Resource Monotype OM Mega-Thread

I guess I'll also throw in a few BLT teams

AAA Fairy


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


This is an edited version of the team I brought against Escoffier in Week 3. After that game I changed Tapu Lele from Life Orb to Choice Scarf, so that it could serve as a revenge killer against Choice Scarf Landorus-T. The team does really nicely against Water, Flying, Electric, and can also handle Steel with Magnet Pull Togekiss, which is currently running enough Speed to outspeed Heatran. It does kinda suck that I never faced Steel with it to show off what it could do, but it can also revenge kill Triage Tapu Bulu, which is definitely important.

AAA Ground


Seismitoad @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Protect
- Gastro Acid
- Knock Off

Gligar @ Eviolite
Ability: Unaware
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Roost
- Toxic

Mamoswine @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Superpower

Excadrill @ Groundium Z
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Hippowdon @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

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


This is the edited version of the team I brought in Weeks 4 and 5. Poison Heal Gastro Acid Seismitoad+SD Water Absorb Excadrill go a long way to make sure the Water matchup is pretty easy. Additionally, Unaware Gligar and LO Adaptability Mamoswine are both amazing to have against Flying, since Gligar always beats Minior. It also beats Triage Tapu Bulu, saving me the need of a Sap Sipper Pokemon. The Hippowdon initially had Magic Bounce, but that didn't really do much for it, so Thick Fat was the next option to take on Refrigerate Lucario and Entei easier. Against WD_WA, I had Choice Scarf Landorus-T, which was enough against the +1 Mega Gyarados. But then I switched it for Choice Scarf Landorus so that it could outspeed +1 Volcarona.

As of right now I still love using these teams, and I'd suggest giving them a try
 
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
 

Perish Song

flaunt
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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.
• 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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Perish Song

flaunt
is a Tutor Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Dedicated Tournament Host Alumnus
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:

 

Oldamar999

Tien Time
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.
 

Havens

WGI World Champion
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Hey guys, it's been a while. I just wanted to spark some discussion on what perhaps is the biggest presence in Monotype Ubers today: Tapu Lele.



It has been something that I've found to be incredibly harmful and restrictive to the Ubers metagame, being the catalyst for widely successful Psychic HO teams, housing various offensive powerhouses such as Ultra-Necrozma, Deoxys-Attack, Mega Mewtwo Y, Hoopa-Unbound and so much more. As many of these teammates already have exceptional power and speed, creating a terrain that boosts their Psychic prowess even further while also blocking priority makes Psychic HO borderline impossible to manage with any type without forcing multiple sacks. Also considering the allowance of Terrain Extender as well as reliable counterplay for Psychic terrain is to have other Terrain setters (commonly Fairy only), teams must manage Psychic HO through bulky Steels or presences in Ferrothorn or DM Necrozma, finding a way to kill Tapu Lele quickly, and/or be forced to wait out the 8 turns of Psychic terrain, which is more than enough time for Psychic powerhouses to break down the opposition by sheer power alone. That being said, I kind of want to see some discussion on how you feel about it, but I personally would like to hear your thoughts on these:

A.) Banning Tapu Lele. In my opinion, the easiest way to deal with the solution. On its own, it is not broken, but rather the Psychic Terrain that it provides combined with Terrain Extender makes Psychic HO such a dominating force in Ubers. Eliminating Tapu Lele from Ubers makes Psychic HO infinitely more manageable to deal with for all types, while also allowing for more flexible teambuilding.

B.) Banning Terrain Extender. Though less ideal than banning Tapu Lele, I'd be fine with banning Terrain Extender as it lessens the strangle that Psychic HO has on a majority of the metagame. Though the purpose of this ban alone is simply for Tapu Lele and Psychic HO, it would also affect Fairy (not much), and Electric Ubers, as they rely on the terrain to actually become viable.

Again, I'd just like to hear some thoughts, but I don't think it's too far fetched to say that Tapu Lele is the best pokemon in Mono Ubers.
 
Hey guys, it's been a while. I just wanted to spark some discussion on what perhaps is the biggest presence in Monotype Ubers today: Tapu Lele.



It has been something that I've found to be incredibly harmful and restrictive to the Ubers metagame, being the catalyst for widely successful Psychic HO teams, housing various offensive powerhouses such as Ultra-Necrozma, Deoxys-Attack, Mega Mewtwo Y, Hoopa-Unbound and so much more. As many of these teammates already have exceptional power and speed, creating a terrain that boosts their Psychic prowess even further while also blocking priority makes Psychic HO borderline impossible to manage with any type without forcing multiple sacks. Also considering the allowance of Terrain Extender as well as reliable counterplay for Psychic terrain is to have other Terrain setters (commonly Fairy only), teams must manage Psychic HO through bulky Steels or presences in Ferrothorn or DM Necrozma, finding a way to kill Tapu Lele quickly, and/or be forced to wait out the 8 turns of Psychic terrain, which is more than enough time for Psychic powerhouses to break down the opposition by sheer power alone. That being said, I kind of want to see some discussion on how you feel about it, but I personally would like to hear your thoughts on these:

A.) Banning Tapu Lele. In my opinion, the easiest way to deal with the solution. On its own, it is not broken, but rather the Psychic Terrain that it provides combined with Terrain Extender makes Psychic HO such a dominating force in Ubers. Eliminating Tapu Lele from Ubers makes Psychic HO infinitely more manageable to deal with for all types, while also allowing for more flexible teambuilding.

