I was always interested by the Fairy-type, as it was the reason I started using more Steel and Poison-types (to better combat them) and the reason for a lot of my headaches. And now, I decided to construct a Fairy-monotype team.
It was a challenge due to the nature of Fairy-types, but it was one that I was willing to take.
Problem-solving process (feel free to skip)
Fairy-types aren’t very versatile, as they don’t have a lot of subtypes; Steel, Water, Grass, Rock, Psychic, Electric, Normal, Flying, and Dragon are all they’ve got.
Fairy-types also have a bit of difficulty enduring physical hits – they are better suited on the special side. The only viable physical walls I could find were Klefki, Togekiss, Carbink, Diancie, Mega Mawile, and Mega Audino (the latter two are unfortunately banned). I resorted to using Reflect to patch up the relatively low Defense.
Fairy-types also have difficulty attacking physically as well – the only viable ones out there are Azumarill, Diancie, Mega Mawile, and Mega Altaria (the latter two are unfortunately banned).
And finally, as mentioned before, Fairy-types aren’t very versatile. More threateningly, I have nearly no way of combatting mono-Steel, -Poison, or even opposing mono-Fairy teams. Mono-Steel teams present without a doubt the biggest threat to this team, as they wall this team almost completely and can hit back super effectively. Mono-Poison teams also are a huge threat, as the only Fairy-types that can effectively combat Poison-types are Gardevoir, Mega Mawile, and Klefki. However, Mega Mawile is banned, and Klefki has little offensive presence – it is better suited harassing the enemy team.
I had a hard time deciding between Diancie and Gardevoir as to which one to Mega Evolve. Diancie has a key neutrality to Poison and is very swift, as well as possessing slightly useful physical offensive presence. Diancie can also swiftly down Mega Charizard X and Y courtesy of Diamond Storm – if Mega Charizard Y emerges, I’m in a lot of trouble, as Drought weakens Aqua Jet and Mega Charizard Y can proceed to toast Azumarill with Solar Beam. Gardevoir, on the other hand, is better suited to tanking hits specially and packs more immediate power – Pixilate Hyper Voice does more damage than Moonblast. Gardevoir also performs better against Fighting-types, as it has a .25x resistance to their moves. In the end, I went with Diancie because of its anti-Charizard capabilities as well as somewhat decent bulk, but I am willing to switch to Gardevoir if that is necessary.
Teambuilding process
I started with Mega Diancie due to its ability to maim a lot of types – Fire, Flying, and Bug came to mind, as I noticed that Fairy-types had little to counter these.
I found Azumarill to be a nice partner due to its ability to maim physically and its slight durability pulling me through at times. I also experienced how much pain Azumarill could deliver when I was in OU. Furthermore, Azumarill could maim the Ground-types and somewhat handle the Steel- and Water-types that Mega Diancie fears so much. As much as I hate Azumarill, I find myself forced to use it if I want a somewhat effective team.
Togekiss was there to counter the shared Grass weakness the two had, plus the Ground weakness of Diancie. However, I have a shared Electric weakness that unfortunately I had little answer to except with Whimsicott. It is also the semi-physical tank due to its somewhat good typing.
I decided to go with Florges thanks to its special defense and its healing abilities. The team really doesn’t like being Poisoned, Paralyzed, or Burned in Azumarill’s case. Florges can also chip away at attackers with Moonblast.
Klefki was there due to the fact that I needed someone to establish Reflect (and Light Screen if time allowed) to compensate for the team’s overall low Defense. Due to the lack of Leftovers, it may need Wish from Florges, so Florges can help as well. It also serves as a semi-special tank as well, which could be helpful against Flash Cannon.
Whimsicott was there to resist Water-types and better combat them than Azumarill could (maybe?). It also could disrupt enemies that try to set up thanks to Prankster Encore. It also serves as a semi-physical tank and absorbs Electric-type attacks slightly well.
Now, the actual team.
Rock N Roll (Diancie) @ Diancite
Ability: Clear Body
Shiny: Yes
EVs: 32 Atk / 224 SpA / 252 Spe
Timid Nature
- Diamond Storm
- Earth Power
- Moonblast
- Protect
Diamond Storm is able to shred most Fire-types, especially Charizard and either of its Mega Evolutions – Diancie is often the MvP against opposing mono-Fire or mono-Flying teams. Earth Power gives Diancie a fighting chance against some Poison- and Steel-types. Moonblast for whenever needed. Protect gives Diancie a chance to Mega Evolve in peace, stalling out Poisoned or Seeded foes, and triggering High Jump Kick recoil. Hidden Power Fire would be useful here, but then Diancie would be slower than other 110s and it becomes impossible at times to safely Mega Evolve.
