Warning: THIS TEAM IS NOT ALL FROM A SINGLE TIER. In an effort to familiarize myself with good Pokemon from every type (by reviewing them all, not necessarily using them all, I still need the team to do well), I, and 2 friends, have embarked on a quest to create a monotype team for every type. Our first was terrible, but we learned from our idiocy (it was a steel team with no synergy). I am posting one of our more successful teams: the Ice team.
1. Abomasmow- Expert Belt: Lead
-Snow Warning (This is the sole reason he leads)
-Hasty
-Blizzard
-Wood Hammer
-Earthquake
-Brick Break
-252 Spe/ 128 Atk/ 128 SpA
Reasoning: Snow Warning is pretty much the basis of the team: Snow Cloak provides evasion, and the Hail causes periodic damage, which benefits our walls. Without access to Spikes or Stealth Rock, I delegated him to hitting with wide type coverage. His odd typing gives him unique STAB attacks, while also making him highly vulnerable, so wide typing is necessary to survive. Blizzard and Wood Hammer are both good, especially with STAB, and Earthquake nails the otherwise daunting Steel type, while hitting Fire types for big damage. Brick Break is useful for leads who use Reflect or Light Screen; it's rare, sure, but Abomasnow would suffer immensely with them in place. It also hits Levitating Steel types (ie Bronzong) who would otherwise obliterate the team.
2. Glaceon- Bright Powder: Annoyer
-Snow Cloak
-Modest
-Blizzard
-Double Team
-Sand Attack
-Fake Tears
-252 SpA/ 252 Spe/ 4 Hp
Reasoning: While it requires a large amount of set up without the benefit of being able to heal or withstand many attacks, Glaceon has proven to be monstrous when properly set up. The sheer evasive potential when Glaceon has Hail and several double teams and sand attacks makes Glaceon a better wall than most others. Blizzard will auto-hit most for big damage, and Fake Tears makes sure that Glaceon will not run out of PP, requiring 3 used to lower defenses immensely. Sand attacks also help other pokemon remain elusive after Glaceon gets taken down. Overall, he's hard to use, but he can be good and very entertaining to use.
3. Mamoswine- Life Orb: Physical Sweeper
-Snow Cloak
-Adamant
-Stealth Rock (I know you will freak out over this, but he was the most viable means of putting it out)
-Ice Shard
-Earthquake
-Endeavor
-252 Spe/ 252 Atk/ 4 Def
Reasoning: The main trick for Mamoswine is to Endeavor and Ice Shard as a last resort. I am considering removing Stealth Rock, as it would be deployed pretty late, but I love having a large amount of set up damage. Your insight would be appreciated, but rate as if it uses Stealth Rock. Earthquake is amazing with the STAB, and can inflict massive damage on Steel and Fire types who would dismantle the rest of the team. Ice Shard has STAB, and Mamoswine is fairly powerful, so it also makes a good move. While the Life Orb makes the combo hard to pull off, with a boosted Ice Shard, Mamoswine can still effectively eliminate threats with the combo, if Endeavor is used earlier than normal.
4. Regice- Leftovers: Special Wall
-Clear Body
-Calm
-Ice Beam
-Curse
-Charge Beam
-Explosion
- 252 Def/ 56 SpD/ 200 Hp
Reasoning: A large amount of Defense for a Special Defender, but quite a few weaknesses are physical, so it's best to be prepared. Charge Beam is good for type coverage (especially on Water walls like Tentacruel and Milotic) while boosting Blizzard also. Curse is useful for its defense boost, as Regice's speed means it won't outspeed people. The main concern for Regice is Steel, so it relies on having them weakened or gone before use.
5. Cloyster- Shell Bell (hate this part): Physical Wall
-Skill Link
-Impish
-Rapid Spin
-Rock Blast
-Ice Shard
-Explosion
-252 Def/ 56 Hp/ 200 SpD
Reasoning: As per good advice, Cloyster is packing Rapid Spin, which is great for eliminating effects that could wreck our team, while also providing another attack to maximize the use of the Shell Bell. Rock Blast provides good damage and an outlet for Skill Link. Ice Shard gets STAB, making it useful, and Explosion has good last-ditch power. Ice Shard is also good for making Cloyster an enormous threat to Dragon types, who are often physical attackers with double or quadruple weaknesses to Ice.
Articuno-Sharp Beak: End Game
-Pressure
-Docile
-Blizzard
-Roost
-Drill Peck
-Ice Beam
- 126 Atk/ 126 SpA/ 128 Def/ 128 SpD/ 4 Spe
Reasoning: Articuno does not invest heavily in one stat, which may be unwise, but it makes Articuno dangerous all around. His rounded stats makes him a force to be reckoned with as an end game fighter, capable of taking out both physically and specially defensive pokemon, unless they are resitant walls. Drill Peck tears apart Fighting types, especially with STAB and Sharp Beak, and his resistance and good defenses makes him a suprise switch against an otherwise uncombatted type.
I'm well aware that this team has mostly unresolved weaknesses. Being a monotype team, I chose to beef up synergy instead of separate coverage. I noticed that it functions well (save the Articuno, we're revising it now) based on the cohesion it has. Abomasnow sets up the team, Glaceon's Sand Attack sets up Mamoswine, and the opposing team is fairly battered by the time the walls come out, to say nothing of the end game (mostly) sweeping by Articuno.
