Haunted-Room!
I was team building awhile back when i told myself that i should make a ghost monotype team. In general when i team build i throw together things that i think will work and then tinker the team until i get a satisfying result. However after awhile i decided i really liked this monotype team, and a freind told me to post it on RMT, so here i am!
The linup:
Graveyard (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Energy Ball
- Shadow Ball
- Hidden Power [Fighting]
As you can probably gess by this first pokemon, this is a HO trick room team. Naturally any trick room ghost team must include Cofagrigus. Its incredibly high defences and low speed make it very desirable for any trick room shenanigans.However i have decided to put my personal twist on a pokemon people generally see as a stalling pokemon: here, the - speed nature lets us fully invest in our special attack, which can be deadly to multiple pokemon due to the coverage offered by its special attacking moves.
Treeclops (Trevenant) @ Sitrus Berry
Ability: Harvest
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Horn Leech
- Drain Punch
- Rock Slide
This Trevenant serves practically the same purpose as the previous Cofagrigus one, exept inverted: more specially defensive while dealing out physical attacks. on most trevenant sets its 110 attack goes to waste, but not here. Harvest + sitrus is something people figured out was good a long time ago, and that is still present here. Drain punch and Horn leech help it gain back additional HP, making it practically unkillable for many pokemon. Rock slide is added as coverage aigainst fire types that may want to swich into trevenant, and is prefered over earthquake due to its ability to hit char Y and its flinch chance that may help activate harvest.
Draakar (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Will-O-Wisp
- Recover
- Knock Off
- Foul Play
Having escaped a suspect test not too long ago, mega sabeleye is a near necessity to this team. There aren't many things that can take a knock off in ghost and shrug it away. Sabeleye acts as a physical wall to prevent things like bisharp from obliterating this team. In addition it ability, magic bounce is extremely beneficial to prevent status or hazards that would otherwise cripple this team. Foul play and knock off are utility moves that can deal decent damage in the correct situations. Also, mega sabeleye is very, very slow, so it will benefit from trick room immenseley.
King Jelly (Jellicent) @ Leftovers
Ability: Cursed Body
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Scald
- Shadow Ball/hex
Jellicent is a special wall with reliable recovery. While already being a staple in regular ghost monotype, its abyssal speed is actually a advantage in this trick room-happy team. With full hp and SP def investments, jellicent will swallow practically any special attack with ease, and then gain back the HP with recover. Its decent physical defense and scald let it stay in aigainst some psysical attackers. Im still figuring out if shadow ball or hex is the best move for Jellicent here, as both have situations where one is more desirable then the other.
Arthur (Aegislash) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Swords Dance
- King's Shield
- Sacred Sword
- Shadow Sneak
This ubers monstrosity can take a hit from practically anything in the metagame, use kings sheild to harm physical attackers that make contact, has swords dance to boost its attack to ridiculous levels and can sweep with the no resistance sacred sword/shadow sneak combo.
Ringz (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Hoopa is the wall breaker of this team. With 150 base special attack +life orb + special attack nature, it has the potential to break throu many of the pokemon in the current metagame. STAB psychok and shadowball deal immense damage to special and psysical walls, respectivley. Focus blast is added to make sure hoopa can hit some pokemon like heatran for decent damage to OHKO potential. And if it gets a free turn, trick room will help it outspeed potential swich ins like chandelure or gengar that would be disastrous otherwise for hoopa.
Threats:
Umbreon:Foul play obliterates physical attackers and evrything is slow. Not to mention synchronise which makes it capable of getting status on sabeleye. add and incredible amount of bulk, and you have a pokemon that will kill this team.
Charizard Y: Having an incredible amount of firepower at its disposal(get it?) and 2HKO ing at minimum evrything in this team, your best bet is to get trick room off with jellicent and reply with hoopa psychok or trevenant rock slide. even then the opponent can just swich out and sack other pokemon to kill off your trevenant / hoopa
Empoleon:This thing is annoying. You cant hit it with physical attackers because of scald. You cant hit it with special attackers because of that extreme special defence. Your best bet is to get in with trevenant and hope scald dosent burn.
Tentacruel: Same as empoleon, exept this time some people run knock off on the thing. Because of this single fact, psychock hoopa immediate swich in isint an option. Its decent speed will make it outspeed evrything in your team, while liguid ooze prevents trevenant from even stalling the thing with horn leech.
Mega Blastoise: Being incredibly physically defencice and having a tremendous amount of special attack potential, mega blastoise can kill mega sabeleye with hydro pump, and then obliterate the rest of your team without trying
I was team building awhile back when i told myself that i should make a ghost monotype team. In general when i team build i throw together things that i think will work and then tinker the team until i get a satisfying result. However after awhile i decided i really liked this monotype team, and a freind told me to post it on RMT, so here i am!
The linup:







