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Focus Sash Kommo-o (for Dragon)



Kommo-o @ Focus Sash
Ability: Overcoat
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Brick Break
- Dragon Dance
- Poison Jab
- Clanging Scales

I guess Brick Break could be a good idea for a Dragon team, since both Fairy and Ice usually rely on screens. If Ninetales uses Aurora Veil on the first turn, Kommo-o can dance and kill it on the next turn while doing away with the screen. What's more, Overcoat makes it immune to Hail, so the sash keeps being functional. Against fairy it should be similar, with poison jab to kill mons like Koko or Bulu. Clanging Scales is thought to deal with any possible pshysical wall, like Hippowdon or Staraptor, but i guess it could work with Outrage too. Some calcs:

+1 252+ Atk Life Orb Kommo-o Brick Break vs. 248 HP / 252+ Def Eviolite Chansey: 616-728 (87.6 - 103.5%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Life Orb Kommo-o Brick Break vs. 0 HP / 4 Def Ninetales-Alola: 294-347 (102.4 - 120.9%) -- guaranteed OHKO

hello!

even though kommo might seem capable of breaking through the problematic normal core for dragon it really can't. if rocks aren't up raptor can hard switch in and eat anything and freely toxic or cleanly 2hko with an uninvested brave bird. ditto also has no problem coming in to rk a chipped (rocks, lop outpaces +1 with that nature, qa diggers) kommo and countersweep provided that malt is koed. a better, less obvious option for dragon players looking to take down normal would be king ddd altaria with frustration over return and maybe refresh over heal bell (allows it to heal status more because it has higher pp). it can freely setup on non download p2, chansey, mega lop, and staraptor. it's a great option atm because most players usually don't bother or think to make ditto 0 happiness which basically just allows mega alt to setup and win.

have a nice day
 

Taunt + CM Keldeo

So basically after testing a few Z moves on Fighting, I've found this set in particular to be very good. Taunt allows you to surprise opponents such as Toxapex and Mantine, which would otherwise stop you with Haze and/or Toxic plus their recovery, allowing you to blow by them more easily. This set goes together with Secret Sword (to beat special walls like Chansey + Mantine, the latter after a couple of boosts) and Z-Hydro Pump, also blowing back Toxapex after a few boosts. After a Calm Mind, it can also achieve good defensive feats such as avoiding the 2HKO from standard Mega Venu's Giga Drain as well as Volcarona's. Taunt allows this set to be an effective lead, and a good wallbreaker. Here are some relevant calcs:

+3 252 SpA Keldeo Hydro Vortex (185 BP) vs. 252 HP / 64 SpD Toxapex: 263-310 (86.5 - 101.9%) -- 93.8% chance to OHKO after Stealth Rock

252 SpA Keldeo Hydro Vortex (185 BP) vs. 4 HP / 0 SpD Garchomp: 345-406 (96.3 - 113.4%) -- 75% chance to OHKO

252 SpA Keldeo Hydro Vortex (185 BP) vs. 248 HP / 8 SpD Pelipper in Rain: 298-351 (92.2 - 108.6%) -- guaranteed OHKO after Stealth Rock

And here is the actual importable set:

Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Taunt
- Calm Mind


On another note, why not group the existing sets by type? For example, this set works well on Fighting but I have never tried it out on Water, so I can't give my judgment there. A new player might not know what type some of these sets are good in, so grouping the sets by type would be a good idea in my opinion.
 
Icium Z Alolan Sandslash



Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Iron Head
- Earthquake
- Swords Dance

While Life Orb does better unboosted damage, Swords Dance sets can make good use of the Icium Z in order to get off a powerful nuke, which is especially handy in the Steel matchup against Ferrothorn, Celesteela, and even Skarmory after some prior chip damage:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 72 Def Ferrothorn: 325-384 (92.3 - 109%) -- 93.8% chance to OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 4 Def Celesteela: 423-498 (106.2 - 125.1%) -- guaranteed OHKO

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 224 HP / 252+ Def Skarmory: 247-292 (75.5 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock

