Resource Monotype OM Mega-Thread

#1

Approved by Eien and Acast / Co-hosted with Moosical
Welcome to the Monotype OM Mega-thread, a project to support and develop resources for the various Mono OMs!

"Mono OMs" are sub-metagames formed by combining Monotype, and it's restrictions, with those of other formats. These formats range from Other Metagames (such as Almost Any Ability) to standard tiers like Little Cup and Ubers. They are fun to build teams for, interesting to battle with, and entertaining to spectate. Most importantly, Mono OMs are a refreshing respite from the standard Monotype metagame. Because they are merely fragments of existing metagames, there are no ladders or official rankings / resources for Mono OMs, so matches are limited to personal challenges and room tournaments.

This project serves to support and cultivate these sub-formats by providing helpful resources, a platform for discussion, and a source of structure for Mono OMs and their playerbase

Resources that we're hoping to develop for these formats using contributions from the community include Sample teams, Creative and Effective sets, Threatlists, and Good Cores. These resources will be compiled in the following post of this OP, organized by format. Discussion is encouraged and will go a long way towards generating interest for and improving these sub-metas:

The Mono OMs this project currently supports include:
- - -​
 
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#2
What is AAA?
AAA plays just like standard with a simple twist - your Pokemon can swap out their normal abilities for almost any ability of your choosing! (with a few exceptions)
Cool, so what is "Mono AAA"?
Simple, Mono AAA is exactly as it sounds, it is a combination of AAA and Monotype, where teams can utilize new abilities and must share a type.

General Rules, Mechanics and Usage Tips
  • Not all abilities are usable in AAA. See the full banlist here.
  • Mono AAA follows standard OU Clauses, as well as the Ability Clause, which limits teams to 2 of the same ability.
  • Because this is Monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard AAA team!
  • For some ideas on Mono AAA Teambuilding and what sets to run, check out Fírnen's post here. For more information about AAA in general, as well as resources such as threatlists and a set VR, check the AAA thread!
Mono AAA adheres to both the existing AAA banlist and the Standard Monotype Banlist, with the following additional bans and unbans:

Additional Bans:
  • (see here)
  • Psychic Surge
Unbanned Pokemon:

  • Tinted Lens and Adaptability are strong on almost any offensive Pokemon, while Sheer Force, Tough Claws, and Download are excellent on others.
  • -ate abilities such as Refrigerate, Aerilate, Galvanize, and Pixilate can be very potent on pokemon to provide strong STABs or additional coverage.
  • Poison Heal, Magic Bounce, Regenerator and Unaware are excellent abilities for almost any defensive Pokemon.
  • Abilities that grant immunities to certain types, such as Flash Fire, Volt Absorb / Lightningrod, Levitate, and Storm Drain / Water Absorb, are extremely effective on Pokemon weak to such types.
  • To counter the above abilities, Mold Breaker is an excellent ability, especially on Pokemon with broad offensive capacity to make use of bypassing these immunities or using status moves through magic bounce.
  • Weather can be a very powerful tool for teams to build around, abusing improved weather setters and Chlorophyll, Sand Rush, or Swift Swim Sweepers.
  • Desolate Land and Primordial Sea, while not providing persistent weather for teammates to abuse, are both very strong abilities for both offensive and defensive Pokemon, granting an immunity that cannot by bypassed by Mold Breaker while also boosting certain attacks and overwriting opposing weather.
  • For more information about AAA in general, as well as resources such as threatlists and a set VR, check the AAA thread!
- Racool
Celesteela @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Seed Bomb
- Superpower

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Defog
- U-turn
- Roost
- Discharge

Skarmory @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Whirlwind
- Defog
- Roost
- Brave Bird

Minior @ Focus Sash
Ability: Dazzling
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpD
- Acrobatics
- Shell Smash
- Power Gem
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Explosion

Tornadus-Therian @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Focus Blast
- Heat Wave
- Knock Off

- Tyke
Muk-Alola @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Fang
- Fire Punch

Gengar @ Choice Specs
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Hex

Nihilego @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Hidden Power [Ice]
- Sludge Wave

Venusaur @ Venusaurite
Ability: Grassy Surge
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Giga Drain
- Synthesis
- Sludge Bomb
- Knock Off

Toxicroak @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance

Toxapex @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

- smub
Togekiss @ Fightinium Z
Ability: Magnet Pull
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Fire Blast
- Roost
- Nasty Plot

Tapu Koko @ Life Orb
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- U-turn
- Wild Charge

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Horn Leech
- Stone Edge
- Superpower
- Swords Dance

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Calm Mind
- Protect

Diancie @ Diancite
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock

Tapu Lele @ Choice Scarf
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Moonblast
- Focus Blast

(Contributed by Tyke based on Lax's post here / Banner by Moosical)
 
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#3


What is monotype little cup? It's a fun and unique metagame where you get to use baby Pokemon! Little cup is a format where everyone Pokemon on your team needs to be the first evolution in their line, and they'll be battling at level 5. Additionally, because this is monotype every Pokemon on your team must share the same type. This introduces the fun challenge of building a team with severely limited Pokemon choices, while trying to cover as many things as possible. On top of this, a fair amount of mechanics and playstyle work differently than they do in other tiers, so be sure to check out the tips!
General Rules, Mechanics and Usage Tips
  • Every Pokemon must be set to level 5, be the first evolution in a line of evolutions, and all must share the same type.
  • The most useful items are eviolite, and berry juice. Other useful items include choice scarf, life orb, and z-crystals in specific situations.
  • Knock off is hands down the most threatening move in little cup, removing an opponent's eviolite or berry juice severely hampers their Pokemon's defenses or ability to heal respectively.
  • Hazards such as stealth rock and spikes are extremely important for ruining certain strategies such as berry juice + sturdy on top of regular hazard benefits.
  • EVs work differently in little cup than in a standard tier. You cannot get away with running 252/252 evs for your two most important stats. Make sure to use the sliders in the teambuilder to maximize your EVs.
  • Speed tiers are very narrow in little cup, be sure to check out the LC speed tiers when building your team and determining threats to your team.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard little cup team!
  • For more information about little cup in general, be sure to visit their forums here on smogon.
Council
None at the moment.

Banlist
Monotype little cup follows the standard LC Banlist with the following unbans:
Vulpix,
Gothita,
Misdreavus,
Torchic

  • Shell smash sweepers such as shellder, tirtouga, dwebble, and omanyte.
  • Aurora veil vulpix-a in addition to slush rush abusers such as cubchoo and sandshrew-a.
  • Knock off in general.
  • Choice scarf sweepers such as moxie scraggy.
  • Priority such as fake out, mach punch, sucker punch, and extreme speed/quick attack.
  • Weak armor users such as vullaby, dwebble, and omanyte.
  • Sturdy + berry juice combo.
S Rank
Anorith
Dwebble

A Rank
Dewpider
Joltik
Larvesta

B Rank
Surskit
Venipede

C Rank
Karrablast
Pineco
Spinarak
Venonat
S Rank
Pawniard
Scraggy
Vullaby

A Rank
Carvanha
Grimer-Alola
Houndour
Stunky

B Rank
Sandile

C Rank
Inkay
Meowth-Alola
Zoroa
S Rank
Tyrunt

A Rank
Axew
Dratini
Gible
Noibat

B Rank
Deino
Goomy

C Rank
Bagon
Jangmo-o
S Rank
Elekid
Magnemite

A Rank
Chinchou
Joltik
Geodude-Alola

B Rank
Helioptile
Voltorb

C Rank
Blitzle
Shinx
S Rank
Spritzee

A Rank
Azurill
Cottonee
Mime Jr.
Snubbul

B Rank
Morelull
Ralts

C Rank
Cleffa
Flabebe
S Rank
Croagunk
Mienfoo
Scraggy
Timburr

A Rank
Riolu
Stufful

B Rank
Crabrawler
Mankey

C Rank
Machop
Pancham
S Rank
Ponyta
Vulpix

A Rank
Houndour
Larvesta
Magby
Torchic

B Rank
Chimchar
Growlithe
Salandit

C Rank
Charmander
Cyndaquil
Numel
S Rank
Archen
Vullaby

A Rank
Doduo
Pikipek
Wingull

B Rank
Natu
Rufflet
Taillow

C Rank
Fletchling
Mantyke
Noibat
S Rank
Gastly
Misdreavus

A Rank
Frillish
Golett
Honedge
Pumpkaboo

B Rank
Sandygast

C Rank
Duskull
Phantump
Yamask
S Rank
Bellsprout
Ferroseed
Snivy

A Rank
Cottonee
Deerling
Exeggcute
Foongus

B Rank
Bulbasaur
Lileep
Pumpkaboo

C Rank
Sewaddle
Treecko
S Rank
Drilbur
Hippopotas

A Rank
Diglett
Mudbray
Sandshrew
Wooper

B Rank
Onix
Sandile
Swinub

C Rank
Diglett-Alola
Gible
Golett
Numel
S Rank
Sandshrew-Alola
Vulpix-Alola

A Rank
Cubchoo
Smoochum
Swinub

B Rank
Amaura
Snover

C Rank
Bergmite
Snorunt
S Rank
Doduo
Rufflet
Zigzagoon

A Rank
Bunnelby
Helioptile
Munchlax
Pikipek
Stufful

B Rank
Deerling
Meowth
Taillow

C Rank
Lickitung
Litleo
S Rank
Croagunk
Gastly

A Rank
Foongus
Grimer-Alola
Mareanie
Stunky

B Rank
Koffing
Salandit
Skrelp
Tentacool
Venipede

C Rank
Spinarak
Trubbish
S Rank
Abra

A Rank
Bronzor
Gothita
Inkay
Natu

B Rank
Exeggcute
Mime Jr
Slowpoke
Smoochum
Wynaut

C Rank
Baltoy
Solosis
S Rank
Anorith
Archen
Dwebble

A Rank
Lileep
Tirtouga

B Rank
Kabuto
Amaura
Onix
Tyrunt

C Rank
Cranidos
Geodude-Alola
Omanyte
S Rank
Ferroseed
Magnemite
Pawniard

A Rank
Bronzor
Diglett-Alola
Honedge

B Rank
Sandshrew-Alola

C Rank
Aron
Klink
Shieldon
S Rank
Chinchou
Shellder

A Rank
Carvanha
Dewpider
Tentacool
Tirtouga

B Rank
Frillish
Mareanie
Skrelp
Staryu
Surskit
Wingull

C Rank
Clamperl
Corphish
Froakie
Kabuto

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Adamant Nature
- Protect
- Waterfall
- Psychic Fangs
- Crunch