1. Abomasmow- Expert Belt: Lead
-Snow Warning (This is the sole reason he leads)
-Hasty
-Blizzard
-Wood Hammer
-Earthquake
-Brick Break
-252 Spe/ 128 Atk/ 128 SpA
Reasoning: Snow Warning is pretty much the basis of the team: Snow Cloak provides evasion, and the Hail causes periodic damage, which benefits our walls. Without access to Spikes or Stealth Rock, I delegated him to hitting with wide type coverage. His odd typing gives him unique STAB attacks, while also making him highly vulnerable, so wide typing is necessary to survive. Blizzard and Wood Hammer are both good, especially with STAB, and Earthquake nails the otherwise daunting Steel type, while hitting Fire types for big damage. Brick Break is useful for leads who use Reflect or Light Screen; it's rare, sure, but Abomasnow would suffer immensely with them in place. It also hits Levitating Steel types (ie Bronzong) who would otherwise obliterate the team.
2. Glaceon- Bright Powder: Annoyer
-Snow Cloak
-Modest
-Blizzard
-Double Team
-Sand Attack
-Fake Tears
-252 SpA/ 252 Spe/ 4 Hp
Reasoning: While it requires a large amount of set up without the benefit of being able to heal or withstand many attacks, Glaceon has proven to be monstrous when properly set up. The sheer evasive potential when Glaceon has Hail and several double teams and sand attacks makes Glaceon a better wall than most others. Blizzard will auto-hit most for big damage, and Fake Tears makes sure that Glaceon will not run out of PP, requiring 3 used to lower defenses immensely. Sand attacks also help other pokemon remain elusive after Glaceon gets taken down. Overall, he's hard to use, but he can be good and very entertaining to use.
3. Mamoswine- Life Orb: Physical Sweeper
-Snow Cloak
-Adamant
-Stealth Rock (I know you will freak out over this, but he was the most viable means of putting it out)
-Ice Shard
-Earthquake
-Endeavor
-252 Spe/ 252 Atk/ 4 Def
Reasoning: The main trick for Mamoswine is to Endeavor and Ice Shard as a last resort. I am considering removing Stealth Rock, as it would be deployed pretty late, but I love having a large amount of set up damage. Your insight would be appreciated, but rate as if it uses Stealth Rock. Earthquake is amazing with the STAB, and can inflict massive damage on Steel and Fire types who would dismantle the rest of the team. Ice Shard has STAB, and Mamoswine is fairly powerful, so it also makes a good move. While the Life Orb makes the combo hard to pull off, with a boosted Ice Shard, Mamoswine can still effectively eliminate threats with the combo, if Endeavor is used earlier than normal.
4. Regice- Leftovers: Special Wall
-Clear Body
-Calm
-Ice Beam
-Curse
-Charge Beam
-Explosion
- 252 Def/ 56 SpD/ 200 Hp
Reasoning: A large amount of Defense for a Special Defender, but quite a few weaknesses are physical, so it's best to be prepared. Charge Beam is good for type coverage (especially on Water walls like Tentacruel and Milotic) while boosting Blizzard also. Curse is useful for its defense boost, as Regice's speed means it won't outspeed people. The main concern for Regice is Steel, so it relies on having them weakened or gone before use.
5. Cloyster- Shell Bell (hate this part): Physical Wall
-Skill Link
-Impish
-Rapid Spin
-Rock Blast
-Ice Shard
-Explosion
-252 Def/ 56 Hp/ 200 SpD
Reasoning: As per good advice, Cloyster is packing Rapid Spin, which is great for eliminating effects that could wreck our team, while also providing another attack to maximize the use of the Shell Bell. Rock Blast provides good damage and an outlet for Skill Link. Ice Shard gets STAB, making it useful, and Explosion has good last-ditch power. Ice Shard is also good for making Cloyster an enormous threat to Dragon types, who are often physical attackers with double or quadruple weaknesses to Ice.
Articuno-Sharp Beak: End Game
-Pressure
-Docile
-Blizzard
-Roost
-Drill Peck
-Ice Beam
- 126 Atk/ 126 SpA/ 128 Def/ 128 SpD/ 4 Spe
Reasoning: Articuno does not invest heavily in one stat, which may be unwise, but it makes Articuno dangerous all around. His rounded stats makes him a force to be reckoned with as an end game fighter, capable of taking out both physically and specially defensive pokemon, unless they are resitant walls. Drill Peck tears apart Fighting types, especially with STAB and Sharp Beak, and his resistance and good defenses makes him a suprise switch against an otherwise uncombatted type.
I'm well aware that this team has mostly unresolved weaknesses. Being a monotype team, I chose to beef up synergy instead of separate coverage. I noticed that it functions well (save the Articuno, we're revising it now) based on the cohesion it has. Abomasnow sets up the team, Glaceon's Sand Attack sets up Mamoswine, and the opposing team is fairly battered by the time the walls come out, to say nothing of the end game (mostly) sweeping by Articuno.