Also does nicely against Psychic:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 148 Def Wobbuffet: 543-640 (92.9 - 109.5%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 0 Def Mew: 435-513 (107.6 - 126.9%) -- guaranteed OHKO

And against this annoyance:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 248 HP / 116 Def Sableye-Mega: 327-385 (107.9 - 127%) -- guaranteed OHKO

Oh, and Babiri Clef, since it doesn't die to +2 Iron Head:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 252+ Def Clefable: 382-450 (96.9 - 114.2%) -- 81.3% chance to OHKO


Some additional benefits include being able to switch into Knock Offs a lot easier from Pokemon like Armaldo and Alolan Muk, as well as being able to potentially bluff a Choice Band. Overall a solid option on Ice builds that don't need it to run Rapid Spin.
 
Icium Z Alolan Sandslash



Sandslash-Alola @ Icium Z
Ability: Slush Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Iron Head
- Earthquake
- Swords Dance

While Life Orb does better unboosted damage, Swords Dance sets can make good use of the Icium Z in order to get off a powerful nuke, which is especially handy in the Steel matchup against Ferrothorn, Celesteela, and even Skarmory after some prior chip damage:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 72 Def Ferrothorn: 325-384 (92.3 - 109%) -- 93.8% chance to OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 4 Def Celesteela: 423-498 (106.2 - 125.1%) -- guaranteed OHKO

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 224 HP / 252+ Def Skarmory: 247-292 (75.5 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock

Also does nicely against Psychic:

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 148 Def Wobbuffet: 543-640 (92.9 - 109.5%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 0 Def Mew: 435-513 (107.6 - 126.9%) -- guaranteed OHKO

And against this annoyance:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 248 HP / 116 Def Sableye-Mega: 327-385 (107.9 - 127%) -- guaranteed OHKO

Oh, and Babiri Clef, since it doesn't die to +2 Iron Head:
+2 252 Atk Sandslash-Alola Subzero Slammer (160 BP) vs. 252 HP / 252+ Def Clefable: 382-450 (96.9 - 114.2%) -- 81.3% chance to OHKO

Some additional benefits include being able to switch into Knock Offs a lot easier from Pokemon like Armaldo and Alolan Muk, as well as being able to potentially bluff a Choice Band. Overall a solid option on Ice builds that don't need it to run Rapid Spin.
Swords Dance + Z Move Alolan Sandslash is not a creative or underrated set in monotype.

Update: Now every 1-2 weeks I will review all posts and respond to them on whether or not it is completely unviable, creative or underrated. While I do understand some posts are creative that does not mean they are even somewhat viable so please try to keep this in mind when posting. :toast:
 
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Hey Everyone :]!

I want to post a fun set i've been playing around with, Behold "Z-Happy Hour Malamar"

Malamar @ Normalium Z
Ability: Contrary
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Happy Hour
- Superpower
- Psycho Cut
- Knock Off

Due to the fact that Z-happy hour doesnt trigger contrary gives malamar a free +1 to all its stats and the combination of Superpower + contrary can turn it into a deadly late game sweeper if hazards like rocks or spikes are up :p
 
Hey Everyone :]!

I want to post a fun set i've been playing around with, Behold "Z-Happy Hour Malamar"

Malamar @ Normalium Z
Ability: Contrary
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Happy Hour
- Superpower
- Psycho Cut
- Knock Off

Due to the fact that Z-happy hour doesnt trigger contrary gives malamar a free +1 to all its stats and the combination of Superpower + contrary can turn it into a deadly late game sweeper if hazards like rocks or spikes are up :p
Shine Drive, while this technically is a underused and underrated set Happy Hour Jirachi outclasses this and is just not even worth using on Dark or Psychic type teams.

Edit: The archives have been updated for all of SM and a new one will be made for USM as soon as sets are posted!
 
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Alright, here is a fun blacephalon for ghost teams that I have been using that I haven't seen too much of

Blacephalon @ Firium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Calm Mind
- Taunt

This set is nice on Ghost along with Mega Sableye allowing the team to break down bulky core very easily. Taunt allows this thing to completely setup on Chansey and break through the normal type team. This set doesn't appreciate being copied by ditto so keeping Mimikyu healthy is important if you decide to set this thing up against Normal-type teams. This also can just straight up nuke anything and possibly prevent a lead pokemon from setting up hazards and many other things. Overall it is a fun set to run on Ghost and can definetly surprise an opponent thinking its Specs or Scarfed.​
 
Now that Naganadel has been banned I have 2 sets I wanted to share. I’ve only tested them in a couple of battles so let me know what you think.



