Other Metagames Monotype: Fairy

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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:

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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:

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.
 
Hey, dude! Cool team, here's a rate:

First thing I'd recommend changing is florges. Florges is completely outclassed by many other fairy types in mono in terms of general bulk, movepool, and offensive prowress. An amazing mon for fairy teams that I would suggest in Clefable > Florges. Clefable fulfills many needs of fairy type teams as it is able to provide a consistent status absorber, a rocker, and is pretty fat. Magic Guard as its main ability allows it to come in on statuses that could potentially cripple and wittle many of your mons, such as azumarill and klefki. It also has really solid base defenses and HP and utilizing magic guard allows it to come in on many hazards and still be able to maintain bulk. Now, stealth rocks is an extremely important move. Having Rocks allows you to threaten many types fairy has a poor matchup against by constantly applying pressure. Types heavily inflicted by rocks include Flying, Bug, and Fire, all of which are threats to most Fairy teams. I'd also run Babiri Berry on it along with flamethrower for those annoying mega scizors.

The next thing is your Azumarill set, while I do agree that by running AV azu is able to stay alive a bit longer, there are better sets for it. Noticing your Klefki set using dual screens, the perfect set for your azu would be the Belly Drum set. This is a common strategy for fairy teams as they usually run the combo and it is very effective. Being able to set up a belly drum under screens as well as having decent priority is pretty amazing and extremely useful for fairy teams. I noticed that you said you wanted to preserve azu for Ground and Steel teams, which are threats to fairy so you're not wrong. Well, the bdrum set actually solves that problem quite well. Being able to set up a belly drum with rocks up applies an insane amount of pressure towards steel teams as most of their bulkiest mons get one shotted by the combination of Knock Off and Aqua Jet as shown by these calcs:
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- 87.5% chance to OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 291-343 (87.1 - 102.6%) -- 93.8% chance to OHKO after Stealth Rock | And obviously, having a belly drum azu vs a team full of ground types is extremely threatening and azu sometimes has the potential to completely sweep. The main water immunities on ground are gastrodon and seismitoad and azu outspeeds and ohkos gastro while chewing a hit from seis (usually) and ohkoing. A really helpful mon.

Minor change but regarding your klefki set, I believe you should try running Foul Play > Toxic. Foul Play is extremely helpful to wittle down your opponent and inflict large amounts of damage vs opponents that may take klefki as an opportunity to boost up. Foul Play allows klefki to not automatically lose vs mons with substitute and lum berry, which could be extremely threatening for your team. Now because you mainly want to chew physical hits I'd suggest changing klefki to Max Defense instead of Max Spd. It is extremely useful for reflecting up on huge threats like ddance mons, scizor, or any strong physical attacker really. Adding Spdef won't really help vs too much because it still dies to things like Charizard's Fire Blast in the sun. Klefki also chews any scizor hit and Reflects or can inflict high amounts of damage with foul play on it allowing you to revenge it
+2 0 Atk Klefki Foul Play vs. 0 HP / 0 Def Mega Scizor: 189-223 (67.2 - 79.3%) -- guaranteed 2HKO after Stealth Rock

Last suggestion is for your togekiss set. I can tell you are going for a more offensive togekiss set that utilizes its pretty diverse movepool so the item I would recommend is Choice Scarf. Choice Scarf max spatk max speed hits really hard is an extremely annoying mon. Air Slash allows for some flinching shenanigans and the combination of Aura Sphere + Flamethrower allows it to threaten steel teams. However, psychic is not really needed. I can only imagine psychic hitting poison mons like mega venu or fighting mons for effect but air slash handles those. What I'd put in place of that is Trick because trick is really nice to cripple the few walls of scarfkiss that can also be annoying for fairy teams (ex: chansey, zapdos).
Well, that's what I suggest! Here are the sets:
Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Stealth Rocks
- Softboiled
- Moonblast
- Flamethrower

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Atk / 164 Spe / 92 HP
Adamant Nature
- Play Rough
- Belly Drum
- Aqua Jet
- Knock Off

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpD / 252 Def
Careful Nature
- Reflect
- Thunder Wave
- Foul Play
- Light Screen

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Air Slash
- Flamethrower
- Aura Sphere
- Trick
good luck! :)
 
Hey, nice team. I just want to make a couple comments.

First, Klefki will want to have Light Clay > Leftovers for sure. Light Clay keeps your screens up for 3 additional turns which is huge when you might not have many opportunities to refresh them. Especially with the synergy screens Klefki and Belly Drum Azumarill have, you'll want as many turns as you can get. Leftovers is nice because Klefki has no healing, but it simply doesn't compare to the utility Light Clay brings. (A very minor change would also be to run Bold > Careful as you are now a physically defensive Klefki)

Second, Whimsicott should definitely run Leech Seed and/or Stun Spore. I would absolutely drop U-turn for one of them, and seriously consider dropping Giga Drain. While the idea of doing damage to Ground types is there, the damage is absolutely pitiful. The utility that Leech Seed and/or Stun Spore provide are great for slowing down those very Ground threats that cannot be Thunder Waved by Klefki.

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Leech Seed
- Encore
- Stun Spore
- Moonblast


Hope your team will perform better for you with these changes!
 
Hey, nice fairy team! I agree with most of what Lax and Eien said with replacing Florges and the Klefki changes but a couple things:

  • You could run Clefable over Florges like Lax said, but another option that has a near identical role to Florges is Sylveon. It retains the wish passing and cleric ability that Florges has, just with higher HP for wishes and a slightly stronger STAB (Florges is 100% outclassed by either Sylveon or Clefable, unfortunately).
  • I would keep U-turn on Whimsicott, but there isn't much need for dual STABs because your whole team has Fairy STAB and completely uninvested moves won't be doing much to begin with. I would consider changing Stun Spore>Moonblast. Giga drain could be helpful just an attack for something that's encored, but you could also try using Memento>Giga Drain to give more setup opportunities with Belly Drum Azumarill (Which I do recommend on this team -- Assault vest isn't too helpful because you've already got Clef/Sylveon (whichever you choose) to take on things that Assault Vest Azu checks, and Belly Drum is a really neat win condition vs Steel teams.
  • You could go with Lax's Togekiss moveset, but another option that's does great vs Poison, Water, and Steel teams is the stallbreaker Togekiss set, with Nasty plot>Psychic (Psychic doesn't hit anything notable) and Roost over either Aura Sphere or Fire Blast, along with a speedier EV spread. I think this set could work on your team just as well as the scarf set.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Aura Sphere
- Roost

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell

Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Encore
- Stun Spore
- Memento
- U-turn

Again, Lax's suggestions are good too, just test it out for yourself and see what you like :toast:
 
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