Resource Monotype OM Mega-Thread

Added two new mono AAA samples to the OP: Tyke's Poison and smub's Fairy.


- 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
 
I am going to quote certain stuff from Frnen's post here and adress my thoughts on the Aegislash unbanning from mono AAA, its been a while since it was suggested but there were no arguments about it.

Why keep it banned?

• Stance Change is a really good ability to be bulky and strong offensively.
• Form a great steel core.


These facts still applies , Aegislash doesnt need an ability change for improvement, Stance Change is still a solid ability considering it will have access to Kings Shield. Having a strong defensive pokemon like Aegislash will favor steel teams it simply creates open field for better offensive presence, it also benefits from common abilities like Flash Fire and Levitate. Conclusion is, Aegislash is still a remarkable threat to be considered while teambuilding.

Why unban it?

• Psychic Surge, Dazzling abilities are common in this metagame, which affect its physical SD set.
• Agressive meta: A lot of Tinted Lens powerful Pokemon reign in Mono AAA.
• Prankster Pokemon: If it's played with physical set, the amount of Prankster WoW is considerable to pressure it enough.
• AV Regenerator Walls: In the case of played specially, there is a lot of Pokemon able to sponge its moves, by example Meloetta, Muk-A, Goodra,...
• Another Ability? Aegislash is restricted a lot concerning other ability, indeed, if its ability is edited, he will keep its defensive stats. As it doesn't learn recovery moves or Metal Burst, its staying-power is affected.
• Fighting check: On steel teams, Doublade-Regenerator is such better to deal with Fighting than Aegislash.


1) If you decide to change Aegislash's ability, it will be locked on its defensive forme and its offensive stats are remarkably low . This means that Aegislash cannot have a good offensive presence even if it wants to, as its SD sets can be checked with Will-o-Wisp users while not having any access to Spatking boost moves reduces the effectiveness of its special sets. The ban on Psychic surge doesnt mean much for Aegislash, it still has low speed stat and Dazzling users will still check the shadow sneak and 60 speed can be controlled very easily. If you keep its ability at Stance Change, its SD sets will be still checked by Dazzling and Prankster WoW users, while there are plenty specially defensive pokemons that can handle its special set. (Pokemons like Tapu Fini, Suicune , Porygon2 , Muk Alola, Toxapex , Celesteela and a few more things)

2) As it is also stated above, abilities like Tinted Lens, Adaptability , Tough Claws and other potential boosting abilities are common to use and Aegislash wont be able to deal with those easily, as it lacks offensive stats and doesnt have a reliable recovery move , it will be quite easy to hold it under control. ( Common users like Tapu Lele and Latios can possibly get 2HKO on fully spdef invested Aegislash)

3) It also can be walled quite easily. It doesnt have any good healing move, it also cannot benefit from Poison Heal . There are plenty Regenerator walls in the metagame like Chansey and P2 in addition to the ones above, its lack of offensive presence gives Aegislash very hard time against other tanks in the meta. It has to rely on toxic stall but not having any reliable recovery will limit this drastically, also will cause steel types use Aegislash as a setup fodder.

In terms of checking Fighting types and Triage users, Doublade works better than Aegislash, as it has a good attack stat and with eviolite it reaches to even better defense stats. Logically, No Guard on Doublade is useless so Doublade actually benefits from ability changes.

In addition to those;

  • Magnet Pull users will trap and eliminate Aegislash effectively.
  • Nearly every viable type has a way of playing around Aegislash.
  • Will always lose against Poison Heal pokemons. (Like Tapu Fini Swampert Suicine and Snorlax)
  • Cant have access to Poison Heal, has to rely on Regenerator. ( It is stated above why doublade is better for this purpose )
  • Its possible abilities Levitate and Flashfire can be bypassed by commonability Mold Breaker.
  • Cannot have an offensive presence with changed ability.
So my final conclusion is , it should be unbanned or at least considered enough for a suspect test.
 
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I am going to quote certain stuff from Frnen's post here and adress my thoughts on the Aegislash unbanning from mono AAA, its been a while since it was suggested but there were no arguments about it.

Why keep it banned?

• Stance Change is a really good ability to be bulky and strong offensively.
• Form a great steel core.


These facts still applies , Aegislash doesnt need an ability change for improvement, Stance Change is still a solid ability considering it will have access to Kings Shield. Having a strong defensive pokemon like Aegislash will favor steel teams it simply creates open field for better offensive presence, it also benefits from common abilities like Flash Fire and Levitate. Conclusion is, Aegislash is still a remarkable threat to be considered while teambuilding.

Why unban it?