Diancie’s 110 speed puts it on par with opposing 110s, as they can potentially outspeed Diancie. This can cost me games, considering how crucial Diancie can be at times. Additionally, Diancie has major trouble against Scizor, Metagross, and any Steel-type in general – with only Earth Power to hit them with, it can be very difficult fighting Steel-types – one Steel-type hit and Diancie’s life is finished.
Faux Flower (Florges) (F) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
Florges is the premier Special wall, as well as cleric – almost all of the team are impacted very heavily by Burn, Paralysis, and Poison, and given that most skirmishes will be close, Wish assistance is very helpful.
Florges is meant to fulfill this role, and dent some enemies with Moonblast – 112 special attack isn’t too bad. It can also combat physical attackers to an extent thanks to its resistance to Fighting-types.
Pure Evil (Azumarill) (M) @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
It is absolutely necessary that Azumarill remain alive as long as possible – it is the only team member that can comfortably combat opposing Steel-types, and can take hits to a limited extent, as well as the only viable physical attacker. The Assault Vest is there because oftentimes, Azumarill will have to take a Thunderbolt or Giga Drain, and Azumarill needs all the shielding it can get.
Superpower is a must – it is a short-term solution against Steel-types. The other moves are critical to fighting mono-Fire teams – Azumarill is often able to do a lot before the inevitable burn sends Azumarill to the bench for the rest of the match.
It is also an MvP against mono-Ground or mono-Rock teams – it can pummel Tyranitar with Superpower and can hit Ground-types with Waterfall.
Key2Victory (Klefki) (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Reflect
- Thunder Wave
- Toxic
- Light Screen
Klefki is the only team member that can stand up to Steel-type moves of the special type thanks to the bulk in Special Defense. Prankster is why Klefki isn’t dead weight– it can be an annoying little runt by paralyzing much of the opposing team, and works great with Togekiss’s Serene Grace (Air Slash has a much higher flinch chance).
Toxic and Thunder Wave are there to annoy potential killers – Thunder Wave is better suited against fast assailants, while Toxic is useful for other purposes. The dual screens are to patch Fairy-types low Defense and for them to better handle Steel-types.
George Bush (Whimsicott) (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- U-turn
- Encore
- Moonblast
- Giga Drain
Whimsicott is a secondary annoyer that works in tandem with Klefki – while Klefki’s main job is setting up screens, Whimsicott gets in the way of foes attempting to set up – no matter how fast the foe has become, Whimsicott can use Prankster to Encore them into spamming Dragon Dance or spamming Stealth Rock.
Giga Drain is there to do as much damage as possible to Ground-types, while Moonblast is there to further hamper foes such as a Dragon Dancing Mega Gyarados. Though admittedly, these won’t be dealing too many dents unless Whimsicott gets three critical hits in a row.
KISSME (Togekiss) (M) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
- Aura Sphere
- Air Slash
- Fire Blast
- Psychic
This Togekiss is unique – it packs Aura Sphere and Fire Blast to better combat opposing Steel-types, and Psychic to better maim Poison-types. Togekiss usually doesn’t stay in for long – it’s too slow to do too much, and is usually forced out.
Although Togekiss doesn’t resist Steel, it is still an option for combatting Steel-types due to its moveset. Psychic is there for reasons mentioned previously.
Threatlist:
Any mono-Steel team. They wall this team almost completely, it is near impossible to beat someone who is skilled, and they can destroy this team with Steel-type moves. Beating an opposing mono-Steel team is very difficult. Problematic Steel-types include:
Scizor. Scizor presents the biggest threat, especially in Mega form, as it can obliterate most Fairy-types with its Bullet Punch, and is a hard counter to Mega Diancie. If Scizor manages to establish a Swords Dance, it’s impossible to take it down. Scizor must be dispatched before it can set up. The only way for this team to beat it is if Paralysis disables Scizor badly enough, if Azumarill can beat it 1v1, or if Togekiss can hit it with Fire Blast somehow.
Metagross. Mega or not, Metagross can mash this team’s meteors and OHKO nearly all of them. Like Scizor, it could set up and become unstoppable, and the only way to stop it is if Paralysis, Azumarill, or Togekiss all can chip in to take it down. However, it isn’t nearly as bad, as Diancie outspeeds it (thank the heavens for the Metagrossite ban) and can try to take it down with Earth Power. This is irrelevant if Metagross happens to have Bullet Punch for whatever reason, though.