Tentacool @ Eviolite
Ability: Liquid Ooze
Level: 5
EVs: 36 HP / 156 Def / 196 SpD / 116 Spe
Calm Nature
- Knock Off
- Toxic Spikes
- Rapid Spin
- Sludge Bomb

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Liquidation

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 76 SpD / 180 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Stone Edge
- Zen Headbutt

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 52 Def / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Scald
- Dazzling Gleam

Dewpider @ Eviolite
Ability: Water Bubble
Level: 5
EVs: 52 HP / 196 Atk / 20 Def / 180 SpD / 60 Spe
Adamant Nature
- Leech Life
- Liquidation
- Sticky Web
- Mirror Coat

Foongus @ Eviolite
Ability: Regenerator
Level: 5
EVs: 32 HP / 76 Def / 160 SpA / 236 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb

Grimer-Alola @ Eviolite
Ability: Poison Touch
Level: 5
EVs: 80 HP / 196 Atk / 36 Def / 196 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 188 Atk / 116 Def / 196 SpD
Adamant Nature
- Earthquake
- Sucker Punch
- Drain Punch
- Bulk Up

Gastly @ Choice Scarf
Ability: Levitate
Level: 5
EVs: 76 Atk / 196 SpA / 196 Spe
Hasty Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Dazzling Gleam
- Thunderbolt

Mareanie @ Eviolite
Ability: Regenerator
Level: 5
EVs: 196 HP / 12 Atk / 100 Def / 100 SpD / 76 Spe
Careful Nature
- Liquidation
- Poison Jab
- Knock Off
- Recover

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 116 Def / 196 SpA / 196 SpD
Modest Nature
IVs: 0 Atk / 30 Spe
- Scald
- Toxic Spikes
- Sludge Bomb
- Hidden Power [Psychic]

Archen @ Eviolite
Ability: Defeatist
Level: 5
EVs: 236 HP / 20 Atk / 176 Def / 76 SpD
Impish Nature
- Iron Defense
- Roost
- Acrobatics
- Knock Off

Anorith @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Rock Blast

Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spe
Adamant Nature
- X-Scissor
- Rock Blast
- Earthquake
- Shell Smash

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 12 Def / 76 SpD / 180 Spe
Adamant Nature
- Aqua Jet
- Stone Edge
- Zen Headbutt
- Shell Smash

Lileep @ Eviolite
Ability: Storm Drain
Level: 5
EVs: 228 HP / 140 Def / 140 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Stockpile
- Recover
- Hidden Power [Fire]

Amaura @ Choice Scarf
Ability: Refrigerate
Level: 5
EVs: 36 Def / 224 SpA / 12 SpD / 232 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Earth Power
- Thunderbolt
- Hidden Power [Fire]

Bellsprout @ Life Orb
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 76 Atk / 196 SpA / 196 Spe
Rash Nature
- Solar Beam
- Sludge Bomb
- Weather Ball
- Sucker Punch

Cottonee @ Heat Rock
Ability: Prankster
Level: 5
EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
Timid Nature
- Sunny Day
- Dazzling Gleam
- Memento
- Knock Off

Ferroseed @ Focus Sash
Ability: Iron Barbs
Level: 5
EVs: 196 Atk / 28 Def / 228 SpD / 36 Spe
Adamant Nature
- Bullet Seed
- Knock Off
- Stealth Rock
- Thunder Wave

Deerling @ Life Orb
Ability: Chlorophyll
Level: 5
Happiness: 0
EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
Adamant Nature
- Frustration
- Seed Bomb
- Jump Kick
- Wild Charge

Snivy @ Eviolite
Ability: Contrary
Level: 5
EVs: 240 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Knock Off
- Sunny Day
- Glare

Exeggcute @ Eviolite
Ability: Chlorophyll
Level: 5
EVs: 36 HP / 196 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Solar Beam
- Sunny Day
- Sleep Powder

Bunnelby @ Focus Sash
Ability: Huge Power
Level: 5
EVs: 228 Atk / 52 Def / 220 Spe
Jolly Nature
- Spikes
- Quick Attack
- Return
- Earthquake

Zigzagoon @ Berry Juice
Ability: Pickup
Level: 5
EVs: 132 HP / 196 Atk / 108 Def / 28 SpD / 36 Spe
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Seed Bomb

Rufflet @ Choice Scarf
Ability: Hustle
Level: 5
EVs: 252 Atk / 36 Def / 196 Spe
Jolly Nature
- Brave Bird
- Aerial Ace
- Superpower
- Return

Helioptile @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 4 HP / 172 Def / 32 SpA / 96 SpD / 196 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hidden Power [Ground]
- Volt Switch
- Thunderbolt
- Surf

Stufful @ Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 196 SpD / 36 Spe
Adamant Nature
- Earthquake
- Return
- Superpower
- Ice Punch

Doduo @ Life Orb
Ability: Early Bird
Level: 5
EVs: 236 Atk / 236 Spe
Jolly Nature
IVs: 29 HP
- Brave Bird
- Quick Attack
- Jump Kick
- Knock Off

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Stealth Rock
- Knock Off

Vullaby @ Eviolite
Ability: Overcoat
Level: 5
EVs: 196 HP / 236 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Roost
- Iron Defense

Houndour @ Life Orb
Ability: Flash Fire
Level: 5
EVs: 36 Atk / 196 SpA / 236 Spe
Hasty Nature
IVs: 0 HP
- Flame Charge
- Fire Blast
- Dark Pulse
- Sucker Punch

Stunky @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 252 Atk / 60 Def / 164 Spe
Naive Nature
- Play Rough
- Sludge Bomb
- Defog
- Sucker Punch

Scraggy @ Choice Scarf
Ability: Moxie
Level: 5
EVs: 236 Atk / 36 SpD / 212 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Zen Headbutt
- High Jump Kick

Carvanha @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 36 SpD / 236 Spe
Jolly Nature
- Waterfall
- Psychic Fangs
- Crunch
- Protect

(Post by Moosical and Tyke and Banner by Moosical)
 
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#4

Welcome to Mono Ubers, the tier of legends! In this tier, all pokemon, with the exception of Mega-Rayquaza, are usable. The teambuilding challenges that arise from trying to manage these threats make Ubers a very interesting tier, even more so in the context of monotype.

General Rules, Mechanics and Usage Tips
  • Arceus is available to every Monotype. With the exception of Arceus-Normal, Arceus forms must carry either their type's respective plate or respective Z-Stone.
  • Adhering to Mono's Same Type Clause, Ultra Necrozma is not available to Steel or Ghost, despite the Dusk Mane and Dawn Wings forms having those typings.
  • Because this is monotype, as always, be sure to try to cover threats to your type as much as you can. Try to think outside the box beyond building a standard ubers team!
  • For more information about ubers in general, be sure to visit their forums here on smogon.
Banlist
Monotype Ubers follows the existing Ubers Banlist and Clauses with the additional ban of Marshadow.
- Wallbreakers are common and potent; some threats to be wary of include Choice Band / Life Orb Ho-oh, Specs Lunala, Band Zekrom, Deoxys-Attack, and more.

- Defensive Set Up is a huge concern in ubers, so make sure you have appropiate responses. Calm Mind Arceus (multiple formes), Coil Zygarde-Complete, and Calm Mind Kyogre-Primal are just some examples of dangerous wincons in the tier.

- Offensive Set Up is also quite potent, the more dangerous of which include Swords Dance Rayquaza, Swords Dance Arceus-Ghost (and other forms), Mega-Salamence, SD Blaziken, PuP Mega Kangaskhan, Geomancy Xerneas and many others.

- Ghost Monotypes are extremely threatening in Ubers, where they can run effective Offensive builds that abuse threats such as Lunala, Mega-Gengar, and Z-Shadow Force Arceus Ghost.

- Psychic is another extremely potent type, with access to Tapu Lele and Terrain Extender to make sweepers such as Scarf Lunala, Deoxys-Attack, and Mewtwo very very dangerous.

- Xerneas is a tremendous threat to any Monotype, abusing both Geomancy and Z-Geomancy sets to sweep teams that lack dedicated checks.

For more information about ubers in general, be sure to visit their forums here on smogon.
- The Excadrill
Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Focus Blast
- Ice Beam
- Psychic

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Nature's Madness

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt
- Ice Punch
- Stone Edge

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Ice Beam
- Psychic

Arceus-Psychic @ Mind Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Judgment
- Defog
- Stealth Rock

Necrozma-Dusk Mane @ Solganium Z
Ability: Prism Armor
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Sunsteel Strike

- iLlama
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Judgment / Ice Beam
- Defog
- Toxic
- Recover

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Calm Mind
- Ice Beam
- Thunder

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Taunt / Substitute
- Waterfall / Earthquake

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Hydro Pump
- Hidden Power [Fire]

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic / Toxic Spikes
- Haze
- Recover

- iLlama
Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Toxic / Tailwind / Earthquake
- Double-Edge / Stone Edge

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 224 HP / 136 Atk / 72 SpD / 76 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Recover
- Toxic / Hidden Power Ice / Substitute

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Oblivion Wing
- Taunt / Focus Blast

Rayquaza @ Choice Scarf
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Extreme Speed
- Dragon Ascent
- Draco Meteor
- V-create

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge / Return
- Roost
- Earthquake

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Air Slash
- Earth Power
- Healing Wish

- iLlama
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 72 HP / 252 SpA / 100 SpD / 84 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Play Rough
- Fire Fang
- Sucker Punch

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Moonlight
- Flamethrower

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Calm Mind
- Recover

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Taunt
- Nature's Madness

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split
 
Last edited:
#5
What is monotype doubles?
It's exactly what it sounds like: Monotype in the doubles format. This is a very fast moving meta that features a ton of un-bans compared to regular monotype. Different strategies and mind sets are needed to succeed in this meta!
General Rules, Mechanics and Usage Tips
  • Doubles follows a very different banlist from standard monotype, be sure to check it out.
  • Due to the nature of how fast battles tend to move, strategies such as weather abuse, trick room, and tailwind are viable.
  • Moves such as protect, and wide guard have tons of use in protecting your Pokemon while eliminating opposing threats. Fake out also has tons of use in preventing an opponent from attacking. Accurate protect predictions will win you games!
  • Spread moves such as Rock Slide, Heat Wave, and Muddy Water are extremely valuable in hitting both of your opponent's Pokemon, especially when they're all sharing the same type such as in monotype.
  • Intimidate is also very valuable as you're lowering both opposing Pokemon's attack stat.
  • Moves that re-direct attacks, such as Follow Me and Rage Powder, are effective in protecting their partner from non-spread moves.
  • For more general information on doubles, check out their forums!
Council
None at the moment.