B.) Banning Terrain Extender. Though less ideal than banning Tapu Lele, I'd be fine with banning Terrain Extender as it lessens the strangle that Psychic HO has on a majority of the metagame. Though the purpose of this ban alone is simply for Tapu Lele and Psychic HO, it would also affect Fairy (not much), and Electric Ubers, as they rely on the terrain to actually become viable.

Again, I'd just like to hear some thoughts, but I don't think it's too far fetched to say that Tapu Lele is the best pokemon in Mono Ubers.
Was gonna reply to this a lot earlier, but then I was busy with some other stuff. I just need to say that neither Lele nor Terrain Extender deserve a ban.

You seem to be overestimating Psychic Terrain's impact. To say that having an alternate terrain is the only counterplay for Psychic Terrain is just incorrect. In terms of priority, most of the relevant priority mons in Mono Ubers, being Greninja, Aegislash, and Yveltal, are already extremely dangerous for Psychic teams even without their priority. Specs Greninja, even in regular form, has no switch ins on Psychic at all, and once it ends up transforming, Mega Mewtwo X can't even revenge kill it. Aegislash also has no switch ins, while also directly switching into Mega Mewtwo X, since they don't commonly run Earthquake. Choice Scarf Yveltal is an even bigger problem than Life Orb, with only a few Pokemon even able to survive a Dark Pulse or Foul Play, and you won't have a faster revenge killer to deal with it.

Notice how these are just 3 Pokemon. I didn't even mention Choice Scarf Kartana, Kyogre, and Krookodile, all of which are very threatening revenge killers that don't really have that many switch ins on Psychic. Krookodile can even Pursuit trap some particular mons like Deoxys-Attack, Mega Mewtwo Y, and Lunala locked into Moongeist Beam/Psyshock.

The point is that Psychic Terrain isn't nearly as emboldening as you make it out to be, as there is a high enough abundance of offensive hindrances to Psychic teams to balance it out. Here are a few replays:

Ground: https://replay.pokemonshowdown.com/gen7ubers-815457390
Any time Krookodile was given an opening(such as when Lunala locks itself into Psyshock or Moongeist Beam), the Psychic team is forced into a wide deal of 50-50's. Crunch catches the most targets, but Necrozma Dusk-Mane, who avoids the 2HKO from unboosted Crunch, won't avoid the 2HKO from Earthquake. There was also always the possibility of Pursuit trapping the Lunala. With solid pressure from Krookodile, with some assistance from Zygarde, the Psychic team is unable to make the most of its Psychic Terrain due to the constant need to force out Krookodile.

Water: https://replay.pokemonshowdown.com/gen7ubers-822277774
Both Choice Scarf Kyogre and Greninja apply heavy pressure on the Psychic team. Even without Stealth Rock, it still struggles to find something to switch into a full health Water Spout in the rain. I went for Hydro Pump first with Greninja because Specs Dark Pulse would have been a roll against the Hoopa-U switch in. If it hadn't gotten critted by Lunala's Moongeist Beam, it would have removed both it and the Lugia. But despite that, Choice Scarf Kyogre is still able to pull through at the end by living Lunala's Moongeist Beam. Even in Psychic Terrain, going for a Psychic move is already a huge risk with Greninja in the back, ready to obtain its Ash form and become an even bigger problem.

Steel: https://replay.pokemonshowdown.com/gen7ubers-822281266
Even under terrain, with Aegislash unable to use its Shadow Sneak, the threat it poses by coming in safely is enough to force the Psychic player to not only risk their Tapu Lele just to get off half damage, but also to make the aggressive double switch into Hoopa-U. This all happens while inadvertently weakening the appropriate mons for the Kartana sweep. Once Necrozma Dusk-Mane(another threat after a Rock Polish) gets rid of the Mega Mewtwo X, and Lugia is beaten down by Toxic, Kartana is able to mow through the remaining Pokemon in the late game.

Flying: https://replay.pokemonshowdown.com/gen7ubers-822284325
In this game, leading with Choice Scarf Yveltal gives me much more initiative, since I can pressure every single mon with Dark Pulse and Foul Play, and if there's a lead matchup I don't like(like Tapu Lele), I can easily U-turn into my defensive pivot. One particular struggle was the Stealth Rock trade, since, while Gliscor was able to 1v1 the Lugia thanks to Toxic, and I got necessary chip damage for Yveltal to clean, Stealth Rock on my side of the field is limiting toward Yveltal's switch-ins. Through the combination of offensive and defensive counterplay, Flying doesn't get severely hampered by Psychic Terrain.

A good portion of these matchups held a common theme, being that the offensive threats present on these top-tier types can make it rather difficult for HO Psychic to fully utilize that Psychic Terrain, whether it be through allowing a dangerous threat in for free, or just not having the speed or defensive pivots to reliably handle them. For these reasons, I think Tapu Lele and the Terrain Extender are both fine as they are in the Mono Ubers metagame.
 

