Other Metagames Ghost: Monotype



Protectors of the Ethereal Grimoire at 1st Glance
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I've been a Ghost fan ever since Generation I. Let's be honest its not like we had a lot of options throughout the first 3 Generations we only had 6 Fully Evolved Ghost Types. The Gen II Ghost Gym only had 2 Haunters, a Ghastly, and a Gengar... the variability was so massive. However now we've got tools ladies and gentlemen so I figured let's put their ominous powers to use!

The Details

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Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 4 Spe
- Shadow Ball
- Shadow Sneak
- King's Shield
- Flash Cannon

The ole' bait N' Switch gag. People normally try to do something along the lines of get the burn. Then think its safe to set up. Only to get hit by a special attack packing a some serious hurt thanks to the STAB whether it be Shadow Ball or Flash Cannon there isn't too many things that are okay with getting hit by either. Still with King's Shield allowing you to cripple Physical attackers when its timed and sneaking in Shadow Sneaks on weakened foes. The clean up committee. The weakness policy has come in BIG TIME against things that try to snipe Gengar and keeps the poison off Whispy Woods AKA Trevenant!

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Gengar @ Black Sludge
Ability: Levitate
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Sludge Wave
- Will-O-Wisp
- Taunt

This guy here was meant to be annoying. Chances are looking through the rest of this team, you will have status effects. You will be annoyed, the team at its core is pesky. Hex usually ends up more often than not being consistently viable at its 130 BP due to the status ailments stacking on the opposing team. Taunt stops a lot of that PRANKSTER shennanigans. Came in big against a Whimsicott earlier today. Tried to strip down and play around both Trevenant and Aegislash with the Encore/Leech Seed shenanigans. Also with the Toxic Immunity it keeps Trevenant safe and keeps the ground moves off the Sword of Justice!

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Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 144 HP / 52 Atk / 60 Def / 252 SpD
Careful Nature
- Leech Seed
- Phantom Force
- Protect
- Will-O-Wisp

He's been working for me thus far, harvesting those Sitrus berries has come up nothing short of HUGE. However I've noticed one flaw on this team that bugs me and I'm suprised it hasn't bitten me yet. I've managed to play my way around most Heatrans. However let's be honest if everything does not go my way from the jump, Specially Defensive Heatrans laugh at this team composition. Now while this Trev' has come up huge with Phantom Force adding additional turns of Stall when something is poisioned, seeded, etc. Having a Jellicent come in and play a similar role while having a water immunity to protect Chandelure would be a safe option to circumvent that problem.

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Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 100 SpD / 156 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick

While Trevenant can be such a good staller at times, it has a problem of "Fire Move Imbound". Flash fire has on more than one occassion allowed me to turn the tables with a Shadow Ball or Tricking an opponent to have them locked into a situation they don't want. Seeing an Aegislash squirm in the "mirror" or a Skarmory no longer allowed to do its thing makes the world practically go round. Also catching a Brelloom before Toxic Orb activated is kind of what's making me overlook some of the potential short comings. Also deals with most steal types that would be otherwise cumbersome especially Mega Metagross.

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Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Atk / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Toxic
- Recover

It's Sableye what's not to like about him? He does the generic Sableye thing, get status effects everywhere. Soften up the opposition. While removing items and bouncing back statuses on read.

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Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 124 Def / 132 SpA
Bold Nature
- Calm Mind
- Rest
- Will-O-Wisp
- Ice Beam

Although I've not seen it in play before as a lead, depending on what I'm faced with Dusclops can take down 2 to 3 foes without too much cost. Ice Beam was a move I chose due to some strong flying types out there. Flying types being the most versatile in type as in "Im pretty sure there's a FLYING-Type mon in every type. Ex. (Ghost/Flying Driftblim) (Dragon/Flying Dragonite) (Bug/Flying Ninjask) etc. etc. Usually they don't like getting burned if physical and can't usually stop Dusclops from setting up delicious calm minds.​

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 4 Spe
- Shadow Ball
- Shadow Sneak
- King's Shield
- Flash Cannon

Gengar @ Black Sludge
Ability: Levitate
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Sludge Wave
- Will-O-Wisp
- Taunt

Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 144 HP / 52 Atk / 60 Def / 252 SpD
Careful Nature
- Leech Seed
- Phantom Force
- Protect
- Will-O-Wisp

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 100 SpD / 156 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Atk / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Toxic
- Recover

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 124 Def / 132 SpA
Bold Nature
- Calm Mind
- Rest
- Will-O-Wisp
- Ice Beam

Thanks for reading, this is my first RMT. Hopefully you all can help me make better & more stable teams and cores. I thank you again for your opinions!
 
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