• Psychic Surge, Dazzling abilities are common in this metagame, which affect its physical SD set.
Psychic surge is banned, dazzling is not common.
  • Magnet Pull users will trap and eliminate Aegislash effectively.
  • Nearly every viable type has a way of playing around Aegislash.
  • Will always lose against Poison Heal pokemons. (Like Tapu Fini Swampert Suicine and Snorlax)
  • Cant have access to Poison Heal, has to rely on Regenerator. ( It is stated above why doublade is better for this purpose )
  • Its possible abilities Levitate and Flashfire can be bypassed by commonability Mold Breaker.
Magnet pull users cannot trap Aegislash: It is a ghost-type.
Aegislash handily beats snorlax thanks so sacred sword ignoring defense boosts.
Regen doublade is not flat out better than aegislash, particularly specially; since monotype AAA has banned magearna, Aegislash would be an entirely reasonable special regenvester.
Mold breaker is not as common as you make it out to be, although that is a factor.
 
I am going to quote certain stuff from Frnen's post here and adress my thoughts on the Aegislash unbanning from mono AAA, its been a while since it was suggested but there were no arguments about it.

Why keep it banned?

• Stance Change is a really good ability to be bulky and strong offensively.
• Form a great steel core.


These facts still applies , Aegislash doesnt need an ability change for improvement, Stance Change is still a solid ability considering it will have access to Kings Shield. Having a strong defensive pokemon like Aegislash will favor steel teams it simply creates open field for better offensive presence, it also benefits from common abilities like Flash Fire and Levitate. Conclusion is, Aegislash is still a remarkable threat to be considered while teambuilding.

Why unban it?

• Psychic Surge, Dazzling abilities are common in this metagame, which affect its physical SD set.
• Agressive meta: A lot of Tinted Lens powerful Pokemon reign in Mono AAA.
• Prankster Pokemon: If it's played with physical set, the amount of Prankster WoW is considerable to pressure it enough.
• AV Regenerator Walls: In the case of played specially, there is a lot of Pokemon able to sponge its moves, by example Meloetta, Muk-A, Goodra,...
• Another Ability? Aegislash is restricted a lot concerning other ability, indeed, if its ability is edited, he will keep its defensive stats. As it doesn't learn recovery moves or Metal Burst, its staying-power is affected.
• Fighting check: On steel teams, Doublade-Regenerator is such better to deal with Fighting than Aegislash.


1) If you decide to change Aegislash's ability, it will be locked on its defensive forme and its offensive stats are remarkably low . This means that Aegislash cannot have a good offensive presence even if it wants to, as its SD sets can be checked with Will-o-Wisp users while not having any access to Spatking boost moves reduces the effectiveness of its special sets. The ban on Psychic surge doesnt mean much for Aegislash, it still has low speed stat and Dazzling users will still check the shadow sneak and 60 speed can be controlled very easily. If you keep its ability at Stance Change, its SD sets will be still checked by Dazzling and Prankster WoW users, while there are plenty specially defensive pokemons that can handle its special set. (Pokemons like Tapu Fini, Suicune , Porygon2 , Muk Alola, Toxapex , Celesteela and a few more things)

2) As it is also stated above, abilities like Tinted Lens, Adaptability , Tough Claws and other potential boosting abilities are common to use and Aegislash wont be able to deal with those easily, as it lacks offensive stats and doesnt have a reliable recovery move , it will be quite easy to hold it under control. ( Common users like Tapu Lele and Latios can possibly get 2HKO on fully spdef invested Aegislash)

3) It also can be walled quite easily. It doesnt have any good healing move, it also cannot benefit from Poison Heal . There are plenty Regenerator walls in the metagame like Chansey and P2 in addition to the ones above, its lack of offensive presence gives Aegislash very hard time against other tanks in the meta. It has to rely on toxic stall but not having any reliable recovery will limit this drastically, also will cause steel types use Aegislash as a setup fodder.

In terms of checking Fighting types and Triage users, Doublade works better than Aegislash, as it has a good attack stat and with eviolite it reaches to even better defense stats. Logically, No Guard on Doublade is useless so Doublade actually benefits from ability changes.

In addition to those;

  • Magnet Pull users will trap and eliminate Aegislash effectively.
  • Nearly every viable type has a way of playing around Aegislash.
  • Will always lose against Poison Heal pokemons. (Like Tapu Fini Swampert Suicine and Snorlax)
  • Cant have access to Poison Heal, has to rely on Regenerator. ( It is stated above why doublade is better for this purpose )
  • Its possible abilities Levitate and Flashfire can be bypassed by commonability Mold Breaker.
  • Cannot have an offensive presence with changed ability.
So my final conclusion is , it should be unbanned or at least considered enough for a suspect test.
You spend virtually all this time talking about the Levitate/Flash Fire/Regenerator sets when they are, as you say, generally worse than Doublade anyways. They can still have great utility, but those sets are not and have never been the reason why Aegislash was kept out of the metagame.

