Resource Monotype OM Mega-Thread

Perish Song

flaunt
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To encourage testing and experimenting with different things, some of the Pokemon that are currently free in Monotype but banned in OMs will be freed for the Monotype OM Cup.

STABmons

Cinderace, Galarian Darmanitan, Dracovish, Darmanitan, Gengar

AAA

Dracovish, Zeraora, Urshifu

Note: Keldeo, Rapid Strike, and Magearna will stay banned for AAA, while Melmetal will stay banned for STABmons. Dragapult will not be freed for both metas.
 
To encourage testing and experimenting with different things, some of the Pokemon that are currently free in Monotype but banned in OMs will be freed for the Monotype OM Cup.

STABmons

Cinderace, Galarian Darmanitan, Dracovish, Darmanitan, Gengar

AAA

Dracovish, Zeraora, Urshifu

Note: Keldeo, Rapid Strike, and Magearna will stay banned for AAA, while Melmetal will stay banned for STABmons. Dragapult will not be freed for both metas.
May I suggest unbanning Vulpix-Alola in mono lc ? Vulpix-Alola is banned in lc because it makes setup sweepers like shellder, vullaby or zigzagoon all too hard to handle behind veil. However in mono lc, ice does not have access to such threats so to me there's no reason to keep it banned. Moreover the moonblast and freeze-dry coverage it adds allows ice to pressure both dark and water, 2 top types in mono lc, making the type a cool niche pick in the metagame.

Other debatable unbans I've heard about include chlorophyll and rufflet or even gothita, gastly and cutiefly, however I'm not as confident about how those would affect the tier positively as with vulpix-alola. I'll let other mono lc players give their opinion on them if they want to see some of these unbanned for the mono om cup.
 

roxie

https://www.youtube.com/@noxiousroxie
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May I suggest unbanning Vulpix-Alola in mono lc ? Vulpix-Alola is banned in lc because it makes setup sweepers like shellder, vullaby or zigzagoon all too hard to handle behind veil. However in mono lc, ice does not have access to such threats so to me there's no reason to keep it banned. Moreover the moonblast and freeze-dry coverage it adds allows ice to pressure both dark and water, 2 top types in mono lc, making the type a cool niche pick in the metagame.

Other debatable unbans I've heard about include chlorophyll and rufflet or even gothita, gastly and cutiefly, however I'm not as confident about how those would affect the tier positively as with vulpix-alola. I'll let other mono lc players give their opinion on them if they want to see some of these unbanned for the mono om cup.
I agree with vulpix and the other unbans, this tournament will be a way for us to test out what exactly is "ban-worthy" and what sticks out when monotype is applied to the lc metagame
 

Perish Song

flaunt
is a Tutor Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Dedicated Tournament Host Alumnus
Hello, we're unbanning /banning couple more stuff.

AAA

Imposter Ditto*, Libero Cinderace* are unbanned.

Important note: Please be wary that these abilities will STAY banned, and will only be freed on their native learners. Things like Imposter Chansey and Libero Hydreigon cannot be used.

LC

Alolan Vulpix and Gastly are unbanned. Chlorophyll and Cutiefly will remain banned.

STABmons

With the recent STABmons vote, the move V-create is banned from the format.
 

roxie

https://www.youtube.com/@noxiousroxie
is a Tutoris a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus

Originally Hosted by Tyke
What is CAPmono? It's a small OM based on the Create-A-Pokemon Project, which adds 25 new pokemon to the existing Monotype Metagame which can be found here! These new additions offer unique typings, abilities, and offensive and defensive utility that many Mono teams otherwise don't have, opening up a lot of interesting teambuilding possibilities. CAPMono follows the existing Monotype Banlist, with the addition of Cawmodore.

Aurumoth @ Heavy-Duty Boots
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Zen Headbutt
- Substitute
- Megahorn

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic / Roost
- Bug Buzz

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Knock Off
- Earthquake

Vikavolt @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Thunderbolt
- Energy Ball
- Roost

Snaelstrom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Sticky Web
- U-turn
- Scald

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Superpower
- Bullet Punch
- Knock Off

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 200 HP / 164 Def / 144 Spe
Impish Nature
- Drain Punch
- Toxic
- Will-O-Wisp
- Knock Off

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Fire Blast
- Thunderbolt

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

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Substitute

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

Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Strength Sap
- Stealth Rock
- Night Shade

Astrolotl @ Choice Scarf
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Draco Meteor
- Dragon Pulse
- Magical Leaf

Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Yawn
- Lava Plume

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Toxic

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Bulk Up
- Sucker Punch
- High Jump Kick

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Toxic
- Taunt
- Parting Shot

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Shadow Bone
- Earthquake

Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Gunk Shot
- U-turn

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

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Foul Play
- Synthesis
- Giga Drain

Salazzle (F) @ Black Sludge
Ability: Corrosion
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Flamethrower
- Substitute
- Protect
- Toxic

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Toxic Spikes
- Poison Jab
- Knock Off
- Protect

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Strange Steam
- Will-O-Wisp
- Defog
- Pain Split

Celebi @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Earth Power
- Psychic
- Recover

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Trick
- Leaf Storm

Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Knock Off
- Leech Seed

Pyroak @ Heavy-Duty Boots
Ability: Battle Armor
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Rock Tomb
- Synthesis

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wood Hammer
- Grassy Glide
- U-turn
- Superpower

Whimsicott @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Switcheroo
- Stun Spore

Caribolt @ Leftovers
Ability: Galvanize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rapid Spin
- Brick Break
- Horn Leech

Rotom-Heat @ Air Balloon
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Volt Switch
- Pain Split

Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Play Rough
- Close Combat
- Knock Off

Pincurchin @ Terrain Extender
Ability: Electric Surge
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Rising Voltage
- Toxic Spikes
- Thunder Wave

Raichu-Alola @ Colbur Berry
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rising Voltage
- Psyshock
- Focus Blast
- Nasty Plot

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Bug Buzz
- Thunder Wave

Tomohawk @ Leftovers
Ability: Prankster
EVs: 108 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Taunt
- Roost
- Substitute

Kerfluffle @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sludge Wave
- Focus Blast
- Energy Ball