Ticken

Lotad & Bulbasaur Enthusiast
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B101 Leader
Hello everyone! It is that time of year the Monothreat people update the VR and this time I actually recorded all the changes! (Sorry for not doing this in the past.) If anyone has questions for the reason why we changed a certain Pokemon, feel free to message me! Keep in mind there are a lot more drops in comparison because our VR was saturated and we are steadily making it more comprehensible. Thanks to Moosical for making all the changes with me!​
Dark
- Crawdaunt (C -> B)

Dragon
- Kommo-o (D -> C)
- Salamence (C -> B)

Electric
- Zapdos (A -> S)
- Alolan Raichu (B -> A)

Fire
- Incineroar (D-> C)

Grass
- Shaymin (C -> B)

Ice
- Alolan Ninetales (B -> A)

Normal
- Smeargle (C -> B)
- Alolan Raticate (UR -> C)

Rock
- Aggron (UR -> D)
- Barbaracle (D-> C)
- Mega Aerodactyl (C -> B)
- Solrock (UR -> D)

Steel
- Mega Aggron (C -> B)

Water
- Alomomola (UR -> D)
Dark
- Skuntank (B -> C)
- Umbreon (D -> UR)
- Zoroark (C -> D)

Dragon
- Dragonite (S -> A)
- Druddigon (A -> B)
- Flygon (D -> UR)
- Haxorus (B -> C)

Electric
- Eelektross (A -> B)
- Mega Manectric (D -> UR)
- Raikou (S -> A)
- Rotom (B -> C)
- Xurkitree (C -> D)

Fairy
- Diancie (C -> UR)
- Granbull (D -> UR)
- Mawile (A -> B)
- Mega Gardevoir (C -> D)
- Ribombee (B -> C)
- Shiinotic (D -> UR)
- Slurpuff (C -> D)
- Sylveon (C -> UR)

Fighting
- Keldeo (S -> A)
- Virizion (D -> UR)

Fire
- Alolan Marowak (B -> C)
- Arcanine (D -> UR)
- Chandelure (B -> C)
- Darmanitan (A -> B)
- Emboar (C-> D)
- Magcargo (C-> D)
- Mega Camerupt (A -> B)
- Moltres (D -> UR)
- Salazzle (C-> D)
- Victini (A -> B)

Flying
- Aerodactyl (A -> B)
- Gyarados (D -> UR)
- Landorus (A -> B)
- Mantine (D -> UR)
- Mega Charizard Y (A -> B)
- Minior (B -> C)
- Skarmory (B -> C)
- Xatu (D -> UR)
- Zapdos (S -> A)

Ghost
- Cofagrigus (B -> C)
- Drifblim (C-> D)
- Hoopa (C -> UR)
- Jellicent (C -> UR)
- Mismagius (C -> UR)
- Palossand (D -> UR)

Grass
- Abomasnow (A -> B)
- Chesnaught (C-> D)
- Cradily (D -> UR)
- Dhelmise (B -> C)
- Exeggutor (C-> D)
- Gourgeist (C-> D)
- Serperior (D -> UR)
- Shiftry (D -> UR)
- Tropius (D -> UR)
- Tsareena (A -> B)
- Victreebel (C-> D)
- Virizion (A -> B)
- Whimsicott (B -> C)

Ground
- Dugtrio (D -> UR)
- Gliscor (C-> D)
- Krookodile (D -> UR)
- Landorus-Therian (C -> UR)
- Rhyperior (D -> UR)

Ice
- Avalugg (B -> C)
- Beartic (D -> UR)
- Cryogonal (C-> D)
- Froslass (B -> C)

Normal
- Braviary (B -> C)
- Dodrio (C-> D)
- Mega Pidgeot (D -> UR)
- Staraptor (S -> A)
- Type: Null (D -> UR)
- Zangoose (C-> D)

Poison
- Gengar (C-> D)
- Roserade (D -> UR)
- Skuntank (C -> UR)

Psychic
- Cresselia (D -> UR)
- Deoxys-Speed (A -> B)
- Hoopa (B -> C)
- Jirachi (B -> C)
- Latias (C-> D)
- Latios (C-> D)
- Mega Latias (C -> UR)
- Mega Latios (C -> UR)
- Reuniclus (B -> C)
- Uxie (D -> UR)

Rock
- Aerodactyl (B -> C)
- Lycanroc-Midnight (B -> C)
- Lunatone (D -> UR)
- Mega Tyranitar (C-> D)
- Omastar (A -> B)

Steel
- Bisharp (D -> UR)
- Ferrothorn (D -> UR)
- Magnezone (S -> A)

Water
- Araquanid (C-> D)
- Lanturn (A -> B)
- Mega Sharpedo (C-> D)
- Primarina (D -> UR)
- Slowbro (D -> UR)
- Tentacruel (B -> C)
- Toxapex (B -> C)
 

Scholar

Shinjiro's babe
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Let's talk about the recent ban in LC with Wingull.

