Today I'll share the
tenth monotype, featuring a mono Grass team. I made the team a while ago, but wasn't completely satisfied with it at first. After finetuning the strategy, I think it's ready!
Defensively, the Grass-types have HUGE problems against Flying-type assaults, because only Cradily isn't weak to them, and aside from Cradily, Ludicolo would have to take care of nearly all Fire-type opponents. Additionally, Grass-types can't setup effectively with Calm Mind, say, and all the Swords Dance users are either a tad too slow (Breloom, Victreebel, Venusaur, Tropius) or too weak to sweep, such as Jumpluff. On the specially attacking side, however, there's Growth, Chlorophyll Sunnybeaming, Dream Eater Exeggutor I guess, and of course Sleep Powder is available on many Pokémon. I don't like to use 75%-accurate moves, however, unless it's backed up with Accuracy drops / Evasion boosts and Substitute. Finally we have Leech Seed, one of the best moves in the game. That was my initial idea of the Grass-type: many things to work with, but everything has clear downsides and the absence of bulk had me worried.
Idea number 1 - Sweet Scent + 'classic sweeping'
Make Sleep Powder 1.33 * 75% = 99.75% accurate by using Sweet Scent first. This would make sweepers such as Venusaur and Victreebel able to setup with Sleep Powder, Substitute and Swords Dance without fear of missing Sleep Powder. Sadly, they can only use one attacking move, which never covers anything. First I tried using Growth Salac Berry Venusaur who then recovers HP with an ('Overgrown') Giga Drain, which has good chances of even OHKOing Metagross for example. The recovered HP makes it less prone to hax, and if the extra power of Overgrow is needed against other opponents it just Subs down again, possibly making of use (the now less-accurate) Sleep Powder. Since Venusaur needs to outspeed the opponent, I thought of using Icy Wind / Sweet Scent / Thief / Filler Ludicolo. This is a great lead, because it tanks almost everything thrown at it (even Muk's Sludge Bomb), after which it outspeeds the opponent itself and uses something else useful. When it already outspeeds the opponent, it can Sweet Scent AND Thief, removing Quick Claw or Chesto/Lum in the process. This was the Venusaur sweeping set:
Venusaur @ Salac Berry ** OVERGROWN
Ability: Overgrow
EVs: 76 Def / 252 SpA / 180 Spe
Modest Nature (+SpA, -Atk)
- Sleep Powder
- Substitute
- Growth
- Giga Drain
The leftover EVs went into Def instead of HP to increase Giga Drain's healing % capabilities. Venusaur can make 4 Subs, should many early wake ups occur during setup, but Overgrown already works at 1/3 HP so that's useful (just as with Scizor on the Bug-type team).
As a third Pokémon, I wanted to have something that can beat everything Venusaur can't, even when fully setup. And this is MUCH... Somewhat bulkier Fire-types, legendary birds, Gengar, Skarmory, you name it. I tried to use Cradily to prevent SOME of these Pokémon from running rampage through the team, but it was all in vain. This Venusaur is a bad sweeper. Although I kept it in mind for the mono Poison team, where it might not have to use Sleep Powder, opening a slot for HP[Ice]. And then it might even work (testing Magical Leaf atm).
I tried to make Sweet Scent / Sleep Powder or even Grasswhistle work in other ways, but none of them are worthy of sharing.
