This is my first time posting here, I hope you’ll like this! This is the Dark-type team I’ve been using for Monotype lately. It works well-enough against teams that rely on set-up or teams that don’t go full-offence from the first turn. I’ve been having issues with very offensive teams, though, and with some specific Pokémon like Mega-Diancie, Diggersby, Araquanid or Kommo-o with Clangorous Soulblaze. I’m hoping you guys can offer some advice on dealing with those.
The Team
Blingbling (Sableye-Mega) (M) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Will-O-Wisp
- Knock Off
- Taunt
- Recover
Sableye's role is to cripple the opponent's sweepers as much as possible, with Prankster-boosted Taunt for those Pokémon that like to set up in Turn 1 and Will-O-Wisp for the physical attackers, as well as some chip damage. Recover is there to keep the annoyance for as long as possible, as well as stall burnt or poisoned opponents. Finally Knock Off is there for both the utility and the reliable damage, albeit low (mostly). Sableye's also my dedicated lead because of its bulk and because I often need to mega-evolve Sableye as fast as possible, since regular Sableye can be so frail.
Sharpie (Bisharp) (M) @ Black Glasses
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Sucker Punch
- Substitute
- Swords Dance
Bisharp's main role is that of the late game sweeper. Once I've made sure the high-damage threats are gone, Bisharp can come in for the clean-up. I run Substitute on it for a safer Swords Dance, as well as to avoid being burnt or paralyzed if possible, or in very specific scenarios, to avoid Ditto's Transform and some Grass-types Leech Seed. Sucker Punch is there for the STAB priority, and Iron Head for the reliable damage and Fairy advantadge. Defiant is there to punish Sticky Web and Defog, and also to prevent Intimidate. I run Black Glass with it to give that extra bit of damage to Sucker Punch, since I couldn't find another object that it could benefit from.
Madamada (Greninja) (M) @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Grass Knot
- Scald
- U-turn
Greninja's there for the high damage and high speed, with Choice Scarf to make sure it can outspeed opponents even after a Dragon Dance or a Quiver Dance. Gunk Shot is there to keep Fairy-types in check. I run Grass Knot over HP-Grass or HP-Electric since most Pokémon will trigger at least a base-60 Grass Knot anyway, and a lot of Water teams have at least a Ground-type Pokémon to avoid the Electric-damage. Scald is there for the burn possiblity and U-turn to pair with the Choice-Scarf.
Funko Pop (Persian-Alola) @ Darkinium Z
Ability: Fur Coat
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Parting Shot
- Fake Out
- Foul Play
- Play Rough
Alolan Persian's head is so big because it's full of utility. I usually use Persian to switch-in after I've had a Pokémon faint, since it doesn't take direct switch-ins too well. Fake Out is there for the chip damage to break Focus Sash, as well as racking up the burn, poison or sandstorm damage. Z-Parting Shot is the only real reason for having Alolan Persian on a team, for the reliable healing, with regular Parting Shot's attack drop being great to allow Bisharp or Muk to set up more safely, or to help the bulkier Sableye and Tyranitar last longer. I rarely click Foul Play and Play Rough, which are the to punish set-ups (which I rarely outspeed anyway) or for some coverage respectively. Since Persian is not gonna be attacking too often, I prefer running Fur Coat over Technician, to allow it to function better as a pivot for the team.
Big Momma (Tyranitar) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Fire Punch
- Earthquake
- Aqua Tail
Tyranitar has two main uses in this team, the first is setting up Stealth Rock against those threatening Bug-type teams, as well as baiting Defog for Bisharp. The other use is that of a bulky attacker, with Rock-types x1.5 SpDef in sandstorm. Sand Stream is not only there for the eextra bulk but also to prevent rain and sun in Fire and Water-type teams. Finally, its attacks are just there for coverage.
Rainbow Road (Muk-Alola) (F) @ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Poison Jab
- Shadow Sneak
- Thunder Punch
- Curse
Last but not least is Alolan Muk, with its bulk allowing it to function as the team's pivot. Poison touch is there for further annoyance, with Curse and Black Sludge to allow it to stay in for longer, as well as powering up Shadow Sneak. Thunder Punch is there for coverage.
Conclusion
There's not much more to say. This team fits my kind of safe, bulk oriented playstyle which works great with some predicting, but it has its weak spots in strong, offensive mons that don't need set-up. I hope you'll be able to advice me, and if not, at least I hope this helps someone else's teambuilding. Thanks!
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