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Monotype Grass Monotype Team (Hyper Offense)

I've noticed a problem with my teams recently: I usually just put strong attackers and sometimes walls and didn't think of how it would fare against other types. This team was built while thinking in mind threats like the common Archaludon and Goodra-H on Steel/Dragon, and most Flying Pokemon, adding Pokemon to counter them. With that I present...

Hyper Offense Grass
:sv/amoonguss:
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 164 Def / 104 SpD
IVs: 0 Atk
Calm Nature
- Foul Play
- Sludge Bomb
- Synthesis
- Spore
Amoonguss's job is to scout and tank hits. Foul Play shuts down Swords Dance Urshifu-R or other Physical threats. Synthesis allows Amoonguss's longevity to increase. Spore can shut down other leads that could otherwise threaten the team, like Kyurem on Ice, Volcarona on Fire/Bug, and the 3 Kanto birds on Flying. This allows easy pivots into mons such as Ogerpon-H to set up Swords Dance and sweep most non-Scarfed threats, and getting Hydrapple to Substitute and get Nasty Plot for some Nasty (haha u see what I did there) damage with Draco Meteor.

:sv/meowscarada:
Meowscarada @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- U-Turn
- Triple Axel
Meowscarada outspeeds Dragapult, non-scarf Flutter Mane, and Latios/Latias while also having options to hit them all hard. U-Turn to allow pivots into Amoonguss to get a Spore on them while also landing minor chip against things like Skarmory and Corviknight. I decided to run Triple Axel since it could reliably kill Dragonite by breaking Multiscale, while also providing some Ice coverage against dragon-types.

:sv/ogerpon-hearthflame:
Ogerpon-H @ Hearthflame Mask
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Play Rough
Ogerpon-H is my Physical Setup Sweeper. Ivy Cudgel chips threats such as physically defensive Corviknight and Skarmory at +2, while Horn Leech allows me to increase my longevity while also being a great STAB option. Play Rough destroys anything that doesn't resist it, like Garchomp and Dragonite in case I can't easily switch into Meow or Amoonguss.

:sv/torterra:
Torterra @ Loaded Dice
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bullet Seed
- Rock Blast
- Headlong Rush
Shell Smash allows me to slow setup against faster opponents like Volcarona if it gets greedy and goes for the Fiery Dance, allowing me to outspeed and counter with, in this example, Rock Blast. Loaded Dice allows these moves to essentially, at the very least, become 100 BP Stab Options that kill things they have no reason to be killing. Rock Blast also defeats Focus Sash Ceruledge due to the multi-hit move factor. Headlong Rush is a way to kill most Fire threats in case they're neutral against Rock Blast. Overgrow forces the opponent to play for less damage, unless they want Bullet Seed to become an unstoppable threat against anything but things that resist it, and even then, it does good damage.

:sv/rotom-mow:
Rotom-M @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Leaf Storm
- Thunderbolt
- Volt Switch
- Trick
Rotom is a Specs user allowing me to kill the likes of Pelipper and Moltres with STAB Thunderbolts. Trick allows crippled mons such as non-choice Dragapult and Air Balloon Sneasler to essentially be dead weight on the opposing teams. Volt Switch can get some clean pivots into Amoonguss and Hydrapple to take hits that Rotom has no business tanking.

:sv/hydrapple:
Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
EVs: 208 HP / 160 Def / 140 Spe
Bold Nature
- Draco Meteor
- Earth Power
- Substitute
- Nasty Plot
Hydrapple allows physical moves to be tanked, as well as being a special set-upper. Substitute allows to set up freely against physical attackers or Pokemon that Volt Switch/Flip Turn against it. Draco Meteor becomes a delete button at +2, especially against Dragon teams. Earth Power is more valuable coverage compared to Energy Ball or Giga Drain, allowing Hydrapple to OHKO Archaludon. Heavy-Duty Boots allow it to not get crippled by hazards, while Regenerator is nicely paired with Amoonguss to create 2 defensive walls that can regenerate HP freely.

The reason I'm adding this on the RMT is due to the different variety of Grass types, as well as certain match-ups. Air Balloon Sneasler is really bad for this team to handle, due to Unburden outspeeding Scarf Meowscarada. I also originally had Lilligant-H over Rotom and Brambleghast over Amoonguss, and I'm wondering if I made good swaps in the composition. (this text was now added to bump this post cuz it's been a week)
 
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I've noticed a problem with my teams recently: I usually just put strong attackers and sometimes walls and didn't think of how it would fare against other types. This team was built while thinking in mind threats like the common Archaludon and Goodra-H on Steel/Dragon, and most Flying Pokemon, adding Pokemon to counter them. With that I present...