It is the standard offensive Stance Change sets that prove the most dangerous. Ghostium Z SD or Mixed Offensive sets can shred a lot of defensive cores and Aegislash has ample opportunity to set up and launch attacks with its incredible defensive typing and bulk. This is on top of the excellent defensive utility it already offers as an offensive tank, king's shield, and fighting immunity.

Aegislash's combination of defensive and offensive presence can be very difficult for many teams to manage, such as Psychic, Normal, Flying, Poison, and Fairy, Fighting, Electric. These are types that Steel can already have a solid advantage on, and Aegislash's presence might be enough to push Steel into an unhealthy position of dominance in the metagame.

Many of the responses you mentioned simply don't work; Aegislash can scout many Mold Breakers and Magnet Pullers (or even weaken them with Kings Shield) then switch out (Ghost types can't be trapped). It's huge natural bulk means it can often tank hits from Tinted Lens users and even Super Effective attacks as well; it's a strong check to a lot of existing Steel counterplay.

Now I'm not sure whether Aegislash would be broken, even considering all that, but discussion should be focused less on subpar defensive sets that are usually directly outclassed by Doublade and more on Stance Change sets and whether they'd make Steel overcentralizing.
 
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You spend virtually all this time talking about the Levitate/Flash Fire/Regenerator sets when they are, as you say, generally worse than Doublade anyways. They can still have great utility, but those sets are not and have never been the reason why Aegislash was kept out of the metagame.

It is the standard offensive Stance Change sets that prove the most dangerous. Ghostium Z SD or Mixed Offensive sets can shred a lot of defensive cores and Aegislash has ample opportunity to set up and launch attacks with its incredible defensive typing and bulk. This is on top of the excellent defensive utility it already offers as an offensive tank, king's shield, and fighting immunity.

Aegislash's combination of defensive and offensive presence can be very difficult for many teams to manage, such as Psychic, Normal, Flying, Poison, and Fairy, Fighting, Electric. These are types that Steel can already have a solid advantage on, and Aegislash's presence might be enough to push Steel into an unhealthy position of dominance in the metagame.

Many of the responses you mentioned simply don't work; Aegislash can scout many Mold Breakers and Magnet Pullers (or even weaken them with Kings Shield) then switch out (Ghost types can't be trapped). It's huge natural bulk means it can often tank hits from Tinted Lens users and even Super Effective attacks as well; it's a strong check to a lot of existing Steel counterplay.

Now I'm not sure whether Aegislash would be broken, even considering all that, but discussion should be focused less on subpar defensive sets that are usually directly outclassed by Doublade and more on Stance Change sets and whether they'd make Steel overcentralizing.
Thank you for an actual reply and pointing out how dangerous Aegislash can be with Stance Change, also thanks for mentioning it cannot be trapped. Thats a mechanic I keep forgetting that ghost types cannot be trapped. While I agree on most of this, , I'd just like to point out to this part, "It's huge natural bulk means it can often tank hits from Tinted Lens users and even Super Effective attacks as well; it's a strong check to a lot of existing Steel counterplay." Sadly it cannot switch in multiple tinted lens attacks, especially the ones boosted with specs/lifeorb and take the no recovery I mentioned multiple times , it is actually wont be that effective as you think it will be.(as we consider it wont run regenerator over Stance Change in this case).

Also you know electric wont have any trouble breaking thru aegislash with all its special attackers under terrain.
 
Just came to drop off this sample team for Mono Ubers:

Ubers Steel



Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Rock Tomb

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic / Stone Edge

Lucario-Mega @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Meteor Mash
- Swords Dance
- Ice Punch / Extreme Speed

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Shadow Claw
- King's Shield
- Swords Dance
- Shadow Sneak