Why was it suspected in LC? Taken from Levi's post
The next Pokemon we are suspecting in Little Cup is Wingull. This Pokemon's Water/Flying typing combined with its high 19 Speed allows it to put severe amounts of pressure on an opposing team because of the lack of reliable switch-ins despite it's average Special Attack. Would-be checks such as Pawniard and Tirtouga become crippled by Scald burns, and Hurricane's inaccuracy can be remedied with the use of Flyinium Z or simply being fast enough to afford another attack. Wingull's most reliable checks are those that can effectively tank Water- and Flying-type moves without being punished too heavily by their secondary effects, however, those Pokemon are few and far between and can hurt the consistency of your team because of their lack of usefulness outside of checking Wingull (Lookin at you, Chinchou). For these reasons, the Little Cup Council has decided that Wingull is too overbearing of a presence in the metagame and deserves to be suspected.


Why I voted ban?
I voted ban because it restricted teambuilding because it required having Tirtouga, Diglett, Pawniard, or Spritzee or a wallbreaker like Bunnelby, or Carvanha or Choice Scarfers like Mienfoo, Chinchou, and Bunnelby to effectively check or counter Wingull.

Is it broken in Monotype LC?
No, because it does not change any type in the teambuilding stage as most of these have checks or revenge killers due to covering other matchups.

Heres some stuff that is able to take on Wingull by type:
Normal: Helioptile beacuse typing + Dry Skin, Choice Scarf Rufflet, Choice Scarf Pikpek, and Focus Sash Bunnelby can after some chip
Water: Choice Scarf Chinchou, Carvanha after a Speed Boost, Mareanie, Kabuto and Tirtouga
Rock: Lileep thanks to storm drain, Kabuto, and Tirtouga
Fighting: Choice Scarf Mienfoo, kinda yikes for Fighting since Wingull does use Protect sometimes
Psychic: Choice Scarf Inkay, Choice Scarf Gothita, Bronzor, and Slowpoke
Poison: Mareanie, Venipede after a Speed Boost and Choice Scarf Gastly
Ice: Sandshrew A and Cubchoo under hail and Choice Scarf Amaura.
Ground: Wooper, Sandshrew and Drilbur under Sand and Choice Scarf Sandile
Grass: Ferroseed after fly z has been used, Lileep thanks to storm drain, and Bellsprout / Exeggcute under Sun.
Ghost: Choice Scarf Gastly and Honedge
Flying: Anything Choice Scarf + Life Orb Doduo
Fire: Ponyta under sun, Torchic under sun after a Speed Boost and and Zing and Choice Scarf Larvesta
Dragon: Tyrunt, Choice Scarf Deino, and Dratini with Life Orb after some chip
Dark: Pawniard, Choice Scarf Inkay, Choice Scarf Scraggy, and Carvanha after a Speed Boost
Bug: Choice Scarf Larvesta, Choice Scarf Joltik, Dweebe if Sturdy is not broken, and Venipede after a Speed Boost


Why should it be unbanned like Vulpix and crew?
It should be unbanned because as I proven above, most types have a way to handle Wingull and does not restrict teambuilding like it did in regular LC. It does not rule over the metagame as it did in regular LC due to the restriction of using only one type and already have the coverage needed to take on this little bird. Please make Wingull an addition the unbanned from LC group for Monotype.
 

Moosical

big yikes
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Hi all,

More or less for the reasons outlined by Magma above, Wingull will remain unbanned in Monotype LC.

It is not an overwhelming force nor something you're forced to build around when building a team in Monotype LC. If people want a larger explanation, I can provide it at a later point. Just wanted to make sure this post was in before MWP started.
 
It's a shame that mono doubles is rather underappreciated, even among the mono OMs so I thought, I may toss in some ideas for teams. Please note, since mono doubles barely exist, these teams were used and tested on the DOU ladder. Thus, they are capable to handle many common DOU mons but might lack the right answers to certain mono doubles threats. Hence, I'd like them to be seen as a sort of starting point for something that could potentially be tweaked into sample teams. Alternative choices that might be more beneficial in mono doubles are gives as alternative moesets or in the last paragraph. I'll go with 3 types that are currently not in the sample teams and try to use 3 different playstyles.

HO psychic


HO psychic seems straight forward: bring terrain and kill everything with your strong STAB moves. While that may can work, I noticed that certain tweaks in movesets are pretty beneficial. Maintaining speed control is key for this team as it crumbles in front of opponents that it cannot break within a few turns.

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect

On this team, M-Metagross carries Zen as that move hits hard and, e.g., OHKOs Char-y, under terrain. Steel and ice coverage are important to ensure a good matchup vs fairies, kyurem, zygarde and landorus. The downside is the loss of stomping tantrum, leaving mgross defenceless against common threats such as incineroar.


