Other Metagames [MONOTYPE] Haunted-Room!(Ghost mono)

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:
sableye-mega.png
cofagrigus.png
hoopa.png
aegislash.png
trevenant.png
jellicent.png


cofagrigus.png

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.

trevenant.png


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.

sableye-mega.png

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.

jellicent.png

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.

aegislash.png


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.

hoopa.png

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


 
Last edited:
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:
sableye-mega.png
cofagrigus.png
hoopa.png
aegislash.png
trevenant.png
jellicent.png


cofagrigus.png

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.

trevenant.png


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.

sableye-mega.png

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.

jellicent.png

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.

aegislash.png


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.

hoopa.png

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.


You have shit tons of trick room setters, so putting rocks golurk with no guard over trevanant, for rocks and still good Rock coverage is a good option since you will still have 3 trick room setters which is more than enough. It also beats 3 of the threats U listed when running sash (which it should)
 
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:
sableye-mega.png
cofagrigus.png
hoopa.png
aegislash.png
trevenant.png
jellicent.png


cofagrigus.png

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.

trevenant.png


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.

sableye-mega.png

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.

jellicent.png

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.

aegislash.png


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.

hoopa.png

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.


This is a strange Ghost team tbh, I've seen trick room work, but I don't think HO Ghost is a great route. I definatley agree with Raimon, you should have Golurk for rocks, and that can also abuse trick room. If your gonna run Hoopa, I would run it Assault Vest>Life Orb. I'd also pop at least chandelure somewhere in the mix as well. Otherwise, yea, I would probably in this case lower the amount of trick room setters (probably to just Cof tbh), and make the team a bit more balanced, I think in a competitive setting that would work a bit better for you.
 
This is a strange Ghost team tbh, I've seen trick room work, but I don't think HO Ghost is a great route. I definatley agree with Raimon, you should have Golurk for rocks, and that can also abuse trick room. If your gonna run Hoopa, I would run it Assault Vest>Life Orb. I'd also pop at least chandelure somewhere in the mix as well. Otherwise, yea, I would probably in this case lower the amount of trick room setters (probably to just Cof tbh), and make the team a bit more balanced, I think in a competitive setting that would work a bit better for you.

I forgot to mention that cofagrigus is a exelent swich in to mega lopunny. Once scrappy is taken away it cant really do much. However, maybe calm mind or nasty plot on cofagrigus could be good for additional firepower

Without a item to boost its special attack, hoopa acts as a regular special attacker and not the monstrouous wallbreaker i need it to be. Chandelure is a bit too fast to ulitise trick room that well compared to the rest of the pokemon of the team

Golurk... is actually a good idea. i will do test runs and modify the thread once i am content with a set

I have just realised that mega blastoise is a threat to this team and added it in the threatlist.
 
M-Blastoise is rarely seen FYI. Also, don't think this team qualifies as HO when you have Jelli and M-Sab in there. Most TR teams also have a non-slow mon to operate when/if TR fails like scarf Chandy or LO Gengar.
 
To be honest, I'm a little disappointed. This is an original team, I will admit, but there is definitely a lot of room for improvement.
-The first thing I would do is add Chandelure one of Ghost's best Special Attackers, in the place of Hoopa-Confined. Base 80 is still somewhat good for a Trick Room Team, and it has better typing than Hoopa-Confined, plus it makes a switch-in to Mega Charizard Y.

-Since your team is weak to Dark, I would suggest changing your Mega Sableye to a Calm Mind Stall Set. It is the most common Mega Sableye set, and it has the best fighting chance against Dark Types.
sableye-mega.png

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk, 0 Spd
- Calm Mind
- Shadow Ball/Dark Pulse/Snarl
- Recover
- Will-O-Wisp

This set allows you to burn your opponent's physical attackers with priority, making Mega Sableye considerably more bulky, while also forcing switches, giving you a chance to set up.

-Trade Trevenant for Golurk. Golurk is a powerful physical attacker that has access to Stealth Rock, something every good team needs. If you would like, you could run minimum speed for Trick Room, but I recommend running Max Speed, since it'll be functioning early game.
golurk.png

Golurk @ Focus Sash
Ability: No Guard
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Ice Punch
- Dynamic Punch

-You have too many Trick Room users. Three out of Six of your Pokemon have Trick Room, and one is perfectly fine- two at best. Giving either Jellicent or Cofagrigus Trick Room is enough, generally.
 
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