Future Nostalgia (Ghost Mono)
The Team at a Glance
(Click on Sprites for Link)
Triple Set-Up and Hope to Win (Technically Quadruple if you Count Spectrier)
(Because Ghost Spam is OP)
My walls are non-existent
Unbreakable
Totally balanced
I got Gengar, eff that
Fun ability, fun stats
Balanced ability :opponent dying inside:
The TeamThe Team at a Glance
(Click on Sprites for Link)
Triple Set-Up and Hope to Win (Technically Quadruple if you Count Spectrier)
(Because Ghost Spam is OP)
My walls are non-existent
Unbreakable
Totally balanced
I got Gengar, eff that
Fun ability, fun stats
Balanced ability :opponent dying inside:
Spectrier @ Leftovers
Ability: Grim Neigh
EVs: 56 HP / 200 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Calm Mind
- Hex
Spectrier is the main focus of this team. It abuses walls such as Toxapex, Celesteela, and Mandibuzz (potentially). Substitute allows you to not take as much damage as you normally would from attacks, eases predictions, and always gives you at least one free turn to do whatever. Will-O-Wisp cripples physical attackers, letting Spectrier tank their hits better. Calm Mind is chosen over Nasty Plot as it allows Spectrier to beat some special attacking walls like Tapu Fini, which it wouldn't normally. Hex, which is usually quite weak, in combination with Will-O-Wisp lets Spectrier to hit like stupid, especially after some Grim Neigh boosts. The 56 HP EVs allows for 101 HP Substitutes with the rest poured into Defense for Will-O-Wisp to help it tank some more physical hits.
Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strength Sap
- Will-O-Wisp
- Stealth Rock
- Night Shade
Corsola-G helps with the physical attackers that Spectrier can't take on its own with just Will-O-Wisp. Strength Sap is to abuse physical attackers' sky-high attack stats by turning it into recovery. Will-O-Wisp spreads status to help with Spectrier's Hex but, more importantly, it helps with crippling physical attackers to help the entire team. Stealth Rock is to punish switches with chip, and Night Shade is to get some consistent damage on all non-Normal-type 'mons.
Dragapult @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Dragon Darts
- Phantom Force
Dragapult is basically the MVP of the team. Substitute gives you free turns against bulky 'mons that can't hit you hard enough, and with Leftovers you can do it consistently. Dragon Dance lets you boost up and get yourself an early game mini-sweep, breaking the other team for either an Aegislash or Mimikyu to come in. Dragon Darts breaks sashes, hits harder than Phantom Force, and it only take sone turn to do so. Phantom Force is your other STAB, which allows you to stall out a turn for free Leftovers recovery-especially behind a Sub-and hits Fairies and Steels neutrally. An Adamant Nature is chosen over a Jolly one, as it gifts you more damage output than Jolly would-and the speed loss can be fixed with Dragon Dance.
Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psychic
- Flamethrower
- Shadow Ball
Blacephalon is the speed control for the team; the only downside about it, though, is that it is outspeed by Gengar, Scarf Gengar. Trick cripples bulky 'mons by locking them into one move instead of spamming Toxic and Recover every other turn. Psychic hits Poison- and Fighting-types that this team can't hit super-effectively, otherwise. Flamethrower is STAB; Fire Blast could be run, but I prefer accuracy over power, and Shadow is for STAB too. Choice Scarf allows Blacephalon to act the speed contorl for this team, and, along with Beast Boost, it can be a deadly sweeper-especially endgame.
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 112 HP / 232 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat
Aegislash is another set-up sweeper with Swords Dance, doubling its Attack. Shadow Sneak is STAB an acts as priority. Iron Head is also STAB, and has a flinch chance so you can eff with people, especially bulkier 'mons. Close Combat is for Dark types that love to switch in and threaten Aegislash; it also hits Steel-types that would tank Iron Head and eat up Shadow Sneak, comfortably. An Air Ballon allows Aegi to counter Garchomp on Dragon teams as it usually only carries Earthquake as an attack, or Stone Edge sometimes. 112 HP allows Aegislash to always survive a Specs Shadow Ball from Timid Dragapult, without entry hazard chip; 164 Spe allows Aegislash to outspeed positively-natured max Speed base 40s; and the rest is poured into Attack, with an Adamant Nature. An alternative Speed investment of 96 to outspeed neutral-natured base 40s can be ran for max Attack + more HP, or you can invest the rest into Speed to outspeed other things.
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Sneak
- Play Rough
- Drain Punch
Mimikyu is
Any feedback would be appreciated!
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