Idea number 2 - Recoil Breloom
So Sweet Scent + Sleep Powder has the problem of wasting a Sleep Powder moveslot on a sweeper, and so it needs 3 setup moves in a sense. Also, there's Spore of course, but first I didn't think Breloom was going to be able to sweep, even with Sub + Spore. While Breloom is a very dangerous Pokémon, it NEEDS to have Salac Berry activated, so it can use Spore first against faster opponents who have a Lum/Chesto Berry, of which there are too many to neglect. And while it tries to activate that Salac Berry using a Substitute, the opponent might wake up. This can't be prevented if you want to use something like Brick Break and HP[Ghost], for example. If Leech Seed is used, Breloom has the problem of recovering too much health to actually ACTIVATE the Salac Berry in the first place. Either it has too much HP, or it has to risk the opponent waking up and breaking a Sub. I thought I found a solution:
Breloom @ Salac Berry ** RECOIL
Ability: Effect Spore
EVs: 4 Def / 252 Atk / 252 Spe
Jolly Nature (+Atk, - SpA)
IVs: 0 HP
- Spore
- Substitute
- Leech Seed
- Double-Edge
This Breloom can knock itself into Salac range with a high-attack Double-Edge WHILE having a Substitute up. Luckily, Salac activates before health is replenished by Leech Seed, so this works AFTER seeding the opponent. Problem solved, right? As a bonus, Breloom would have a nice attacking move against fellow Grass-types.
Nope. Double-Edge often knocks out the opponent too fast, and if they have a lot of HP, Double-Edge might not even knock me into Salac range anymore after the first Leech Seed heal. No matter what third Pokémon I used, this idea eventually got ditched as well.
Idea number 3 - Subseeding
Again, the idea is to start off with Ludicolo, run a subseeder that can sweep a team, and a Pokémon to take care of problems. The fastest subseeder is Sceptile, and it also has lower HP than Jumpluff, making it an ideal candidate. Its tremendous Speed allows it to be used at Level 46, to have even lower HP (which has 0 IVs as well, of course). Leech Seed has non-perfect accuracy, however, so Substitute and Leech Seed need to be complemented with Double Team if I want the onslaught to go on against other Pokémon than the lead without fearing a miss. That leaves a filler move to take care of Grass-types and stall Rest/Recover users better: I figured Seismic Toss is the best, as it generally defeats Grass-types at +6 Evasion, although HP[Fire] or Aerial Ace could be used as well.
Lv. 46 Sceptile @ Leftovers / Brightpowder ** SUBSEEDER
Ability: Overgrow
EVs: 252 Def / 4 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Substitute
- Leech Seed
- Double Team
- Seismic Toss
As a third Pokémon, I considered CB Cradily (this thing beats Heracross), and Sleep Powder Jumpluff, who can make use of Sweet Scent + Sleep Powder and lowers the opponent's accuracy with Flash, and can also start a subseed thing of its own. Breloom was also in the back of my mind still. Subseeding worked so well it eventually became my standard team, but during optimization I realized Jumpluff is actually a better subseeder than Sceptile for various reasons, and Breloom is the best third member, because it has the luxury choice of being able to sweep on its own OR help Jumpluff. Here we go!
Mono Grass
Ludicolo @ [No Item]
Ability: Swift Swim
EVs: 212 HP / 204 Def / 92 Spe
Bold Nature (+Def, -Atk)
- Icy Wind
- Thief
- Flash
- Leech Seed
Ludicolo, the constant lead throughout testing Mono Grass ideas, and I must say it does the job really well because it survives moves it's weak to. After Icy Wind, my other team members outspeed everything in the game. Thief steals Quick Claws, sleep-curing berries and as a bonus, Brightpowder, ensuring Breloom always hits with Spore. If Ludicolo can use even one Flash, Jumpluff already has around 76% chance to fish for a miss with its 5 Substitutes, but with two Flashes (~9%) it's better to try that. Three Flashes: ~3%, four Flashes: ~1.4%, five Flashes: ~0.6%, six Flashes: ~0.4%. And then Jumpluff still lives, so in order to kill it they need to hit another move. Flash is used over Mud-Slap because Flying-types are actually a threat, and Breloom also has chances to use it if it misses. Against Clear Body Pokémon, Leech Seed is useful for both other members on the way out; Breloom then takes care of them with high HP left.
With these EV's, Ludicolo survives Muk's (who annoyingly has Sticky Hold) Sludge Bomb guaranteed (with the maximum HP EVs possible to increase Special bulk as well), and therewith also stuff like Crobat's moves, the most powerful Aerial Aces (Salamence's), Ursaring's Double-Edge, et cetera. 92 Speed EVs lets it outspeed the neutral 100 BS tier after Icy Wind. At 102 speed, it also outspeeds those dangerous QC OHKO'ers, minimizing their chance to wreak havoc after turn 1.