Monotype doubles follows the standard Doubles BL with the following additions:
  • Terrain Extender
  • Smooth Rock
  • Damp Rock
- Weather and Terrain: As in both Monotype and Doubles, weather and terrain are both insanely powerful tools for a large number of types in the metagame, especially Fire, Ground, Electric, Psychic, and Water. Teams utilizing these effects are extremely common as well, so building for them is vital.

- Trick Room and Tailwind: Both are dangerous moves that can make the momentum of a match completely one-sided. Messing with standard speed tiers and taking advantage of turns earned through Protect, Follow Me, and Fake Out to set up sweeps for dangerous threats makes this strategy incredibly potent and effective.

- Hyper Offensive Psychic: This archetype is extremely threatening in Mono Doubles, as Tapu Lele, Hoopa-U, Deoxys-A, and Mega Metagross are all legal options for team slots.

- Protect: Extremely common and effective at wasting turns for field effects, Protect should be used on most non-choice locked Pokemon. It also acts as a way to scout movesets, preserve your offense until a threat is dispatched, or keep certain Pokemon healthy in order to gain a switch advantage.

- Spread Damage Moves: Moves like Dazzling Gleam, Earthquake, Rock Slide, and Surf that can hit both opposing Pokemon are fairly common as they are an effective means of having greater damage output. Wide Guard is an easy fix on any team that doesn't want to take spread damage as it negates the attack entirely.

- Z Moves: Activating a Z move can change the momentum in a match very quickly whether it's an attack like Bloom Doom, which goes through Protect, or a setup move like Conversion, these moves must be accounted for when in battle.
Kecleon @ Life Orb
Ability: Protean
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Sucker Punch
- Shadow Sneak
- Drain Punch

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Foul Play
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Boomburst
- Fire Blast
- Extrasensory
- Ice Beam

Bewear @ Life Orb
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Rock Slide
- Wide Guard

Oranguru @ Mental Herb
Ability: Telepathy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 2 Spe
- Trick Room
- Psychic
- Instruct
- Protect

Drampa @ Life Orb
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dragon Pulse
- Extrasensory
- Fire Blast
- Protect
Sylveon @ Life Orb
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Gardevoir @ Life Orb
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Focus Blast
- Psyshock
- Psychic

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Rock Slide

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Trick Room
- Diamond Storm
- Helping Hand
- Skill Swap

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Play Rough
- Knock Off
- Superpower
- Waterfall

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Slowbro @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Scald
- Flamethrower

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Muddy Water
- Aura Sphere

Golisopod @ Life Orb
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- First Impression
- Rock Slide
- Sucker Punch

Slowking @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Power Gem
- Psyshock
- Surf

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Superpower
- Rock Slide

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Earth Power
- Sludge Bomb
Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Quick Guard
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Ice Beam
- Giga Drain

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Ice Beam
- Draco Meteor
- Protect

Seismitoad @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Muddy Water
- Earth Power
- Grass Knot

Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Encore
- Icy Wind
- Protect
- Scald

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Volt Switch
- Trick
- Hydro Pump


(Post contributed by Moosical and iLlama / Banner by Moosical)
 
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#6
What is CAPmono? It's a small OM based on the Create-A-Pokemon Project, which adds 23 new pokemon to the existing Monotype Metagame! These new additions offer unique typings, abilities, and offensive and defensive utility that many Mono teams otherwise don't have, opening up a lot of interesting teambuilding possibilities.
Arghonaut


A physical attacker and all-around tank that can act as a wall with Unaware or a priority attacker with Technician.
BST: 105 HP / 110 Atk / 95 Def / 70 SpA / 100 SpD / 75 Spe
Abilities: Unaware, Technician
Moves: Recover, Mach Punch, Aqua Jet, Close Combat, Spikes, Circle Throw, Knock Off, Scald, Bulk Up, Taunt, Yawn


Aurumoth


A legendary bug with outstanding (and unpredictable) sweeping potential, thanks to its potent mixed offenses and abysally deep movepool; armed with various set up options, sweep-benefiting abilities, and every flavor of coverage.
BST: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
Abilities: Weak Armor, No Guard
Moves: Quiver Dance, Dragon Dance, Tail Glow, Close Combat, Blizzard, Thunder, Focus Blast, Hydro Pump, Megahorn, Psychic


Colossoil


A powerful Physical Attacker with an excellent offensive movepool that threatens passive Pokemon by bouncing back hazards and status moves or absorbing them with Guts. It's unique ability "Rebound" blocks certain status moves on switch-in and bounces them back to the user.
BST: 133 HP / 122 Atk / 72 Def / 71 SpA / 72 SpD / 95 Spe
Abilities: Rebound**, Guts, Unnerve
Moves: Earthquake, Knock Off, Sucker Punch, U-turn, Rapid Spin, Pursuit, Stone Edge, Superpower

**Rebound: On switch-in, blocks certain status moves on switch-in and bounces them back to the user.


Crucibelle (-Mega)


A strong physical attacker that capitalizes on undervalued typing with potent STABs. An effective wallbreaker, revenge killer, and pivot for Rock and Poison teams.
Base:
BST: 106 HP / 105 Atk / 65 Def / 75 SpA / 85 SpD / 104 Spe
Abilities: Regenerator, Mold Breaker, Liquid Ooze

Mega:
BST: 106 HP / 135 Atk / 75 Def / 85 SpA / 125 SpD / 114 Spe
Abilities: Magic Guard

Moves: Head Smash, Gunk Shot, Coil, Wood Hammer, Low Kick, U-turn, Explosion, Stealth Rock, Toxic Spikes, Trick


Cyclohm


An unusual and versatile dragon with a legendary typing stacked with physical defense and special offense. Cyclohm makes use of a deep selection of coverage and utility moves.
BST: 108 HP / 60 Atk / 118 Def / 112 SpA / 70 SpD / 80 Spe
Abilities: Shield Dust, Static, Damp
Moves: Slack Off, Discharge, Volt Switch, Draco Meteor, Fire Blast, Ice Beam, Hydro Pump, Roar, Trick Room, Thunder Wave, Heal Bell


Fidgit


An extremely versatile support Pokemon equipped with diverse utility options including hazards, Trick Room, and much more. It's unique ability "Persistent" increases the duration of certain field effects by 2 turns.
BST: 95 HP / 76 Atk / 109 Def / 90 SpA / 80 SpD / 105 Spe
Abilities: Persistent, Vital Spirit, Frisk
Moves: Stealth Rock, Spikes, Rapid Spin, Trick Room, Knock Off, Sludge Wave, Earth Power, Encore, Tailwind, Taunt, U-turn, Wish


Kerfluffle


A fast special attacker with a unique typing that can pivot around with Parting Shot or clean weakened teams with Z-Celebrate.
BST: 84 HP / 78 Atk / 86 Def / 115 SpA / 88 SpD / 119 Spe
Abilities: Natural Cure, Aroma Veil
Moves: Moonblast, Parting Shot, Focus Blast, Aura Sphere, Wish, Giga Drain, Grass Knot, Celebrate, Sludge Wave, Taunt


Kitsunoh


A fast physical attacker with a slick typing designed to be the ultimate scout.
BST: 80 HP / 103 Atk / 85 Def / 55 SpA / 80 SpD / 110 Spe
Abilities: Frisk, Limber, Iron Fist
Moves: Bullet Punch, Meteor Smash, Defog, Earthquake, Taunt, Knock Off, Super Fang, U-turn, Wish, Ice Punch, Low Kick, Play Rough, Memento, Shadow Strike**

**Shadow Strike: 80 BP, 95% Accuracy, 50% chance to reduce targets Defense by 1 Stage


Krilowatt


A decent mixed attacker that benefits from a peculiar blend of bulk, Speed, and coverage options.
BST: 151 HP / 84 Atk / 73 Def / 83 SpA / 74 SpD / 105 Spe
Abilities: Trace, Magic Guard
Moves: Scald, Discharge, Counter, Mirror Coat, Ice Beam, Ice Punch, Ice Shard, Low Kick, Earthquake, Earth Power, Volt Switch, Thunder Wave


Malaconda


A very tanky specially defensive wall with a diverse support movepool and abilities, such as Drought.
BST: 115 HP / 100 Atk / 60 Def / 40 SpA / 130 SpD / 55 Spe
Abilities: Harvest, Infiltrator, Drought
Moves: Knock Off, Rapid Spin, Aromatherapy, U-turn, Sucker Punch, Foul Play, Pursuit, Spiky Shield, Synthesis, Taunt, Power Whip, Solar Blade, Glare


Mollux


A strong special attacker that uses a quirky typing to its advantage; with a handy Water Immunity, good coverage options, and tons of offensive and defensive utility.
BST: 95 HP / 45 Atk / 83 Def / 131 SpA / 105 SpD / 76 Spe
Abilities: Dry Skin
Moves: Lava Plume, Stealth Rock, Rapid Spin, Thunderbolt, Fire Blast, Eruption, Calm Mind, Acid Spray, Clear Smog, Heal Bell, Recover, Thunder Wave, Toxic Spikes


Naviathan


A versatile pokemon who can use it's excellent typing and bulk to act as a strong defensive wall or set-up sweeper on either the special or the physical side.
BST: 103 HP / 110 Atk / 90 Def / 95 SpA / 65 SpD / 97 Spe
Abilities: Guts, Heatproof
Moves: Calm Mind, Dragon Dance, Slack Off, Heavy Slam, Flash Cannon, Scald, Hydro Pump, Ice Beam, Icicle Crash, Haze, Taunt, Toxic, Whirlpool


Necturna


A physical Attacker that, through Sketch, has one choice of any move in the game. As a result it can serve as an effective set-up sweeper, hazard setter, or bulky utility pokemon.
BST: 64 HP / 120 Atk / 100 Def / 85 SpA / 120 SpD / 81 Spe
Abilities: Forewarn
Moves: Power Whip, Toxic Spikes, Shadow Claw, Stone Edge, Leech Seed, Horn Leech, Leech Life, Super Fang, Will o Wisp, Shadow Sneak, Sketch**

**Sketch: Through sketch, Necturna is able to learn a single move of her choice. Sticky Web, Rapid Spin, Shell Smash, Quiver Dance, Stealth Rock, Shift Gear, Geomancy, etc.