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Iron Head
- Thunder Wave

Urshifu @ Black Glasses
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Wicked Blow
- Sucker Punch
- Close Combat

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Megahorn
- Earthquake
/tour create gen8cap, elimination
/tour rules same type clause, -cawmodore, +cinderace, +clefable, +dracovish, -crucibellite
/tour autostart 6
/tour scouting disallow
/tour name CAP Monotype
/tour autodq 3
/challenge [user], gen8cap @@@ same type clause , -cawmodore, +cinderace, +clefable, +dracovish, -crucibellite
 
Last edited:

What is CAPmono? It's a small OM based on the Create-A-Pokemon Project, which adds 25 new pokemon to the existing Monotype Metagame which can be found here! These new additions offer unique typings, abilities, and offensive and defensive utility that many Mono teams otherwise don't have, opening up a lot of interesting teambuilding possibilities. CAPMono follows the existing Monotype Banlist, with the addition of Cawmodore.

Aurumoth @ Heavy-Duty Boots
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Zen Headbutt
- Substitute
- Megahorn

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic / Roost
- Bug Buzz

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Knock Off
- Earthquake

Vikavolt @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Thunderbolt
- Energy Ball
- Roost

Snaelstrom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Sticky Web
- U-turn
- Scald

Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Superpower
- Bullet Punch
- Knock Off

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 200 HP / 164 Def / 144 Spe
Impish Nature
- Drain Punch
- Toxic
- Will-O-Wisp
- Knock Off

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Fire Blast
- Thunderbolt

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

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Substitute

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

Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Strength Sap
- Stealth Rock
- Night Shade

Astrolotl @ Choice Scarf
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Draco Meteor
- Dragon Pulse
- Magical Leaf

Torkoal @ Heat Rock
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Yawn
- Lava Plume

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Toxic

Cinderace @ Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Bulk Up
- Sucker Punch
- High Jump Kick

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Knock Off
- Toxic
- Taunt
- Parting Shot

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Shadow Bone
- Earthquake

Crucibelle @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Gunk Shot
- U-turn

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

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Foul Play
- Synthesis
- Giga Drain

Salazzle (F) @ Black Sludge
Ability: Corrosion
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Flamethrower
- Substitute
- Protect
- Toxic

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Toxic Spikes
- Poison Jab
- Knock Off
- Protect

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Strange Steam
- Will-O-Wisp
- Defog
- Pain Split

Celebi @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Earth Power
- Psychic
- Recover

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Trick
- Leaf Storm

Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Knock Off
- Leech Seed

Pyroak @ Heavy-Duty Boots
Ability: Battle Armor
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Rock Tomb
- Synthesis

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wood Hammer
- Grassy Glide
- U-turn
- Superpower

Whimsicott @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Switcheroo
- Stun Spore

Caribolt @ Leftovers
Ability: Galvanize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rapid Spin
- Brick Break
- Horn Leech

Rotom-Heat @ Air Balloon
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Overheat
- Volt Switch
- Pain Split

Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Play Rough
- Close Combat
- Knock Off

Pincurchin @ Terrain Extender
Ability: Electric Surge
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Rising Voltage
- Toxic Spikes
- Thunder Wave

Raichu-Alola @ Colbur Berry
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rising Voltage
- Psyshock
- Focus Blast
- Nasty Plot

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Bug Buzz
- Thunder Wave
(urshifu-placeholder)

Tomohawk @ Leftovers
Ability: Prankster
EVs: 108 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Taunt
- Roost
- Substitute

Kerfluffle @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sludge Wave
- Focus Blast
- Energy Ball

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Iron Head
- Thunder Wave

Urshifu @ Black Glasses
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Wicked Blow
- Sucker Punch
- Close Combat

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Megahorn
- Earthquake
/tour create gen8monotype, elimination
/tour rules +cap, -cawmodore, -crucibellite
Gonna drop some teams as well.
also roxiee s/od me so s/os Roxiee for getting me into the meta ;w;
http://play.pokemonshowdown.com/sprites/ani-shiny/kerfluffle-f.gif
http://play.pokemonshowdown.com/sprites/ani/terrakion.gif
http://play.pokemonshowdown.com/sprites/ani/hawlucha.gif
http://play.pokemonshowdown.com/sprites/ani/tomohawk.gif
https://www.smogon.com/dex/media/sprites/xy/arghonaut.gif

Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Circle Throw
- Poison Jab
- Spikes

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- U-turn
- Sucker Punch

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

Kerfluffle @ Expert Belt
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Moonblast
- Sludge Bomb
- Aura Sphere

Hawlucha @ White Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Substitute
- Close Combat
- Acrobatics

Tomohawk @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Roost
- Hurricane
- Stealth Rock

Kerfluffle(CAP 22) was designed to act as a good pivot, something that Fighting kind of lacks. It's Ability Natural Cure allows it to absorb Status conditions like burns and paralysis nicely, and its access to Parting Shot lets it get in other teammates safely while still maintaining its high base speed. Kerfluffle also packs a high base Special Attack stat, letting it spam moves like Moonblast and Aura Sphere. Because of this excellent team support, I decided to run Choice Band Urshifu over the Bulk Up set, as the Band provides more immediate power and takes advantage of the chances to come in given by Kerfluffle. CAP Fighting also introduces some bulkier Pokemon, like Arghonaut and Tomohawk. Both have access to Recovery and High Defenses, which lets this Fighting team become more defensive. Tomohawk with a Helmet and Intimidate is really nice for switching into physical attackers, and it also gets both Rapid Spin and Stealth Rock, letting it Spin away webs, which are particularly annoying for Fighting. Arghonaut can also stack hazards, thanks to having Spikes, as well as Circle Throw to rack up Hazard Damage. Hawlucha is a nice wincon in things like the Grass MU and fighting mirror. Finally, I had Terrakion to act as speed control, as it has a really nice speed tier and movepool.

http://play.pokemonshowdown.com/sprites/ani/jumbao.gif
http://play.pokemonshowdown.com/sprites/ani/venusaur.gif
http://play.pokemonshowdown.com/sprites/ani/ferrothorn.gif
http://play.pokemonshowdown.com/sprites/ani/pyroak.gif
http://play.pokemonshowdown.com/sprites/ani/rillaboom.gif
http://play.pokemonshowdown.com/sprites/ani-shiny/rotom-mow.gif