This Steel team is primarily offensive with setup sweepers such as Mega Lucario and Aegislash, as well as a dedicated revenge killer and late-game snowballer in Scarf Kartana, with a defensive backbone of Heatran+Celesteela. Starting with Kartana, it's the revenge killer of the team, being able to beat threats like Choice Scarf Blacephalon, Lunala, and Kyogre, as well as just fast Pokemon in general like Ash-Greninja and Deoxys-Attack. Excadrill is the dedicated lead for the team, serving as a hazard setter, hazard remover, and a decent form of speed control with Rock Tomb, which also lets it do something to Ho-oh. Heatran is self-explanatory as the switch-in to Fire types like Blacephalon and Ho-oh, as well as Will-O-Wisp from Giratina and Mega Sableye. Toxic helps it stallbreak a bit further, being able to put Lugia, Giratina, and Arceus-Psychic on a timer, but it can be swapped out for Stone Edge if you wanna do some better damage to Ho-oh. Mega Lucario is one of the two setup sweepers for the team, sitting at a pretty nice Speed tier to outspeed SD Kartana and Mega Metagross. Ice Punch is mainly to hit Ground-types like Landorus and Zygarde, but you can try Extreme Speed if you want to have a better shot at a late-game sweep. Celesteela is the main defensive tank of the team, with enough Special Defense investment to avoid a 2HKO from Choice Specs Greninja's Hydro Pump before it transforms into Ash-Greninja. Lastly, Aegislash is the 2nd of the two setup sweepers, being able to pull off a sweep against Psychic and Ghost late-game. The Ghostium Z allows it to nuke straight past fat Pokemon that don't die to +2 Shadow Claw like opposing Aegislash and Necrozma Dusk-Mane. Overall, I think this team is a solid choice to include in the samples.

Here are a few replays:

 
Not sure if I should post this here or just send in a PM or something, but will we ever get a monotype Ubers VR for each type (as in, the most viable pokemon for each mono team?)
 
I have a lot to put in here, so I'll just separate them by each Monotype OM:

Balance Normal

Chansey @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Toxic
- Soft-Boiled

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

Meloetta @ Choice Scarf
Ability: Dazzling
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- U-turn
- Shadow Ball

Bewear @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Swords Dance
- Earthquake
- Return

Snorlax @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Facade
- Curse
- Protect
- Fire Punch / Earthquake

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform
- Transform
- Transform
- Transform


This team has a pretty basic structure, with Chansey+Braviary forming the main defensive core for the team, Bewear serving as the wallbreaker and late-game sweeper with Triage, Snorlax as an incredibly bulky win-condition, and Ditto and Choice Scarf Meloetta as the revenge killers. Chansey is typically the best lead for the team, with its tremendous bulk+Magic Bounce, allowing it to beat most other bulky leads. Dazzling is 100% a necessity for Meloetta what with the plethora of Triage sweepers in the metagame, such as Buzzwole, Toxicroak, Golisopod, and Bewear. Snorlax can choose between Fire Punch to hit Celesteela and Skarmory, or Earthquake to hit Heatran, as well as Flash Fire Ferrothorn.

Balance Steel

Lucario @ Life Orb
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Close Combat
- Swords Dance
- Meteor Mash

Celesteela @ Leftovers
Ability: Unaware
EVs: 252 HP / 100 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Heavy Slam
- Protect
- Toxic

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

Heatran @ Air Balloon
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Will-O-Wisp

Ferrothorn @ Leftovers
Ability: Primordial Sea
EVs: 252 HP / 68 Def / 188 SpD
Sassy Nature
- Leech Seed
- Spikes
- Power Whip
- Knock Off

Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword


This team falls heavily on its defensive core of Celesteela, Skarmory, Ferrothorn, and Doublade, with the offensive presence supplied by Lucario and Heatran. Celesteela is one of the team's main stops against Triage sweepers such as Buzzwole, Golisopod, and Bewear, as well as Minior if Skarmory ends up getting weakened. It also serves as a decent check toward Manaphy once its Z-move has been used up, being able to avoid a 2HKO from Surf under rain. As for Skarmory, it's the main Stealth Rocker for the team, as well as a Fire immunity, providing great utility in the Fire matchup. It's also able to completely counter Snorlax, setting up Stealth Rock in front of it while also phasing it out with Whirlwind. Ferrothorn is another Fire immunity, except it's able to switch into Mold Breaker Fire types, such as Victini. It also forms a hazard stacking core with Skarmory. Knock Off is important as a final move, since it makes sure that Poison Heal Pokemon are unable to directly switch into it. In the last part of the defensive core, Doublade serves as the Fighting immunity for the team, and can also be a late-game sweeper in the Psychic matchup. As for Heatran, Desolate Land allows it to switch into and beat many bulky Water-types such as Toxapex and Swampert without fear of Scald. Will-O-Wisp is an essential last move to make sure Poison Heal Pokemon, specifically Tapu Fini and Suicune, are unable to switch in safely. Finally, Refrigerate Lucario is a solid late-game sweeper, being able to beat important offensive threats on Flying teams, such as Tornadus-T, Landorus-T, and Zapdos.