Stealth Rock Kommo-o
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Close Combat
- Clanging Scales
- Flamethrower
- Stealth Rock​

This set is meant to be used on Fighting teams as an additional Stealth Rock user. Fighting + Dragon + Fire coverage is still fantastic enough to pass up on a fourth coverage move for Stealth Rock. This set was pretty horrible in the Naganadel meta but now that it’s been banned, Fighting teams don’t have to run something silly like Occa Berry Cobalion just to stop it. Teams now don’t even have to run it. The way to use this set is to set up Stealth Rock on forced switches, like on a Pokemon like Skarmory for example. It gives you the option of setting up hazards vs bulkier teams while also being able to sweep late-game with its Z-Move. On to the next set:


Defog Tapu Koko
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Defog
Electric teams were previously limited to Zapdos as their options for clearing hazards, but Tapu Koko can now Defog on more offensive Electric teams thanks to its high Speed and neutrality to Stealth Rock unlike Zapdos. The set is pretty straightforward, with Thunderbolt as the main STAB move, Volt Switch as its main pivot move, and HP Ice to hit Pokemon like Landorus and other Ice types. I’m unsure how effective this set really is in practice but I definitely think it’s one worth trying out. Keep in mind this isn’t supposed to be a Zapdos replacement, it simply allows Zapdos to run another set like maybe subtoxic.
 
I've been toying around with Offensive Poison lately and found a pretty interesting set in an attempt to replace Crobat as the hazard remover/ground immunity on my team.


Air Balloon Tentacruel
Not Toxapex (Tentacruel) @ Air Balloon
Ability: Liquid Ooze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Giga Drain/Knock Off
- Rapid Spin​

The moves are fairly straightforward. Hydro Pump is needed in order for Tentacruel to OHKO Excadrill from full, Ice beam is used as a way to OHKO Garchomp, Gliscor and Landorus. Giga Drain is there to catch Seismitoed and Gastrodon by surprise when they try to switch in and 2HKO them. If that is of no interest to you however, Knock Off is there as a way to improve the Normal matchup which is pretty rough for Offensive Poison. Rapid Spin is there to remove the opponent's hazards, most importantly Sticky Web, without removing the team's own Stealth Rocks from the opponent's side of the field.

 
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Mono Ghost

Spiritomb (F) @ Assault Vest
Ability: Infiltrator
EVs: 240 HP / 64 Atk / 152 Def / 52 SpD
Careful Nature
- Shadow Sneak
- Rock Tomb
- Foul Play
- Pursuit

Idea:
- trap annoying Pokémon such as Gengar and Blacephalon without sacking one of your own ghost Pokémon to gain momentum. (Relying on Scarf Gengar to check another Scarf Gengar is unreliable, in my opinion)
- Assault Vest allows Spiritomb to eat some Shadow Ball from Scarf Gengar and Blacephalon. Shadow Ball is only a 4HKO. A spec set makes it a 3HKO.
- 64 EVs into Atk has a 93.8 to OHKO Gengar if your opponent switches it out. And it will always OHKO Blacephalon if it flees from the battle.
- 240 HP + 152 Def allows Spiritomb to survive Earthquake from Band Excadrill and remove it with a combi of Foul Play and Shadow Sneak. Though, if you think you don't need these EVs into his Def, you could put them into SpD.
- Foul Play doesn't make Spiritomb a set up fodder, and Rock Tomb can be quite nice to surprise Volcarona and Charizard Y. But it's mainly used for speed control.