Heatran. Heatran is only truly susceptible to Azumarill and Diancie. However, Heatran could burn Azumarill and give Diancie a Flash Cannon to the face, and offensive variants could still wreak havoc on the other Fairies. It’s Fire/Steel typing also render it .25x resistant Fairy moves, allowing it to switch into predicted Moonblasts, etc. relatively often.
Ferrothorn. Ferrothorn can only be taken down quickly by Azumarill and Togekiss. Even then, it usually survives and hits back with Gyro Ball or Power Whip.
Magnezone. Magnezone can trap Klefki and eliminate it that way, and most Magnezones are scarfed, meaning they can outspeed most of the team. Magneton is also on a similar boat.
It’s worth mentioning that Scizor can quite literally take down this entire team by itself if it isn’t immediately Paralyzed, hit with Fire Blast, or eliminated by Azumarill, especially due to the lack of a Fire/Fairy type. There is literally none, meaning that these counters are really the only ones out there.
Mono-Poison teams. Most Poison-types are very defensive, and can thus stand up to most attacks while hitting back with super effective Poison-type moves. Togekiss and Diancie are the only ones on the team able to effectively combat Poison-types – the team’s survival literally rests in their hands (or wings, in Togekiss’s case). Thankfully, unlike the Steel-type, there is no single Poison-type that can take down this entire team by itself, largely thanks to Klefki.
Mono-Fire teams. Diancie and Azumarill will be hard at work taking this team down, and the enemy will be sure to eliminate these two gigantic threats. In short, once these two are down, the whole team (my team, that is) will be at a major disadvantage. Most opponents will be sure to include counters to these two – for instance, Solar Beam Heatran or utilizing the Drought ability to weaken Water moves.
Mono-Ground/Rock teams. Azumarill and Whimsicott is the only one able to somewhat handle most Ground-types and Rock-types – I say this because most Ground-types and Rock-types are incredibly defensive physically, and can stand up to Azumarill’s attempts to pound them with Waterfall. Whimsicott won’t be doing too much with Giga Drain. Mono Rock-teams will also usually feature suicide Golem as a lead, which could heavily damage Azumarill if given the chance to use Explosion.
Any other mono- team. That’s not to say that mono-Fairy is a bad mono-team, but rather that if the opponent preys on my mistake at the right time, I lose the match – mono-Fairy teams are fragile enough to heavily punish some mistakes. The lack of diversity in the Fairy-type also doesn’t help at all.
Feel free to revise this team as heavily as you want – it needs all the help it can get. It’s also my first time trying this.
It was a challenge due to the nature of Fairy-types, but it was one that I was willing to take.
Problem-solving process (feel free to skip)
Fairy-types aren’t very versatile, as they don’t have a lot of subtypes; Steel, Water, Grass, Rock, Psychic, Electric, Normal, Flying, and Dragon are all they’ve got.
Fairy-types also have a bit of difficulty enduring physical hits – they are better suited on the special side. The only viable physical walls I could find were Klefki, Togekiss, Carbink, Diancie, Mega Mawile, and Mega Audino (the latter two are unfortunately banned). I resorted to using Reflect to patch up the relatively low Defense.
Fairy-types also have difficulty attacking physically as well – the only viable ones out there are Azumarill, Diancie, Mega Mawile, and Mega Altaria (the latter two are unfortunately banned).
And finally, as mentioned before, Fairy-types aren’t very versatile. More threateningly, I have nearly no way of combatting mono-Steel, -Poison, or even opposing mono-Fairy teams. Mono-Steel teams present without a doubt the biggest threat to this team, as they wall this team almost completely and can hit back super effectively. Mono-Poison teams also are a huge threat, as the only Fairy-types that can effectively combat Poison-types are Gardevoir, Mega Mawile, and Klefki. However, Mega Mawile is banned, and Klefki has little offensive presence – it is better suited harassing the enemy team.
I had a hard time deciding between Diancie and Gardevoir as to which one to Mega Evolve. Diancie has a key neutrality to Poison and is very swift, as well as possessing slightly useful physical offensive presence. Diancie can also swiftly down Mega Charizard X and Y courtesy of Diamond Storm – if Mega Charizard Y emerges, I’m in a lot of trouble, as Drought weakens Aqua Jet and Mega Charizard Y can proceed to toast Azumarill with Solar Beam. Gardevoir, on the other hand, is better suited to tanking hits specially and packs more immediate power – Pixilate Hyper Voice does more damage than Moonblast. Gardevoir also performs better against Fighting-types, as it has a .25x resistance to their moves. In the end, I went with Diancie because of its anti-Charizard capabilities as well as somewhat decent bulk, but I am willing to switch to Gardevoir if that is necessary.
Teambuilding process