Before I submit a LC Fighting sample, I need to do a few nominations for the VR


Larvesta: A ==> S (Fire)

Larvesta 100% deserves a spot on S rank, due to the important offensive utility it provides. Having a Choice Scarf user with a resistance to Fighting is extremely helpful, being able to pick off boosted Croagunk without much trouble. It can also serve as a strong pivot with STAB U-turn, which is especially nice in the Poison matchup, being able to force out multiple Pokemon to provide momentum with U-turn. While its Choice Scarf set is great, its sweeper set is arguably just as good. With a Swords Dance and a Speed increase from Torchic, it's not difficult for Larvesta to come in on Timburr or Scraggy, especially if the Scraggy is already burned. Even if Larvesta doesn't end up completely sweeping in the matchup, it's able to remove the necessary threats for Ponyta to win late-game under sun. Revenge killers such as Riolu(assuming Larvesta kills something with Acrobatics) or Pawniard would not only require prior chip damage beforehand, on top of a correct prediction, but even trying to touch Larvesta would be a risk for them due to Flame Body, which lets Larvesta safely Morning Sun in front of them. Thanks to Larvesta's fantastic utility with both of its sets, it's definitely deserving of S rank on Fire.

Here are a few replays demonstrating its usefulness:
Vs Fighting(after Larvesta gets picked off by Scarf Mankey, the stage has already been set for Scarf Ponyta): https://replay.pokemonshowdown.com/gen7anythinggoes-785509641
Vs Fighting again: https://replay.pokemonshowdown.com/gen7anythinggoes-785520790
This time Larvesta baits the Copycat from Riolu to give Ponyta the boost it needs. It also comes in later to get the necessary chip damage against Timburr before Houndour can win.
Vs Dark: http://replay.pokemonshowdown.com/gen7anythinggoes-785539868 (Once Vulpix got the burn off against the Grimer, Torchic was able to safely set up for Larvesta, who kept itself healthy with its spammable STAB Leech Life)


Here are the sets for reference:
Larvesta @ Eviolite
Ability: Flame Body
Level: 5
EVs: 156 Atk / 76 Def / 76 SpD / 196 Spe
Adamant Nature
- Acrobatics
- Flare Blitz
- Morning Sun
- Leech Life / Wild Charge

Larvesta @ Choice Scarf
Ability: Flame Body
Level: 5
EVs: 76 HP / 236 Atk / 196 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Wild Charge / Acrobatics
- Leech Life


Skorupi: Unranked ==> B (Bug)

I can't see why Skorupi would even be unranked. What it offers over Venipede as a Toxic Spikes setter is that it has access to Taunt, and with its good Speed tier it outspeeds nearly every Stealth Rock setter in Mono LC. This is especially helpful against Ghost teams, since Bug is unable to Rapid Spin against them, and is incredibly detrimental to Dwebble in particular. Unlike Venipede, it also has the added benefit of threatening nearly everything on Ghost with Knock Off, while also having the bulk to avoid a 2HKO from Gastly's Shadow Ball nearly every time. With its incredibly effective utility in Taunt, in addition to its good Speed tier, Skorupi deserves a spot in B rank on Bug.
Here's the set for reference:
Skorupi @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 196 Atk / 76 SpD / 236 Spe
Jolly Nature
- Taunt
- Toxic Spikes
- Poison Jab
- Knock Off


Here's a replay against Ghost: http://replay.pokemonshowdown.com/gen7anythinggoes-785546316
Right at the start of the game, Skorupi is able to both deny Stealth Rock from Golett, and kill it with the following 3 Knock Offs. With Stealth Rock out of the way, Choice Scarf Larvesta becomes a huge problem for the Ghost team to handle. It did kinda suck that Gastly got the roll against Skorupi near the end, but Dwebble picked it off rather effectively with its Sturdy intact.
And here's another one against Rock: https://replay.pokemonshowdown.com/gen7lc-766544343
Skorupi was definitely a solid asset in this matchup. Not only did it get up a Toxic Spike, effectively breaking Tirtouga's Sturdy without putting it within Berry Juice range, but it also kept Lileep from continuing its setup with Taunt, while also removing its Eviolite to allow Dwebble to punch through it easier.