Hyper Offense Grass
:sv/amoonguss:
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 164 Def / 104 SpD
IVs: 0 Atk
Calm Nature
- Foul Play
- Sludge Bomb
- Synthesis
- Spore
Amoonguss's job is to scout and tank hits. Foul Play shuts down Swords Dance Urshifu-R or other Physical threats. Synthesis allows Amoonguss's longevity to increase. Spore can shut down other leads that could otherwise threaten the team, like Kyurem on Ice, Volcarona on Fire/Bug, and the 3 Kanto birds on Flying. This allows easy pivots into mons such as Ogerpon-H to set up Swords Dance and sweep most non-Scarfed threats, and getting Hydrapple to Substitute and get Nasty Plot for some Nasty (haha u see what I did there) damage with Draco Meteor.

:sv/meowscarada:
Meowscarada @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- U-Turn
- Triple Axel
Meowscarada outspeeds Dragapult, non-scarf Flutter Mane, and Latios/Latias while also having options to hit them all hard. U-Turn to allow pivots into Amoonguss to get a Spore on them while also landing minor chip against things like Skarmory and Corviknight. I decided to run Triple Axel since it could reliably kill Dragonite by breaking Multiscale, while also providing some Ice coverage against dragon-types.

:sv/ogerpon-hearthflame:
Ogerpon-H @ Hearthflame Mask
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Play Rough
Ogerpon-H is my Physical Setup Sweeper. Ivy Cudgel chips threats such as physically defensive Corviknight and Skarmory at +2, while Horn Leech allows me to increase my longevity while also being a great STAB option. Play Rough destroys anything that doesn't resist it, like Garchomp and Dragonite in case I can't easily switch into Meow or Amoonguss.

:sv/torterra:
Torterra @ Loaded Dice
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bullet Seed
- Rock Blast
- Headlong Rush
Shell Smash allows me to slow setup against faster opponents like Volcarona if it gets greedy and goes for the Fiery Dance, allowing me to outspeed and counter with, in this example, Rock Blast. Loaded Dice allows these moves to essentially, at the very least, become 100 BP Stab Options that kill things they have no reason to be killing. Rock Blast also defeats Focus Sash Ceruledge due to the multi-hit move factor. Headlong Rush is a way to kill most Fire threats in case they're neutral against Rock Blast. Overgrow forces the opponent to play for less damage, unless they want Bullet Seed to become an unstoppable threat against anything but things that resist it, and even then, it does good damage.

:sv/rotom-mow:
Rotom-M @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Leaf Storm
- Thunderbolt
- Volt Switch
- Trick
Rotom is a Specs user allowing me to kill the likes of Pelipper and Moltres with STAB Thunderbolts. Trick allows crippled mons such as non-choice Dragapult and Air Balloon Sneasler to essentially be dead weight on the opposing teams. Volt Switch can get some clean pivots into Amoonguss and Hydrapple to take hits that Rotom has no business tanking.

:sv/hydrapple:
Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
EVs: 208 HP / 160 Def / 140 Spe
Bold Nature
- Draco Meteor
- Earth Power
- Substitute
- Nasty Plot
Hydrapple allows physical moves to be tanked, as well as being a special set-upper. Substitute allows to set up freely against physical attackers or Pokemon that Volt Switch/Flip Turn against it. Draco Meteor becomes a delete button at +2, especially against Dragon teams. Earth Power is more valuable coverage compared to Energy Ball or Giga Drain, allowing Hydrapple to OHKO Archaludon. Heavy-Duty Boots allow it to not get crippled by hazards, while Regenerator is nicely paired with Amoonguss to create 2 defensive walls that can regenerate HP freely.

The reason I'm adding this on the RMT is due to the different variety of Grass types, as well as certain match-ups. Air Balloon Sneasler is really bad for this team to handle, due to Unburden outspeeding Scarf Meowscarada. I also originally had Lilligant-H over Rotom and Brambleghast over Amoonguss, and I'm wondering if I made good swaps in the composition. (this text was now added to bump this post cuz it's been a week)
Being blunt, this does not work as a HO Grass and falls more under balance than offense. HO generally speaking has no defensive backbone to rely on and makes its plays through smart sacks and aggressive pivots to get in the right breaker for the job. Amoonguss and to a lesser degree Hydrapple spit in the face of this by being big bulky mons that wanna stay on the field and stay healthy for elongated periods of time. To make this work for HO Grass, I would say they both have to go potentially.


For Amoonguss, fitting a mon into the HO grass moniker is easy as you need a lead capable of setting hazards. Luckily their is a mon for the job in Brambleghast.
Brambleghast @ Focus Sash
Ability: Wind Rider
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Poltergeist
- Shadow Sneak
- Spikes

Its job is simple. Set Spikes, deny opposing hazards with Spin, perish. With a singular layer a couple more vital calcs become available. Notably Meowscarada will always OHKO Flutter Mane with Flower Trick/Knock Off instead of it being a roll.