I started with Mega Diancie due to its ability to maim a lot of types – Fire, Flying, and Bug came to mind, as I noticed that Fairy-types had little to counter these.

I found Azumarill to be a nice partner due to its ability to maim physically and its slight durability pulling me through at times. I also experienced how much pain Azumarill could deliver when I was in OU. Furthermore, Azumarill could maim the Ground-types and somewhat handle the Steel- and Water-types that Mega Diancie fears so much. As much as I hate Azumarill, I find myself forced to use it if I want a somewhat effective team.

Togekiss was there to counter the shared Grass weakness the two had, plus the Ground weakness of Diancie. However, I have a shared Electric weakness that unfortunately I had little answer to except with Whimsicott. It is also the semi-physical tank due to its somewhat good typing.

I decided to go with Florges thanks to its special defense and its healing abilities. The team really doesn’t like being Poisoned, Paralyzed, or Burned in Azumarill’s case. Florges can also chip away at attackers with Moonblast.

Klefki was there due to the fact that I needed someone to establish Reflect (and Light Screen if time allowed) to compensate for the team’s overall low Defense. Due to the lack of Leftovers, it may need Wish from Florges, so Florges can help as well. It also serves as a semi-special tank as well, which could be helpful against Flash Cannon.

Whimsicott was there to resist Water-types and better combat them than Azumarill could (maybe?). It also could disrupt enemies that try to set up thanks to Prankster Encore. It also serves as a semi-physical tank and absorbs Electric-type attacks slightly well.
Now, the actual team.

Rock N Roll (Diancie) @ Diancite
Ability: Clear Body
Shiny: Yes
EVs: 32 Atk / 224 SpA / 252 Spe
Timid Nature
- Diamond Storm
- Earth Power
- Moonblast
- Protect
Diamond Storm is able to shred most Fire-types, especially Charizard and either of its Mega Evolutions – Diancie is often the MvP against opposing mono-Fire or mono-Flying teams. Earth Power gives Diancie a fighting chance against some Poison- and Steel-types. Moonblast for whenever needed. Protect gives Diancie a chance to Mega Evolve in peace, stalling out Poisoned or Seeded foes, and triggering High Jump Kick recoil. Hidden Power Fire would be useful here, but then Diancie would be slower than other 110s and it becomes impossible at times to safely Mega Evolve.
Diancie’s 110 speed puts it on par with opposing 110s, as they can potentially outspeed Diancie. This can cost me games, considering how crucial Diancie can be at times. Additionally, Diancie has major trouble against Scizor, Metagross, and any Steel-type in general – with only Earth Power to hit them with, it can be very difficult fighting Steel-types – one Steel-type hit and Diancie’s life is finished.

Faux Flower (Florges) (F) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
Florges is the premier Special wall, as well as cleric – almost all of the team are impacted very heavily by Burn, Paralysis, and Poison, and given that most skirmishes will be close, Wish assistance is very helpful.
Florges is meant to fulfill this role, and dent some enemies with Moonblast – 112 special attack isn’t too bad. It can also combat physical attackers to an extent thanks to its resistance to Fighting-types.

Pure Evil (Azumarill) (M) @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
It is absolutely necessary that Azumarill remain alive as long as possible – it is the only team member that can comfortably combat opposing Steel-types, and can take hits to a limited extent, as well as the only viable physical attacker. The Assault Vest is there because oftentimes, Azumarill will have to take a Thunderbolt or Giga Drain, and Azumarill needs all the shielding it can get.
Superpower is a must – it is a short-term solution against Steel-types. The other moves are critical to fighting mono-Fire teams – Azumarill is often able to do a lot before the inevitable burn sends Azumarill to the bench for the rest of the match.
It is also an MvP against mono-Ground or mono-Rock teams – it can pummel Tyranitar with Superpower and can hit Ground-types with Waterfall.

Key2Victory (Klefki) (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Reflect
- Thunder Wave
- Toxic
- Light Screen
Klefki is the only team member that can stand up to Steel-type moves of the special type thanks to the bulk in Special Defense. Prankster is why Klefki isn’t dead weight– it can be an annoying little runt by paralyzing much of the opposing team, and works great with Togekiss’s Serene Grace (Air Slash has a much higher flinch chance).
Toxic and Thunder Wave are there to annoy potential killers – Thunder Wave is better suited against fast assailants, while Toxic is useful for other purposes. The dual screens are to patch Fairy-types low Defense and for them to better handle Steel-types.