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Protect
- Spikes
- Iron Head
- Leech Seed

Pyroak @ Heavy-Duty Boots
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Lava Plume
- Stealth Rock
- Synthesis
- Rock Tomb

Venusaur @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Weather Ball
- Earth Power
- Giga Drain

Jumbao @ Choice Scarf
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Healing Wish
- Shadow Ball
- Focus Blast

Rotom-Mow @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Leaf Storm
- Thunderbolt

Rillaboom @ Terrain Extender
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Drain Punch

CAP gave grass the boon of two sun setters, which make venusaur an absolute monster under sun. I chose Jumbao for my Sun setter, as it has access to STAB Moonblast as well as Healing Wish to get Venusaur on safely. Its scarf set lets it outspeed dragons like Specs Hydreigon and Kyurem, both of which can be annoying for Grass. I chose to run specs on Venusaur over LO Growth, as it has a more immediate effect, and considering Jumbao has no Heat Rock to prolong sun turns, I wanted to make as much as possible out of the few sun turns you get to wreack havoc. Pyroak and Ferrothorn form the defensive Core, both of them being able to stack hazards, as well as Pyroak being a +1 Volc Check thanks to Rock Slide. Pyroak also has a nice defensive typing in Fire/Grass, meaning Volcarona has no way of hitting it super effectively. SD Rillaboom is nice as a sweeper with Grassy Glide, and finally Sub NP Rotom takes advantage of passive Pokemon to let it set up.

http://play.pokemonshowdown.com/sprites/ani/ferrothorn.gif
http://play.pokemonshowdown.com/sprites/ani/aegislash.gif
http://play.pokemonshowdown.com/sprites/ani/equilibra.gif
http://play.pokemonshowdown.com/sprites/ani/cobalion.gif
http://play.pokemonshowdown.com/sprites/ani/naviathan.gif
http://play.pokemonshowdown.com/sprites/ani/corviknight.gif

Naviathan @ Leftovers
Ability: Heatproof
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Flash Cannon

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Protect
- Power Whip
- Leech Seed

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Substitute
- Toxic
- Shadow Ball
- King's Shield

Corviknight @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Brave Bird
- Substitute
- Roost
- Bulk Up

Cobalion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Stone Edge
- Thunder Wave

Equilibra @ Leftovers
Ability: Levitate
EVs: 252 HP / 80 Def / 176 SpA
Modest Nature
IVs: 0 Atk
- Doom Desire
- Pain Split
- Rapid Spin
- Earth Power

CAP gives steel an amazing boon, a fire resist in Naviathan. Thanks to its Water/Steel typing and heatproof, Naviathan becomes resistant to Fire moves as well as being a great burn absorber thanks to Heatproof also halving burn damage. Ferrothorn+SubToxic Aegislash form a nice defensive core, being able to wall a large portion of the metagame. Equilibra serves as the Spinner of the team, being able to force out a lot of hazard stackers with its stab combination, and Libra provides nice Offensive Pressure as well thanks to Doom Desire. 80 Defense allow you to live 2 CB Scyclant Icicle crashes, and the rest is pooled into hp and special attack. Libra also lives a Fire Lash from Astrolotl, and OHKOs back with Earth Power. Cobalion is the speed control of the team, outspeeding Scarf Zard, +1 Volc does nicely against Urshifu, all 3 being threats against Steel. Finally, I have two set up sweepers in Corviknight and Naviathan, with both being able to stay healthy throughout the match thanks to excellent recovery.

anw thats all for now, probably will add more as Roxiee and I play more battles :blobuwu:
 
Last edited:

Perish Song

flaunt
is a Tutor Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnusis a Dedicated Tournament Host Alumnus
Hello, did some stat compiling for the Monotype OM Cup Round 1 for STABmons and AAA.

Almost Any Ability

Water 10/17
Psychic 8/11
Dragon 4/12
Dark 4/9
Steel 5/6
Electric 3/6
Ice 2/5
Normal 2/4
Fire 2/4
Bug 1/4
Fairy 3/3
Poison 1/3
Flying 1/2
Ghost 1/2
Fighting 1/1
Grass 0/1

Unused Types: Rock, Ground

Noticeable Trends

  • Psychic Surge plays a huge role in the Psychic's win ratio. When paired with Expanding Force it enables an insane wallbreaking potential. I believe this ability is potentially broken and will be looked upon when the tournament ends.
  • Poison Heal was a decent pick in many teams and bulky Pokemon. Some examples are being Primarina, Hatterene, Snorlax, Seismitoad, and Kommo-o. Kommo-o especially benefitted well from it as the ability allowed Kommo-o to pull multiple Clangorous Souls without switching out.
  • The combination of Surge Surfer + Electric Surge was a popular pick on Dragon teams, enabling Dracozolt to use Bolt Beak under the Terrain for a great amount of damage. Yet unfortunately, this strategy barely worked and caused Dragon teams to have a quite bad win ratio.
  • Another trend for Dragon-type teams was Exeggutor-Alola. It has access to Teleport and Reflect / Light Screen combo, making it an effective Prankster user. Prankster was also quite common on Toxapex.
  • The weather abilities were common in types that would put it to good use. Desolate Land and Drought were common in Grass and Fire-types, while Drizzle and Primordial Sea were used in Steel and Water teams.
  • Zarude was a popular pick on both Grass and Dark-type teams, as I think everyone believed the monkey could be decent with a proper ability. In Dark teams its seen with Grassy Surge.
  • Triage and Dazzling/Queenly Majesty saw a lot of usage across many types. Some of the common Triage users are Hatterene, Golisopod, Gallade, and anything that gets Drain Punch. Some of the common Dazzling / Queenly Majesty users are Kommo-o (Why ?), Hydreigon, and Zeraora.
  • Despite being super good, the combination of Regenerator + Assault Vest (Or just Regenerator) wasn't popular as it used to be in the previous generation. There are a few games where this strategy was used. Some Poison teams used Regenerator on Skuntank to further enhance the team's Regenerator core. Dragalge / Goodra on Dragon teams also used Regenerator commonly.