For the the Hydrapple slot, there is a bigger question. Grass lacks a good special breaker without setup, Rotom-M is fairly weak at only 107 while Hydrapple and Sinistcha are slow. So we would be going in for a physical breaker here. With that in mind, I would say run Breloom.
Breloom @ Choice Band
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Mach Punch
- Rock Tomb
- Bulldoze

Breloom while still slow, give Mach Punch priority enabling it to catch Ice- and Dark-types such as Kyurem, Ice Bream Greninja, and Darkrai somewhat comfortably (you need Spikes chip to get Kyurem sadly and even then its a roll). With Jolly you also outspeed Adamant Hoopa-U and can slam them with CC along with beating out Adamant Mamoswine's Ice Shard.

This is all my brain can come up with for HO grass though and I'm still not confident this is going to fix your problems, Grass is fairly medicore overall right now sadly.
 
Being blunt, this does not work as a HO Grass and falls more under balance than offense. HO generally speaking has no defensive backbone to rely on and makes its plays through smart sacks and aggressive pivots to get in the right breaker for the job. Amoonguss and to a lesser degree Hydrapple spit in the face of this by being big bulky mons that wanna stay on the field and stay healthy for elongated periods of time. To make this work for HO Grass, I would say they both have to go potentially.


For Amoonguss, fitting a mon into the HO grass moniker is easy as you need a lead capable of setting hazards. Luckily their is a mon for the job in Brambleghast.
Brambleghast @ Focus Sash
Ability: Wind Rider
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Poltergeist
- Shadow Sneak
- Spikes

Its job is simple. Set Spikes, deny opposing hazards with Spin, perish. With a singular layer a couple more vital calcs become available. Notably Meowscarada will always OHKO Flutter Mane with Flower Trick/Knock Off instead of it being a roll.

For the the Hydrapple slot, there is a bigger question. Grass lacks a good special breaker without setup, Rotom-M is fairly weak at only 107 while Hydrapple and Sinistcha are slow. So we would be going in for a physical breaker here. With that in mind, I would say run Breloom.
Breloom @ Choice Band
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Mach Punch
- Rock Tomb
- Bulldoze

Breloom while still slow, give Mach Punch priority enabling it to catch Ice- and Dark-types such as Kyurem, Ice Bream Greninja, and Darkrai somewhat comfortably (you need Spikes chip to get Kyurem sadly and even then its a roll). With Jolly you also outspeed Adamant Hoopa-U and can slam them with CC along with beating out Adamant Mamoswine's Ice Shard.

This is all my brain can come up with for HO grass though and I'm still not confident this is going to fix your problems, Grass is fairly medicore overall right now sadly.
Thank you! (Mach Punch Band Technician sounds really fun.) I'll try this out.
 
I've noticed a problem with my teams recently: I usually just put strong attackers and sometimes walls and didn't think of how it would fare against other types. This team was built while thinking in mind threats like the common Archaludon and Goodra-H on Steel/Dragon, and most Flying Pokemon, adding Pokemon to counter them. With that I present...

Hyper Offense Grass
:sv/amoonguss:
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 164 Def / 104 SpD
IVs: 0 Atk
Calm Nature
- Foul Play
- Sludge Bomb
- Synthesis
- Spore
Amoonguss's job is to scout and tank hits. Foul Play shuts down Swords Dance Urshifu-R or other Physical threats. Synthesis allows Amoonguss's longevity to increase. Spore can shut down other leads that could otherwise threaten the team, like Kyurem on Ice, Volcarona on Fire/Bug, and the 3 Kanto birds on Flying. This allows easy pivots into mons such as Ogerpon-H to set up Swords Dance and sweep most non-Scarfed threats, and getting Hydrapple to Substitute and get Nasty Plot for some Nasty (haha u see what I did there) damage with Draco Meteor.

:sv/meowscarada:
Meowscarada @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flower Trick
- Knock Off
- U-Turn
- Triple Axel
Meowscarada outspeeds Dragapult, non-scarf Flutter Mane, and Latios/Latias while also having options to hit them all hard. U-Turn to allow pivots into Amoonguss to get a Spore on them while also landing minor chip against things like Skarmory and Corviknight. I decided to run Triple Axel since it could reliably kill Dragonite by breaking Multiscale, while also providing some Ice coverage against dragon-types.

