Monotype [Grass] Sinistcha

Pengairxan

Shroottaur X Poxes OTP
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[SET]
Sinistcha @ Leftovers
Ability: Heatproof
EVs: 252 HP / 160 Def / 96 Spe
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Hex / Shadow Ball
- Strength Sap / Iron Defense

Sinistcha supports Grass teams with a unique set of tools to help Grass keep up in the Monotype metagame. Heatproof provides a very crucial Fire-type neutrality, enabling it to take on some of the biggest threats of the metagame like Gouging Fire, which would incinerate Grass teams otherwise. Calm Mind enables Sinistcha to take hits like Choice Scarf Flutter Mane's Shadow Ball and deal damage in return. Matcha Gotcha serves dual utility in both burning threats such as Zamazenta along with providing a form of healing. Hex pairs nicely with Matcha Gotcha and Grass's superb status spreading, while Shadow Ball is consistent. Strength Sap allows Sinistcha to go the distance healing off would-be checks like Alolan Muk and Dragon Dance Gouging Fire, while Iron Defense can allow Sinistcha to become a tank by shrugging off threats like Hisuian Arcanine. The EV spread maximizes Sinistcha's bulk while outspeeding Belly Drum Azumarill. If looking to support Sinistcha, Fighting-types like Breloom and Hisuian Lilligant are supreme choices capable of removing problematic Dark-types like Roaring Moon and Hydreigon. Choice Scarf Meowscarada can also help to check Ghost-types like Gengar and Gholdengo.
 
Last edited by a moderator:
[SET]
Sinistcha @ Leftovers
Ability: Heatproof
EVs: 252 HP / 160 Def / 96 Spe
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Hex / Shadow Ball
- Strength Sap / Iron Defense

Sinistcha spooky strength surprises Grass teams with a unique set of tools that help grass keep up in the current Monotype landscape. Heatproof is the big reason, (AC) providing a very crucial Fire-type neutrality, allowing it to take on some of the biggest threats of the metagame such as Gouging Fire which otherwise would invalidate Grass teams. Calm Mind allows Sinistcha to act as a strong win condition being able to take a Choice Scarf Flutter Mane's Shadow Ball and then remove it. Matcha Gotcha serves dual utility in both burning threats [like?] along with providing a form of healing. Hex then pairs nicely with Matcha Gotcha and Grass's ease of status spreading while Shadow Ball is just a consistent STAB move. Finally Strength Sap allows Sinistcha to go the distance being able to heal off would be checks in Alolan Muk and Dragon Dance Gouging Fire while Iron Defense can allow Sinistcha to become an unstoppable tank shrugging off threats like Hisuian Arcanine with ease. The chosen EV spread maximums Sinistcha's bulk while allowing it to catch Belly Drum Azumaril. If looking to support Sinistcha on Grass, one would employ the Fighting-types Breloom and Hisuian Liligant thanks to their ability to spread sleep to power up Hex and ability to remove problematic Dark-types like Roaring Moon, Meowscarada and Hydreigon are incredible. Choice Scarf Meowscarada to removes Ghost-types like Gengar, Gholdengo, and opposing Sinistcha making Sinsitcha's job of setting simpler. And finally Toedscruel to provide safe entry with Rapid Spin and Spike support to chip down threats to Sinistcha like Gholdengo and Ogerpon-H.
QC 1/1 :Arcanine:
 
Last edited:
[SET]
Sinistcha @ Leftovers
Ability: Heatproof
EVs: 252 HP / 160 Def / 96 Spe
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Hex / Shadow Ball
- Strength Sap / Iron Defense

Sinistcha supports Grass teams with a unique set of tools to help Grass keep up in the Monotype metagame. Heatproof provides a very crucial Fire-type neutrality, enabling it to take on some of the biggest threats of the metagame like Gouging Fire, (AC) which would incinerate Grass teams otherwise. Calm Mind enables Sinistcha to take hits like Choice Scarf Flutter Mane's Shadow Ball and do hard damage <= if char. count permits this can be changed to something like "deal damage in return" instead of "do hard damage". Matcha Gotcha serves dual utility in both burning threats such as Zamazenta along with providing a form of healing. Hex then pairs nicely with Matcha Gotcha and Grass's superb status spreading, (AC) while Shadow Ball is consistence consistent. Strength Sap allows Sinistcha to go the distance healing off on would be checks in like "in" implies these are the only checks you heal off Alolan Muk and Dragon Dance Gouging Fire, (AC) while Iron Defense can allow Sinistcha to become a tank shrugging off threats like Hisuian Arcanine. An EV spread that maximums maximizes Sinistcha's bulk while catching outspeeding went and checked Belly Drum Azumarill helps longevity. If looking to support Sinistcha, the Fighting-types, (AC) like Breloom and Hisuian Liligant Lilligant are a supreme choices capable of removing problematic Dark-types like Roaring Moon and Hydreigon. Choice Scarf Meowscarada can also help to check Ghost-types like Gengar and Gholdengo making Sinsitcha's job simpler.
1/1 GP Team done
 
sinistcha.png
 
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