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Monotype Mono-Dragon Balance

Garchomp @ Leftovers​

Ability: Rough Skin
Tera Type: Dragon
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature

  • Earthquake
  • Dragon Tail
  • Spikes
  • Stealth Rock
Garchomp is the team’s hazard setter and primary chip engine. With both Stealth Rock and Spikes, it pressures opposing teams heavily over time. Dragon Tail synergizes well with hazards by forcing switches and racking up damage, while Earthquake prevents it from being completely passive. The EV spread maximizes overall bulk while giving a bit of Speed to creep slower defensive Pokémon.


Dragapult @ Life Orb​

Ability: Infiltrator
Tera Type: Dragon
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature

  • Dragon Darts
  • Draco Meteor
  • Shadow Ball
  • U-turn
Dragapult provides speed control and acts as a mixed attacker to prevent common defensive answers from walling it. Draco Meteor and Shadow Ball offer strong special damage, while Dragon Darts punishes special walls that expect a fully special set. U-turn is crucial for maintaining momentum and bringing in Kyurem safely. Infiltrator allows Dragapult to ignore Substitute and screens, which is very useful against hyper offense.


Kyurem @ Choice Specs​

Ability: Pressure
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk

  • Draco Meteor
  • Freeze-Dry
  • Earth Power
  • Dragon Pulse
Kyurem is the main wallbreaker. Choice Specs allows it to deal massive damage to most of the metagame. Freeze-Dry is especially valuable for hitting Water-types, while Earth Power helps against Steel-types that would otherwise wall Dragon STAB. Draco Meteor is the primary nuke, and Dragon Pulse provides a more consistent option when I don’t want to drop Special Attack.


Goodra-Hisui @ Assault Vest​

Ability: Sap Sipper
Tera Type: Steel
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk

  • Flash Cannon
  • Draco Meteor
  • Thunderbolt
  • Flamethrower
Hisuian Goodra serves as the team’s special wall and glue. With Assault Vest and excellent natural bulk, it can switch into a wide range of special attackers. Flash Cannon is important for hitting Fairy-types, while Flamethrower provides coverage against Steel-types. Thunderbolt and Draco Meteor round out its coverage, allowing it to avoid being passive.


Dragonite @ Leftovers​

Ability: Multiscale
Tera Type: Dragon
EVs: 252 HP / 188 Def / 64 SpD / 4 Spe
Impish Nature

  • Extreme Speed
  • Thunder Wave
  • Dragon Tail
  • Roost
Dragonite is the team’s main utility Pokémon. Thunder Wave provides speed control, while Dragon Tail works alongside Garchomp to rack up hazard damage. Multiscale allows it to take hits reliably, and Roost gives it longevity. Extreme Speed provides useful priority to pick off weakened threats. This set is key to enabling the team’s hazard-stacking strategy.


Altaria-Mega @ Altarianite​

Ability: Pixilate
Tera Type: Dragon
EVs: 88 HP / 56 Atk / 112 Def / 252 Spe
Jolly Nature

  • Body Slam
  • Earthquake
  • Dragon Dance
  • Roost
Mega Altaria is the team’s primary win condition. After a Dragon Dance, it can outspeed most of the metagame and clean weakened teams. Pixilate-boosted Body Slam provides reliable STAB and can spread paralysis, while Earthquake gives coverage against Steel-types. Roost allows it to stay healthy and find multiple setup opportunities.

This team is made for a custom format with a few ubers unbanned (Dragapult for example) the only one relevant to mono-dragon is dragapult as other ubers in the sv nat dex tier are still banned (Walking Wake, Gouging Fire, Roaring Moon, etc) other than that it is standard sv nat dex ou.
 
Why do you run Sap Sipper on Goodra-H tho? The only thing I can think for it is for Spore, but even then, Gooey and Shell Armor are way more utilized in different situations than Sap Sipper. I prefer Gooey on my Hoodra's since it punishes physical attackers attacking its lesser physical bulk, but Shell Armor seems to be more useful on actual analyses.
Looks really cool otherwise!
 
Why do you run Sap Sipper on Goodra-H tho? The only thing I can think for it is for Spore, but even then, Gooey and Shell Armor are way more utilized in different situations than Sap Sipper. I prefer Gooey on my Hoodra's since it punishes physical attackers attacking its lesser physical bulk, but Shell Armor seems to be more useful on actual analyses.
Looks really cool otherwise!
I run it for leech seed against mono steel and grass teams. Celesteela especially tends to be annoying into the team.
 
Celesteela? Wouldn't this be a NatDex Monotype team then? That Pokemon is dexit'd from SV, and this clearly can't be an old-gen team as it has Gen 9 Pokemon like Gholdengo.

Edit: I'm now noticing the M-Altaria, this is 100% NDM, please wait as I rate accordingly in a new post.
 
Okay, here's the rate, sorry for the wait, I'll go over some basic legality comments:

:dragapult:
I'm afraid that Dragapult is banned from the metagame to begin with, and thus can't be used. What made it broken was Dragon Dance sets with Z-Phantom Force, enabling it to just blow up practically anything that'd otherwise wall it, and from there enabling a sweep.