:sv/ogerpon-hearthflame:
Ogerpon-H @ Hearthflame Mask
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Play Rough
Ogerpon-H is my Physical Setup Sweeper. Ivy Cudgel chips threats such as physically defensive Corviknight and Skarmory at +2, while Horn Leech allows me to increase my longevity while also being a great STAB option. Play Rough destroys anything that doesn't resist it, like Garchomp and Dragonite in case I can't easily switch into Meow or Amoonguss.

:sv/torterra:
Torterra @ Loaded Dice
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Bullet Seed
- Rock Blast
- Headlong Rush
Shell Smash allows me to slow setup against faster opponents like Volcarona if it gets greedy and goes for the Fiery Dance, allowing me to outspeed and counter with, in this example, Rock Blast. Loaded Dice allows these moves to essentially, at the very least, become 100 BP Stab Options that kill things they have no reason to be killing. Rock Blast also defeats Focus Sash Ceruledge due to the multi-hit move factor. Headlong Rush is a way to kill most Fire threats in case they're neutral against Rock Blast. Overgrow forces the opponent to play for less damage, unless they want Bullet Seed to become an unstoppable threat against anything but things that resist it, and even then, it does good damage.

:sv/rotom-mow:
Rotom-M @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Leaf Storm
- Thunderbolt
- Volt Switch
- Trick
Rotom is a Specs user allowing me to kill the likes of Pelipper and Moltres with STAB Thunderbolts. Trick allows crippled mons such as non-choice Dragapult and Air Balloon Sneasler to essentially be dead weight on the opposing teams. Volt Switch can get some clean pivots into Amoonguss and Hydrapple to take hits that Rotom has no business tanking.

:sv/hydrapple:
Hydrapple @ Heavy-Duty Boots
Ability: Regenerator
EVs: 208 HP / 160 Def / 140 Spe
Bold Nature
- Draco Meteor
- Earth Power
- Substitute
- Nasty Plot
Hydrapple allows physical moves to be tanked, as well as being a special set-upper. Substitute allows to set up freely against physical attackers or Pokemon that Volt Switch/Flip Turn against it. Draco Meteor becomes a delete button at +2, especially against Dragon teams. Earth Power is more valuable coverage compared to Energy Ball or Giga Drain, allowing Hydrapple to OHKO Archaludon. Heavy-Duty Boots allow it to not get crippled by hazards, while Regenerator is nicely paired with Amoonguss to create 2 defensive walls that can regenerate HP freely.

The reason I'm adding this on the RMT is due to the different variety of Grass types, as well as certain match-ups. Air Balloon Sneasler is really bad for this team to handle, due to Unburden outspeeding Scarf Meowscarada. I also originally had Lilligant-H over Rotom and Brambleghast over Amoonguss, and I'm wondering if I made good swaps in the composition. (this text was now added to bump this post cuz it's been a week)

Hello, nice team you got there. This teams lacks a few bits to become a HO (it still has offense capabilities though). I recently used Grass in my ISTT match vs Mada. https://replay.pokemonshowdown.com/smogtours-gen9monotype-911437. Thought would be cool to share so you can watch it as well. In my team I have bramble over the rotom but it is sometimes not too optimal to run 5 physical mon so i am not suggesting that. Now towards the changes.


Lilligant-Hisui (F) @ Wide Lens
Ability: Hustle
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Victory Dance
- Sleep Powder
- Close Combat
- Ice Spinner

I think Liligant-Hisui is a better sleep user on grass ho teams. As it can set up instantly after it puts foe to sleep while for amoonguss u need to waste a turn of sleep to switch in your sweeper. it can also become threating really quickly because of hustle powering it up. Wide lens also improves the reliability of liligant.


Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- High Horsepower

I think you can use Rillaboom over Torterra as it can be immediately threatening because of Choice Band and the priority of Grass Glide can also assist you with Sneasler
252+ Atk Sneasler Dire Claw vs. 0 HP / 0 Def Rillaboom: 314-372 (92 - 109%) -- 56.3% chance to OHKO.
252+ Atk Sneasler Acrobatics (110 BP) vs. 0 HP / 0 Def Rillaboom: 288-340 (84.4 - 99.7%) -- guaranteed 2HKO after Grassy Terrain recovery
It as an roll to kill it with adamant sneasler and
252 Atk Sneasler Dire Claw vs. 0 HP / 0 Def Rillaboom: 288-338 (84.4 - 99.1%) -- guaranteed 2HKO
after Grassy Terrain recovery
252 Atk Sneasler Acrobatics (110 BP) vs. 0 HP / 0 Def Rillaboom: 262-310 (76.8 - 90.9%) -- guaranteed 2HKO after Grassy Terrain recovery
jolly doesnt ohko it.
It has good movepool as well which can assist you in quite a few matchups and ability to set up grassy terrain for slow recovery.

Thanks for reading.
 
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