Tapu Lele @ Fightinium Z
Ability: Psychic Surge
EVs: 252 SpA / 6 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Dazzling Gleam/Moonblast
- Focus Blast
- Psyshock

My Tapu Lele plays a crucial role to cover for this incineroar weakness. Z-focus blast kills common non AV-sets and damages as well as other potential threats such as tyrannitar, heatran and stakataka. Maximum speed allows to tie with fast kyurem-b and outspeed non-scarfed landorus-t. It's possible to use less speed, but a minimum speed of 295 should be reached to outspeed weather sweepers (kingdra, adamant excadrill, venusaur) under tailwind support. Dazzling gleam was chosen here as it is the only spread move on the entire team but moonblast is just as valid, allowing certain important OHKOs, e.g. on kingdra. But since, at least in DOU, fighing and dark types are pretty rare, I opted for the higher utility of a spread move. Taunt is crucial to stop trickroom, especially in combinatio nwith psychic surge, which stops fakeout.


Hoopa-Unbound @ Psychic Seed
Ability: Magician
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot/Trick Room
- Protect

Max Atk is important to inflict as much damage as possible to M-metagross, one of the biggest threats to this team, while max HP, in return, allows to survive an iron head. Psychic seed was chosen to to build on Hoopas great sp.def, turning Tapu Finis Moonblast into a 3HKO while being able to steal Finis 50% berry. Gunk shot was chosen to eliminate opposing Tapus which may interfere with psychic terrain. Alternatively, one may use trick room to reset opposing trick room or or set it up if the opponent got a speed advantage by weather/tailwind or threatenign scarfers. Hyperspace Hole is a nice asset to take out mons that may try to stall out tailwind turns, such as Z-kommo. Miminum speed is enough to outspeed base 110 mons under tailwind.


Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Draco Meteor
- Hidden Power [Fire]
- Protect

Latios is mainly a tailwind support mon, cementing the speed advantage this HO team needs to actually be successful. Three turns of tailwind can be enough to tear entire offensive teams apart as only few fast attackers are capable of surviving multiple strong hits. Draco meteor is Latios' strongest stab and can, e.g., OHKO non-invested lando-t although that is not as common as back when I first made this team. Steel can be a huge problem for this team and that's why HP fire was chosen. It reliably kills m-scizor, kartana and scarf genesect, while inflicting huge damage on ferrothorn and AV genesect, allowing to pick these kills up in the next turn.


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

Deoxys-A is one of the strongest powerhouses in the game. There aren't a lot of mons capable of withstanding terrain-boosted psychoboost. Ice beam is mainly there for Zygarde and landorus. Superpower allows to OHKO threats such as tyrannitar and stakataka, as well as inflict decent damage on other problematic pokemon such as ferrothorn. Knock off is an important asset against trick room setters. That way, deoxys can first knock off potential herbs off pokemon such as mimikyu to then taunt them successfully with Lele. It also gets rid of eviolites from pory2, chansey and dusclops. The sash helps to take at least one hit but with the current rise of stealth rocks, other items may be considered. Max speed allows to outspeed almost the entire unboosted metagame.


Victini @ Choice Scarf
Ability: Victory Star
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- U-turn
- Trick
- V-create
- Final Gambit

V-create is Victinis best STAB and allows to claim many kills, including pesky threats such as ferrothorn, mega metagross, common celesteelas and thanks to the scarf opposing scarfed genesects. The HP are set to reach base 80, allowing to kill take down tr setters such as diancie, staka and bronzong as a last resort. Especially for bronzong, which cannot be taunted thanks to psychium-z, cannot be killed by hoopa due to intimidate support and withstands victinis V-create because of potential heatproof, this can be a valid option. Alternatively, one may use the spread of 172 HP/ 84 Atk. This set allows to take down base 90 HP mons with final gambit, including zapdos, porygon2 and landorus but lacks the firepower to reliably kill certain threats such as celesteela. U-turn is used to pivot out, trick allows to leave utility mons such as mew and chansey defenseless or can force fake out and trick room users out.

Special considerations for mono doubles: The only common ghost mon in DOU was m-gengar before its ban which the team handled pretty well. If faced by a team full of ghosts, it might be more difficult and meloetta or a strong shadow ball should potentialy be considered to handle threats such as blacephalon and aegislash. Lele may run moonblast to have a better matchup vs m-sableye.
Similarly, dark is also underepresented in current DOU. Counters for incineroar are outlined above but I am not exactly sure how it would handle a full dark team. Psy can most likely muscle through though.


Full TR Steel



Steel is currently one of the best, if not the best typing in doubles, offering strong STABs and many resistances. It has access to powerhouses such as kartana, m-metagross, m-mawhile, m-lucario, aegislash and genesect. But I already outlined a fast HO team, so here comes a slow but funny TR version.
Stakataka @ Focus Sash
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Rock Slide
- Earthquake/Protect/Wide Guard
- Gyro Ball
- Trick Room

Stakataka is my offensive TR setter for this team. Its ability turns it into a more dangerous sweeper with every turn, perfectly capitalizing on the short time it has during TR to be useful. EVs are chosen to maximize atk and receive an atk boost. Gyro ball functions as storngest STAB while rockslide is a useful spreadmove. Earthquake can be used as coverage to hit pesky electric types while protect provides general utility and wideguard helps imensively vs opposing water, fire and ground spread moves such as thousand arrows, heatwave and muddy water. The sash allows to take one hit regardless of what it is and set up TR. Alternatively shuca berry or chople berry may be used if stealth rocks are very common


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 36 Def / 224 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Leech Seed/Flame Thrower/Protect
- Flame Thrower/Air Slash/Protect
- Giga Drain
- Wide Guard

Celesteelas spread is set up to survive a heatwave from char y or tbolt from koko. It can use these turns to either take out another weakened foe or set up leech seed to provide recovery for itself or a partner. The coverage moves are pretty optional but flame thrower can 2HKO ferrothorn, while giga drain is a great asset vs m swampert, gastrodon and the like. Air slash is not very useful in DOU but may help vs fighting in mono doubles.