Pajantom


A powerful physical attacker that traps targets with Spirit Shackle, creating switch in opportunities and limiting the opponent's play.
BST: 84 HP / 133 Atk / 71 Def / 51 SpA / 111 SpD / 101 Spe
Abilities: Comatose
Moves: Spirit Shackle, Outrage, Earthquake, Toxic Spikes, Brave Bird, Leech Life, Ice Punch, Psychic Fangs, Stone Edge


Plasmanta


A specialized attacker with a unique typing that paves the way for its teammates to setup with it's strong offensive coverage and stallbreaking utility.
BST: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Abilities: Storm Drain, Vital Spirit
Moves: Thunderbolt, Sludge Wave, Aura Sphere, Dazzling Gleam, Psychic, Discharge, Encore, Taunt


Pyroak


A sturdy mixed defensive wall with a unique typing, well-stocked with support and utility moves for both Fire and Grass teams.
BST: 120 HP / 70 Atk / 105 Def / 95 SpA / 90 SpD / 60 Spe
Abilities: Rock Head, Battle Armor, White Smoke
Moves: Lava Plume, Stealth Rock, Synthesis, Leech Life, Aromatherapy, Giga Drain, Wood Hammer, Flare Blitz, Rock Slide, Earth Power, Swords Dance, Will o Wisp


Revenankh


A slow, bulky physical attacker who benefits from unresisted offensive STAB, solid defensive typing, and strong priority options with Triage.
BST: 90 HP / 105 Atk / 90 Def / 65 SpA / 110 SpD / 65 Spe
Abilities: Shed Skin, Air Lock, Triage
Moves: Drain Punch, Bulk Up, Shadow Claw, Shadow Sneak, Will o Wisp, Glare, Moonlight, Knock Off, Earthquake, Taunt


Stratagem


A powerful special attacker who provides offensive support to Rock with excellent coverage options, blazing speed, and a ground immunity.
BST: 90 HP / 60 Atk / 65 Def / 120 SpA / 70 SpD / 130 Spe
Abilities: Levitate, Technician, Sniper
Moves: Paleo Wave**, Fire Blast, Giga Drain, Energy Ball, Earth Power, Dazzling Gleam, Calm Mind, Disable, Trick, Stealth Rock

**Paleo Wave: 85 BP, 100% Accuracy, 20% chance to reduce target's Attack by 1 stage


Syclant


A fast and powerful attacker with mixed offenses and thin defenses, providing great utility with it's offensive presence and unique immunity to Rock-type moves on switch ins.
BST: 70 HP / 116 Atk / 70 Def / 114 SpA / 64 SpD / 121 Spe
Abilities: Compound Eyes, Mountaineer**, Ice Body
Moves: Ice Beam, Icicle Crash, Ice Shard, Bug Buzz, Leech Life, U-turn, Focus Blast, Earth Power, Stone Edge, Tail Glow, Swords Dance, Superpower, Spikes, Taunt

**Mountaineer: On switch-in, this Pokemon avoids all Rock-type attacks and Stealth Rock


Tomohawk


A special attacking Fighting-type designed to affect battle momentum with Prankster, Hazards, and Rapid Spin.
BST: 105 HP / 60 Atk / 90 Def / 115 SpA / 80 SpD / 85 Spe
Abilities: Intimidate, Prankster
Moves: Roost, Stealth Rock, Taunt, U-turn, Rapid Spin, Aura Sphere, Focus Blast, Earth Power, Hurricane, Air Slash, Healing Wish, Haze, Grass Knot


Volkraken


An excellent special attacker and pivot that uses Analytic to eliminate switch ins with it's power Fire and Water STAB coverage.
BST: 100 HP / 45 Atk / 80 Def / 135 SpA / 100 SpD / 95 Spe
Abilities: Analytic, Infiltrator
Moves: Hydro Pump, Fire Blast, U-turn, Flash Cannon, Power Gem, Memento, Scald


Voodoom


A decent special attacker with unique immunities and various set up options.
BST: 90 HP / 85 Atk / 80 Def / 105 SpA / 80 SpD / 110 Spe
Abilities: Volt Absorb, Lightning Rod, Cursed Body
Moves: Aura Sphere, Close Combat, Nasty Plot, Bulk Up, Earthquake, Dark Pulse, Flash Cannon, Knock Off, Memento, Psychic, Stone Edge, Taunt, Thunderbolt, Thunder Wave, Drain Punch
Beyond these new inclusions, the meta operates the same: there are no mechanical changes, outside of a few new abilities exclusive to CAP pokemon.

Banlist
CAPMono follows the existing Monotype Banlist, with the addition of Cawmodore.
- Tyke
Revenankh @ Leftovers
Ability: Triage
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Drain Punch
- Toxic
- Taunt
- Moonlight

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Play Rough

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Taunt

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 208 HP / 252 Atk / 4 Def / 44 Spe
Adamant Nature
- Fire Punch
- Bonemerang
- Shadow Bone
- Stealth Rock

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Sludge Wave
- Destiny Bond

- Tyke
Stratagem @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Fire Blast
- Earth Power
- Energy Ball

Cradily @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Stealth Rock
- Recover
- Toxic

Crucibelle @ Crucibellite
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Wood Hammer
- Head Smash
- Coil

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 136 Atk / 120 SpD
Sassy Nature
- Stone Edge
- Crunch
- Pursuit
- Flamethrower

Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Fire Punch
- Ice Punch

- Tyke
Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Toxic Spikes
- Recover

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 132 Atk / 128 SpD
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak

Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Wood Hammer

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Stealth Rock
- Fire Blast
- Ice Beam

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 164 Def / 96 Spe
Jolly Nature
- Brave Bird
- Roost
- Defog
- Taunt

- Tyke
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Rock Tomb
- Toxic
- Recover

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 76 Def / 152 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Superpower
- Stone Edge
- Zen Headbutt

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Leech Seed
- Synthesis

Necturna @ Ghostium Z / Life Orb / White Herb
Ability: Forewarn
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Stone Edge
- Shadow Claw
- Power Whip

Update: A CAP Monotype Tour is currently taking signups here
 
Last edited:
#7

What is Monothreat?
Monothreat is the premier OM featured in Monotype exclusively. As the name suggests, it is a Monotype battle where both players use the same type. Given that both players are using the same type, they can build around very specific threats and run Pokémon that counter their own type. This leads to interesting developments, seeing Pokémon and sets be used that would not likely be seen otherwise in competitive Monotype play.

General Rules, Mechanics, and Usage Tips
  • Examine all of your options in the team builder. Pokemon that are viable in Monothreat do not necessarily match up with those that are viable in standard Monotype.
  • Monothreat's team pool is very limited, meaning you can prepare for a small amount of threats.
  • Obvious choices would be Pokemon that have attacks super effective against their own typing, but try to think of out of the box sets that are useful against your own type.
  • Type damage-reduction berries are extremely useful in Monothreat. Pokemon will likely be mainly using attacks super effective against the type, therefore the berries can be strategically used to live certain attacks and KO your opponent back.
  • Z-moves have a huge impact in Monothreat; being able to blow back specific threats can be game changing.
  • Each Monothreat type forms its own metagame within itself, effectively making 18 different metagames to play!

Banlist
Monothreat follows the standard Monotype banlist.
Monothreat VR Council:
KevinELF
Misaka Mikoto
Moosical
Ticken
Zukushiku

S Rank:
- Armaldo
- Mega Pinsir

A Rank:
- Forretress
- Scizor
- Volcarona
- Yanmega

B Rank:
- Araquanid
- Durant
- Galvantula
- Scolipede
- Shuckle

C Rank:
- Buzzwole
- Heracross
- Mega Scizor
- Scyther
- Vikavolt
- Vivillon

D Rank:
- Crustle
- Ninjask
- Ribombee
S Rank:
- Greninja
- Mega Sableye

A Rank:
- Drapion
- Hydreigon
- Incineroar
- Mandibuzz
- Pangoro

B Rank:
- Krookodile
- Mega Absol
- Mega Tyranitar
- Skuntank
- Tyranitar
- Weavile

C Rank:
- Crawdaunt
- Honchkrow
- Malamar
- Alolan Muk
- Scrafty
- Zoroark

D Rank:
- Alolan Persian
- Bisharp
- Guzzlord
- Mega Sharpedo
- Sharpedo
- Umbreon
S Rank:
- Dragonite
- Kyurem-B
- Mega Altaria

A Rank:
- Druddigon
- Garchomp
- Latias
- Latios

B Rank:
- Goodra
- Haxorus
- Noivern

C Rank:
- Hydreigon
- Salamence
- Tyrantrum

D Rank:
- Alolan Exeggutor
- Flygon
- Guzzlord
- Kommo-o
S Rank:
- Electivire
- Raikou
- Tapu Koko

A Rank:
- Alolan Golem
- Eelektross
- Rotom-Mow
- Rotom-Wash
- Thundurus-Therian
- Zapdos

B Rank:
- Alolan Raichu
- Mega Ampharos
- Rotom
- Stunfisk
- Thundurus

C Rank:
- Luxray
- Magnezone
- Rotom-Heat
- Xurkitree

D Rank:
- Galvantula
- Magneton
- Mega Manectric
- Rotom-Frost
S Rank:
- Tapu Bulu
- Tapu Koko

A Rank:
- Azumarill
- Clefable
- Klefki
- Mawile
- Mega Diancie

B Rank:
- Mimikyu
- Ribombee
- Tapu Fini
- Togekiss
- Whimsicott

C Rank:
- Alolan Ninetales
- Diancie
- Gardevoir
- Mega Gardevoir
- Primarina
- Slurpuff
- Sylveon

