Hey guys trying to make a decent ghost mono team here's what I have so far though I feel it could be better, I'll set out the team and summary of each individual pokemon with concerns will be listed under each one, then overall comments at the end......
FYI hopefully the abilities will be clear enough...
FYI hopefully the abilities will be clear enough...







1) Torment (Sableye) @ ...it's megastone
Ability: Trolling it/Back at ya buddy
Nature: Bold
EV's: 252 hp, 252 def, 4 sp. def
Moves:
Calm mind
Shadow ball
Will-o-wisp
Recover
Pretty standard CM M-Sableye, obviously the idea being to CM/wisp when appropriate, shadow ball everything...grind down normals with burn if it comes to it...Pyroar have mercy.
2) Dread (Gengar) @ life orb
Ability: Float like a feather...
Nature: Timid
EV's: 252 sp, att, 252 speed, 4hp
Moves:
Shadow ball/Hex
Sludge bomb
T-bolt
Focus blast
Idea here is for him to come in a bit later and try and clear up when things have had HP chipped by the more defensive ghosts. I slashed hex in here because with a lot of status potentially going around, hex becomes base 130 on anything effected, -15 power when it isn't which is significant I suppose, but would allow it to smash through anything which is late game.
3) Regret (Jellicent) @ weakness policy
Ability: Water water everywhere and yes I'll have a drink
Nature: Calm
EV's: 252 hp, 252 sp. def, 4 def
Moves:
Shadow ball/hex
Scald
Toxic
Recover
Specially bulky with the gimmick of letting them fire off a SE special attack only to have them hit hard with the boosted STAB move. Again slashed hex to get more gimmick to your gimmick as potentially it wants to toxic on a switch anyway, but shadow ball may be better here. Also potentially mixed defensive set may do me better?
4) Sorrow (Cofagrigus) @ Leftovers
Ability: Don't touch me, you don't have the ability (..anymore)
Nature: Bold
EV's: 252 hp, 252 def, 4 def
Moves:
Nasty Plot
Will-o-wisp
Shadow ball/hex
Hidden power (fighting)
The physical wall, even more so if they're burnt. Come in, set up on a switch. Again slashed the hex though would probably stick with shadow ball, fighting for the dark obviously.
5) Despair (Doublade) @ Eviolite
Ability: How is it so easy to hit a floating sword?
Nature: Bold
EV's: 252 hp, 252 def, 4 attack
Moves:
Swords dance
Shadow sneak
Iron head
Sacred sword
Set up on a physical attacker and start sneaking around generally.
6) Anguish (Chandelure) @ choice scarf
Ability: Flash fire
Nature: Modest
EV's: 252sp. att, 252 speed, 4 hp
Moves:
Shadow ball
Fire blast
Energy ball
Hidden power (fighting)
Really coming in to clean up/revenge kill.
So as a comment on the whole team, I suppose my two main areas to examine are...
Firstly Jellicent, sometimes it really pays off and obviously the weakness policy is never expected, however it's speed makes it vulnerable and even with the investment, it's not actually as bulky as you'd like, but the typing has it's uses and not sure what else I'd run in it's place
Secondly Cofagrigus and Doublade, now obviously they're playing similar albeit slightly different roles, but both are acting as physical walls. Since this team is mainly for a bit of fun I do like Cofagrigus from a lore type of angle...but at the same time like how effective doublade often is, hence I've kept both. I'd probably drop Cofagrigus from a head over heart point of view, but then any good suggestions to take it's place? I did have Golurk in before doublade but it really wasn't working well at all for me.
Massively vulnerable to spikes/rocks if M-sableye is out, albeit the only defogger ghost is...bad and no spin so just have to brave it lol.
So...feel free to tear this team apart!
Ability: Trolling it/Back at ya buddy
Nature: Bold
EV's: 252 hp, 252 def, 4 sp. def
Moves:
Calm mind
Shadow ball
Will-o-wisp
Recover
Pretty standard CM M-Sableye, obviously the idea being to CM/wisp when appropriate, shadow ball everything...grind down normals with burn if it comes to it...Pyroar have mercy.

2) Dread (Gengar) @ life orb
Ability: Float like a feather...
Nature: Timid
EV's: 252 sp, att, 252 speed, 4hp
Moves:
Shadow ball/Hex
Sludge bomb
T-bolt
Focus blast
Idea here is for him to come in a bit later and try and clear up when things have had HP chipped by the more defensive ghosts. I slashed hex in here because with a lot of status potentially going around, hex becomes base 130 on anything effected, -15 power when it isn't which is significant I suppose, but would allow it to smash through anything which is late game.

3) Regret (Jellicent) @ weakness policy
Ability: Water water everywhere and yes I'll have a drink
Nature: Calm
EV's: 252 hp, 252 sp. def, 4 def
Moves:
Shadow ball/hex
Scald
Toxic
Recover
Specially bulky with the gimmick of letting them fire off a SE special attack only to have them hit hard with the boosted STAB move. Again slashed hex to get more gimmick to your gimmick as potentially it wants to toxic on a switch anyway, but shadow ball may be better here. Also potentially mixed defensive set may do me better?

4) Sorrow (Cofagrigus) @ Leftovers
Ability: Don't touch me, you don't have the ability (..anymore)
Nature: Bold
EV's: 252 hp, 252 def, 4 def
Moves:
Nasty Plot
Will-o-wisp
Shadow ball/hex
Hidden power (fighting)
The physical wall, even more so if they're burnt. Come in, set up on a switch. Again slashed the hex though would probably stick with shadow ball, fighting for the dark obviously.

5) Despair (Doublade) @ Eviolite
Ability: How is it so easy to hit a floating sword?
Nature: Bold
EV's: 252 hp, 252 def, 4 attack
Moves:
Swords dance
Shadow sneak
Iron head
Sacred sword
Set up on a physical attacker and start sneaking around generally.

6) Anguish (Chandelure) @ choice scarf
Ability: Flash fire
Nature: Modest
EV's: 252sp. att, 252 speed, 4 hp
Moves:
Shadow ball
Fire blast
Energy ball
Hidden power (fighting)
Really coming in to clean up/revenge kill.
So as a comment on the whole team, I suppose my two main areas to examine are...
Firstly Jellicent, sometimes it really pays off and obviously the weakness policy is never expected, however it's speed makes it vulnerable and even with the investment, it's not actually as bulky as you'd like, but the typing has it's uses and not sure what else I'd run in it's place
Secondly Cofagrigus and Doublade, now obviously they're playing similar albeit slightly different roles, but both are acting as physical walls. Since this team is mainly for a bit of fun I do like Cofagrigus from a lore type of angle...but at the same time like how effective doublade often is, hence I've kept both. I'd probably drop Cofagrigus from a head over heart point of view, but then any good suggestions to take it's place? I did have Golurk in before doublade but it really wasn't working well at all for me.
Massively vulnerable to spikes/rocks if M-sableye is out, albeit the only defogger ghost is...bad and no spin so just have to brave it lol.
So...feel free to tear this team apart!