STABmons

Ghost 3/6
Water 9/14
Poison 6/8
Dragon 2/4
Fire 1/5
Dark 2/5
Fighting 1/4
Fairy 2/2
Electric 0/4
Ice 0/1
Psychic 1/5
Grass 2/2
Ground 0/1
Steel 2/3
Normal 3/3
Bug 2/3

Unused Types: Rock, Flying

Noticeable Trends

  • No Retreat was the most popular pick for nearly every Fighting-type Pokemon. It saw a large variety of users such as Cobalion, Kommo-o, Urshifu, etc..
  • Water gets a good win rate thanks to its offensive threats having access to dangerous Water-type moves in Surging Strikes, Water Spout, etc. Teams featuring Barraskewda, Crawdaunt, and Azumarill with Surging Strikes and Keldeo with Water Spout were quite common. Pelipper being available to boost all that with Drizzle made it even more dangerous.
  • Sticky Web was a popular niche in every type that had access to it. Fire (Centiskorch), Ice (Frosmoth), Fighting (Heracross), Ghost (Shedinja), Dark and Poison (Drapion, from Skorupi) have occasionally tried to utilize it.
  • Poison gets a good winrate thanks to having access to Flip Turn on Toxapex and Parting Shot on the Psychic immunity. This enabled the type to pivot around much better. Scolipede with a Coil + Baneful Bunker set has proven itself to be quite useful in many matchups. Furthermore, Baneful Bunker was a popular pick on many Poison-type Pokemon. (Poison's two losses comes from the offensive archetype, while standard Poison Balance went 6/6)
  • Psychic saw very little usage and has a bad winrate due to not having access to any useful moves and Pokemon to use those moves. One of the best options it had access to was Boomburst Indeedee.
  • Dracovish and Dracozolt were common in their respective types with having access to Dragon Dance. Despite that Electric and Dragon have pretty mediocre win-rates while Water didn't need DD Dracovish to win games.
Fun Fact: Steel teams faced Fire teams about 5 times (AAA + STAB cumulative), and won all 5 games.
 
Well it was a fun tour, but now we're out. S/os to the homies Mrdin69 , Cereal_no_milk , Ta9967 (Plunder) and the optimistic plus for doing this with me, i was originally going to join the tour as a meme, but Plunder actually went and asked to join my team so extra big thanks to you <3.
Anw here are all the teams we used, I'd normally wait till the tour ends but im impatient as fuck so here goes. i mainly built Stabmons and Threat but I feel like I have a solid enough grasp on all the teams that were brought.
http://play.pokemonshowdown.com/sprites/gen5/xatu.png
http://play.pokemonshowdown.com/sprites/gen5/mew.png
http://play.pokemonshowdown.com/sprites/gen5/alakazam-f.png
http://play.pokemonshowdown.com/sprites/gen5/bronzong.png
http://play.pokemonshowdown.com/sprites/gen5/malamar.png
http://play.pokemonshowdown.com/sprites/gen5/gallade.png

by Hyperspace12 & Plunder
Xatu Screens HO Threat Psychic
idt ive actually used this exact team, but this is the final product after all 5 of those matches. Xatu is really nice, as it blocks twave and stuff for the team as well as setting up screens for mew and spreading paralysis itself. Mew is pretty much necessary on every Psychic Threat team, it is so dangerous and the meta has pretty much shifted to dancing around all these dangerous set up sweepers including mew and Necrozma. I went with Scarf zam(suggested by Plunder) which outspeeds stuff like +1 rachi, and gets access to sball and an insane spatk. Foul Play is nice bcuz it lets you hit stuff like +2 Necrozma really hard, and Twave and trick or moreso support options that also let you shut down stuff that rely on speed or their item. Bronzong has a weird ass set LOL but after sr damage Normal gem Bronzong has like a 97% chance to OHKO mew and is guaranteed to OHKO Necrozma. I also have Heavy Slam over Gyro Ball bcuz hitting hatterene is pretty cool. Malamar is my Shadow Ball switchin because indeedee is kinda cheeks imo, and it gets Contrary which boosts its spd if sball drops. AV and Max Spd make it pretty thick, and stab Knock off is always really nice. I have Lash out as well which hits set up sweepers extra hard, and Night Slash is mainly for that really niche situation when you have to crit. Finally I have facade after getting messed up by para spam a lot. CB Gallade is pretty nice, as it can revenge kill weakened targets with Shadow Sneak, and gets X scissor as well to hit stuff.

http://play.pokemonshowdown.com/sprites/gen5/weezing-galar.png
http://play.pokemonshowdown.com/sprites/gen5/azumarill.png
http://play.pokemonshowdown.com/sprites/gen5/mawile.png
http://play.pokemonshowdown.com/sprites/gen5/klefki.png
http://play.pokemonshowdown.com/sprites/gen5/hatterene.png
http://play.pokemonshowdown.com/sprites/gen5/clefable.png

by Hyperspace12 and Roxiee
Choice Spam Bulky Offense Threat Fairy
I used this team in quarterfinals vs Rinda, and I'm surprised how it turned out ngl, I built the team the night earlier without any thought in mind, but S/os Roxiee for checking it up and suggesting some sets for me. For this match I actually bothered to look at Ticken's replays, and saw Scarf Mawile. I was like shit thats heat so I added it to the team. Next pos was like bro its time you try specs weezy, and i was like fuck it, lets do it, and Weezy actually put in so much work LOL. Fire Blast + Sludge Bomb hits pretty much everything in the tier, and Tspikes is also really nice. Next i rounded out the Choice Squad with CB Azumarill, which thonks everything not named defensive weezing and klefki hella hard. Aqua jet is also nice priority to have. Next Roxiee suggested that i ran SubCM Klefki which can set up nicely and start spamming Flash Cannon, and if the opponent has no Clef it pretty much wins after a few turns. I am a HUGE fan of AV pokemon in threat, so I decided to run Hatterene with an av slapped onto it, it lets Hatt take more hits, and also it lives Offensive Weezing's Sludge wave/Sludge bomb. Clefable was the glue of the team, Set up sweepers like BD Azumarill and CM Klefki were really scary, but clefable beats both 1v1 thanks to Unaware.