D Rank:
- Granbull
- Shiinotic
S Rank:
- Hawlucha
- Keldeo
- Mega Gallade

A Rank:
- Cobalion
- Kommo-o
- Infernape
- Medicham

B Rank:
- Bewear
- Conkeldurr

C Rank:
- Breloom
- Buzzwole
- Chesnaught

D Rank:
- Hitmontop
- Lucario
- Virizion
S Rank:
- Mega Charizard X
- Volcanion

A Rank:
- Blacephalon
- Darmanitan
- Heatran
- Infernape
- Mega Camerupt
- Rotom-Heat
- Victini

B Rank:
- Alolan Marowak
- Chandelure
- Entei
- Mega Houndoom
- Torkoal

C Rank:
- Emboar
- Magcargo
- Mega Charizard Y
- Salazzle

D Rank:
- Arcanine
- Incineroar
- Moltres
S Rank:
- Dragonite
- Mega Aerodactyl
- Thundurus-Therian
- Zapdos

A Rank:
- Aerodactyl
- Articuno
- Celesteela
- Landorus
- Mega Charizard Y
- Thundurus

B Rank:
- Archeops
- Landorus-Therian
- Minior
- Skarmory

C Rank:
- Honchkrow
- Mandibuzz

D Rank:
- Gliscor
- Gyarados
- Mantine
- Tornadus
- Xatu
S Rank:
- Mega Sableye
- Mimikyu

A Rank:
- Doublade
- Gengar
- Golurk
- Spiritomb

B Rank:
- Alolan Marowak
- Cofagrigus
- Froslass
- Mega Banette

C Rank:
- Blacephalon
- Chandelure
- Decidueye
- Drifblim
- Hoopa
- Mismagius
- Jellicent

D Rank:
- Gourgeist
- Palossand
- Silvally
S Rank:
- Celebi
- Mega Abomasnow
- Mega Venusaur

A Rank:
- Abomasnow
- Amoonguss
- Decidueye
- Ferrothorn
- Roserade
- Tsareena
- Virizion

B Rank:
- Dhelmise
- Jumpluff
- Leavanny
- Whimsicott

C Rank:
- Chesnaught
- Exeggutor
- Gourgeist
- Sceptile
- Shaymin
- Victreebel

D Rank:
- Alolan Exeggutor
- Cradily
- Serperior
- Shiftry
- Tapu Bulu
- Tropius
S Rank:
- Landorus
- Mamoswine
- Seismitoad

A Rank:
- Donphan
- Garchomp
- Mega Swampert
- Piloswine

B Rank:
- Diggersby
- Gastrodon
- Mega Garchomp
- Nidoking
- Torterra

C Rank:
- Excadrill
- Gliscor
- Landorus-Therian
- Swampert
- Palossand

D Rank:
- Dugtrio
- Hippowdon
- Krookodile
- Rhyperior
S Rank:
- Alolan Sandslash
- Kyurem-Black

A Rank:
- Cloyster
- Crabominable
- Piloswine
- Weavile

B Rank:
- Alolan Ninetales
- Avalugg
- Froslass
- Mamoswine
- Regice
- Rotom-Frost

C Rank:
- Cryogonal
- Jynx

D Rank:
- Beartic
- Lapras
S Rank:
- Bewear
- Mega Lopunny
- Porygon2
- Staraptor

A Rank:
- Diggersby
- Ditto
- Meloetta
- Porygon-Z

B Rank:
- Braviary
- Chansey
- Kecleon

C Rank:
- Dodrio
- Mega Audino
- Smeargle
- Staravia
- Zangoose

D Rank:
- Mega Pidgeot
- Silvally
- Snorlax
- Type: Null
S Rank:
- Crobat
- Nidoking
- Scolipede

A Rank:
- Alolan Muk
- Mega Venusaur
- Nidoqueen
- Nihilego

B Rank:
- Drapion
- Golbat
- Toxapex
- Venomoth

C Rank:
- Dragalge
- Gengar
- Salazzle
- Skuntank
- Weezing

D Rank:
- Mega Beedrill
- Roserade
S Rank:
- Mew
- Victini

A Rank:
- Azelf
- Deoxys-Speed
- Mega Gallade
- Meloetta
- Necrozma

B Rank:
- Hoopa
- Jirachi
- Mega Alakazam
- Mega Gardevoir
- Mega Slowbro
- Metagross
- Reuniclus

C Rank:
- Bronzong
- Bruxish
- Latias
- Latios
- Mega Latias
- Mega Latios

D Rank:
- Cresselia
- Malamar
- Slowbro
- Uxie
S Rank:
- Carracosta
- Cradily
- Terrakion

A Rank:
- Kabutops
- Mega Diancie
- Omastar
- Rhyperior
- Shuckle

B Rank:
- Aerodactyl
- Lycanroc-Midnight
- Stakataka

C Rank:
- Mega Aerodactyl
- Mega Tyranitar
- Nihilego
- Regirock
- Tyranitar

D Rank:
- Archeops
- Barbaracle
- Diancie
- Lunatone
S Rank:
- Celesteela
- Heatran
- Magnezone

A Rank:
- Cobalion
- Doublade
- Excadrill
- Jirachi

B Rank:
- Lucario
- Magneton

C Rank:
- Empoleon
- Klefki
- Mega Aggron
- Metagross

D Rank:
- Bisharp
- Bronzong
- Ferrothorn
- Mega Steelix
- Probopass
S Rank:
- Greninja
- Keldeo

A Rank:
- Lanturn
- Manaphy
- Mega Gyarados
- Tapu Fini

B Rank:
- Azumarill
- Lapras
- Ludicolo
- Rotom-Wash
- Tentacruel
- Toxapex

C Rank:
- Araquanid
- Empoleon
- Gyarados
- Mega Sharpedo
- Mega Slowbro
- Slowking
- Starmie

D Rank:
- Golisopod
- Primarina
- Slowbro
WIP, stay tuned!

Banner by Moosical
 
Last edited:
#8
What is Monotype STABmons?
First off, STABmons is a unique metagame where Pokemon may learn nearly any move that is the same type as them. Yes, it is exciting! There are nearly endless combinations and strategies to be developed as Pokemon have a much more diverse movepool. Meaning you can run V-Create Mega Charizard X, Spore Rotom-Water, and Dragon Ascent Landorus-therian as a few examples. Adding on Monotype to this OM leads to interesting developments. While every Pokemon on the team has access to the same type movepool, you should take care in utilizing Pokemons' secondary typing to maximize the niche of this OM.

General Rules, Mechanics, and Usage Tips
  • Pokemon can learn nearly any move that is their current typing (except for banned moves listed in the banlist section).
  • Pokemon can also learn moves from previous evolution's typing. For example, Vaporeon can learn normal type moves as Eevee is a Normal-type Pokemon. To expand on this, Pokemon that can alter forms freely in game, such as Rotom, can learn moves of those typings.
  • Mega Pokemon that change typing upon Mega-evolving can only learn their base typing's moves. For example, Mega Gyarados cannot utilize any Dark-type attack, nor can Mega Ampharos utilize any Dragon-type attack.
  • Try to think outside of the box, while every Pokemon can learn much more powerful STAB attacks, there are tons of utility oriented moves that can be run. For example, all Flying-type Pokemon can learn moves such as Defog, Roost, and Beak Blast. Another example would be all Grass-type Pokemon having access to Spore and Leech Seed.
  • For more general information on STABmons, feel free to check out its post in the OM Subforums

Council
None at the moment.

Monotype STABmons follows the STABmons banlist, with several additional bans. These additional bans include the following:
Moves
Boomburst, Celebrate, Conversion, Trick-or-Treat, Forest's Curse, Happy Hour, Hold Hands, Purify, and Sketch
Note* Pokemon who can naturally learn these moves may still use them.

Pokemon
Zygarde, Zygarde-10%, Ash-Greninja (Battle Bond), and Hoopa-unbound

Items
Smooth Rock, Damp Rock

Unbans
Deoxys-Speed, Deoxys-Defense, Blacephalon, Spore, Porygon Z
WIP
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Beak Blast
- King's Shield

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- U-turn
- Shore Up
- Precipice Blades

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Techno Blast
- Hurricane
- Sing
- Heat Wave

Aerodactyl @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Earthquake
- Brave Bird
- Accelerock

Yanmega @ Focus Sash
Ability: Speed Boost
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
IVs: 0 Atk / 0 SpD
- Tail Glow
- Bug Buzz
- Oblivion Wing
- Hidden Power [Electric]

Dragonite @ Flyinium Z
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Ascent
- Thunder Punch
- Extreme Speed
Type: Null @ Eviolite
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Slack Off
- Glare
- U-turn
- Return

Chansey @ Eviolite
Ability: Natural Cure
EVs: 176 HP / 252 Def / 80 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Seismic Toss
- Transform

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sing
- Hurricane
- Techno Blast
- Heat Wave

Staraptor @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Recover
- Beak Blast
- U-turn

Ditto @ Choice Scarf
Ability: Imposter
Happiness: 130
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Whirlwind
- Sing
- Explosion
- Heal Bell

Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Charge
- Earthquake
- Quick Attack
- Fire Punch

(Post and Banner contributed by Moosical)
 
Last edited:
#9
Monotype AAA Team Dump


Swampert @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roost
- Air Slash

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Protect
- Scald

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Nature's Madness
- Protect

Quagsire @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Scald
- Earthquake

This team aims to stall the opposing team into forfeiting. Sap Sipper Swampert in itself is immune to both of Water's weaknesses and is able to set rocks and spread status with Toxic and Roar. Toxapex in turn sets Toxic Spikes and hinders set-up sweepers with Haze. Intimidate Quagsire and Alomomola serve as the defensive backbone of the team, while Poison Heal Tapu Fini and Volt Absorb Mantine are able to take on special attackers. Meantime also serves as the Mega Venusaur counter, which the team would otherwise have trouble with.