Togedemaru @ Shell Bell
Ability: Sturdy
Level: 1
EVs: 92 SpD
Jolly Nature
- Spiky Shield
- Endeavor
- Encore
- Fake Out
Am I serious about this one? Well...maybe. Togedemaru is of course only a gimmick butone that can function quite well when opponents are not prepared properly. Fake out helps to set up TR, the combination of sturdy, shell bell and endeavor allows it to refill its HP after every hit and under TR it moves first. The opponent can then easily be taken out by any teammates, with especially the two beast boosters appreciating this. Spiky shield may also take out foes that accidently try to kill togedemaru. Encore can be used to force set up mons and protect users out.



Bronzong @ Psychium Z
Ability: Levitate
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock/Protect
- Gyro Ball/Psychic
- Hypnosis

Every TR team should have a defensive setter and bronzong is probably the archetype of that role. Psychium Z makes sures that taunt does not prevent trick room. Furthermore, the accuracy boost can be used to abuse hypnosis as doubles has no sleep clause. Gyro ball is the most versatile attack but in mono doubles psychic may be chosen to counter fighting types more easily at the expensive of not hitting dark types. Protect proves great utility, stealth rocks would help in the fire match up. In my case, levitate was chosen to be immune to all ground mons other than zygarde while still being able to survive a heat wave from char y. If fire proves the be the more dangerous match up, one may switch to heatproof with a slightly changed spread to take fire attacks more reliably.


Magnezone @ Expert Belt
Ability: Sturdy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Flash Cannon
- Ally Switch
- Hidden Power [Ice]

When I first made this team, magnezone was honestly only chosen for one reason, and that was ally switch. If fake out, sash and wideguard all fail, the element of surprise offered by ally switch can still be used as a last resort to set up TR. Furthermore, sturdy allows magnezone to take two potentially super effective hits, shielding the TR setter from any damage. Thunderbolt and flash cannon are strong STABs, HP ice allows to hit threats such as landorus and zygarde hard.


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

Mawile is my mega of choice. Intimidate is one of the best abilities in doubles, allowing ot weaken two foes at once. After megaevolving, mawile then turns into a monster capable of inflicting huge damage. Play rough OHKOs almost any fighting mon, sucker punch is used as priority move to pick up kills of weakened foes once TR runs out and fire fang provides a means to deal with opposing steel mons.

Special considerations for mono doubles: Certain matchups will certainly be very difficult. If any new mon should be added to the team, it would probably replace togedemaru. To do so, there are many possible options, such as (scarf) excadrill to deal with fire in or outside of TR, ferrothorn to wall any rain sweeper and many other water mons as well as provide utility vs ground or doublade/aegislash to have a better fighting matchup although one has to consider that at least aegislash does not profit from trickroom at all and is rather elft more vulnerable due to its ability. Lucario may also be considered as fake out/follow me user to ensure successful trickroom set up. I would personally not recommend heatran, as flash fire does not protect your teammates from fire moves and the necessary fire coverage moves can be handled by other pokemon on the team.


Balance Dark

Initially, I chose to play around with dark during a tournament with friends where we tried to build mono doubles teams with weaker types and in a tier ruled by fairies this indeed turned out difficult. But dark type turned out to be more fun than I expected and that's why I would like to present this team here as well.


Gloomini (Hoopa-Unbound) @ Sitrus Berry
Ability: Magician
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Trick Room
- Hyperspace Hole
- Hyperspace Fury
- Gunk Shot/Protect

The set and spread are similar to the one outlined for the psychic team. The item switches to sitrus berry for more longevity while retaining the ability to steal items. Similarly, a psychic/poison gem or psychium Z could be used to score a crucial KO on threatening fairy or fighting types. Trickroom is used to patch up the lackluster speed of many dark mons as well as to reverse the TR set up by full TR teams. Protect may be used if one finds this team to be lacking in utility moves. The speed IVs are not set to zero so that hoopa may still be able to outspeed many trheats udner tailwind.


Gloomorosity (Bisharp) @ Focus Sash
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect/Swords Dance

To further patch up the glaring fairy weakness, bisharp is used to offer strong steel STAB. Sucker punch allows bisharp to attack first despite its lakcluster speed and knockoff helps to break down bulkier mons relying on their 50% berries and eviolites. Protect gives bisharp more utility while swords dance can be used to turn it into a set up sweeper if the chance arises. With intimidate as one of the most common doubles abilities, defiant may keep certain threats such as incineroar and scrafty away from the field or at least benefits from the following atk boosts.