And now for the Fighting sample, since there still needs to be one representing one of the best types in the Mono LC metagame


Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Copycat
- Swords Dance
- Drain Punch / High Jump Kick
- Shadow Claw

Mienfoo @ Choice Scarf
Ability: Regenerator / Reckless
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Stone Edge

Stufful @ Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Return
- Earthquake
- Ice Punch
- Swords Dance / Superpower

Timburr @ Eviolite
Ability: Guts / Iron Fist
Level: 5
EVs: 76 HP / 196 Atk / 76 Def / 156 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

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

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 188 SpA / 36 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Nasty Plot
- Shadow Ball
- Vacuum Wave


This team is rather standard for LC Fighting. Prankster Riolu can be a late-game sweeper with Copycat Drain Punch/High Jump Kick after a Swords Dance. Choice Scarf Mienfoo is a fast revenge killer and pivot that can beat Choice Scarf users like Rufflet. Timburr can choose between Guts or Iron Fist as its ability, depending on whether or not it wants to push through status or to have extra power on Drain Punch and Mach Punch. Similarly, Scraggy also has the choice between Zen Headbutt or High Jump Kick as a more powerful Fighting STAB. However, out of the 2 Zen Headbutt is more effective due to its usefulness in the Poison matchup.


Balance Water

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Toxic
- Knock Off

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

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Steam Eruption
- Secret Sword
- Hidden Power [Electric]

Swampert @ Swampertite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Scald
- Precipice Blades
- Stealth Rock
- Shore Up

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Strength Sap
- Spore
- Steam Eruption

Cloyster @ Waterium Z / Focus Sash
Ability: Skill Link
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Water Shuriken
- Freeze-Dry
- Shell Smash


This is the STABmons Water team that Quantum Tesseract used during BLT, which maintains consistent matchups against many of the top types, ranging from Flying to Rock to Normal. Azumarill serves as the team's main switch in to Spore, and the easy answer to Curse Cradily on Rock, while also safely removing Ferrothorn's Leftovers to consistently wear it down with a Scald burn. Toxapex's main role on the team is to switch into and beat Mega Pidgeot 1v1 once it has already Sung something to sleep. Additionally, with its Special Defense investment, it's also able to beat Tail Glow Yanmega by putting it on a timer, taking a +3 Oblivion Wing, and continually removing its boosts. Keldeo is the single best wallbreaker for the type, being able to completely annihilate nearly any defensive switch-in with a Specs Water Spout. Mega Swampert serves as the team's Stealth Rocker and Electric immunity that can also avoid a 2HKO from Choice Band Aerodactyl once it mega evolves. Rotom-Wash is the most versatile pivot, being able to put setup sweepers like Dragonite and Mega Scizor to sleep with Spore, and effectively recovering its health with Strength Sap. Lastly, Cloyster serves as the team's late-game sweeper against Water, Rock, and even Flying teams with its STAB combination of Steam Eruption+Freeze-Dry, with fantastic priority in Water Shuriken. Waterium Z is an option for nuking Celesteela if +2 Steam Eruption isn't enough, but Focus Sash also works to 100% guarantee the setup from full health.

Here are some replays with the team:
Vs Flying: https://replay.pokemonshowdown.com/gen7stabmons-784773330
Once Azumarill is used as Sing fodder, Toxapex can easily switch into and 1v1 Mega Pidgeot. Once Dragonite gets burned, Rotom-Wash safely restores its health against it while simultaneously weakening it, opening the door for Cloyster to set up with Shell Smash and proceed to win, despite being paralyzed.
Vs Steel: https://replay.pokemonshowdown.com/gen7customgame-726780362
Between the defensive core, not even Mega Mawile can effectively break past Rotom-Wash due to Strength Sap. Even if it attempts to Swords Dance, Rotom-Wash safely gets the Spore off against it. Eventually, the Steel team is broken down to the point where Mega Swampert+Keldeo are able to pick off what's left.
Vs Rock: https://replay.pokemonshowdown.com/gen7customgame-729915773
Simply put, the Rock team was incapable of breaking past Mega Swampert+Azumarill. And once Cradily was placed on a timer and Terrakion was killed, the game was over.
Vs Steel again: https://replay.pokemonshowdown.com/gen7customgame-735723707
This time the Steel team has a spinblocker+Mega Swampert gets removed. Despite this, Toxapex+Azumarill+Rotom-Wash are able to effectively tank the rest of the team, with Magearna unable to sweep with specially defensive Toxapex in the way. Once Ferrothorn is gone, Cloyster is able to win in the late-game after a Shell Smash.


