power Gem so Gliscor is essential in taking those hits from it as it is never 2HKO'd from unboosted but it has a 16% to be from Specs. Beware of HP Ice.
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Mantine @ Leftovers
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Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
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- Roost
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- Scald
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- Defog/
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Ice Beam
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- Toxic
Next up is this new addition to Flying: Mantine. Mantine is such a great addition to the Flying defensive core as it finally adds a Water resistance - Water immunity for that matter - as well as a Special Defensive Ice neutrality that isn't 4x Weak to Rocks. The fact that it finally gets Roost in addition to a buff in its HP makes this mon so much more useful and finally viable on both of its types. It also has the niche of checking on the biggest threats to Flying being Greninja and Ash-Greninja as it can take any hit from it. It acts as a tertiary/secondary defogger because Rocks are a huge nuisance for this team. All of its move are explained except for the new addition of the move that always burns, Scald, which Flying hadn't previously gotten on a viable mon before(depending on your thoughts of Scald Gyarados).

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Dragonite @ Leftovers
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Ability: Multiscale
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
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- Dragon Dance
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- Substitute
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- Roost
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- Fly​

Last up is the one and only. The Man, the Myth and the Legend. The bane of Juleo's Grass. FlyNite. Fly Nite is a relatively new set for Dnite to hit the scene. Not only is it different, but it's such a nuisance to face for a plethora of types like Water, Bug, Grass, Ghost, Ground, Psychic, Fighting, Fire and even Electric. Fly is used as it is a STAB move that has no immunities and it allows for Dnite to get residual recovery while in the air. What makes this set so great is the fact that Multiscale is such an amazing ability. The fact that it can Dragon Dance so it can outspeed mons and get back to full health, in conjunction with its formidable overall bulk, makes it so annoying to get rid of and so easy to sweep with. Substitute is used to dodge status as well as to set up on mons that can't break it. Dragonite's Substitute can also be incredibly difficult to break once it gets back to Multiscale after Roosting so you must take advantage of that when setting up. Max HP is used for maximum bulk while I use 176 Speed with a Jolly nature to outspeed Tapu Koko at +1 so it can Roost on a potential Tbolt/Hp Ice. The rest is put into Defense.

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I hope you enjoy using the team as much as I did and I hope you also explore different mons as well. I mainly build teams to stray away from the norm a bit - to show others you don't necessarily have to run all standard sets to win. I plan on RMT'ing more teams like this but this is the start. That aside, have fun with this team although it's more passive than the offense that the meta has been showcasing so far. Enjoy!

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Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Aerial Ace
- Ice Fang

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 208 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt
- Roost
- Earthquake

Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 48 Def / 236 SpD
Impish Nature
- Counter
- Defog
- Roost
- Whirlwind

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Roost
- Volt Switch
- Heat Wave

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Scald
- Defog
- Toxic

Dragonite @ Leftovers
Ability: Multiscale
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Roost
- Fly

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Nihilego - This thing is a menace to the team as it has the potential to 2HKO all mons with Power Gem + Tbolt + Hp Ice. Keep Mantine and Gliscor healthy as they are you main ways of dealing with it. Dragonite after a DD or 2 can outspeed and roost up so that none of its attacks are dealing super effective damage other than HP Ice, which does the same as neutral Power Gem.

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Mamoswine - A threat to every Flying Team, keep Skarm healthy and hope for no flinches. Mantine can act as a check in the case of Sash/Scarf Mamo as well.

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Kyurem-Black - Disgusting mon to face, especially if LO. You have to sack a mon everytime it comes in for the most part when it's LO and try to revenge with Mega Aerodactyl. Try to keep rocks up so Aero always OHKO's. With the Dragon and Ice match up, Aero has to do most of the work.

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Electric Mono - Disgusting matchup. Keep Rocks up and Gliscor healthy. Aero, Dnite, Zap and Gliscor are your main ways of dealing with this matchup.

