I'm new to the monotype meta, and I've made a couple teams these past two weeks I've played. One is a rather frail Specs Chandelure-based ghost team, and a Steel team. I was thinking of my favorite types for a new team, and remembered I had forgotten all together to make a Ground team. When I thought of Ground, I thought of a complete defense-based team off of Mega Steelix, but since that was exactly what my Steel team was, I looked for another Mega ground mon, and found a tiebreaker in Mega Camerupt and Mega Garchomp. While I saw much potential in the Mega Camerupt that I've never used, even in my Hoenn adventure in ORAS, I knew Mega-Chomp had brute force that had wrecked house on a daily basis for me back in the XY OU meta. After I threw my Chomp onto the team, I found 5 more Pokemon to back him up on the field. Let's get to the RMT, shall we? I present to you; a completely amateur mono Ground team.
Wings of Death (Garchomp-Mega) @ Garchompite
Ability: Sand Force
252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Dragon Claw
- Iron Head
- Swords Dance
As not only one of my favorite Dragon Megas, but my favorite Mega of all time, Mega Garchomp brings speed and physicality to the field in great numbers. Although it's defenses don't quite reach 100, it makes up for it in being a fast sweeper Mon. If I get up even 1 SD, it can outspeed most Pokemon and land an EQ or Dragon Claw. Garchomp's Sand Force ability was something I liked, but didn't want to sacrifice a move slot for just so I can put up a Sandstorm. Hence, my next Pokemon.
Big Bertha (Hippowdon) @ Leftovers
Ability: Sand Stream
252 Def / 252 SpD / 4 Atk
Impish Nature
- Earthquake
- Protect
- Stealth Rock
- Stone Edge
Even though Hippowdon was originally a sacrifice so I could set up the sand to get Chomp going, I found it KO'ing just as much as Chomp, just not with direct hits. Most of the time, I could wittle down an opponent to low enough health to where I can protect and let the sand take them down. Not only can it be a nice passive finisher, it can also shut down Dragon teams running Pokes like Dragonite, Altaria, Noivern, etc. with a nice layer of rocks, and letting it's wall defenses eat up a hit and throw a Stone Edge right back. More than a set-up sacrifice to this team, I'm glad I picked Hippowdon.
4Chan (Quagsire) @ Leftovers
Ability: Water Absorb
252 Atk / 252 SpD / 4 SpA
Careful Nature
- Aqua Tail
- Earthquake
- Stone Edge / Ice Beam
- Toxic
Even though I've never personally used Quagsire too much competitively, I know that it wasn't really extremely viable for me before Gen 4. When I began a short stint of competitive battling among my friends during late Gen 3, I used a Quagsire that really only made use of Earthquake, which is the only move from that one I carried over to this one. Even though it's attack is better than it's Special attack, I feel that not having a special move for coverage isn't great. I considered making Ice Beam a switch for Toxic, I figured that Ice Beam gives me special coverage and grass-type coverage, unlike Stone Edge.
Obelisk (Golurk) @ Quick Claw
Ability: Iron Fist
252 Atk / 252 SpD / 4 Def
Adamant Nature
- Shadow Punch
- Ice Punch / Earthquake
- Drain Punch
- Toxic
Golurk has always been a love-hate relationship with me. In-game, during a playthrough of B2/W2 I used a Golurk and it was never really too useful for me. It, however, is pretty viable competitively, and I found that out when I made my ghost Mono team, my first one in the meta. The Iron Fist ability makes STAB Shadow Punch a big threat if the Quick Claw comes through or it takes a hit. On my Ghost monotype team, I ran Earthquake on my Golurk. Half of the time, it worked well for me, and the other half, I was without my Mamoswine (team spoilers) and would much rather be running Ice Punch for the grass coverage.. It's your choice, but I'll stick with my Ice Punch for now. Also Drain Punch for Dark types, obviously.
Swine Flu (Mamoswine) @ Leftovers
Ability: Thick Fat
252 Atk / 252 Def / 4 SpD
Brave Nature
- Ice Shard
- Earthquake
- Freeze Dry
- Iron Head
Not only do I see Mamoswine a lot in UU, but it also claims many a spot on Ice and Ground mono teams. Speed is a major problem for this thing most of the time, but it's groundbreaking attack stat and decent defenses let it deal more damage than it usually takes. Thick Fat eliminates fire weakness for the most part, not to mention Ice Shard giving this thing STAB priority destruction. Earthquake and Iron Head give it a little more physical firepower, along with Freeze Dry for special coverage. I really can't explain this one, because I don't have much experience with the Swinub line and didn't quite know how all the great Mamo sets.
Batman (Gliscor) @ Toxic Orb
Ability: Poison Heal
252 Atk / 252 SpD / 4 Spd
Adamant Nature
- Earthquake
- Protect
- Night Slash / Cross Poison
- Stone Edge
I used to use a Gliscor on my XY OU team, with exactly this set. I would come out and pop a protect up to activate Poison Heal, and get going. EQ was always a must for this thing so it could use the STAB to it's advantage, and I found myself spamming EQ a lot. For almost all of XY OU, I ran Night Slash, but found a better 70 power high crit move, with the added bonus of 10% chance to poison; Cross Poison. I was originally iffy about it because of Steel's immunity, but I must have been stupid because I forgot that I ran EQ. Stone Edge was a filler for my fourth slot, because of Gliscor's big 4x weakness to Ice.