Offensive Psychic

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Close Combat
- Fake Out
- Mach Punch

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Fire
- U-turn
- Bolt Strike
- V-create

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 84 SpD / 172 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Thunder Wave

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Psystrike
- Defog
- Trick

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Focus Blast
- Shadow Ball
- Counter

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psystrike
- Focus Blast
- Shadow Ball


With offensive powerhouses like Mega Medicham, Victini, and Latios, very few types in the metagame can effectively handle every offensive threat. Mega Medicham can punch through defensive cores on Normal, Water, and Poison with its STAB combination of Photon Geyser+Close Combat, and can revenge kill Mega Tyranitar and Terrakion with Mach Punch. Choice Band Victini has very few safe switch-ins, as various defensive answers like Mega Swampert and Landorus-T don't appreciate the high burn chance from Sacred Fire. Latios is an effective hazard remover and revenge killer with a spammable Dragon STAB in Clanging Scales. Meloetta exists on the team as a special wallbreaker and switch in to Choice Scarf Gengar, which would otherwise ruin the entire team with Moongeist Beam. It also serves as an answer to other Ghost types like Doublade and Mimikyu.


Balance Flying

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 212 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Roost
- Toxic

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 232 HP / 124 Def / 152 Spe
Jolly Nature
- Sacred Fire
- Defog
- Recover
- Earthquake

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower

Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Recover
- Refresh

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

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
- Hidden Power [Ice]


The existing Ubers Flying sample is rather lacking because it doesn't have a hazard remover, so here's an Ubers Flying sample that's more balanced, with Gliscor+Ho-oh+Celesteela as the main defensive core, Arceus-Flying as the main win-condition, and Yveltal+Skymin as an offensive core. Gliscor is the Stealth Rocker for the team that can also put a few fat mons like Primal Groudon and Giratina on a timer. Ho-oh is the team's hazard remover, and main answer toward Steel types like Kartana, Necrozma-Dusk Mane, and Mega Lucario. The Defense investment allows it to always survive a +4 Knock Off from Jolly Dusk Mane Necrozma, which is helpful if you don't get the burn with Sacred Fire immediately. Celesteela is the special wall for the team and main answer to Z-Geomancy Xerneas. Arceus-Flying is an effective win-condition in matchups such as Ground and Water. Choice Scarf Yveltal can revenge kill important threats like Choice Scarf Lunala, Mega Mewtwo X, and Deoxys-Attack, as well as break through bulky Ghost types like Aegislash and Giratina. Lastly, Skymin is the team's special wallbreaker against Water and Ground teams, while also having the coverage to beat Dragon types like Mega Salamence pre-setup and Rayquaza.

Bulky Offense Ground

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thousand Arrows
- Substitute
- Glare
- Coil

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 108 Atk / 216 SpA / 184 Spe
Rash Nature
- Fire Blast
- Rock Polish
- Hidden Power [Ice]
- Precipice Blades

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Clear Smog
- Recover
- Toxic

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Ice Beam
- Recover

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Focus Blast
- Stealth Rock

Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Crunch
- Stone Edge
- Pursuit


This Ground team sports various win-conditions such as Zygarde-Complete and Rock Polish Primal Groudon, with the defensive backbone of Gastrodon+Arceus-Ground. 216 EVs in Special Attack with a Rash nature allow it to always OHKO Mega Salamence with Hidden Power Ice, and the Speed EVs are to outspeed Choice Scarf Kartana after a Rock Polish. Gastrodon is the secondary Water immunity, being able to switch into and beat Primal Kyogre and Ash Greninja, and can eat a hit from Z-Geomancy Xerneas and remove its stat boosts. Landorus is the Stealth Rock setter for the team that also serves as the team's special wallbreaker against Fairy teams. Finally, Krookodile is the team's revenge killer that can also trap Choice Scarf Lunala with Pursuit if it ever locks itself into Moongeist Beam, allowing Krookodile to sweep late-game against Psychic and Ghost teams.


Holy crap this took forever
 
Ubers Steel

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Rock Tomb

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic / Stone Edge

Lucario-Mega @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Meteor Mash
- Swords Dance
- Ice Punch / Extreme Speed

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Shadow Claw
- King's Shield
- Swords Dance
- Shadow Sneak
I'm not sure I could really stand behind a steel ubers sample team that is missing Necrozma Dusk Mane. Even with Kartana, Ground and Water look like really bad matchups. Ghost is playable, although you don't have any real counterplay for Arceus-Ghost. I'll think about it.


Balance Normal AAA

Chansey @ Eviolite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Toxic
- Soft-Boiled

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

Meloetta @ Choice Scarf
Ability: Dazzling
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- U-turn
- Shadow Ball

Bewear @ Life Orb
Ability: Triage
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Swords Dance
- Earthquake
- Return

Snorlax @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Facade
- Curse
- Protect
- Fire Punch / Earthquake

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Transform
- Transform
- Transform
- Transform
I don't think you need dazzling on scarf Meloetta to beat any real scary triage mons, maybe specs since even without a boosting ability it can still break types like steel and normal and flying. I don't know if Braviary really fits on the team; and no Drampa / Mega Lopunny kinda throws me off. I'll consider it but I'd have to test some.