Replays:
https://replay.pokemonshowdown.com/gen7monotype-712116774
Dragon, removing Latios so that it can't use Defog to get rid off Stealth Rock or threaten your Pokémon such as Gengar. Admittedly, I was unable to use Stealth Rock, but what I want to demonstrate is the potential Spiritomb can have.

https://replay.pokemonshowdown.com/gen7monotype-711814969
Psychic, removing Victini so that it won't be a huge threat to your team anymore

https://replay.pokemonshowdown.com/gen7monotype-712091629
Flying, weakening Mega Aerodactyl allows Gengar to comfortably remove it with Shadow Ball later.

Edit:
https://replay.pokemonshowdown.com/gen7monotype-712727133
Ghost, trapping Gengar.
 
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I'm really surprised that I haven't seen a set in the OP, since this tech is common in BSS. One of M-Altaria's greatest flaws is that it gets easily revenge-killed by Ditto. But this where Frustration comes in. Since most Ditto don't run 0 happiness, Frustration should always have 1 Base Power. Other than that, its a standard Dragon Dance set.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Dragon Dance
- Roost
- Earthquake
Calcs: +1 252 Atk Pixilate Altaria-Mega Frustration vs. 0 HP / 4 Def Altaria-Mega: 6-8 (2 - 2.7%) -- possibly the worst move ever
Heck, even EQ does more: +1 252 Atk Altaria-Mega Earthquake vs. 0 HP / 4 Def Altaria-Mega: 134-158 (46 - 54.2%) -- 53.1% chance to 2HKO
 
I'm really surprised that I haven't seen a set in the OP, since this tech is common in BSS. One of M-Altaria's greatest flaws is that it gets easily revenge-killed by Ditto. But this where Frustration comes in. Since most Ditto don't run 0 happiness, Frustration should always have 1 Base Power. Other than that, its a standard Dragon Dance set.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Dragon Dance
- Roost
- Earthquake
Calcs: +1 252 Atk Pixilate Altaria-Mega Frustration vs. 0 HP / 4 Def Altaria-Mega: 6-8 (2 - 2.7%) -- possibly the worst move ever
Heck, even EQ does more: +1 252 Atk Altaria-Mega Earthquake vs. 0 HP / 4 Def Altaria-Mega: 134-158 (46 - 54.2%) -- 53.1% chance to 2HKO
Hi, Leader Wallace. Frustration Mega Altaria is not really an uncommon set in the monotype metagame. Because Frustration/Returns mons are opposite happiness Ditto has adapted to sometimes run 128 happiness so it can hit equally hard on both sides.
 
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Been trying to build some fresh new stuff and this Mega Diancie really stands out because of synergy it shares with koko. I think nature power really helps break though some answers flying has for diancie which is skar and cele and it can really do work against steel too and if with bulu nature power turns into Energy Ball.

Dianice vs phy def cele 252 SpA Diancie-Mega Nature Power vs. 248 HP / 0 SpD Celesteela in Electric Terrain: 342-404 (86.1 - 101.7%) -- 87.5% chance to OHKO after Stealth Rock and Leftovers recovery

Diancie vs mix wall Cele 252 SpA Diancie-Mega Nature Power vs. 248 HP / 156 SpD Celesteela in Electric Terrain: 294-348 (74 - 87.6%) -- 6.3% chance to OHKO after Stealth Rock and Leftovers recovery



Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 16 HP / 240 SpA / 252 Spe
Naive Nature
- Moonblast
- Nature Power
- Diamond Storm
- Rock Polish/Psychic/Earth power/Hp fire
 

Volcarona @ Buginium Z
Ability: Swarm
EVs: 4 Def / 252 SpA / 252 Spe
Timid nature
- Quiver Dance
- Bug Buzz
- Fiery Dance / Fire Blast
- Substitute

The SubSwarm set from OU, I have found this to be really helpful on MonoFire teams. Z Bug Buzz allows Volcarona to beat several Pokémon it otherwise couldn't, like Quagsire and Assault Vest Tyranitar. Substitute lets you avoid status and lets you use Mega Venusaur as set up fodder. I prefer Fiery Dance as it doesn't miss and can net additional attack boosts, but if you want the extra power of Fire Blast nothing's stopping you.