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Ice Mono - I'd argue this is worse than Elec match up. Freeze Dry + Ice Spam is too much to handle in most cases. Try your best to keep rocks up though it will be tough. Main win con is Aerodactyl. Keep Skarm, Aero and Mantine healthy.
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Aerodactyl-Mega

252 Atk Tough Claws Aerodactyl-Mega Ice Fang vs. 0 HP / 0 Def Landorus: 416-492 (130.4 - 154.2%) -- guaranteed OHKO
-1 252 Atk Tough Claws Aerodactyl-Mega Ice Fang vs. 0 HP / 4 Def Landorus-Therian: 276-328 (86.5 - 102.8%) -- 93.8% chance to OHKO after Stealth Rock
-1 252 Atk Tough Claws Aerodactyl-Mega Ice Fang vs. 248 HP / 244+ Def Landorus-Therian: 200-236 (52.4 - 61.9%) -- guaranteed 2HKO after Stealth Rock
252 Atk Aerodactyl-Mega Earthquake vs. 0 HP / 0 Def Tapu Koko: 258-304 (91.8 - 108.1%) -- 50% chance to OHKO
252 Atk Aerodactyl-Mega Earthquake vs. 0 HP / 0 Def Xurkitree: 298-352 (97 - 114.6%) -- 81.3% chance to OHKO
252 Atk Tough Claws Aerodactyl-Mega Pursuit vs. -1 0 HP / 4 Def Victini: 350-412 (102.6 - 120.8%) -- guaranteed OHKO - Upon Switch out

Zapdos

252 SpA Life Orb Raichu-Alola Thunderbolt vs. 252 HP / 152+ SpD Zapdos: 199-234 (51.8 - 60.9%) -- 92.6% chance to 2HKO after Leftovers recovery - Terrain
252 SpA Life Orb Raichu-Alola Thunderbolt vs. 252 HP / 152+ SpD Zapdos: 133-156 (34.6 - 40.6%) -- 44.6% chance to 3HKO after Leftovers recovery
44 Atk Scizor-Mega Knock Off (97.5 BP) vs. 252 HP / 60 Def Zapdos: 109-129 (28.3 - 33.5%) -- 94.9% chance to 4HKO after Leftovers recovery
0 SpA Zapdos Heat Wave vs. 248 HP / 200 SpD Scizor-Mega: 272-324 (79.3 - 94.4%) -- guaranteed 2HKO

Skarmory

252 Atk Tough Claws Metagross-Mega Thunder Punch vs. 224 HP / 48+ Def Skarmory: 152-180 (46.4 - 55%) -- 10.9% chance to 2HKO after Leftovers recovery
0 SpA Tyranitar Fire Blast vs. 224 HP / 236 SpD Skarmory: 152-180 (46.4 - 55%) -- 10.9% chance to 2HKO after Leftovers recovery
252 Atk Terrakion Close Combat vs. 224 HP / 48+ Def Skarmory: 127-151 (38.8 - 46.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Mamoswine Icicle Crash vs. 224 HP / 48+ Def Skarmory: 136-162 (41.5 - 49.5%) -- guaranteed 3HKO after Leftovers recovery

Gliscor

252 SpA Nihilego Power Gem vs. 244 HP / 208+ SpD Gliscor: 117-138 (33.2 - 39.2%) -- 96.9% chance to 4HKO after Poison Heal
252 SpA Choice Specs Nihilego Power Gem vs. 244 HP / 208+ SpD Gliscor: 175-207 (49.7 - 58.8%) -- 16% chance to 2HKO after Poison Heal
252 SpA Nihilego Hidden Power Ice vs. 244 HP / 252+ SpD Gliscor: 224-268 (63.6 - 76.1%) -- guaranteed 2HKO after Poison Heal
252 SpA Life Orb Raichu-Alola Surf vs. 244 HP / 252+ SpD Gliscor: 179-213 (50.8 - 60.5%) -- 39.1% chance to 2HKO after Poison Heal

Mantine

252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 16+ SpD Mantine: 109-130 (29.1 - 34.7%) -- 99.9% chance to 4HKO after Leftovers recovery
252 SpA Choice Specs Greninja Dark Pulse vs. 252 HP / 16+ SpD Mantine: 148-175 (39.5 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 240 Def Mantine: 181-214 (48.3 - 57.2%) -- 42.2% chance to 2HKO after Leftovers recovery
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Yooo, shoutout to Vid, Eien, TheThorn, Isza, Paleo, Sabella, Clearly, Wyn, Entei, Shadestep, Ridley., Zarif, Chras and the rest of the fam. You guys helped a lot and I appreciate it.

S/o to 6ti, The Excadrill, Tyke,scpinion,Dece1t, ChildOfDisorder and StarBlim for being cool people.
 
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Very very cool team one little tweak that i would make is making dragonite cb since this lacks a true wallbreaker. And then change gliscor to sd two attacks roost and throw sr on skarm. Another i had was to trade in gliscor for double dance rockium z lando t for a late game speex sweeper as this team is somewhat slow outside of aero. Otherwise dope team keep it up =)
 
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