Gardevoir @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Thunder Punch

Victini @ Choice Scarf
Ability: Adaptibility
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Alakazam @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Latios @ Soul Dew
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Mew @ Psychium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This team aims to replicate offensive Psychic Terrain teams that were prominent when Tapu Lele was allowed. Psychic Surge Gardevoir is the closest to Tapu Lele as it gets. Download Mega Medicham and Adaptibility Victini are excellent physical wallbreakers that are able to dent even the most resilient physical walls and can deal significant damage to even resisting targets. Sheer Force Alakazam is an excellent special wallbreaker that has good neutral coverage in Sheer Forceand Life Orb boosted Psychic and Focus Blast, with Encore letting it take advantage of a non-attacking move. Latios provides Defog support and can use its Soul Few boosted STAB moves freely thanks to Tinted Lens. Z-Hypnosis Mew, although not as threatening offensively as Mewnium Z Mew, is still an excellent late game sweeper. Trace allows it to take advantage of targets that rely on weather in order to outspeed it, and may even trace useful abilities like Prankster and Sheer Force.



Smeargle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- U-turn

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Conversion

Meloetta @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hyper Voice
- Focus Blast
- Dazzling Gleam

Pidgeot-Mega @ Pidgeotite
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- Roost

Swellow @ Choice Specs
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Hurricane
- Hidden Power [Fire]
- U-turn

This teams aims at outspeeding the opposing team with Sticky Web and overwhelming it's defense with fast, powerful wallbreakers. Smeargle is the Sticky Web user, and thanks to Magic Bounce, can bounce back any incoming Taunt, Stealth Rock, or Thunder Wave that it may be subjected to. Choice Band Diggersby acts as the physical wallbreaker of the team and can revenge kill weakened targets with Quick Attack. Adaptibility Porygon Z and Meloetta are great special wallbreakers that take advantage of speed drops from Sticky Web. Download Mega Pidgeot is an excellent check to Fighting teams with a possibly boosted perfectly accurate Hurricane after mega evolving. Download Swellow is able to 2HKO most interesting targets with a Choice Specs boosted Boomburst, with U-turn letting it escape an unfavorable match up.



Charizard-Mega-X @ Charizardite X
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Volcarona @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Heatran @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Entei @ Choice Band
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Stone Edge
- Extreme Speed

This team also aims to overwhelm the opposing team's defenses with powerful wallbreakers. Magic Guard on Charizard and Volcarona help alleviate their horrible weakness to rocks, allowing them to switch in more freely and set up. Desolate Land Victini and Levitate Heatran form an immunity core against Water and Ground moves, with Victini checking Water types with Volt Strike and Heatran checking Rock types with Flash Cannon. Torkool provides the necessary Stealth Rock and Rapid Spin support and also phazes out set up sweepers with Yawn, while Entei may act as a late-game cleaner or wallbreaker with Extreme Speed or sun-boosted Sacred Fire.
 

iLlama

Nothing personal, I protect my people
is a Pre-Contributor
#10
I have quarrels with each team because a lot of Pokemon aren't as good as they could be or there is a replacement for it that is just way better.
Monotype AAA Team Dump


Swampert @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Roar
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Roost
- Air Slash

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover

Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Protect
- Scald

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Scald
- Nature's Madness
- Protect

Quagsire @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Scald
- Earthquake

This team aims to stall the opposing team into forfeiting. Sap Sipper Swampert in itself is immune to both of Water's weaknesses and is able to set rocks and spread status with Toxic and Roar. Toxapex in turn sets Toxic Spikes and hinders set-up sweepers with Haze. Intimidate Quagsire and Alomomola serve as the defensive backbone of the team, while Poison Heal Tapu Fini and Volt Absorb Mantine are able to take on special attackers. Meantime also serves as the Mega Venusaur counter, which the team would otherwise have trouble with.
I would run Earthquake over Toxic on Swampert because looking at your team, you already have Toxic on 3 other Pokemon and having physical coverage to take advantage of a Sap Sipper boost would be great. On Mantine you should change Air Slash to either Haze or Defog. Mantine is not an Offensive threat which is why it relies on Scald to fish for burns and not get walled by Taunt. You really shouldn't be running Toxapex + Alomomola + Tapu Fini together because they all just act as walls, even if they have minor secondary rolls of T Spikes, Wish passing, and Defog. I would think about changing Toxapex to Poison Heal Tail Glow Manaphy so that your team has at least one Pokemon that can be an Offensive threat. You can get away with running mixed bulk on Alomomola if you want so you can cover a wider range of attacks. You could also run a Magic Bounce Pokemon over Alomomola like Magic Bounce Mantine and then use Volt Absorb Toxapex, or vice versa because Alomomola is not that great of mon in AAA anyways. Depending on what you choose on Mantine, you should use either Defog or Haze on Tapu Fini to replace Taunt. Quagsire is only good because it has Unaware so giving it Intimidate makes it into a worse Pokemon. In addition to that, you already have two checks to Electric types and lack an Unaware Pokemon so you should definitely think about changing Quag to Unaware Suicune.

Gardevoir @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Moonblast
- Focus Blast

Medicham-Mega @ Medichamite
Ability: Download
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Thunder Punch

Victini @ Choice Scarf
Ability: Adaptibility
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Alakazam @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Latios @ Soul Dew
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Mew @ Psychium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Nasty Plot
- Psychic
- Focus Blast

This team aims to replicate offensive Psychic Terrain teams that were prominent when Tapu Lele was allowed. Psychic Surge Gardevoir is the closest to Tapu Lele as it gets. Download Mega Medicham and Adaptibility Victini are excellent physical wallbreakers that are able to dent even the most resilient physical walls and can deal significant damage to even resisting targets. Sheer Force Alakazam is an excellent special wallbreaker that has good neutral coverage in Sheer Forceand Life Orb boosted Psychic and Focus Blast, with Encore letting it take advantage of a non-attacking move. Latios provides Defog support and can use its Soul Few boosted STAB moves freely thanks to Tinted Lens. Z-Hypnosis Mew, although not as threatening offensively as Mewnium Z Mew, is still an excellent late game sweeper. Trace allows it to take advantage of targets that rely on weather in order to outspeed it, and may even trace useful abilities like Prankster and Sheer Force.
Tapu Lele is unbanned so there's no reason to use Gardevoir. Not sure how I feel about 0 priority on Mega Medicham because you can definitely get away with running Fake Out/BP or even both. You are the one that decides when Psychic Terrain goes up after all. Although Adaptability Victini sounds really scary, there are just better things you can use like Desolate Land, Tinted Lens, and Mold Breaker. Definitely switch the ability to something like that and change Zen Headbutt to Blue Flare or Trick. I would change Alakazam to Adaptability or Tinted Lens (Depending on what you give Victini) Meloetta straight up. Giving Zam Sheer Force is a minute buff and doesn't make it much better. Meloetta on the other hand can be just a ridiculous special wallbreaker with Psyshock and Hyper Voice, as well as with its coverage options. You also really need a check to Ghost teams because it's not a bad type in AAA. Change Mew's Ability to No Guard. There's no reason to have Trace over it, especially when you're funning Z Hypnosis and Focus Blast.

Smeargle @ Focus Sash
Ability: Magic Bounce
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spore
- Stealth Rock
- Sticky Web
- Destiny Bond

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- U-turn

Porygon-Z @ Normalium Z
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Psychic
- Conversion

Meloetta @ Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hyper Voice
- Focus Blast
- Dazzling Gleam

Pidgeot-Mega @ Pidgeotite
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]
- Roost

Swellow @ Choice Specs
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Hurricane
- Hidden Power [Fire]
- U-turn

This teams aims at outspeeding the opposing team with Sticky Web and overwhelming it's defense with fast, powerful wallbreakers. Smeargle is the Sticky Web user, and thanks to Magic Bounce, can bounce back any incoming Taunt, Stealth Rock, or Thunder Wave that it may be subjected to. Choice Band Diggersby acts as the physical wallbreaker of the team and can revenge kill weakened targets with Quick Attack. Adaptibility Porygon Z and Meloetta are great special wallbreakers that take advantage of speed drops from Sticky Web. Download Mega Pidgeot is an excellent check to Fighting teams with a possibly boosted perfectly accurate Hurricane after mega evolving. Download Swellow is able to 2HKO most interesting targets with a Choice Specs boosted Boomburst, with U-turn letting it escape an unfavorable match up.
I'd slash Nuzzle and Rapid Spin as the last move on Smeagle so that you can handle Mold Breaker users. Destiny Bond isn't that good anyways. Porygon Z should have Sheer Force or Tinted Lens because they provide much better general damage output than Adaptability does. Slash Shadow Ball after Thunderbolt and then Shadow Ball and Thunderbolt after Psychic as well. You should probably run Staraptor or Ditto over either Mega Pidgeot or Swellow, preferably Mega Pidgeot, because Swellow and Mega Pidgeot just do the same thing as each other. Staraptor would be like Choice Band or Scarf with Tough Claws. Swellow should really have Tinted Lens or Aerilate (Which would mean you replace Hurricane with Heat Wave and HP Fire with something else). Also, Swellow gets Heat Wave so there's no reason to use HP Fire.

Charizard-Mega-X @ Charizardite X
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Volcarona @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Heatran @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Yawn
- Rapid Spin

Entei @ Choice Band
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Stone Edge
- Extreme Speed

This team also aims to overwhelm the opposing team's defenses with powerful wallbreakers. Magic Guard on Charizard and Volcarona help alleviate their horrible weakness to rocks, allowing them to switch in more freely and set up. Desolate Land Victini and Levitate Heatran form an immunity core against Water and Ground moves, with Victini checking Water types with Volt Strike and Heatran checking Rock types with Flash Cannon. Torkool provides the necessary Stealth Rock and Rapid Spin support and also phazes out set up sweepers with Yawn, while Entei may act as a late-game cleaner or wallbreaker with Extreme Speed or sun-boosted Sacred Fire.
Change Flash Cannon to Earth Power on Heatran. Not sure why you have Stealth Rock on Heatran and Torkoal, so change it on Heatran to some coverage move like Stone Edge, HP Ice, or Solar Beam. Desolate Land is actually pretty bad on Victini since you're using Drought Torkoal because it overrides Drought and reduces your sun turns. Change it to like Mold Breaker so your team isn't walled by Flash Fire Skarmory or make it Tinted Lens so you aren't shutdown by Water and such. Please use Galvanize or Refrigerate on Entei, Drought is really bad.