Graveyard (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Energy Ball
- Shadow Ball
- Hidden Power [Fighting]
As you can probably gess by this first pokemon, this is a HO trick room team. Naturally any trick room ghost team must include Cofagrigus. Its incredibly high defences and low speed make it very desirable for any trick room shenanigans.However i have decided to put my personal twist on a pokemon people generally see as a stalling pokemon: here, the - speed nature lets us fully invest in our special attack, which can be deadly to multiple pokemon due to the coverage offered by its special attacking moves.

Treeclops (Trevenant) @ Sitrus Berry
Ability: Harvest
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Horn Leech
- Drain Punch
- Rock Slide
This Trevenant serves practically the same purpose as the previous Cofagrigus one, exept inverted: more specially defensive while dealing out physical attacks. on most trevenant sets its 110 attack goes to waste, but not here. Harvest + sitrus is something people figured out was good a long time ago, and that is still present here. Drain punch and Horn leech help it gain back additional HP, making it practically unkillable for many pokemon. Rock slide is added as coverage aigainst fire types that may want to swich into trevenant, and is prefered over earthquake due to its ability to hit char Y and its flinch chance that may help activate harvest.

Draakar (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Will-O-Wisp
- Recover
- Knock Off
- Foul Play
Having escaped a suspect test not too long ago, mega sabeleye is a near necessity to this team. There aren't many things that can take a knock off in ghost and shrug it away. Sabeleye acts as a physical wall to prevent things like bisharp from obliterating this team. In addition it ability, magic bounce is extremely beneficial to prevent status or hazards that would otherwise cripple this team. Foul play and knock off are utility moves that can deal decent damage in the correct situations. Also, mega sabeleye is very, very slow, so it will benefit from trick room immenseley.

King Jelly (Jellicent) @ Leftovers
Ability: Cursed Body
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Scald
- Shadow Ball/hex
Jellicent is a special wall with reliable recovery. While already being a staple in regular ghost monotype, its abyssal speed is actually a advantage in this trick room-happy team. With full hp and SP def investments, jellicent will swallow practically any special attack with ease, and then gain back the HP with recover. Its decent physical defense and scald let it stay in aigainst some psysical attackers. Im still figuring out if shadow ball or hex is the best move for Jellicent here, as both have situations where one is more desirable then the other.

Arthur (Aegislash) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Swords Dance
- King's Shield
- Sacred Sword
- Shadow Sneak
This ubers monstrosity can take a hit from practically anything in the metagame, use kings sheild to harm physical attackers that make contact, has swords dance to boost its attack to ridiculous levels and can sweep with the no resistance sacred sword/shadow sneak combo.

Ringz (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Hoopa is the wall breaker of this team. With 150 base special attack +life orb + special attack nature, it has the potential to break throu many of the pokemon in the current metagame. STAB psychok and shadowball deal immense damage to special and psysical walls, respectivley. Focus blast is added to make sure hoopa can hit some pokemon like heatran for decent damage to OHKO potential. And if it gets a free turn, trick room will help it outspeed potential swich ins like chandelure or gengar that would be disastrous otherwise for hoopa.
Threats:
Umbreon:Foul play obliterates physical attackers and evrything is slow. Not to mention synchronise which makes it capable of getting status on sabeleye. add and incredible amount of bulk, and you have a pokemon that will kill this team.
Charizard Y: Having an incredible amount of firepower at its disposal(get it?) and 2HKO ing at minimum evrything in this team, your best bet is to get trick room off with jellicent and reply with hoopa psychok or trevenant rock slide. even then the opponent can just swich out and sack other pokemon to kill off your trevenant / hoopa
Empoleon:This thing is annoying. You cant hit it with physical attackers because of scald. You cant hit it with special attackers because of that extreme special defence. Your best bet is to get in with trevenant and hope scald dosent burn.
Tentacruel: Same as empoleon, exept this time some people run knock off on the thing. Because of this single fact, psychock hoopa immediate swich in isint an option. Its decent speed will make it outspeed evrything in your team, while liguid ooze prevents trevenant from even stalling the thing with horn leech.
Mega Blastoise: Being incredibly physically defencice and having a tremendous amount of special attack potential, mega blastoise can kill mega sabeleye with hydro pump, and then obliterate the rest of your team without trying
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