Gloomosaurus (Tyranitar-Mega) @ Tyranitarite
Ability: Sand Stream
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Dragon Dance
- Rock Slide
- Crunch
- Protect
M-Ttar is one of the strongest attackers dark has to offer and in this team it was chosen as an effective setup sweeper. Max atk allows to hit as hard as possible. The speed is set to outspeed 110 base mons after 1 dragon dance while similarly being as slow as possible in case it is used under trickroom. This can also be used as a surprise move during the last turnof TR, during which many opponents just try to stall it out with a double protect. Sand allows to break sashes and raise Ttars sp.def. Prior to the mega evolution, one may also consider unnerve to take care of bulky opponents which may otherwise active their 50% berries.


Gloomsday (Hydreigon) @ Darkinium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Tailwind
- Earth Power/Flash Cannon
- Fire Blast

This team is a bit slow so far but not too slow to also make good use of tailwind. My stter of choice is hydreigon because of its amazing move pool. Fire blast allows to deal with otherwise problematic bug and steel types such as scizor or genesect. Earth power provides great coverage against fire and electric types, allowing hydreigon to hit Tapu Koko or Heatran supereffectively. Flash cannon may be used if diancie poses a big problem but has no other real benefits. Dark pulse functions as STAB and only special dark move for the entire team. Alternatively, groundium Z is capable of scoring some potentially important KOs, e.g., vs M-mawile or volcanion. Draco meteor has only little benefits in DOU but might be good in mono doubles. If psychium Z hoopa is used, one may give hydreigon a life orb or expert belt.


Grenouille de Gloom (Greninja) @ Choice Scarf
Ability: Protean
EVs: 56 Atk / 252 SpA / 200 Spe
Rash Nature
- Gunk Shot/Extra Sensory
- U-turn/Extra Sensory
- Ice Beam
- Scald/Hydro Pump

Greninja's high speed, great ability and large movepool allow it to fulfil many different roles. Here, a rash nature maximizes sp.atk to hit as hard as possible with ice beam and scald or hydro pump (chance for burn vs damage output). 200 speed EVs ensure to hit 330 speed and outspeed all common DOU scarfers such as victini, genesect or tapu lele. 56 atk ensure to 2HKO tapu fini and OHKO all other tapus. U turn is used to pivot in and out. Fighting types are rare to spot in DOU but might pose a big problem in mono doubles. As such, one might consider running extra sensory over uturn or gunk shot (if a-muk is used, see below).


Gloomeow (Incineroar) @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 204 Atk / 16 Def / 24 SpD / 12 Spe
Adamant Nature
- Flare Blitz
- Knock Off
- Fake Out
- U-turn

Incineroar is currently one of the most common mons in DOU and thanks to its great characteristics it founds its way into my darkt eam as well. Intimidate allows to weaken opposing physical attackers and fake out provides the chance to set up TW/TR or a dragon dance. Flare blitz is used as strongest STAB and way to counter dangerous steel mons while knock off functions as secondary STAB move. U-turn helps to pivot in and out, allowing to maintain momentum as well as to react to the opponent. AV is my item of choice as it turns Kokos thunderbolt and finis muddy water into 3HKOs and allows to survive Z-focus blast from lele. With 16 def EVs, M-metragross also needs 3 hits to kill incineroar after an atk drop. Alternatively, one may use a 50% berry set with a slightly changed spread of more sp.def and less atk. 12 speed EVs allow to outspeed non-invested celesteela as well as uninvested incineroars for the first fake out.

Special considerations for mono doubles: DOU teams rarely have more than 1 or 2 fairies and because of that I am not sure how the type would fare vs full fairy teams. It might be necessary to consider alola-muk as primary answer for many fairy types. If fairy teams rely on screen support, defog hydreigon/mandibuzz or brick break bisharp/a-muk may also be necessary.
Similarly, mandibuzz or (m-)sableye may deserve a spot to deal with fighting types more easily. From my experience, scrafty is one of the toughest opponents for this dark team and can only be beaten with great efforts. Mono fighting teams may also rely on powerhouses such as pheromosa, m-lucario, m-medicham, m-blaziken, terrakion and kommo-o, only intensifying the problem. Greninjas psychic STAB may thus be necessary in a monotype-based meta.


Thanks to those who actually read that far. My main motivation for this post was that I'd like to see mono doubles becoming a more developed metagame.

As mentioned earlier, these teams were made to survive on the DOU ladder and do so rather well as all three of them are capable of maintaining elo of 1700+. Nonetheless, I am of course aware that their competitive use in DOU is very limited as they cannot compete with the utility provided by mixed DOU teams paired with the expertise of experienced players.

These teams are certainly not perfect for monotype doubles but could perhaps be used as a starting point to turn them into successful team versions for each type. Advice would be greatly appreciated and perhaps one or two of them could make it to the samples after some tweaking.
 
