Midnight at UU - a Pokemon-Ghost story

Hiho everyone,

at first I came up with the idea of building a monotype team,
or to be more precise a ghost team.
I have to admit this might be a rather unusual choice for a
mono team, simply because of the small selection of ghosts
compared to other types and the relative low diversity of the
movepools among most ghost types, which could possibly lead to a
team, that severely lacks a widespread coverage.
Despite that, I tried to build such a team for the UU tier,
even if I can't play some of the most prominent ghosts such as
Gengar or Jellicent, i did not have to take care of ugly things
like autoinduced weather or dragon based teams, which would
otherwise pose a big threat to this team.

The first issue is to work out the advantages of playing a
full ghost team ? Why should I play such a thing ?

- normal / fighting immunity + resistance to bug moves on the entire
team, which is not the worst thing to have
- my opponent can't get rid of my hazards
- ghost / dark moves aren't the most common, so I surely do not have
to expect that my opponent uses them too extensively

So the idea I came up is a stallish based team around the spikethrowing
Froslass, that tries to force switches, stalls and weakens the opposing team to
a point where my offensive threats are able to sweep effectively

But now the sets :

483.png


Froslass@Focus Sash

Snow Cloak
timid nature
252 HP / 4 Def / 252 Speed

Taunt
Icebeam
Spikes
Destiny Bond

Froslass is mandatory for this team, simply said, since throwing out spikes
my opponent can't get rid of is one of the key advantages a ghost monotype team
has over other mono teams. Focus Sash and high speed ensure that Froslass stays alive
long enough to put out at least two layers of spikes - with a little timing
and good prediction possibly three. If she KOs something with Destiny Bond
after that in addition, everythings fine.

356.png

Dusclops@Evolite

Pressure
calm nature
252 HP / 80 Def / 176 SDef

Will-o-Wisp
Pain Split
Taunt
Nightshade

A big problem of this team is, that a strong and fast sweeper with
supereffective moves will tear holes into it. Dusclop's job is to take
care of that. Thanks to its natural bulk and pressure the opposing
ghost counter should run out of pp sooner or later, protect and
pain split should be used alternately to stick around as long as possible.
Nightshade is to prevent being completely useless after taunt, and
will-o-wisp to weaken physically based opponents and deal some damage
while stalling.
Well, Dusclops role in this team changed a bit to a more
universal staller. Taunt lets him prevent setup abuse and other nasty things.

434.png

Mismagius@Lifeorb

Levitate
timid nature
4 HP / 252 SpA / 252 Speed

Nasty Plot
Shadowball
Substitute
HP Fighting

Mismagius is some sort of late game sweeper that hits the remains of the
opposing team hard, after spikes und stallers did their job and the most
dangerous threats to her have been removed.
Nasty Plot is to boost SpA, Shadowball and Hp Fighting have a good coverage
together. Thunderbolt is on the set to have a strong move
vs. pokemon like Milotic or Cune, and especially flying types that
are immune to spikes and might be at 100%.
Thunderbolt was maybe a bit overdone, since it isn't really needed.
Sub provides opportunities to setup with more ease, since Shadowball and
HP Fighting together already hit most things hard enough.
302.png

Sableye@Leftovers

Prankster
bold nature

252 HP / 252 Def / 4 Spe

Will-o-Wisp
Taunt
Recover
Nightshade

Prankster Sableye is a natural choice for this team, since he fits in multiple
roles here. At first he takes care of opposing stallers like with toxic and taunt, while keep recovering away the incoming damage, no weak is more than helpful here since most defensive orientated pokemon rely on type advantage / status to deal major damage, two things that won't work on Sableye. He also is capable of forcing switches via toxic and taunt as well, which allows spikes to take effect. Toxic > standard Will-o-Wisp on this set, because the latter is run on multiple other sets in this team and he can take Chansey 1on1 with toxic.
No weak is especially useful to take care of something the other teammembers can't.
Sableye switched into a different role as well, from a kind of antistaller to someone who's job is to stop and stall out dark-based physical threats such as Bisharp with Will-O-Wisp,
which otherwise tear through the team with ease.