Mrdin69 built all these teams, but I'm here to explain the basic parts of them
http://play.pokemonshowdown.com/sprites/gen5/vulpix.png
http://play.pokemonshowdown.com/sprites/gen5/charmander.png
http://play.pokemonshowdown.com/sprites/gen5/salandit.png
http://play.pokemonshowdown.com/sprites/gen5/larvesta.png
http://play.pokemonshowdown.com/sprites/gen5/ponyta.png
http://play.pokemonshowdown.com/sprites/gen5/scorbunny.png

by Mrdin69
Solar Power Charmander Sun Spam Fire
This was the first team mrdin built, its pretty goated, but it has a nice defensive core in Larvesta and Ponyta, who both enjoy the healing boost from Morning Sun in Sun, and has a nice Cleanup squad in Scorbunny and Charmander. Vulpix was added first because sun is central to how this team works, and mrdin slapped some random moves he think wouldve done well(Both games he like sacked it so Charmander could go insane). Scarf Charmander is really nice, with solar Power and the fire boost in sun, it outspeeds and ohkos everything that doesnt resist it LOL insane mon. Juice Salandit is a nice Pokemon that does well vs defensive cores. Larvesta and Ponyta both sport Morning Sun eviolite sets, they are actually pretty thick, as shown in mrdin vs kaif, larvesta survives a Scarf Farfetch'd's brave bird. Finally, like its Soccer Mom in regular mono, Scorbunny is also good in LC Mono, Libero is always nice and it gets some cool moves like U-turn and Sucker Punch.

http://play.pokemonshowdown.com/sprites/gen5/cottonee.png
http://play.pokemonshowdown.com/sprites/gen5/bulbasaur.png
http://play.pokemonshowdown.com/sprites/gen5/exeggcute.png
http://play.pokemonshowdown.com/sprites/gen5/ferroseed.png
http://play.pokemonshowdown.com/sprites/gen5/foongus.png
http://play.pokemonshowdown.com/sprites/gen5/grookey.png

by Mrdin69 and Hyperspace12
Balanced Sun Grass
Mrdin and I decided that sun was insane so we decided to build more sun that doesnt autolose to water :D
Cottonee is a great sun setter, it can click Sunny Day really easily thanks to Prankster. bulbasaur and Exeggcute are pretty amazing Pokemon, both outspeed a lot of Pokemon In sun, and they have pretty solid movepools as well. Ferroseed and Foongus are a nice defensive core, Ferroseed can also Knock Off stuff which is nice. Finally we had Grookey, and we decided to run a Grassy Seed which gives you +1 defense(a lot more impactful in lc) and also makes acrobatics 110 bp. Wouldn't suggest using this team regularly though, loses to vullaby unfort.

http://play.pokemonshowdown.com/sprites/gen5/snorunt.png
http://play.pokemonshowdown.com/sprites/gen5/sandshrew-alola.png
http://play.pokemonshowdown.com/sprites/gen5/vulpix-alola.png
http://play.pokemonshowdown.com/sprites/gen5/darumaka-galar.png
http://play.pokemonshowdown.com/sprites/gen5/bergmite.png
http://play.pokemonshowdown.com/sprites/gen5/cubchoo.png

by Mrdin69
Offensive Hail ice
No more types that abuse sun but there is still more weather! Snorunt is a nice suilead that can also take smth down with it thanks to Icicle Crash and Ice Shard. Spikes are really nice for this team as well. Vulpix-A was freed so Ice now gets Hail and Screens, and You may be confused why we are screens Ice with Sash Alolashrew LOL but it ended up working out lol idk how Mrdin69 goat. Bergmite is a nice spinner that can also sponge physical hits for the team. Cubchoo and alolashrew are the Two Hail abusers, both hit fast and hard. Finally we have Darumaka, who is a nice scarfer that also hits hard thanks to Hustle.

http://play.pokemonshowdown.com/sprites/gen5/stufful.png
http://play.pokemonshowdown.com/sprites/gen5/lickitung.png
http://play.pokemonshowdown.com/sprites/gen5/fletchling.png
http://play.pokemonshowdown.com/sprites/gen5/helioptile.png
http://play.pokemonshowdown.com/sprites/gen5/porygon.png
http://play.pokemonshowdown.com/sprites/gen5/meowth.png

by Mrdin69
Bulky Offense Normal
We were in the tour to have fun, and Fun we were going to have, mrdin69 decided that he did not want to use Zigzagoon and other powerful pokemon Normal had access to, and I was like lets do it. RestTalk stufful is actually pretty bulky, and It's nice in the fighting mu. Pupunch Lickitung sounds dumb asf but I mean its pretty thick ig but not much else. SD Fletchling is nice, as it provides some priority against Fighting teams, as well as defog to clear Hazards. Scarf Heliolisk is nice in the water mu, and also solid speed control. Porygon is a really nice Pokemon, and incredibly scary if it gets the SpA boost from Download, it'll hit like a truck while still being able to recover health. Meowth is some really nice tech, covet is a 90 BP Stab move thanks to Technician that steals items like Eviolites or Berry Juices. It also has some extremely powerful Priority in Fake Out, overall i think this is a really amazing Pokemon. Because of covet mrdin actually brought itemless Meowth lmao.

http://play.pokemonshowdown.com/sprites/gen5/sableye-mega.png
http://play.pokemonshowdown.com/sprites/gen5/shedinja.png
http://play.pokemonshowdown.com/sprites/gen5/aegislash.png
http://play.pokemonshowdown.com/sprites/gen5/dragapult.png
http://play.pokemonshowdown.com/sprites/gen5/blacephalon.png
http://play.pokemonshowdown.com/sprites/gen5/mimikyu.png

by Positive Plus and Hyperspace12
THIS TEAM IS OUTDATED AS OF NOW, AEGISLASH IS BANNED
Balanced Ghost
Because of some insane Pokemon like Mega Medi, Mega Metagross, and DD Pult were added to the metagame, pos and I wanted a team that could do well vs All the offensive threats(Unfort this team is does terrible against other teams with Strong defensive Backbones). Funny thing is, boots Shedinja walls all of them besides pult which is scary af for all teams. Ghost also got some amazing mons like Aegislash and Pult, both of which are sooooo good for the type. Sableye M, Shedinja, and Aegislash form a nice defensive core, all of them get a protecting move to scout, and they synergize nicely. DD Pult is insane as I said before, and now with zmoves it gets a one time Ghost move that doesnt require the 2 turns to be executed. Mimikyu is obviously necessary on Ghost, as it patches up mus like Dark. Finally we added Scarf Blacephalon to act as speed control.
There are more teams pos used but hed rather keep them for now so unfort no up to date teams :blobnom:

Plunder kinda did his own thing w/ AAA but im pretty happy with how they all turned out and a lot of them have heat shit.
http://play.pokemonshowdown.com/sprites/gen5/slowking.png
http://play.pokemonshowdown.com/sprites/gen5/toxapex.png
http://play.pokemonshowdown.com/sprites/gen5/kingdra.png
http://play.pokemonshowdown.com/sprites/gen5/dracovish.png
http://play.pokemonshowdown.com/sprites/gen5/primarina.png
http://play.pokemonshowdown.com/sprites/gen5/seismitoad.png

by Plunder & Mrdin69
Rain water
Slowking is a really nice Drizzle user, as it has access to Teleport as well as Nice Bulk and Slack Off. The idea of this team was to bring in slowking, then safely get in Specs Kingdra and Band Vish to start destroying shit in rain. Prankster Pex is really nice to get off a Haze or Toxic in clutch situations, and Seismitoad acts as the grass and electric immunity of the team, making it a nice rocker. Finally, Poison Heal Primarina is a nice threat outside of rain, Poison heal with Draining Kiss makes it ridiculously hard to kill, and considering poison and dark were pretty popular, prim does nicely.

http://play.pokemonshowdown.com/sprites/gen5/incineroar.png
http://play.pokemonshowdown.com/sprites/gen5/mandibuzz.png
http://play.pokemonshowdown.com/sprites/gen5/bisharp.png
http://play.pokemonshowdown.com/sprites/gen5/hydreigon.png
http://play.pokemonshowdown.com/sprites/gen5/urshifu.png
http://play.pokemonshowdown.com/sprites/gen5/weavile.png

by Plunder
Bulky Offense Dark
This was built around Regenerator Incin and Mandibuzz being able to absorb hits and u-turn out into 1 of the 4 offensive threats here. Adaptability Bisharp has some insane Knock Offs and Sucker Punches as well as Iron Head to hit fairies. Sheer Force Hydreigon hits insanely hard with a lo, plunder had specs originally but i made it LO as it the small boost from specs isnt worth the ability to choose moves imo. Tinted lens Shifu basically wrecks even fairies with its stab combination, and BU makes this bear a huge threat, as even resists are now unable to wall it. Weavile was the last mon, Technician makes Triple Axel Hit like a fucking truck loool. It also boosts Its Ice Shard.

http://play.pokemonshowdown.com/sprites/gen5/pelipper.png
http://play.pokemonshowdown.com/sprites/gen5/toxapex.png
http://play.pokemonshowdown.com/sprites/gen5/barraskewda.png
http://play.pokemonshowdown.com/sprites/gen5/keldeo-resolute.png
http://play.pokemonshowdown.com/sprites/gen5/gastrodon-west.png
http://play.pokemonshowdown.com/sprites/gen5/rotom-wash.png

by Hyperspace12 and Cereal
Rain Water
Water gets some pretty powerful moves like Surging strikes and Water Spout, both of which can be boosted by rain to make them hit like school buses. Specs Pelipper is nice, as it provides clutch defog and can also sling hurricanes around which destroy defensive cores. Surging strikes barrask with a cb outspeeds and thonks anything that doesnt resist, and Specs Keld on the other hand Launches Water Spouts in rain boosted by specs. Toxapex and Gastro are a nice defensive core, Flip Turn makes Pex so amazing, and we added Venom Drench and Toxic, as set up sweepers are pretty common in STAB. Gastrodon notably gets spikes which can apply pressure to opposing teams. Washtom is the last member, Sub NP is pretty amazing alongside moves like Blue Flare and Freeze Dry. We decided not to go with stabs, as Peli+Skewda+Keld already provide insane water stab.

http://play.pokemonshowdown.com/sprites/gen5/ferrothorn.png
http://play.pokemonshowdown.com/sprites/gen5/bronzong.png
http://play.pokemonshowdown.com/sprites/gen5/cobalion.png
http://play.pokemonshowdown.com/sprites/gen5/duraludon.png
http://play.pokemonshowdown.com/sprites/gen5/corviknight.png
http://play.pokemonshowdown.com/sprites/gen5/aegislash.png

by Hyperspace12 and Cereal
S/os to Ridley for helping us test this team.
Balance Steel
We used Decem 's steel team as a base for this, a lot of these mons get some cool moves that make them better. Ferro gets incredible status moves from STAB like Synthesis and King's Shield, as well as Trop Kick to further lower enemies' attack. Bronzong provides a fire neutrality, as well as Mirror coat to punish fire type attackers. Rock Slide with 100 attack evs allow you to OHKO volcarona as well. Teleport even lets Bronzong to pivot to Pokemon like Duraludon to hit hard. Corviknight's set came from Plunder, who suggested an Anchor Shot set to trap and kill annoying defensive Pokemon. Specs Duraludon gets Clanging scales as well as Doom Desire, which is nice for forcing the opponent to make certain plays, and it works well with Anchor Shot Corvi. Scarf Coba is pretty standard on steel now, with Stone edge to beat zard and volc. Finally, SD Aegislash gets some insane stabs now in Behemoth Blade and Poltergeist, which lets it truck on defensive teams lacking a hazer that beats aegis.

anw thats all the teams i have for y'all, good luck to the rest of the teams in the tour, this one was really fun, and i take making poffs as an accomplishment. thanks again to all the people i s/od above, you really made this tour(my first team tour btw) mean a lot :blobuwu:
Pokemon Wooloo GIF - Pokemon Wooloo Cute - Discover & Share GIFs
 
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This is in regards to LC. In norm mono, Golurk(Ghost) is outclassed by other things like mimikyu, pult, and slash. but as Dreepy and Honedge suck in LC (Dreepy has a terrible move pool and No Guard is bad for Hone) and mimi isn't available, is Golett viable? Here the set I use:
Golett @ Eviolite
Ability: No Guard
Level: 5
Shiny: Yes
EVs: 186 Def/ 186 Spd/ 106 HP/ 30 Atk
Adamant Nature
-Dynamic Punch
-Earthquake
-Poltergeist
-Fire Punch


EDIT: If I have a mono OM team and I want some feedback, would I put it here?