George Bush (Whimsicott) (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- U-turn
- Encore
- Moonblast
- Giga Drain
Whimsicott is a secondary annoyer that works in tandem with Klefki – while Klefki’s main job is setting up screens, Whimsicott gets in the way of foes attempting to set up – no matter how fast the foe has become, Whimsicott can use Prankster to Encore them into spamming Dragon Dance or spamming Stealth Rock.
Giga Drain is there to do as much damage as possible to Ground-types, while Moonblast is there to further hamper foes such as a Dragon Dancing Mega Gyarados. Though admittedly, these won’t be dealing too many dents unless Whimsicott gets three critical hits in a row.

KISSME (Togekiss) (M) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
- Aura Sphere
- Air Slash
- Fire Blast
- Psychic
This Togekiss is unique – it packs Aura Sphere and Fire Blast to better combat opposing Steel-types, and Psychic to better maim Poison-types. Togekiss usually doesn’t stay in for long – it’s too slow to do too much, and is usually forced out.
Although Togekiss doesn’t resist Steel, it is still an option for combatting Steel-types due to its moveset. Psychic is there for reasons mentioned previously.
Threatlist:

Any mono-Steel team. They wall this team almost completely, it is near impossible to beat someone who is skilled, and they can destroy this team with Steel-type moves. Beating an opposing mono-Steel team is very difficult. Problematic Steel-types include:

Scizor. Scizor presents the biggest threat, especially in Mega form, as it can obliterate most Fairy-types with its Bullet Punch, and is a hard counter to Mega Diancie. If Scizor manages to establish a Swords Dance, it’s impossible to take it down. Scizor must be dispatched before it can set up. The only way for this team to beat it is if Paralysis disables Scizor badly enough, if Azumarill can beat it 1v1, or if Togekiss can hit it with Fire Blast somehow.

Metagross. Mega or not, Metagross can mash this team’s meteors and OHKO nearly all of them. Like Scizor, it could set up and become unstoppable, and the only way to stop it is if Paralysis, Azumarill, or Togekiss all can chip in to take it down. However, it isn’t nearly as bad, as Diancie outspeeds it (thank the heavens for the Metagrossite ban) and can try to take it down with Earth Power. This is irrelevant if Metagross happens to have Bullet Punch for whatever reason, though.

Heatran. Heatran is only truly susceptible to Azumarill and Diancie. However, Heatran could burn Azumarill and give Diancie a Flash Cannon to the face, and offensive variants could still wreak havoc on the other Fairies. It’s Fire/Steel typing also render it .25x resistant Fairy moves, allowing it to switch into predicted Moonblasts, etc. relatively often.

Ferrothorn. Ferrothorn can only be taken down quickly by Azumarill and Togekiss. Even then, it usually survives and hits back with Gyro Ball or Power Whip.

Magnezone. Magnezone can trap Klefki and eliminate it that way, and most Magnezones are scarfed, meaning they can outspeed most of the team. Magneton is also on a similar boat.
It’s worth mentioning that Scizor can quite literally take down this entire team by itself if it isn’t immediately Paralyzed, hit with Fire Blast, or eliminated by Azumarill, especially due to the lack of a Fire/Fairy type. There is literally none, meaning that these counters are really the only ones out there.

Mono-Poison teams. Most Poison-types are very defensive, and can thus stand up to most attacks while hitting back with super effective Poison-type moves. Togekiss and Diancie are the only ones on the team able to effectively combat Poison-types – the team’s survival literally rests in their hands (or wings, in Togekiss’s case). Thankfully, unlike the Steel-type, there is no single Poison-type that can take down this entire team by itself, largely thanks to Klefki.

Mono-Fire teams. Diancie and Azumarill will be hard at work taking this team down, and the enemy will be sure to eliminate these two gigantic threats. In short, once these two are down, the whole team (my team, that is) will be at a major disadvantage. Most opponents will be sure to include counters to these two – for instance, Solar Beam Heatran or utilizing the Drought ability to weaken Water moves.

Mono-Ground/Rock teams. Azumarill and Whimsicott is the only one able to somewhat handle most Ground-types and Rock-types – I say this because most Ground-types and Rock-types are incredibly defensive physically, and can stand up to Azumarill’s attempts to pound them with Waterfall. Whimsicott won’t be doing too much with Giga Drain. Mono Rock-teams will also usually feature suicide Golem as a lead, which could heavily damage Azumarill if given the chance to use Explosion.

Any other mono- team. That’s not to say that mono-Fairy is a bad mono-team, but rather that if the opponent preys on my mistake at the right time, I lose the match – mono-Fairy teams are fragile enough to heavily punish some mistakes. The lack of diversity in the Fairy-type also doesn’t help at all.
Feel free to revise this team as heavily as you want – it needs all the help it can get. It’s also my first time trying this.