If you need any of these sets that I'm mentioning just pm me and I'll pass you them.

E: Looking over this again, even after implementations I think the only team that could work as a sample is maybe the Stall Water. I feel like the other teams just wouldn't be very good in Mono AAA and there are so many other options available that would work much better.
 
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#11
Fairy Cap Mono


Kerfluffle @ Darkinium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Parting Shot
- Energy Ball

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power Fire
- Dazzling Gleam

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Spikes
- Thunder Wave

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

Tapu Bulu @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Wood Hammer
- Zen Headbutt
- Horn Leech

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 208 HP / 252 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Fleur Cannon
- Aura Sphere
- Flash Cannon
 
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#12
I thought I'd share some fun sets for Mono AAA that I've been using.

Prankster Drampa

Drampa @ Silk Scarf / Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Nature Power
- Calm Mind / Glare
- Roost
- Dragon Pulse​

This set uses strong priority and utility to hazard opposing teams. Prankster Nature Power is basically a special extremespeed with a secondary effect and a lower priority bracket. Remember, Dark types are immune to Prankster, so are not affected by Nature Power. However, Nature Power does hit through Magic Bounce, despite being a status move. This set also works using an offensive spread, 252 SpA Modest, and even works with Choice Specs. It's just a neat little priority sweeper for normal and dragon.

Prankster Nature Power is a pretty neat combination that can be used effectively on a handful of other special attackers, namely Xurkitree, Tapu Lele, and Celebi. Tail Glow Xurkitree with Priority Nature Power is extremely dangerous, in particular.

Beast Boost Terrakion

Terrakion @ Rockium-Z / Life Orb
Ability: Beast Boost
EVs: 48 HP / 204 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake / Substitute / Taunt
- Swords Dance​

This set functions a lot like the Z-move sweeper set in monotype, but instead of using Rock Polish to boost speed, this set instead relies on Beast Boost to bolster speed after KOs using an unique EV spread. This affords Terrakion some extra coverage to hit bulky poison and steel types with Earthquake or set up a Substitute while letting it set up to sweep in 1 turn rather than 2. It can quickly generate momentum and steamroll unprepared teams.

Beast Boost is a somewhat niche ability in AAA, and should only be used to boost speed. It can fit on a couple set up sweepers besides Terrakion, such as Tail Glow Manaphy, Nasty Plot Thundurus-I, Z-Move Mew, and SD Garchomp.

---

I'll update with this more sets as I go.
 
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#13
Just wanted to finally post one of my favorite gen6 mono lc teams. Keep in mind that is was built for gen6 and should not be used for gen7 without edits as it cannot handle new threats.

Surskit (M) @ Focus Sash
Ability: Swift Swim
Level: 5
EVs: 76 HP / 196 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Sticky Web
- Scald
- Signal Beam

Shellder @ Eviolite
Ability: Skill Link
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 4 SpD / 196 Spe
Impish Nature
- Shell Smash
- Rock Blast
- Icicle Spear
- Ice Shard

Carvanha (M) @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 Def / 196 SpD / 80 Spe
Adamant Nature
- Protect
- Crunch
- Waterfall
- Zen Headbutt

Tentacool @ Eviolite
Ability: Liquid Ooze
Level: 5
EVs: 196 HP / 76 Def / 40 SpA / 196 SpD
Calm Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Rapid Spin
- Sludge Bomb
- Scald
- Hidden Power [Fire]

Chinchou @ Choice Scarf
Ability: Volt Absorb
Level: 5
EVs: 60 Def / 228 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Volt Switch
- Scald
- Dazzling Gleam

Tirtouga @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 212 Atk / 92 Def / 204 Spe
Jolly Nature
- Shell Smash
- Zen Headbutt
- Waterfall
- Stone Edge
This is one of my favorite teams that I've ever built, it was a ton of fun to use. I actually used it in the monotype BLT tournament near the end of gen6. I literally used this team for every single match and no one thought to cteam me, lel. It features two of my favorite things in lc: sticky webs and shell smash.

Starting off, we have the sticky web user itself, surskit. It reaches the very common speed of 17, tying with most leads. Basically a suicide lead sticky webber except in a few situations. Those being - lead onix which rock blasts through your sash while also speed tying, if they have a rapid spinner or defogger that your team cannot handle easily (as such you should preserve surskit), or if they have pawniard.

Next on the list is shellder, one of the two premier shell smashers on the team. Pretty standard set except I opt for priority in ice shard over running a water move. I do this because no other mon has room for a priority move (besides arguably surskit), and icicle spear + rock blast already handle the majority of mons in gen6 lc. You could run less speed EVs for more def/spd, but this speed tier allows you to outspeed up to base 17 scarf if webs are not up.

Following up is carvanha. It may look strange having his defenses so high, but they're optimized to survive a vacuum wave from croagunk, or a mach punch from...something that I forget. Additionally, his speed doesn't need to be so high thanks to both sticky web and speed boost. Zen headbutt is run because fighting type is extremely common in lc.

Tentacool is the team's rapid spinner, obviously. I'm running it over staryu because it takes neutral damage from grass type moves which otherwise run through the entire team. HP Fire is run exactly for those grass type mons, notably ferroseed which otherwise destroys the team by itself. Liquid ooze also helps with giga drain spammers, specifically also with foongus which the team has trouble with.

Chinchou is a standard scarf set (and electric immunity for the team). I run dazzling gleam over something like HP Ground for the ever present fighting type. It OHKOs and outspeeds scarf scrafty, and has a very small chance of OHKOing eviolite scrafty.

Finally is tirtouga. The second shell smasher on the team. In this case, tirtouga only reaches 24 speed after a shell smash, which does not outspeed base 17 scarf - which is what the webs are for. I'm running zen headbutt over a priority move to again deal with fighting types.
 
#14
Adding two sample teams for Mono AAA for Fairy and Flying

Tapu-Spam Balance Fairy

Magearna @ Assault Vest
Ability: Regenerator
EVs: 192 HP / 4 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Tapu Lele @ Choice Specs
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Nature Power

Tapu Koko @ Zap Plate
Ability: Galvanize
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- U-turn
- Quick Attack
- Taunt

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Scald
- Protect

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Stone Edge
- Superpower

Diancie @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Diamond Storm
- Stealth Rock
- Moonblast
- Earth Power
Magearna is a standard regenerator + assault vest set meant to sponge hits using it's incredible typing and pivot out to recover health, keeping it healthy to check special attackers throughout the battle.

Tapu Lele is a Choice Specs wallbreaker, hitting on both special and physical sides with moonblast and psyshock. Prankster Nature Power essentially gives Tapu Lele a special extreemespeed, potent priority for checking frail offensive threats.

Tapu Koko is our speedy physical pivot, making use of the ability galvanize to hit like a truck with Frustration. It also boosts Koko's Quick Attack, giving it strong priority. U-turn lets Koko pivot, and Taunt helps shut down defensive threats and anti-lead. Nature's Madness and Roost are also options on this moveslot.

Tapu Fini is our mixed defensive wall and calm mind wincon, using a Poison Heal set to boost it's sustain considerably. Scald, Calm Mind and Protect allow Fini to set up and recover health effectively. The last moveslot can go to Taunt, Nature's Madness, or Moonblast.

Tapu Bulu is our physical wallbreaker / sweeper, using a triage set to grant +3 priority to Bulu's Horn Leech, a very potent form of priority. Superpower and Stone Edge are for coverage.

Diancie is the second half of the regenerator pair, and also provides the team with stealth rocks. Diamond Storm and Moonblast give Diancie solid offensive presence, and the last slot can go to Earth Power for coverage or Heal Bell for utility.


Balance Flying

Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- U-turn

Skarmory @ Leftovers
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Zapdos @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 160 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Toxic

Mantine @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 244 Def / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Landorus-Therian @ Choice Scarf
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Frustration
- Knock Off

Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Shell Smash
- Power Gem
- Acrobatics
- Earthquake
Noivern is our special wallbreaker and pivot, using Aerilate to give Boomburst STAB and turning it into a tremendous nuke. Draco Meteor is your other choice of STAB, mainly to hit Rock- and Electric-types, Flamethrower hits bulky steels and U-turn lets you pivot out.

Skarmory is our physical wall and stealth rock setter. Intimidate helps dull hits from the dangerous offensive threats in the meta, such as adaptability Terrakion.

Zapdos is our special wall, electric neutrality, and magic bouncer to intercept stealth rock and pesky status. Pretty standard set otherwise.

Mantine is our sturdy electric immunity and ice neutrality, defogger, and resident scald-spammer. Haze keeps tine from being set-up bait.

Landorus-Therian is our scarfer and main source of speed control, using an Aerilate set to give it a big nuke in boosted STAB Frustration. Earthquake is your other STAB, U-turn lets you pivot and Knock off cripples switch ins.

Minior is the teams little sweeper, using Dazzling to nullify priority. With focus sash, you should boost with shell smash until an attack brings you down to your sash, wherein you're able to sweep with acrobatics. Even without activating sash, Power Gem + Earthquake will heavily hazard teams. Just make sure you keep Stealth Rock off.
 
#15
Just give some sample teams in each OM I built.

1) Doubles Mono

• Normal Distorsion

Kecleon @ Life Orb
Ability: Protean
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Sucker Punch
- Shadow Sneak
- Drain Punch

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Tri Attack
- Foul Play
- Ice Beam

Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Boomburst
- Fire Blast
- Extrasensory
- Ice Beam

Bewear @ Life Orb
Ability: Fluffy
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Frustration
- Rock Slide
- Wide Guard

Oranguru @ Mental Herb
Ability: Telepathy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 2 Spe
- Trick Room
- Psychic
- Instruct
- Protect

Drampa @ Life Orb
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Dragon Pulse
- Extrasensory
- Fire Blast
- Protect


• Fairy Distorsion

Sylveon @ Life Orb
Ability: Pixilate
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Gardevoir @ Life Orb
Ability: Trace
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Focus Blast
- Psyshock
- Psychic

Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Wood Hammer
- Horn Leech
- Rock Slide

Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Trick Room
- Diamond Storm
- Helping Hand
- Skill Swap

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Play Rough
- Knock Off
- Superpower
- Waterfall

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang


• Water Distorsion

Slowbro @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Scald
- Flamethrower

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fake Out
- Ice Beam
- Muddy Water
- Aura Sphere

Golisopod @ Life Orb
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Leech Life
- First Impression
- Rock Slide
- Sucker Punch

Slowking @ Figy Berry
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Power Gem
- Psyshock
- Surf

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Crabhammer
- Superpower
- Rock Slide

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Fire Blast
- Steam Eruption
- Earth Power
- Sludge Bomb


Trick room teams are fun in Doubles.