Balance Steel

Lucario @ Life Orb
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Close Combat
- Swords Dance
- Meteor Mash

Celesteela @ Leftovers
Ability: Unaware
EVs: 252 HP / 100 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Heavy Slam
- Protect
- Toxic

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

Heatran @ Air Balloon
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Will-O-Wisp

Ferrothorn @ Leftovers
Ability: Primordial Sea
EVs: 252 HP / 68 Def / 188 SpD
Sassy Nature
- Leech Seed
- Spikes
- Power Whip
- Knock Off

Doublade @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Definitely make Skarmory the Unaware mon, not Celesteela. Also give Skarmory Shed Shell. You should run solarbeam on Heatran, and I'd probably run Earthquake or Thunder Punch on Lucario over Meteor Mash.

I'll definitely add this on with some fixes.


Before I submit a LC Fighting sample, I need to do a few nominations for the VR


Larvesta: A ==> S (Fire)

Skorupi: Unranked ==> B (Bug)
These are fine.



Riolu @ Eviolite
Ability: Prankster
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Copycat
- Swords Dance
- Drain Punch / High Jump Kick
- Shadow Claw

Mienfoo @ Choice Scarf
Ability: Regenerator / Reckless
Level: 5
EVs: 236 Atk / 36 SpD / 236 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Stone Edge

Stufful @ Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Return
- Earthquake
- Ice Punch
- Swords Dance / Superpower

Timburr @ Eviolite
Ability: Guts / Iron Fist
Level: 5
EVs: 76 HP / 196 Atk / 76 Def / 156 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up

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

Croagunk @ Berry Juice
Ability: Dry Skin
Level: 5
EVs: 52 HP / 188 SpA / 36 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Nasty Plot
- Shadow Ball
- Vacuum Wave
Scraggy's spread should be 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe. It should also have High Jump Kick over Drain Punch, with Zen being mandatory. I'd also go with a bulkier croagunk spread, you don't need that much speed (14 is kinda crap). A standard 52 HP / 116 Def / 188 SpA / 116 SpD / 36 Spe is fine.

Otherwise it looks good and I'll ask Moosical to add it.


Balance Water

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Toxic
- Knock Off

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

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Steam Eruption
- Secret Sword
- Hidden Power [Electric]

Swampert @ Swampertite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Scald
- Precipice Blades
- Stealth Rock
- Shore Up

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Strength Sap
- Spore
- Steam Eruption

Cloyster @ Waterium Z / Focus Sash
Ability: Skill Link
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Water Shuriken
- Freeze-Dry
- Shell Smash
Focus Sash isn't good for Cloyster, I'd also check the calcs to see if Precipice blades nets any important kills on Swampert that Earthquake doesn't, otherwise the miss chance isn't worth it. I'm not sure if I like Azumarill's moveset, but it's alright. I might consider running a different move over Steam Eruption on Rotom-wash, a fire move maybe since Ferrothorn looks massively annoying.

Also you should be Modest Cloyster; I don't think the extra speeds makes you miss out on anything important.

Otherwise it's good.


Offensive Psychic

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Close Combat
- Fake Out
- Mach Punch

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Fire
- U-turn
- Bolt Strike
- V-create

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 84 SpD / 172 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Thunder Wave

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Psystrike
- Defog
- Trick

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Focus Blast
- Shadow Ball
- Counter

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psystrike
- Focus Blast
- Shadow Ball
Alakazam and Latios should probably be Photon Geyser, otherwise they'll have a harder time reliably checking Rock types that get the Diamond Storm boost. I'm not really sure why you're using Meloetta, or Meloetta without Technoblast. Maybe consider a subCM/calmmind slack off meloetta to break Normal, Water, and Flying?

I don't think I'll add psychic on, it's kinda anti-meta (and even then doesn't do an amazing job of it)


Balance Flying

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 212 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Roost
- Toxic

Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 232 HP / 124 Def / 152 Spe
Jolly Nature
- Sacred Fire
- Defog
- Recover
- Earthquake

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower

Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Recover
- Refresh

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

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
- Hidden Power [Ice]

Bulky Offense Ground

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thousand Arrows
- Substitute
- Glare
- Coil

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 108 Atk / 216 SpA / 184 Spe
Rash Nature
- Fire Blast
- Rock Polish
- Hidden Power [Ice]
- Precipice Blades

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Clear Smog
- Recover
- Toxic

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Defog
- Ice Beam
- Recover

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Focus Blast
- Stealth Rock

Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Crunch
- Stone Edge
- Pursuit
Both these teams look alright, I'll test around with them a bit.
 

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