Thanks.
 
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D2TheW

Amadán
OK so I had a fun time building and playing in the tour. I found the concept of monothreat very appealing and I figured I'd share my teams with some (hopefully) short explanations.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hyper Voice
- Nasty Plot
- Substitute



Cloyster @ Focus Sash
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Blast
- Explosion/Icicle Spear
- Shell Smash
- Pin Missile



Starmie @ Rindo Berry
Ability: Natural Cure
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Rapid Spin
- Psychic



Primarina @ Leftovers
Ability: Torrent
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Psychic/Draining Kiss
- Energy Ball
- Calm Mind
- Substitute



Seismitoad @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 140 Atk / 116 SpD
Adamant Nature
- Stealth Rock
- Power Whip
- Earthquake
- Knock Off



Gyarados @ Wacan Berry
Ability: Moxie
Shiny: Yes
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Power Whip
- Earthquake
- Dragon Dance
- Taunt

I built this team for my first game and while I tinkered with it, the core structure hasn't changed. Rotom, Gyara, Prim and Cloyster are all good set-up sweepers especially the first two. Rotom basically requires Seismitoad, Gastro or Lanturn to check it or it'll 6-0 at preview. Gyara can end games in one turn if allowed and the wacan set shown here gives it more options to get that one turn. Seismitoad and Rindo Starmie shore up the team against those specific threats. Prim is an underrated threat and a good way to get Pex in and kill it. Pex in particular is one of the few good stops to cloyster, which is fully capable of sweeping softened teams. Overall the team is solid and served me well. Water has lots of good options but I think these six synergize particularly well.

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Fire Fang
- Stealth Rock
- Swords Dance



Klefki @ Chesto Berry
Ability: Prankster
Shiny: Yes
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Calm Mind
- Iron Defense
- Rest



Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 96 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Moonlight



Azumarill @ Sitrus Berry
Ability: Huge Power
Shiny: Yes
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Aqua Jet
- Liquidation
- Iron Tail
- Belly Drum



Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
Shiny: Yes
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Fire Blast
- Toxic Spikes
- Defog



Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Flamethrower
- Nasty Plot
- Encore
Fairy wasn't as interesting as water. Klefki, Mawile and Geezing are pretty obvious inclusions. Clef is the real mvp on this team, effortlessly stopping and setting up on the numerous other set up threats fairy has access to. Encore toge can perform a similar task, azu is a back up physical threat to beat other clef. This team is generally solid and has tools to work around irritating threats.

Cloyster @ Focus Sash
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Rock Blast
- Surf
- Ice Shard
- Shell Smash


Kyurem @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Iron Head
- Outrage
- Draco Meteor



Sandslash-Alola @ Red Card
Ability: Slush Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Swords Dance
- Stealth Rock



Avalugg @ Heavy-Duty Boots
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Rapid Spin
- Recover



Froslass @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Trick
- Destiny Bond



Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Iron Head
- U-turn
Ice is kinda scuffed lol, Cloyster is ridiculously threatening, Lugg is basically the only good defensive option (eviolite pilo is decent tho). This team basically centred on the cloy sweep using garm and kyurem to blow holes. Scarf frosslass can revenge Cloy taking some of the defensive burden off of lugg. Sandslash can do both, using red card to stop set up sweepers and using the free turn to get crucial rocks or get a boost. This one is the least solid of the three but its ice, there's only so many much you can work with.

Overall the teams worked pretty well and I hope to participate in future monothreat tours.
 
National Dex Monotype update!

With the Crown Tundra's release and Monotype Winter Premier approaching, National Dex Monotype has decided to ban three Pokemon: Calyrex-Shadow, Calyrex-Ice, and Dragapult.

Calyrex-Shadow & Calyrex-Ice need no further explanation; they are both clearly broken. In short, Calyrex-Shadow has a lot of special firepower, a phenomenal 150 base speed, more than enough coverage, and a powerful, accurate, zero-cost signature move coupled with what's essentially special-based Moxie. Those traits make it technically overbearing for the tier.

Calyrex-Ice trades Speed for phenomenal bulk and great physical prowess; while really slow, it has access to and can set Trick Room by itself due to its great bulk, being a massive problem for offensive teams. It also gets the attack-boosting Swords Dance and complimentary coverage to work as a very powerful wallbreaker, making it clearly over the edge.

While Dragapult itself is not a problem, the newfound access to Ghostium Z National Dex mechanics provide allows Phantom Force to turn into a very powerful Never-Ending Nightmare nuke that can bypass traditional Dragon Dance Dragapult checks such as Toxapex, Celesteela and Corviknight, making the set near impossible to wall or to check for types such as Water, Fire and Dragon when factoring in the efficiency of Ghost + Dragon coverage. Dragapult is also known for its versatility, and that trait is also reflected in National Dex Monotype; checks for the DD set can be efficiently lured in with the use of Hex, Scarf, and even Specs sets. For the reasons stated previously, we believe Dragapult's power is too much for the metagame to handle.

1603653775850.png

That's it for today. Other Pokemon are on the radar for being suspected as well; we'll come up with updates just before MWP starts. Stay tuned!
Tagging The Immortal to implement.
edit: Arena Trap is now freed, we forgot to free it :x
 
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maroon

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RMT & Mono Leader
Another update to National Dex Monotype!

With the Monotype Winter Premier League approaching, we have decided to do some more tiering. This time we have only banned one Pokemon, Mega Mawile. Simultaneously, we have also decided to free two previously banned Pokemon in Tapu Lele and Zygarde-10%.