Now, this team is amateur, and yes, I know there are changes to be made, from items to move sets to EVs and Natures, I make mistakes. If you submitted a change, even if I didn't keep it, I want to first thank you in advance.
Wings of Death (Garchomp-Mega) @ Garchompite
Ability: Sand Force
252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Dragon Claw
- Iron Head
- Swords Dance
As not only one of my favorite Dragon Megas, but my favorite Mega of all time, Mega Garchomp brings speed and physicality to the field in great numbers. Although it's defenses don't quite reach 100, it makes up for it in being a fast sweeper Mon. If I get up even 1 SD, it can outspeed most Pokemon and land an EQ or Dragon Claw. Garchomp's Sand Force ability was something I liked, but didn't want to sacrifice a move slot for just so I can put up a Sandstorm. Hence, my next Pokemon.
Big Bertha (Hippowdon) @ Leftovers
Ability: Sand Stream
252 Def / 252 SpD / 4 Atk
Impish Nature
- Earthquake
- Protect
- Stealth Rock
- Stone Edge
Even though Hippowdon was originally a sacrifice so I could set up the sand to get Chomp going, I found it KO'ing just as much as Chomp, just not with direct hits. Most of the time, I could wittle down an opponent to low enough health to where I can protect and let the sand take them down. Not only can it be a nice passive finisher, it can also shut down Dragon teams running Pokes like Dragonite, Altaria, Noivern, etc. with a nice layer of rocks, and letting it's wall defenses eat up a hit and throw a Stone Edge right back. More than a set-up sacrifice to this team, I'm glad I picked Hippowdon.
4Chan (Quagsire) @ Leftovers
Ability: Water Absorb
252 Atk / 252 SpD / 4 SpA
Careful Nature
- Aqua Tail
- Earthquake
- Stone Edge / Ice Beam
- Toxic
Even though I've never personally used Quagsire too much competitively, I know that it wasn't really extremely viable for me before Gen 4. When I began a short stint of competitive battling among my friends during late Gen 3, I used a Quagsire that really only made use of Earthquake, which is the only move from that one I carried over to this one. Even though it's attack is better than it's Special attack, I feel that not having a special move for coverage isn't great. I considered making Ice Beam a switch for Toxic, I figured that Ice Beam gives me special coverage and grass-type coverage, unlike Stone Edge.
Obelisk (Golurk) @ Quick Claw
Ability: Iron Fist
252 Atk / 252 SpD / 4 Def
Adamant Nature
- Shadow Punch
- Ice Punch / Earthquake
- Drain Punch
- Toxic
Golurk has always been a love-hate relationship with me. In-game, during a playthrough of B2/W2 I used a Golurk and it was never really too useful for me. It, however, is pretty viable competitively, and I found that out when I made my ghost Mono team, my first one in the meta. The Iron Fist ability makes STAB Shadow Punch a big threat if the Quick Claw comes through or it takes a hit. On my Ghost monotype team, I ran Earthquake on my Golurk. Half of the time, it worked well for me, and the other half, I was without my Mamoswine (team spoilers) and would much rather be running Ice Punch for the grass coverage.. It's your choice, but I'll stick with my Ice Punch for now. Also Drain Punch for Dark types, obviously.
Swine Flu (Mamoswine) @ Leftovers
Ability: Thick Fat
252 Atk / 252 Def / 4 SpD
Brave Nature
- Ice Shard
- Earthquake
- Freeze Dry
- Iron Head
Not only do I see Mamoswine a lot in UU, but it also claims many a spot on Ice and Ground mono teams. Speed is a major problem for this thing most of the time, but it's groundbreaking attack stat and decent defenses let it deal more damage than it usually takes. Thick Fat eliminates fire weakness for the most part, not to mention Ice Shard giving this thing STAB priority destruction. Earthquake and Iron Head give it a little more physical firepower, along with Freeze Dry for special coverage. I really can't explain this one, because I don't have much experience with the Swinub line and didn't quite know how all the great Mamo sets.
Batman (Gliscor) @ Toxic Orb
Ability: Poison Heal
252 Atk / 252 SpD / 4 Spd
Adamant Nature
- Earthquake
- Protect
- Night Slash / Cross Poison
- Stone Edge
I used to use a Gliscor on my XY OU team, with exactly this set. I would come out and pop a protect up to activate Poison Heal, and get going. EQ was always a must for this thing so it could use the STAB to it's advantage, and I found myself spamming EQ a lot. For almost all of XY OU, I ran Night Slash, but found a better 70 power high crit move, with the added bonus of 10% chance to poison; Cross Poison. I was originally iffy about it because of Steel's immunity, but I must have been stupid because I forgot that I ran EQ. Stone Edge was a filler for my fourth slot, because of Gliscor's big 4x weakness to Ice.
Now, this team is amateur, and yes, I know there are changes to be made, from items to move sets to EVs and Natures, I make mistakes. If you submitted a change, even if I didn't keep it, I want to first thank you in advance.