2) AAA Mono

• Bulky Water

Manaphy @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Sarmuraï (Golisopod) @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Leech Life
- First Impression
- Spikes
- Liquidation

Démanta (Mantine) @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Air Slash
- Defog
- Roost
- Haze

Laggron (Swampert) @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Suicune @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Calm Mind
- Scald
- Snarl

Moyade (Jellicent) @ Leftovers
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Taunt
- Recover


• Bulky Normal

Porygon 2 @ Eviolite
Ability: Stamina
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Foul Play
- Toxic
- Ice Beam

Leveinard (Chansey) @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Stealth Rock

Ronflex (Snorlax) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 24 Def / 236 SpD
Careful Nature
- Protect
- Curse
- Facade
- Crunch

Guerriaigle (Braviary) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Draïeul (Drampa) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Flamethrower
- Nature Power

Meloetta @ Life Orb
Ability: Sheer Force
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Energy Ball
- Thunderbolt


• Bulky offense Psychic


Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Calm Mind

Gallame (Gallade) @ Leftovers
Ability: Triage
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Zen Headbutt

Tokopyion (Tapu Lele) @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Thunderbolt
- Energy Ball

Latias @ Leftovers
Ability: Stamina
EVs: 248 HP / 216 Def / 44 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Substitute
- Psyshock

Mew @ Leftovers
Ability: Prankster
EVs: 248 HP / 240 SpD / 20 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Stealth Rock
- Soft-Boiled

Victini @ Choice Scarf
Ability: No Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Inferno
- Focus Blast
- Thunder
- Glaciate



Be careful, Triage isn't working with Psychic Terrain.




All these teams has worked well on ladder and during OM Mono tours.
I'm happy to see OM Mono is back.
 
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#16
hey just dropping by some mono dubs squads :v
Rain Squad


Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Muddy Water
- Protect

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Tailwind
- Hurricane
- Hydro Pump
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

Araquanid @ Mystic Water
Ability: Water Bubble
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Liquidation
- Poison Jab
- Wide Guard
- Protect

Gyarados @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Crunch
- Ice Fang
- Stone Edge

Kingdra @ Waterium Z
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Muddy Water
- Hydro Pump
- Draco Meteor
- Protect


Mega Salamence Flying


Salamence @ Salamencite
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Hyper Voice
- Protect
- Fire Blast

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 40 Atk / 48 Def / 168 SpD
Impish Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect

Zapdos @ Sitrus Berry
Ability: Static
EVs: 252 HP / 36 Def / 80 SpA / 124 SpD / 16 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Protect
- Hidden Power [Ice]
- Roost

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 192 Def / 20 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Air Slash
- Follow Me
- Tailwind
- Encore

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast


Quad Tapu Fairy


Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Moonblast
- Thunderbolt
- Protect

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 16 Def / 152 SpA / 32 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Muddy Water
- Protect

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 140 Atk / 120 SpD
Adamant Nature
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Aqua Jet
- Knock Off
- Belly Drum
- Protect


Psychic Spam
Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Moonblast
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Protect

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Detect

Mew @ Sitrus Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Tailwind
- Fake Out
- Will-O-Wisp
- Protect

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- V-create
- Bolt Strike
- Glaciate​
 
Last edited:
#17
Well might as well leave these LC teams here:

Offensive Ice



Amaura @ Eviolite
Ability: Snow Warning
Level: 5
EVs: 220 HP / 12 SpD / 228 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Encore
- Thunder Wave
- Ancient Power

Sandshrew-Alola @ Life Orb
Ability: Slush Rush
Level: 5
EVs: 36 HP / 236 Atk / 36 Def / 4 SpD / 196 Spe
Adamant Nature
- Icicle Crash
- Iron Head
- Earthquake
- Rapid Spin

Vulpix-Alola @ Icy Rock
Ability: Snow Warning
Level: 5
Happiness: 0
EVs: 196 SpA / 76 SpD / 236 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Freeze-Dry
- Moonblast
- Aurora Veil
- Hidden Power [Fire]

Cubchoo @ Life Orb
Ability: Slush Rush
Level: 5
EVs: 196 Atk / 80 Def / 36 SpD / 196 Spe
Adamant Nature
- Ice Punch
- Superpower
- Hone Claws
- Play Rough

Smoochum @ Choice Scarf
Ability: Forewarn
Level: 5
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Ice Beam
- Psychic
- Shadow Ball
- Hidden Power [Fire]

Swinub @ Life Orb
Ability: Thick Fat
Level: 5
EVs: 196 Atk / 80 Def / 36 SpD / 196 Spe
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Rock Slide


Offensive Fire



Vulpix @ Heat Rock
Ability: Drought
Level: 5
EVs: 196 SpA / 76 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Will-O-Wisp
- Extrasensory

Numel @ Eviolite
Ability: Simple
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Adamant Nature
- Flame Charge
- Earthquake
- Curse
- Rock Slide

Chimchar @ Focus Sash
Ability: Blaze
Level: 5
EVs: 52 Atk / 212 SpA / 188 Spe
Naive Nature
- Stealth Rock
- Taunt
- Fire Blast
- Fake Out

Ponyta @ Choice Band
Ability: Flash Fire
Level: 5
EVs: 236 Atk / 76 SpD / 196 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Quick Attack
- Low Kick

Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 196 Atk / 36 SpD / 236 Spe
Jolly Nature
- Flame Charge
- Swords Dance
- Low Kick
- Rock Slide

Litleo @ Choice Scarf
Ability: Moxie
Level: 5
Happiness: 0
EVs: 196 Atk / 84 SpD / 180 Spe
Jolly Nature
- Frustration
- Flare Blitz
- Wild Charge
- Crunch

 

Drew

formerly LitsYaBoi1337
is a Contributor to Smogon
#18
Here's a rough estimate of where each type stands in Monotype LC:

S tier:
Water - Water is an incredibly versatile type, being able to run bulky offense, offense, Sticky Web, Double Shell Smash and many MANY different kinds of Pokemon. Chinchou can completely check Electric-types for the team, and Skrelp, Mareanie, and even Wingull can take care of Grass-types. Water's main stop is Dark teams, as Surskit isn't really a viable check, and things like Scraggy and Vullaby can eat a Scald and sweep teams easily. Against other good types, namely Fighting- and Normal-types, Water teams have a very slightly favored match-up, as the former is stopped by Mareanie, Skrelp, and Slowpoke, and the latter is stopped by the myriad of Rock-types (Kabuto, Tirtouga, Omanyte) and certain other Pokemon such as Chinchou and Shellder having pretty good matchups against Normal-types. All in all, Water is the best type in LC Monotype. No question.
Dark - Dark's ability to easily break through its checks makes it another great type in LC monotype. There's not much else to it, Dark- just has a good matchup against anything, bar Fighting-, Flying-, and Normal-types, which it is in a very slightly bad matchup against. This is because Dark's Normal-type check is Scraggy, which is easily worn down by Flying-types such as Fletchling, Taillow, Doduo, Rufflet, Pikipek, etc. Flying-types are checked by Pawnaird, and with Flying-types using a lot of Fighting-type moves nowadays that isn't the most solid of checks. Fighting-type checks on Dark teams consist of Vullaby, Grimer-A, and Stunky, the former being a big issue, but the latter 2 being easily worn down by Fighting-types. Conclusion: Dark-type is pretty hard to beat.
Flying - Similar to Dark-types, Flying-types can easily wear down its checks. Things like Rufflet's Superpower, Doduo's Jump Kick, and Archen's Earthquake all wear down checks. The only real good type against Flying-types is Water as it has many Rock-types and Chinchou. That's basically it.

A Tier:
Fighting - Fighting has always been towards the forefront of MonoLC due to Mono-Fighting being a popular team on the ladder in mid-late XY. Not much has changed since XY, but Fighting now has many worse matchups. Flying, Grass, and Poison are all pretty bad matchups for Fighting. However, Fighting-types certainly have the ability to wear down checks with Knock Off, Ice Punch, Acrobatics, etc.
Normal - Normal-types don't really have many counters since Munchlax can Pursuit trap Ghosts and many Normal-types carry Knock Off. The many Flying-types Normal has also help with taking down Fighting-types. Normal's main problem however is that it doesn't do well against very bulky teams (Water, Poison, and Grass being issues if using bulky teams.

Grass - Grass's combination of bulk and offense makes it pretty good in general. However, sun teams aren't that great and it lacks the ability to beat most of its checks such as Rock, Fire, and Steel. That's about it.
Rock - Rock has access to many great Pokemon and can check its checks. Haven't really used this type so can't say much more, although its still decent.
Poison - Poison-types easily take down their checks: Psychic-types are Pursuit trapped by Stunky and Grimer-A, Ground-types are checked by Foongus and can be switched in on with Gastly. However, Diglett is an EXTREME issue, and so Poison still is pretty bad against Ground.

B Tier:
Ground - Ground makes pretty good sand teams, but its lack of variety and large variety of checks keeps it from being very good
Fire - Just like above, but Fire doesn't have any good abusers besides Ponyta. However, Fire has access to Torchic which can make a very good secondary wincon. Doesn't make it very goo though
Ice - Same deal, except it is atrocious outside of hail. Ice is nearly C tier, but hail's viability as an archetype keeps it barely good enough.
Steel - Steel lacks many good Pokemon, and as such it is extremely predictable. Its Pokemon also lack any sort of synergy, making it predictable and weird to play with somehow. However, it does have some very good Pokemon, so it can be used.

Ghost - Similarly to Steel-types, there aren't many good Ghost-types in LC. Additionally, the myriad of Dark-types in LC mean almost every good type has its own Pursuit trapper or fast Dark-type to completely beat Ghosts. However, Ghost-types have decent offensive synergy, so Ghost is still pretty usable.
Bug - Bug has access to some pretty good Pokemon, but not enough