593.png

Cofragigus@Leftovers

Mummy
bold nature

252 HP / 129 Def / 129 SDef

Will-o-wisp
Shadowball
Haze
Rest

Cofragius is the supreme physical wall in my team, with a base of 140 and
will-o-wisp it is hard to take down by any physical sweeper.
The ability Mummy is very helpful to negate Guts, Haze is necessary to
remove opposing stat boosts, while rest is sadly the only reliable recovery
move is has, but i discovered most pokemon have problems with taking down
cofragius in two turns, and thanks to haze setting up during his rest turns
is not to easy as well.

447.png

Spiritomb@Leftovers

Pressure
calm nature

252 HP / 252 SDef / 4 Def

Calm Mind
Hypnosis
Dark Pulse
Pain Split

Golurk is gone, Spiritomb has taken its place and functions
as a special wall of some sort to handle strong special sweepers.
Zam is now OU, but Jolteon with Shadowball is still out there f.e.
so must have something to deal with such threats.
No weak paired up with respectable bulk and CM should ensure
that Spiritomb shruggs off most special moves thrown at him with
relative ease. Hypnosis is an option to gain some free boosts and
get some more out of leftovers, since Pain Split is only a semi-reliable recovery-move.
Dark Pulse is there to do some damage, as it is only resisted by fighting and steel types,
and those can in general be better handled by other team members (Cofragigus, Dusclops)

Thank you for reading, and possibly rating !

Regards, voidzone
 
If Golurk isn't working out, Spiritomb would be a good choice to add special bulk. I suck at EVs, but putting plenty of HP and Attack would be good to abuse Sucker Punch and/or Shadow Sneak, since you lack priority as well.
 
Thank you CaseyL for your hint!
I have to admit I dropped this team already since it doesn't work to
well for me at all. Allthough I had some interesting and funny matches
with it :o)
 
Hey, I've got a few suggestions for your team.

On Dusclops, Protect is a useless move. It can stall for burn turns, but that's about it. It'd be ok if Dusclops had Leftovers to abuse with it, but it's stuck with Eviolite. I suggest replacing it with Taunt. With Taunt, you can stop enemy Pokemon from endlessly setting up on you, and then burn them, leaving them crippled. It also stops stall-based Pokemon from recovering, or crippling you with status, so the likes of Slowpoke and Snorlax will be beaten.

On Mismagius, both Thunderbolt and Hidden Power Fighting are not needed. Those moves are supposed to compliment Shadow Ball, and provide extra coverage. Thunderbolt hits bulky Water-types hard, while Hidden Power Fighting provides 100% neutral coverage alongside Shadow Ball. I suggest picking your favourite, and replacing the other one with Substitute. With Substitute, Mismagius can set up with ease, and get a free hit on scarfed Pokemon, namely Krookodile, which is why you might want to pick Hidden Power Fighting over Thunderbolt.

I think you've got the wrong idea about Sableye. Sableye is the only Pokemon on your team that isn't Dark or Ghost weak, and you need to take advantage of that. Firstly, it needs Will-o-Wisp over Toxic, because priority Will-o-Wisp will help you so much. It'll stop things like Krookodile and Bisharp from sweeping your entire team. Next, I think you should change its EV spread to 252 HP / 252 Def / 4 SpDef, because most Dark-type threats are mainly physical. This will, in some way, make you less weak to them.

Good luck with the team, I hope I helped!
 
Thank you Mr.Moo :-)

I've updated my starting post to reflect the changes.
I suppose I'll might give this team another try, since It was really fun to play around with.
 
Hey, i like the idea. I'm new so I might not be the best at all this stuff, but what are the evs for froslass doing in HP? You have a focus sash so you might as well put them into your special attack so that you hit harder when you do use ice beam. Aslo, just a side-note, stealth rocks would help a lot with flying types and levitators! Too bad you can't get a ghost with it.
 
Hey Espyboss,

to be honest, it doesn't matter much where to put Froslass EVs besides Speed. Special attack might be an idea, but from my experience Froslass does seldomly have the opportunity to launch Icebeams, but HPs can be the difference between 2 or 3 layers of spikes, which I prefer more.
Yes SR would be nice stuff to play around with, but sadly ghosts have to do without :(
 
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