Calcs:
+2 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 559-658 (79.5 - 93.5%) -- 43.8% chance to OHKO after Stealth Rock
+1 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 252+ SpD Assault Vest Tyranitar in Sand: 422-500 (104.4 - 123.7%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 4 SpD Unaware Quagsire: 415-489 (105.3 - 124.1%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 200 HP / 0 SpD Assault Vest Araquanid: 231-273 (70.6 - 83.4%) -- 62.5% chance to OHKO after Stealth Rock



Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Solar Beam
- Earth Power / Flash Cannon

Similar to the Air Balloon trapper set, this can lure in and dispatch several Pokémon for MonoFire. Magma Storm traps the opponent and deals some extra chip damage. Taunt cripples walls like Chansey and Porygon2. Bloom Doom OHKOes Pelliper and Choice Band Tyranitar with some prior damage, potentially letting you win the weather war. It's not useless once you've used your z crystal either, if you have sun support (which on MonoFire you always should have). Earth Power hits opposing Fire-types and 2HKOes physically defensive Toxapex. Flash Cannon is a nice secondary STAB that hits Fairy-types hard.

Calcs:
252 SpA Heatran Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 274-323 (84.8 - 100%) -- guaranteed OHKO after Stealth Rock (or Magma Storm)
252 SpA Heatran Bloom Doom (190 BP) vs. 80 HP / 0 SpD Tyranitar in Sand: 276-326 (76.4 - 90.3%) -- 25% chance to OHKO after Stealth Rock
(OHKOes after Magma Storm)
 

Volcarona @ Buginium Z
Ability: Swarm
EVs: 4 Def / 252 SpA / 252 Spe
Timid nature
- Quiver Dance
- Bug Buzz
- Fiery Dance / Fire Blast
- Substitute

The SubSwarm set from OU, I have found this to be really helpful on MonoFire teams. Z Bug Buzz allows Volcarona to beat several Pokémon it otherwise couldn't, like Quagsire and Assault Vest Tyranitar. Substitute lets you avoid status and lets you use Mega Venusaur as set up fodder. I prefer Fiery Dance as it doesn't miss and can net additional attack boosts, but if you want the extra power of Fire Blast nothing's stopping you.

Calcs:
+2 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 559-658 (79.5 - 93.5%) -- 43.8% chance to OHKO after Stealth Rock
+1 252 SpA Swarm Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 252+ SpD Assault Vest Tyranitar in Sand: 422-500 (104.4 - 123.7%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 252 HP / 4 SpD Unaware Quagsire: 415-489 (105.3 - 124.1%) -- guaranteed OHKO
+1 252 SpA Volcarona Savage Spin-Out (175 BP) vs. 200 HP / 0 SpD Assault Vest Araquanid: 231-273 (70.6 - 83.4%) -- 62.5% chance to OHKO after Stealth Rock



Heatran @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Solar Beam
- Earth Power / Flash Cannon

Similar to the Air Balloon trapper set, this can lure in and dispatch several Pokémon for MonoFire. Magma Storm traps the opponent and deals some extra chip damage. Taunt cripples walls like Chansey and Porygon2. Bloom Doom OHKOes Pelliper and Choice Band Tyranitar with some prior damage, potentially letting you win the weather war. It's not useless once you've used your z crystal either, if you have sun support (which on MonoFire you always should have). Earth Power hits opposing Fire-types and 2HKOes physically defensive Toxapex. Flash Cannon is a nice secondary STAB that hits Fairy-types hard.

Calcs:
252 SpA Heatran Bloom Doom (190 BP) vs. 248 HP / 8 SpD Pelipper: 274-323 (84.8 - 100%) -- guaranteed OHKO after Stealth Rock (or Magma Storm)
252 SpA Heatran Bloom Doom (190 BP) vs. 80 HP / 0 SpD Tyranitar in Sand: 276-326 (76.4 - 90.3%) -- 25% chance to OHKO after Stealth Rock
(OHKOes after Magma Storm)
I added Water lure heatran to the sets archive due to it being able to fufill a specific niche, but Substitute Volcarona is just pushing it to far. It is already immensely weak to the most common form of hazards and crippling itself more is not a good idea even if it means that it avoids status. I added Heatran and did not slash Flash Cannon and did not add Volcarona to the archive.
 

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