Just wanted to drop a mono STABmons team so that not every mono STABmons tour is the same Flying ditto in the finals every time :^)

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Parting Shot
- Recover
- Will-O-Wisp

Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Diamond Storm
- Power Trip
- Accelerock
- Dragon Dance

Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Beak Blast
- Parting Shot
- Defog
- Roost

Muk-Alola @ Iapapa Berry
Ability: Gluttony
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Gunk Shot
- Power Trip
- Coil
- Recycle

Greninja @ Choice Scarf
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Steam Eruption
- Gunk Shot
- U-turn
- Ice Beam

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Dark Pulse
- Fire Blast
- Switcheroo

Mega Sableye is the clear cornerstone of this team, performing as an amazing lead with the option to either Prankster Parting Shot into a teammate, usually Muk or Mandibuzz, or Mega Evolve and bounce back hazards from common leads like Landorus-Therian. However keeping Sableye in base form for too long can cost you as in Mega form it performs as an amazing check to Mega Pidgeot, avoiding a 2HKO from Hurricane and potentially putting it to sleep, taking it out of the picture for the foreseeable future and allowing Tyranitar to switch in and potenitally set up If it doesn't wake up from sleep turn 1. An additional perk to Mega Sableye is that if Chansey or Ditto try to transform into it or another Magic Bounce user switches in, Parting Shot makes the original target switch out if Bounced, allowing Sableye to phase out Diancie-Mega if it lives a hit.

Couldn't decide on an item for Tyranitar, Leftovers and Focus Sash seemed like appealing options. Weakness Policy was my choice because it lets Tyranitar switch directly into an unboosted Yanmega for free, get 80 more base power for power trip, chip with sand and OHKO with Accelerock.

252+ SpA Yanmega Bug Buzz vs. 0 HP / 4 SpD Tyranitar in Sand: 200-236 (58.6 - 69.2%) -- guaranteed 2HKO

Opted for Switcheroo Scarf on Hydreigon to completely shut down defensive Celesteela, and fire blast secures a 2HKO on physically defensive builds meaning that tricking the scarf isn't necessary against most builds.
 

Shokkking

No man can walk out on his own story
I'm requesting the addition of Smokomodo, Snaelstorm and Caribolt on "CAP Pokémon" in Mono CAP post, if possible.
 

freezai

Live for the Applause
is a Tiering Contributor
Hi, just wanted to point out that in Monotype LC you can't (shouldn't) play your games in AG because AG doesn't have sleep clause and you can't do Ubers because baton pass is legal. Simply dqing someone who breaks sleep clause isn't viable because there are situations where sporing twice is the correct play. Eg. Sporing on the 3rd turn expecting a wake but your opponent switches out instead, among other less realistic scenarios.
The only real option is an LC roomtour with Misdreavus unbanned
 

DoW

formally Death on Wings
Hi, just wanted to point out that in Monotype LC you can't (shouldn't) play your games in AG because AG doesn't have sleep clause and you can't do Ubers because baton pass is legal. Simply dqing someone who breaks sleep clause isn't viable because there are situations where sporing twice is the correct play. Eg. Sporing on the 3rd turn expecting a wake but your opponent switches out instead, among other less realistic scenarios.
The only real option is an LC roomtour with Misdreavus unbanned
Thanks for the heads up.
Pro tip: post know what `/tour rules` command the bot needs to send, and I'll probably just get torkool to double check it then change the bot within a few days.
Otherwise there's a danger that I'll have to work it out for myself, which sounds an awful lot like effort, i.e. something I'll take two months to get around to <_<
 

Moosical

big yikes
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Thanks for the heads up.
Pro tip: post know what `/tour rules` command the bot needs to send, and I'll probably just get torkool to double check it then change the bot within a few days.
Otherwise there's a danger that I'll have to work it out for myself, which sounds an awful lot like effort, i.e. something I'll take two months to get around to <_<
DoW this isn't a concern for you in regards to room tours, it works perfectly fine for room tours. Serene Grace is stating their concern in regards to playing Monotype LC in their Levi Premier League.

As to that - you do not have to use our ban list, use whatever you want. We used this current ban list in two separate team tournaments (MWP 1 and 2) with over 60 games played between the two of them and did not have any issues. As I said, it's really on all of you to decide how you run your own tour, but for our purposes this works for us.

As a solution you could have your players play on a side server where LC Ubers is a supported format:blobshrug:
 
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freezai

Live for the Applause
is a Tiering Contributor
As to that - you do not have to use our ban list, use whatever you want. We used this current ban list in two separate team tournaments (MWP 1 and 2) with over 60 games played between the two of them and did not have any issues. As I said, it's really on all of you to decide how you run your own tour, but for our purposes this works for us.
I'm not trying to attack the way the way you run your tours, I'm just trying to help out. It's an objective fact that the games are not being played in the right format; you are playing a meta with sleep clause in a format without it. Just because nothing bad has happened so far doesn't mean it won't happen in the future
 

Moosical

big yikes
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
I'm not trying to attack the way the way you run your tours, I'm just trying to help out. It's an objective fact that the games are not being played in the right format; you are playing a meta with sleep clause in a format without it. Just because nothing bad has happened so far doesn't mean it won't happen in the future
I mean you pointed out an issue without a solution - which is kinda why I responded negatively. We've told people to challenge via a room tour if they want to have the "correct" means of playing it, but no one wants to do that.

I think the rom server might have a correct version of the format to play it, but also seems like no one wants to play there either.

- Apologies if you suggested the room tour as a solution as there's no way you could've known that we've tried to get people to play using it.
 

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