:sm/mawile-mega:
Mega Mawile is nothing short of destructive in National Dex Monotype. Access to Huge Power, Swords Dance, and amazing coverage allows it to be customized to take on many matchups, thus making it too much for the tier. On top of its fantastic prowess on its own, it is placed on some of the best types, Steel and Fairy, which can support it in different but strong ways. Steel teams have access to a strong defensive core, Leech Seed support from Celesteela and Ferrothorn, as well as being able to provide a hazard stack for Mega Mawile; it has multiple opportunities to come in and set up as well as its checks being chipped by the ample amount of hazards the type provides. While Fairy-teams can also offer the same level of hazard stack that Steel teams do, screen setter Klefki is a staple on Fairy teams providing Mega Mawile with screens, allowing it to directly setup with ease. For all of these reasons, we decided to ban Mega Mawile from the tier.

:ss/tapu-lele:
While we initially banned Tapu Lele due to psychic’s prowess in the initial stages of the metagame, we have decided to give Tapu Lele another chance for a few reasons. Due to the terrain nerf in Generation 8 that only gives a 1.3x boost rather than 1.5x and the fact that terrain can now be removed with defog, we feel that Tapu Lele is not as broken as we initially thought. Tapu Lele also has to compete with other z-users on both fairy and Psychic teams so it likely won’t be running a z-move. For these reasons, we feel Tapu Lele deserves another chance in the tier.

:ss/zygarde-10%:
Zygarde-10% again was banned in the early stages of the metagame to balance the tier as quickly as possible. While we recognize Thousand Arrows is a very restricting move due to its ability to get rid of Ground immunities, Zygarde-10% is relatively weak, very frail, and can easily be revenge killed. For these reasons, we have decided to give it another chance in National Dex Monotype. Due to us unbanning Zygarde-10%, we all have decided to unanimously ban Power Construct, as Zygarde-100% does not have a place within the tier.

We did unban Tapu Lele and Zygarde-10%. However, we will still be closely monitoring them to see their effect on the metagame. We will make some more decisions regarding the tier as we get closer to MWP!

Watchlist: Cinderace, Dracovish, Melmetal, Mega Medicham, Tapu Lele, Terrain Extender, Urshifu-R, Zygarde-10%

Edit: The council has unanimously decided to ban Terrain Extender from National Dex Monotype. With Tape Lele being recently freed and the existence of Electric Terrain abusers like Regieleki and Alolan Raichu, the item has been deemed unhealthy.
 
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(Yet another) National Dex Monotype update!

To further experiment with the tier's mechanics and attempt to balance the tier before MWP, another tiering week was done. While we have voted on four different targets, our only change this week is the re-introduction of Aegislash into the metagame.

:aegislash:

In the beginning of National Dex Monotype, the council back then decided to unanimously axe Aegislash from the tier, claiming the amount of 50/50s it forced was the unhealthy fraction of Steel's so-called "Immunity Core". However, Pokemon like Kartana, Mega Mawile, Mega Metagross and Magearna were allowed on Steel-type teams back then, clearly overpowering the type. This time around, we want to see whether Steel teams and their defensive core remain unhealthy in a metagame WITHOUT Steel's broken elements.

Watchlist: Aegislash, Cinderace, Dracovish, Melmetal, Mega Medicham, Tapu Lele, Urshifu-R, Zygarde-10%

1604941692776.png
 

Perish Song

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Hello everyone, after careful consideration the Mono AAA council has voted on a bunch of stuff.

Bans

- Both Urshifu Forms
- Pheromosa
- Dracovish
- Psychic Surge
- Zygarde
- Magearna
- Terrain Extender
- Damp Rock
- Kyurem B
- Keldeo
- Dragonite
- Dragapult
- Melmetal

Unbans

- Zeraora

We will be watchlisting the ability Triage, for now. We will reach a conclusion before MWP starts.
 
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Perish Song

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Sup, got some news from both AAA and STABmons council.

After reviewing the ban list of both metagames, the STABmons council decided to ban Dracovish from Mono STAB. We will be unbanning Arena Trap, Thundurus, Darmanitan, Darmanitan Galar, and Gengar.

In AAA, Buzzwole was banned so now he is ban in AAA Monotype too ?
As for AAA, we will be not banning Buzzwole from Mono AAA. The discussion for Triage is still ongoing, as I said previously we will reach a consensus before MWP starts. As far as we are concerned, almost every AAA game comes down to Triage vs Dazzling/QM, which can be seen as restrictive and generally difficult to face.

Edit : Triage is now banned from mono AAA.
 
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Hello ! Here is the update concerning mono lc before MWP.

The council voted on Cutiefly, Chlorophyll and Vulpix-Alola to know if they remained unbanned. As a result Vulpix-Alola remains unbanned but Cutiefly and Chlorophyll are now banned.

Cutiefly
2 Ban
1 Do not ban

Vulpix-Alola
3 Do not ban

Chlorophyll
2 Ban
1 Do not ban

Tagging Perish Song to update the op.
 

Ticken

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B101 Leader
The Monothreat VR has been added to the Monothreat post! Huge thanks to ToxaNex for working with me on every type and discussing any and all disagreements plus some more in an effort to make it as accurate as possible! If there are any questions regarding a placement, please only contact me or ToxaNex as the rest of the Monothreat council did not participate in the initial rankings. And of course, message me if there are any issues with the VR post themselves!

Thanks for everyone's patience.
It is released before MWP :pray:
 

Perish Song

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Hello, posting this for the sake of ability bans in AAA.

Due to generation changes, AAA now fully bans abilities instead of restricting them to their native users. Since this is how AAA is tiered now, we will be following this as well and abilities that are banned in AAA are also fully banned in Mono AAA. This means that Imposter Ditto is not allowed, Water Bubble Araquanid is not allowed, Triage Comfey is not allowed, etc.
 
Hello, posting this for the sake of ability bans in AAA.

Due to generation changes, AAA now fully bans abilities instead of restricting them to their native users. Since this is how AAA is tiered now, we will be following this as well and abilities that are banned in AAA are also fully banned in Mono AAA. This means that Imposter Ditto is not allowed, Water Bubble Araquanid is not allowed, Triage Comfey is not allowed, etc.
Rip Cinerace
 

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