:altaria-mega:
As this Pokemon still starts off as base Altaria, an ability has to be set for such forme for the team to validate, Natural Cure is recommended so it can act as a status absorber early-game.

Okay, with those basics out I can go over the other stuff on the team:

:goodra-hisui:
In a NDM context, Sap Sipper is neat as it not only blocks Spore, but also Leech Seed and Strength Sap, letting it better check foes like Ferrothorn, Celesteela, M-Venusaur, Sinistcha, and Galarian Corsola, thus becoming its best ability normally outside of sets featuring Acid Armor + Body Press.

That said, Hisuian Goodra makes better use of Leftovers, compensating over chip damage from Stealth Rock while also raising its overall longevity as it's often a mixed wall in practical use and is often going to be desired for the long term. With its usable mixed offenses, Heavy Slam is a better pick over Flash Cannon as to deal even more damage on common targets like Fairy-types (which normally lean towards special bulk per their base stats).

The bulky-leaning nature of the team also leads me to think that Dragon Tail would be more useful over Draco Meteor, especially as to reduce passivity concerns, enabling Hisuian Goodra to phaze out threatening setup sweepers like Volcarona, Galarian Moltres, and Raging Bolt as to avoid becoming setup fodder against what it may want to check while also compressing utility in the process to make the most of entry hazards further wearing down the other team.

Thunderbolt hits quite little as the team already has a favorable matchup into Water by nature as is, thus turning this only potentially useful into Flying teams, except that a neutral Draco Meteor outdamages what a super effective Thunderbolt would do outside Gyarados or Mantine, and there's an entire Kyurem to make progress on such teams either way. Protect over it would be recommended as to further increase the HP recovery from Leftovers while also easing scouting against choice-locked targets like Galarian Darmanitan, Mamoswine, and Sneasler and stalling turns for weather / terrain.

Finally, the nature is suboptimal, using a Sassy (+SpD, -Spe) nature grants it a more noticeable relative benefit to its special bulk, while still reaching similar damage ranges on attacks, especially given the way the EVs are spread.

:kyurem:
Draco Meteor twice in a row outdamages Dragon Pulse, so replacing Dragon Pulse for Ice Beam is wise, as it finds more of a role in comparison when the anti-Water-type utility Freeze-Dry has isn't needed, most notably more consistently 2HKOing Corviknight, Ferrothorn, and Clefable unlike Freeze-Dry.

:dragonite:
Dragonite's niche generally leans towards offensive sets as its high Atk alongside Multiscale and colorful coverage eases its capability to trade at worst, so a defensive set seems out of place, especially as the utility it's providing here is better performed already by Hisuian Goodra. That said, it can perform Dragapult's role instead with a Choice Band set as a speed control option and wallbreaker.

:dragapult:
With the obligatory spare slot now as Dragapult is banned as explained before, Archaludon seems like a simple fit that nicely complements the team, reducing the burden HIsuian Goodra has at checking Dragon-, Ice- and Fairy-types while also being a formidable physical wall that can also compress utility in Thunder Wave to ease the rest of the team to not rely as much on Dragonite for speed control. Its capability to run Stealth Rock also enables Garchomp to afford another coverage move to not be as passive, even.

:garchomp:
This is currently leaning into a specially defensive spread, which isn't desirable as that doesn't synergize with Rough Skin (most contact moves are physical), so swapping to the more standard spread of 248 HP / 20 Def / 240 Spe (Jolly) would be best, with this alongside a Rocky Helmet quickly maximizing Garchomp's capability to wear down the other team as to enable a sweep for one of its allies. With Archaludon filling in as a Stealth Rock setter over it, it's also reasonable to afford Fire Blast over Stealth Rock, notably forcing out checks like Ferrothorn and M-Scizor.

:altaria-mega:
Body Slam has lacking damage output, especially as this is aiming to be a setup sweeper over a support Pokemon, so just using Return over it would be appropiate. Additionally the EV spread is quite unusual and is not justified so far, so if it doesn't have any particular benchmarks in mind, I would recommend to just stick to the standard 16 HP / 224 Atk / 16 Def / 252 Spe (Jolly) spread, which keeps more offensive pressure while also avoiding an OHKO from M-Lopunny's Triple Axel.

Here's the team with the proposed changes, I hope it helps!

That said, if you want an easier time with entry hazards, it's also possible to swap Dragonite for Choice Scarf Latias, compensating its lower damage output hard with more utility, namely being a emergency Defogger while also granting an ally a second chance to end the game with Healing Wish, even compressing the role of a Ground-type check to complement Hisuian Goodra and Archaludon, here's the alternate team as well if you're interested.

Edit: I'm now noticing that this is an arbitrary format that has Dragapult allowed, so please note that the capability to rate accordingly is quite more limited as then this leads to a different metagame from what I and other NDM users may be experienced with, case in point in regular NDM Roaring Moon and Walking Wake are legal while here they aren't.

I would recommend in that case, based on the first revamp I made, to swap Dragonite to Dragapult, as it evidently does the same role of speed control as originally justified, except that the standard set of Dragon Darts / Phantom Force / Dragon Dance / Substitute with Ghostium Z should be used instead (Sub in particular easing the matchup into Sucker Punch users and easing setup opportunities on passive foes like Toxapex), here's the team accordingly and sorry for the confusion.
 
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