Jumpluff @ Leftovers
Ability: Chlorophyll
EVs: 36 Atk / 252 Def / 220 Spe
Jolly Nature (+Spe, -SpA)
IVs: 20 HP
- Substitute
- Leech Seed
- Double Team
- Aerial Ace
Jumpluff is a better subseeder than Sceptile, because it survives Megahorn and gets STAB on Aerial Ace, which beats all Grass-types not named Cradily if I have Evasion up, also if they Double Team up. The perfect accuracy move also helps in bringing Pokémon down faster, which saves PP. Although Jumpluff can't really punish Rest-looping opponents, that's what Breloom is for when I get stuck. Jumpluff does (royally) have enough PP to stall out a Recover user though.
I thought of lowering Jumpluff's level, but that conflicts with surviving Megahorn and, most importantly, opposing Aerial Aces. With the current EV's, it survives most of the Aerial Aces with enough HP left to use Substitute (so I can then Subseed stall them; e.g. against max HP Salamence I heal exactly my Sub HP with Leech Seed and Leftovers). 20 HP IV's gets it to 145, a useful '1 modulo 16' mark which makes its Sub require one less HP than with 31 HP IV's and makes Jumpluff able to use Substitute 5 times.
Although Jumpluff survives Heracross' Megahorn in a pinch, I don't switch in Jumpluff after it kills Ludicolo, because I don't KO it anyway without 240 Attack EVs iirc, and even then it might use Endure, which could totally destroy me if it has Swarm. Instead, I got Breloom for Heracross.
Breloom @ Salac Berry
Ability: Effect Spore
EVs: 124 Atk / 132 Def / 252 Spe
Jolly Nature (+Spe, -SpA)
- Spore
- Substitute
- Flash
- Brick Break
Breloom makes maximum use of Ludicolo's Thief (and possibly Icy Wind), as it Spore/Sub loops the opponent while reducing its Accuracy with Flash in order to let Jumpluff start its strategy. This is necessary if Ludicolo can't get Flashes off. It can also choose to sweep itself, if their team likely contains suitable Pokémon for that, and this is sometimes less risky than switching in Jumpluff on a potential wake-up. Letting Breloom get killed is also an option, but sometimes Jumpluff needs Breloom to win against, say, Leftovers Cradily or when it runs out of PP. Breloom is a surprisingly good switchin against the things that would deplete Jumpluff's PP a lot (also e.g. Anabel's Snorlax). Brick Break is pretty powerful even with 'leftover' Attack EV's, 2HKOing many Quick Claw Pokémon Ice-types and easily sweeping through sleeping opponents.
Breloom is EV'ed to survive Heracross' Megahorn and holds Salac Berry, so it outspeeds even the Lum Berry variants after deleting their berry with Spore, which allows Jumpluff to sweep safely if Breloom gets a Flash off.
All in all, I'm pretty confident with this team. The scariest threat I've seen until now is Quick Claw Slowking / Slowbro with Ice Beam as the second or third Pokémon. Jumpluff stays in vs them and tries to kill them as quickly as possible. If it gets hit by QC Ice Beam (remember it has 6 Double Teams as well), Breloom can still come in and Spore them while they are seeded, providing their QC doesn't immediately activate again.
In the
Sample Streak, I used another Ludicolo set which has 116 Speed, enabling it to outspeed the 172 Speed tier after Icy Wind, but I realized it's way more important to survive Muk's Sludge Bomb / Dodrio's Drill Peck / et cetera. So the set presented here is BETTER than the one in the video. Somewhere today I'll replace the video with a new one.
EDIT: Realised Ludicolo is way bulkier on the Special side as a bonus, with 212 HP / 204 Def / 92 Spe, so I updated the moveset above.